TEXT: 1
  
  2
  3
  4
  6
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  31
  32
  33
  34
  35
  36
  38
  41
  43
  44
  47
  48
  49
  50
  54
  56
  58
  59
  60
  64
  65
  66
  68
  69
  70
  71
  72
  73
  74
  75
  76
  Introduction
  Map of Cronicia
  Short Story: Subterfuge
  History of Cronicia
  Timeline
  Technology
  Nations
  People's Republic of Gerim
  Brashja Empire
  Daleong Kingdom
  Equildor Union
  Nomadic Houses
  Example Nomadic Houses
  Rules
  Character Creation
  Attributes
  Equipment Slots
  Advancement
  Traits
  Healing
  Repair
  Skills
  Tools, Gadgets & Misc 
  Items
  Strong Hit: Effort
  Skill Details
  Personal Combat
  Attribute Damage & Death
  Weapons
  Example Strong/Weak vs
  Actions
  Combat Order
  Mechs
  Mech Creation
  Attribute Location
  Example Attribute Location
  Attribute & Damage
  Other Stats
  Example Mechs
  Mech Combat
  Weapon Stats & Attack Rolls
  Cover
  Destruction of Cover
  Failed Attack Roll: Scatter
  180o Arc of Fire
  Strong Hit: Critical Hit
  Keywords
  Optional: Mech Size
  Heat
  Shuts Down
  Mech Explodes
  Example Environments
  System Rolls
  Movement & Rotation
  Weapon Types
  Passion
  Fortitude
  Destruction
  Patience
  GM Guide
  Loot & Rewards
  Combat
  Types of NPCs
  Example NPC Factions
  Piety
  Aliens
  The Hollow
  Xenonati
  Adventure Ideas
  NPC Ability Tables
  Example NPCs
  Lists
  Nationality
  Advancement Traits
  Attribute Traits
  Primary Skill Traits
  Personal Combat Skill Traits
  Mech System Traits
  Build
  Mech Attribute Traits
  Weapons
  Melee Var & Mods
  Tactical Var & Mods
  Support Var & Mods
  Gun Var & Mods
  Example Personal Combat Weapons
  Example Gadgets
  Example Misc Items & Services
  Acknowledgments
  Table of Contents
  
  3
  The screech of steel meeting steel, the rattle of gunfire, and the 
  pungent reek of gasoline fills the air as mechanical monstrosities 
  battle across a rural horizon of rolling rocky hills, quaint farmsteads 
  and horse-drawn carts. Meanwhile, the cities are technological 
  wonders: vast skyscrapers tower over sparkling city streets as 
  hovering public trams rattle through overflowing shopping districts 
  and over teeming crowds. They are places of great thought and culture 
  on the surface, but are rife with corruption, intrigue, and espionage 
  as politicians and industrialists vie for power, and scientists steal 
  each other’s secrets. 
  The year is 1945. The nation-states of Cronicia are immersed in a 
  catastrophic war that has raged on for over a decade. The formerly 
  impassable mountain ranges that once separated the great powers of 
  the People’s Republic of Gerim and the Brashja Empire mean little 
  when faced with Cronicia’s newest wonders, including anti-gravity 
  parachutes and massive sky-fortress zeppelins, which can insert 
  forces directly into tactical locations. 
  This war threatens to tear Cronicia apart as technology advances 
  at an unprecedented rate, turning major cities into majestic hubs of 
  civilization while simultaneously robbing the smaller villages and 
  surrounding nations of their resources. The only balancing powers 
  remaining are the Nomadic Houses, a loose confederation of people 
  formed by the innumerable refugees forced to flee their homelands 
  due to the countless wars fought over many centuries. Nomadic 
  pilots turn to mercenary work as a chance to earn a living for 
  themselves and protect their Houses from erasure.
  Players will (generally) take control of one of these Nomadic 
  mercenaries, fighting in their own private Mecha for coin, fame or 
  lofty ideals. The Nomads, who occupy central Cronicia, are in prime 
  locations to strike against all sides, and possibly each other.
