Cheatography
https://cheatography.com
The rules for my Titanfall-inspired Mecha combat game.
https://docs.google.com/document/d/13hAdoA8m633Jhgo5jwrIAzc-gFMuhrJkJSegWkAL6ds/edit?tab=t.0
This is a draft cheat sheet. It is a work in progress and is not finished yet.
Pilot Creation
Starting HP |
1d10+4 |
Attributes |
Roll 4d6 and drop lowest for each in order |
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STR - Close Combat |
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AGI - Ranged combat |
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CON - Health, general endurance |
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KNO - Knowledge, Intelligence, Perception |
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WILL - Willpower, Mental Endurance |
Starting Gear (one of each) |
Sidearm |
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One Rifle, SMG, or Light Machine gun |
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Vibroknife |
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Hyperlight Armor |
Saves |
All pilots start with FORT and REFLEX saves at 13 base plus modifiers |
Modifiers:
Attrib 0-5 = -3
6-7 = -2
8-9 = -1
10-11 = 0
12 - 13 = +1
14-15 = +2
16=7 = +3
18+ = +4
Equipment Rarity
Standard issue (common) |
1-10 |
Command (rare) |
11-15 |
Specialist (very rare) |
16-19 |
Unique (Custom) |
20 |
When creating an encounter, roll on each NPC (if you don't want to set it up yourself)
1d20
** For every six standard units, there will typically be one command level with them
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Pilot Actions (outside Neoframe)
Move (on foot) |
Costs one action |
Attack |
Costs one action |
Wall Running |
Pilots can use the wall run boosters to move two zones but have no other action. Wall run allows them to avoid obstacles on the ground and get the drop from above.They can also activate Wall run in Skimmer Mode where they go prone and slide, which allows them to gain an advantage die on the defense roll. They cannot slide or wall run during melee. |
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Wall running - each action spent on a wall run lets you move horizontally or vertically one zone |
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Skimming - you move one zone, you defend next attack with advantage. Your next attack after finishing a skim/slide is at disadvantage |
Reduced Action Points |
At 1/2 HP, a pilot only gets two actions |
Pilots on foot are fast and lethal due to their hyperlight battle armor. When outside your mech, you may take up to 3 actions, but the third action, if it requires a die roll (an attack for ex) is done with disadvantage. Defending after a third action also is done with disadvantage
Die rolls
Basic rolls are d20 + mod |
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Boost Dice = Take an extra d20 for every bonus you have in the situation (not just one!) and take the best roll |
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Burden Dice = take an extra d20 for each disadvantage. Roll all and take the worst |
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Ranges
Close |
5 ft or less |
Nearby |
Up to 60 ft |
Far |
Up to 120 ft |
Extreme |
Beyond 120 ft |
Pilot Healing
One Hour |
Resets Armor value to full |
Take a breath |
Step out of Combat and do nothing for a full turn - earn back 1/2 your max HP value. Cannot exceed your current Max HP |
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Can only take one breather per encounter |
12 hours |
A 12 hour rest restores all Armor and HP |
Regen Token |
Start each session with one token per pc. Spend token at any time to restore all HP. |
Mecha Attacks |
Mech weapons do their base damage rolled x10 against pilots. |
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Pilots may attempt to dodge (Reflex save) incoming mecha attacks |
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