  But as the nations of Cronicia fixate on war, they overlook greater 
  threats. News of mechanical undead horrors, known as the Hollows, 
  flood in from the south. Clandestine reports hint at occult covens 
  and saucer-like unidentified flying crafts. If Cronicia does not find a 
  path towards peace and uncover the true powers fuelling the land’s 
  endless wars, the entire continent may be doomed...
  Inspirational Artwork for this Setting:
  www.pinterest.com.au/wadedyer18/fragged-dieselpunk-mecha-rpg/
  Introduction
  
  4
  
  5
  
  6
  Biting cold.
  It gnawed through the insulation of Nahum’s suit as he fell, with 
  even his eyes stinging behind his goggles. He had just enough time to 
  make a mental note about improving his flight suit before he plunged 
  through the cloudbank. 
  And now, I’m cold AND wet.
  For a few seconds, everything was a murky grey. Then the man 
  emerged from the clouds, and Brashja landscape was arrayed below 
  him like a canvas of glimmering lights. The surrounding countryside 
  was bathed in moonlight, its rolling hills, forests and swamps dotted 
  with tiny villages and farms. The sleepy hamlets stood in stark 
  contrast with Nahum’s target: Leadheim. The capital city was a blight 
  on the landscape, an imposingly-rigid collection of concrete blocks, 
  skyscrapers and patrolling zeppelins, their searchlights ever-vigilant. 
  The gridded metropolis was sequestered inside a gargantuan wall, 
  five-feet-thick.
  Useful for repelling artillery fire, though not for a single skydiving 
  mercenary.
  The roof of the Spiegel building - one of the highest in the city 
  - was rapidly approaching, though the trajectory was slightly off. 
  Nahum reached down and yanked a cord trailing from his right 
  leg. There was an expulsion of smoke before the motors kicked in, 
  and his aerial trajectory slowly changed from vertical to diagonal. 
  Nahum angled his body into a perfect I-shape, his leg boosters 
  releasing a torrent of smoke that was quickly whipped away by the 
  high-altitude winds.
  The flat roof was close now. The man flicked the off-switch for the 
  boosters and slapped the centre of his chest harness. A parachute 
  as black as his flight suit emerged from his back, and a few seconds 
  later, he was landing in a roll.
  The zeppelins stayed their courses. No searchlights immediately 
  swung in his direction. The mercenary glanced upwards, noting that 
  there wasn’t so much as a cloud out of place. The high-altitude 
  Republic stealth planes worked as promised. He allowed himself 
  a brief grin as the adrenaline from the skydive subsided. So far, 
  so good.
  ***
  Reclining in the chair with his feet up on the table, Nahum followed 
  the commander with his eyes as the man entered the briefing room. 
  He was middle-aged, medals pinned to his lapels; the typical military 
  type. He’d given his name, but Nahum had purposefully forgotten. It 
  wasn’t important.
  “Nahum Villencia Lacroix,” the commander said, placing a folder 
  on the table. “From the Nomadic House, Green Dragon. Mercenary. We 
  Short Story: Subterfuge
  know quite a bit about you.”
  Nahum answered with a lazy smile. So they thought.
  “I’d be lying if I said I wasn’t impressed with your latest assignment,” 
  the commander continued, flipping open the folder. “An entire ship 
  en route to the Daelong Kingdom, loaded with weapons… now resting 
  at the bottom of the ocean thanks to some well-placed explosive 
  charges. Quite the blow to our alliance.”
  The commander leaned in, narrowing his eyes with a deceptively-
  friendly smile. “How did you manage that, by the way?”
  The mercenary met the man’s gaze with an unflinching one of 
  his own.
  “Not really sure what you’re talking about.”
  The commander slammed the folder shut, the smile vanishing 
  from his face. “You can speak most languages on the continent, as 
  you are of mixed heritage you can also blend in as a citizen in most 
  villages, towns and cities, and you can pilot anything with a cockpit. 
  It’s time you stop being a thorn in the Republic’s side, Nahum, and 
  use those talents for good.”
  “Good is relative,” Nahum replied, with a nonchalant shrug. “But for 
  what you’re paying me… I’ll be a thorn in whoever’s side you like.”
  ***
  Nahum made his way over to one of the square, metallic air 
  vents that protruded from the roof’s surface. The grate was loose, 
  as promised. It was full of gear; also as promised. It took only 
  seconds to ditch the parachute and flight suit, and within minutes, 
  Nahum was placing the clunky, black metal helmet of a Brashja 
  infantryman over his head. A smoky-black overcoat obscured the 
  rest of his frame. Even in the cool night air, the all-encompassing 
  helmet began to heat up inside. 
  Only moments before a hover-train stormed past the rooftop on 
  elevated tracks, Nahum picked the roof lock and vanished into the 
  building, leaving his parachute gear stashed inside the air vent. It 
  would no doubt be a surprise find for some confused serviceman in 
  
  7
  a month or so. 
  Nahum headed straight for the elevator car, the walls of which 
  were comprised of mirrors. The doors slid shut, and he observed a 
  masked, red-eyed Brashja soldier staring back at him, swathed in 
  pure black.
  Good grief. These people are committed to a theme.
  The doors opened on the floor below, and Nahum was joined by 
  two dolled-up senior citizens. He gave them both a courteous nod. 
  They responded with a muffled greeting, though Nahum saw the 
  weariness in their eyes as they did so.
  Soldiers were a reminder of what was happening outside the walls 
  of their cozy skyscrapers… or perhaps they were just thinking about 
  the toll the war was taking on their pocketbooks. Either way, Nahum 
  was amused at their discomfort.
  The elevator car descended to the lobby, where the rich couple 
  exited the gold-encrusted spinning doors for a night on the town. 
  Nahum headed left, to the hotel bar. He was met by a haze of 
  cigarette smoke, through which he barely managed to discern an 
  empty table on the opposite side. A women with coffee-coloured 
  skin, silky black hair and an all-too-revealing dress crooned into 
  the microphone from the stage. Half the population of the bar were 
  soldiers, some of them silent and spellbound as they gazed up at 
  the stage, and others laughing with their comrades, their expressions 
  in stark contrast to those etched upon their discarded helmets.
  Nahum stifled a cough as he sat down, sliding off his own helmet 
  and ruffling his wavy, jet-black hair into something presentable. 
  The singer caressed the microphone with white-gloved hands, her 
  body swaying in time to the music. Scanning the room for either of 
  his contacts, Nahum couldn’t help but admire the woman’s voice: 
  soft, yet strong, and with that rare gift of filling the words with 
  emotion. The song was a sad one, the lyrics too vague to link to 
  any one event, meaning that they were brought to life for anyone 
  who’d experienced tragedy. Instantly, that left no one in the room 
  unaffected.
  Finally, Nahum’s wandering eyes locked onto the first of the two 
  men he was supposed to find. A short fellow was weaving his way 
  through the tables, wearing soldier fatigues with a yellow stripe on 
  the shoulder: the symbol of the science division. Nahum rose and 
  greeted the man with feigned enthusiasm, which was returned before 
  they both sank into their seats.
  “Didn’t think you’d make it,” Nahum said, his voice low enough that 
  the music prevented anyone from listening in. “You’re tougher than 
  you look, short-stuff.”
  “Thanks, I think,” the blonde man muttered back. “But I was chosen 
  for this mission.”
  ***
  “The team will be small,” said the Gerim commander. “Just you, 
  our resistance contact on the inside, and one of our tech operatives.”
  Nahum made a small noise of assent, then glanced around the 
  lavishly-furnished Gerim war room. Nothing but garish velvet chairs, 
  himself, the commander… and a skinny young man, barely more 
  than a teenager, sitting at the opposite end of the long table. The 
  mercenary narrowed his eyes. Surely not.
  “Silas Jones,” the commander continued, and the younger man 
  stood. “Possibly our best.”
  Nahum had been convinced that the kid was just there to move the 
  slides along. For a moment, Silas looked like he was dithering over 
  whether to extend his hand. He was perhaps nineteen, scrawny, with 
  sandy-blonde hair and an overly-serious look, as if he were putting 
  it on. The sparse lighting of the room seemed to make the boy’s face 
  even more sallow. Under the weight of Nahum’s gaze, the young man 
  swallowed and sat down.
  Infiltrating Brashja’s most fortified city, with a fresh-faced kid 
  trailing along behind. This one was going to be a challenge. Then 
  again… that was the way Nahum liked it.
  ***
  “I… might have missed my landing,” the younger man half-whispered, 
  massaging the bridge of his nose in exasperation. “Landed in some 
  hick corn field. Had to hitch a lift on a horse and cart; said I’d gotten 
  separated while on a drill. And have you ever stashed yourself in the 
  bowels of a Mech shipment? It’s hot, and no fun.”
  Nahum allowed himself a private smirk at the thought of it. Still, 
  the kid had made it past the walls and into the city. Perhaps all the 
  talk of Silas Jones being Gerim’s best tech expert was more than 
  just hot air.
  With one final, sustained note, the singer finished her song. She 
  beamed as she directed applause towards the band, then blew a 
  kiss to the assembled crowd before disappearing backstage. A few 
  people wolf-whistled as they watched her go, and there were a few 
  seconds of silence before the band started up again with a classic 
  jazz number. 
  Moonlight Love Affair. That was the signal.
  “Come on,” Nahum muttered, and both men rose from the table. 
  Pulling out cigars with all the casual air of two men stepping outside 
  for a smoke, they made their way out the back entrance. The streets 
  glistened with recently-fallen rain, and the alleyway outside was 
  
  8
  entirely deserted besides a single man. He wore a soldier overcoat 
  that clung to his broad shoulders, and a cigar stuck out of his ample 
  black mustache. He raised his smoking cigar to Nahum and Silas in 
  greeting, and they responded.
  “Can barely get this thing going in the rain,” he grumbled, and 
  Nahum laughed.
  “But they still make the best cigars in Brashja.”
  The man nodded, then inclined his head before turning and heading 
  further into the alleyway. Nahum narrowed his eyes. Not having a 
  description of their contact had set him on edge at the briefing, but 
  the man had known the correct phrase. 
  He and Silas followed at a distance until the man rounded a 
  corner that led deeper into the maze of alleyways behind the blocky 
  Leadheim buildings. By this point, the light from the street-lamps 
  was barely a whisper, desperately grasping at the corners of the 
  concrete and steel structures.
  However, as soon as Nahum and Silas rounded the corner, they 
  found themselves staring down the barrel of a gun, clutched in the 
  man’s meaty fingers. His eyes gleamed like they were sources of 
  light as he motioned upwards with the barrel. Silas and Nahum raised 
  their hands.
  “Tripped at the first hurdle,” he said, a smirk visible behind his 
  facial hair. “Gerim really sent their best this time.”
  Counter-intelligence. A thousand colourful swear words burst into 
  Nahum’s mind as he and Silas raised their hands, but he forced down 
  the panic and surveyed the territory. A dumpster slightly to their 
  right. Silas to his left, the kid’s hands trembling in the corner of his 
  vision. His own concealed pistol strapped to his left thigh, which now 
  felt miles away.
  “I could wait for the patrol,” the mustachioed man muttered, 
  almost to himself. “But I could say you put up a fight.” Slowly, he 
  raised the gun to head height. “All the credit to myself. And no one 
  has to know.”
  His finger tightened on the trigger, and Nahum was only 
  milliseconds away from hurling himself forward when there was 
  a soft *thunk*. The mustached man seemed to lose all motor 
  functions, his eyes becoming unfocused and the gun falling from his 
  grasp. He had time to blurt out a pathetic gurgle of bewilderment 
  before he pitched forward, landing face-first on the wet cobbles with 
  a strange, rectangular knife buried in the back of his neck.
  The lounge singer emerged from the cloying gloom of the alleyway, 
  her eyes icy. She now wore a fur coat over her dress, though the 
  image of elegance was spoiled somewhat by her only wearing one 
  shoe, the other one clutched in her hand. She strode over to the dead 
  agent and yanked the knife out of his still-bleeding neck. It retracted 
  with a click, and she screwed it into the bottom of her shoe- where it 
  formed the high-heel- before slipping it back onto her foot.
  “They make the best cigars in Brashja,” she finally said, her 
  tone derisive. 
  “You were the contact,” Nahum confirmed, a smile creeping onto 
  his face. “I, uh… didn’t expect-”
  “That was the point,” she shot back. “It’s Ailsa. And if you two are 
  done jeopardizing the entire mission, then deal with this and follow 
  me. Discreetly.”
  She breezed straight past them and started towards the main 
  street. Silas clapped a hand over his mouth, apparently to stop 
  himself from hyperventilating. Nahum tore his eyes away from Ailsa 
  - no easy task - before turning to the fresh corpse. He supposed it 
  was only fair that they’d have to do a little dumpster diving.
  ***
  The commander was smoking, a habit Nahum detested. The 
  expulsions had filled the small briefing room, and even Silas was 
  struggling to hold in a cough.
  “Your first task will be to make contact with our operative on the 
  inside,” the commander said. “In the interest of keeping all of this 
  secure, you’re going to have to identify them with a pass-phrase. 
  The phrase, meeting location and other relevant information are in 
  your dossier.”
  Nahum was perfectly aware of all of this. He’d memorized the 
  entire dossier in the half-an-hour they’d kept him waiting before 
  the briefing. 
  “I want to know about these Mechs,” he said, holding up the 
  relevant page. “There’s a lot of blanked out information here, so if 
  you wouldn’t mind explaining…”
  “That’s need-to-know,” Silas interrupted. Nahum silenced the 
  young man with a look. 
  “He’s correct,” the commander confirmed. “Your job is infiltration. 
  Anything else is secondary.”
  Nahum dropped the question, at least for the moment. He was a 
  Nomadic House merc; Gerim high-ups weren’t about to splurge any 
  military secrets to the likes of him. Still, it had been pathetically 
  easy to read between the lines of what the dossier left out. 
  
  9
  Brashja had some sort of Mech technology, and Gerim wanted 
  it. Badly.
  Nahum settled back in his chair, content with the info that he 
  was being given in the moment. At some point on this mission, he’d 
  either be piloting a Mech or blowing a bunch of them sky-high. Truth 
  be told, he hoped it was both.
  ***
  Silas had managed to avoid throwing up as they buried the dead 
  man under a mound of trash, though the kid’s hands still shook as 
  they emerged onto the main street. Ailsa stood inside a phone booth, 
  a flirty look on her face as she twirled the cable around her finger. 
  She glanced at both of them, finished her conversation and started 
  off down the street with the two spies in tow. 
  The lightest possible rain fell as Nahum and Silas trailed along 
  behind, looking to all the world like two off-duty military sorts on 
  leave from the horrors of the front line. Leadheim’s night life seemed 
  strangely at odds with the drab design of its structures. From the 
  air, it had looked like a neat row of solid concrete blocks, built for 
  utility and nothing else. 
  Even so, outside the square slabs that served as homes, bars and 
  shops, life flourished in its own ways. They passed what looked to 
  be a restaurant, which had numerous tables scattered outside under 
  canopies. A small band stood outside playing an eclectic mix of 
  instruments while a group of soldiers - their helmets cast aside 
  and forgotten for the moment - danced with a gaggle of pretty girls. 
  They whirled and spun, laughter bouncing off the surrounding grey 
  surfaces, with the warm light from the restaurant highlighting the 
  scene like a spotlight on a stage.
  Flowers trailed from perfectly-square windows, and even the 
  gargoyles sitting on their plinths across the city stood tall and 
  triumphant, their poses inspiring and unafraid. They passed a city 
  square, deserted except for two lovers sitting on the edge of a 
  bubbling fountain, sharing a kiss in the moonlight.
  “Far cry from Deity, don’t you think?” Nahum asked, keeping the 
  reference to Gerim’s capital city so quite it was almost silent.
  “Nothing I didn’t expect,” Silas replied, his tone derisive. “All this 
  grey… it’s disgusting. How do they live like this?”
  Nahum simply replied with a noncommittal ‘hmm’, deciding to 
  keep the rest of his thoughts to himself. Ailsa sauntered onwards, 
  crossing streets, stopping to look into shop windows, and all the 
  while seeming as if she had all the time in the world to enjoy 
  the cool evening. Finally, they found themselves out of the central 
  business district and into a set of quieter streets. 
  Ailsa took a sudden right turn, disappearing into the space 
  between two buildings. The two men rounded the corner to see her 
  unexpectedly prying open a manhole cover with a crowbar, and after 
  beckoning them to follow, she vanished into the gloom.
  “Of course,” Silas breathed. “Sewers. Just my luck.”
  Nahum rolled his eyes and went first, dropping down the short 
  ladder until his boots were submerged in what he hoped was 
  relatively fresh water. Silas replaced the manhole cover as best as 
  he could, and Ailsa - perched on a dry shelf that ran alongside the 
  flow - led the way with a bulky flashlight. That fur coat apparently 
  had some deep pockets.
  “This subterfuge business…” Nahum began, as they made their way 
  through the narrow tunnel. “Not very, ah… ladylike, wouldn’t you say?”
  To his mild surprise, Ailsa didn’t take the bait and fire back.
  “Of course it isn’t,” she replied, her face a mask. “But the resistance 
  needed help. People who… didn’t stand out. And I don’t need to tell 
  you how war changes all the rules.”
  “How far to the lab entrance?” Silas whispered from the rear.
  “Not far. We’re not getting any backup?”
  “They seemed to think Silas and I would be enough,” Nahum 
  replied, with a vague edge to his tone. “Alongside present company, 
  of course.”
  It was only minutes until the pathway opened up, and they came 
  across a much wider chamber. The room was filled with machinery, 
  but they all had eyes for one thing: the mass of gears that formed 
  a humongous circular door directly in front.
  “Time to go to work, tech guy,” Nahum said. Silas was already 
  moving to the control box, while Ailsa had disappeared behind a 
  stack of dusty parts. A minute late she emerged, now more sensibly 
  dressed in slacks and a shirt, though even these seemed to 
  compliment her figure. She tugged at her boots with an expression 
  of discomfort.
  “How do soldiers wear these?” she complained. “No flexibility 
  at all.”
  “You just changed out of high-heels,” Nahum pointed out, and 
  Ailsa scoffed.
  “Honey, I work in heels. These are just oppressive.”
  “If you say so. And it’s Nahum, by the way.”
  He noted that she’d equipped herself with a handgun. Usually, 
  Nahum would have no problem allying himself with strange women 
  bearing firearms and hidden blades in their heels. In fact, the thought 
  excited him more than he’d admit out loud. And yet… Ailsa set him 
  on edge, for some reason.
  
  10
  She pulled her long hair into a ponytail, and he averted his eyes 
  to where Silas was busy shocking himself on the door. The younger 
  man hissed in pain, shook his hand and withdrew a tool from his 
  belt. There was a shower of sparks, and suddenly the gears in the 
  door were turning. The door groaned, then slid open just enough to 
  allow them passage.
  The concrete ground beneath them turned to metal, and they 
  found themselves walking on a criss-crossing walkway that covered 
  a powerful flow of water.
  “This is a disused testing floor, from back when the lab was 
  focused on submarines,” Ailsa explained, briefly shining a torch 
  downwards to illuminate the torrent. “A brief, unsuccessful attempt 
  to keep up with Daelong’s navy. They tried to scrub it from the lab’s 
  blueprints after the structure became unstable, but… they didn’t get 
  all of them. It’s due to be filled in next week.”
  Nahum glanced downwards at the flow, which must have led out 
  to the river upon which the lab was situated. If any of these grates 
  gave way, there would be no way back up. The current would carry 
  them wherever it wanted.
  “It shouldn’t be far,” Silas said. “Just let me…”
  He pulled out a metallic disc and pressed a button on the side. A 
  hologram flickered to life, showing a three-dimensional image of the 
  lab, as well as a blinking red line that indicated their path. 
  “That’s Daelong tech…” Ailsa breathed, her face illuminated by the 
  blue light. “They really do make some nice stuff.”
  “And I wish they’d share a little more,” Silas muttered in response. 
  “But sometimes they lend us their toys. And it helps-”
  The young man accidentally kicked something that made a 
  grinding noise as it slid along the metal floor. All three of them 
  froze, Ailsa pointing her flashlight downwards to reveal a rusted 
  Mech arm. She waved her torch in an arc, and they saw whole piles 
  of rusting Bot-Bot and Mech pieces, forgotten to the goings on of 
  the laboratory above. 
  “It’s… like a graveyard,” Silas said, softly. Nahum didn’t share the 
  sentimental tone, but it was an accurate enough description. 
  They made their way down the tunnel, a thousand unblinking, 
  dead, robotic eyes watching their every step. The roof began to lower, 
  and at the same time, the piles of junk grew higher. Eventually they 
  were wading through mounds of scrap, the ceiling only a couple of 
  feet above their heads. Silas suddenly held up a hand, then pointed 
  it upwards.
  “This is it.”
  He pulled out another device: another disc, this one much thicker. 
  Four metallic, spider-like arms flicked out of the centre with a 
  *click* that echoed off the walls. Silas hurled the disc upwards, and 
  they all stepped back as it clung to the concrete ceiling. The disc 
  began to spin, glowing white hot as it did so, eventually scything a 
  small hole directly through the surface. A chunk of rock fell to the 
  tunnel floor, still red and smouldering around the edges.
  “Localised heat ray tech,” Silas said, his look of pride being 
  replaced with exasperation. “One use only, and that was a prototype. 
  It’ll take forever to make a new one…”
  Nahum had stopped listening a long time ago. He leapt off a 
  nearby Mech head and grabbed the edge of the hole with his gloved 
  hands, hoisting himself upwards. The room above was sparsely lit, 
  but any further details were lost as Nahum straightened and found 
  himself staring down the barrel of a pair of assault rifles, held by 
  two surprised guards.
  Of course. They’d made enough noise with the hole.
  “Gentlemen,” the mercenary said, slowly raising his hands with a 
  disarming smile. “Good evening.”
  It was at that moment when Ailsa began to clamber through the 
  hole, oblivious to the danger. One of the guards lowered his gun to 
  the newcomer, and Nahum struck. He slammed a palm down on the 
  rifle, knocking it out of the man’s grip. Darting to the left, so that the 
  first man was blocked by the second, the mercenary easily deflected 
  an unwieldy punch, snapped the offending arm and swept the guard’s 
  legs out from underneath him. 
  The second guard whipped his rifle upwards, but Ailsa flung 
  herself at him in a spear tackle, and the two of them went down.
  Now with only one opponent, Nahum clicked his fingers, releasing 
  knuckle blades hidden in his sleeve. The downed man had time for 
  the briefest of cries before his neck was pierced. He struggled for a 
  moment, and went still. Nahum whirled around to see Ailsa releasing 
  the second man, his neck broken. His helmet clanged as he hit the 
  ground, the sound echoing all through the massive space.
  “Wh… what was…” Silas began, pulling himself through the hole and 
  surveying the scene. He seemed to drop the issue, simply dusting 
  himself off with a disgusted expression. Sweeping the room for any 
  other signs of life, Nahum quickly frisked the dead guard and found 
  an important-looking keycard in his coat pocket. 
  “Well, now we’ve got that out of the way…” Ailsa said, her expression 
  as grim as the state of her hair, “…welcome to Gestalt Laboratories.”
  
  11
  The room they were in was simply enormous, hangar-sized, 
  and filled to the brim with Mechs, equipment, workstations and 
  criss-crossing walkways leading to even more platforms. They stood 
  between two rows of Brashja Mechs, stocky and robust with their tiny 
  legs and huge bodies. 
  “This is where they develop them…” Silas said, his mouth agape. 
  “These are real assault class Brashja Mechs. I’ve… I’ve never been 
  this close to a functioning one before.”
  “Spend some time in Leadheim,” Ailsa muttered. “Attending the 
  military parades is practically law.”
  “I’d love to…” Silas began, though the smile slid from his face as 
  he saw the look Nahum was giving him. “Right. Mission. We need to 
  find the prototypes.”
  “What are we looking for?” Ailsa asked. The young man pulled out 
  the hologram disc again, flicking through the images until he came 
  to a set of digitized sketches. 
  “These are just my predictions,” he explained. “But they should be 
  sleeker. Not as bulky, with longer appendages. I mean, they could be 
  anywhere in here…”
  “Such as right in the middle?” Nahum suggested. The other two 
  looked up, and saw three Mechs on a raised platform in the centre of 
  the chamber. There was no mistaking it: they were different.
  Compared to the bulky Mechs lining the floor, they had cylinder 
  shaped hulls with longer limbs and what seemed to be bulky 
  metallic additions on their backs. Silas moved towards them as if in 
  a reverent trance, pulling out his notebook as he climbed the short 
  flight of stairs.
  “Impossible…” he muttered, furiously scribbling. “They look to be 
  using Kingdom and Union tech. Hardly any weight, but they have 
  aquatic capabilities, instant conversion to fuel for the jet boosters, 
  infra-red vision… I wonder if they have weapon kickback issues?”
  “So it’s a fancy Mech,” Ailsa said, arms folded. “Gerim’s afraid of 
  this thing?”
  “This could change everything,” Silas replied, whirling round and 
  pointing up at the prototypes with wide eyes. “Brashja Mechs can’t 
  handle the terrain in the north, but once they finish these, they 
  can go anywhere. I can think of only two people on the planet who 
  could’ve created something like this.”
  “And speaking of which…” Nahum said, his eyes trailing upwards. A 
  square block of opaque windows jutted out of the wall on the highest 
  level, about a hundred feet in the air. There was no walkway that led 
  directly inside; only an elevator car with gilded doors at the far end 
  of the hangar. “Pretty nice spot for a view of your glorious creations, 
  don’t you think?”
  ***
  “Professor Samuel Yaxley,” the commander said, sliding across a 
  picture of a bookish-looking scientist with raven-hair. “Kidnapped in 
  a night raid on a Daelong Kingdom facility.”
  “Daelong needs him, and Brashja knew it,” Silas said, sounding 
  confident for the first time. “He’s been developing Mechs that no one 
  has ever seen before. Hybrids.”
  “That’s enough, soldier,” the commander snapped, and Silas 
  couldn’t sit down fast enough.
  Nahum glanced over the picture, the pieces already sliding into 
  place. This professor was being forced to work for the enemy, and 
  Daelong wanted him back. Objective two was a rescue mission.
  It was either that, or an assassination. Nahum could settle 
  for either. 
  ***
  They’d left the kid jotting down notes on the ground floor.
  “We’re checking out the control centre,” Nahum said, causing 
  Silas to finally look up from his notebook. He held up the tiny 
  communication disc. “Use your transponder if you need us.”
  “I… yeah,” Silas said, fishing his own transponder out of his breast 
  pocket. “And… same if you need me.”
  Nahum avoided answering that one, and they left the young man 
  pouring over the Mechs. He and Ailsa now stood in the elevator car, 
  which glided upwards with barely a whisper. The card he’d found in 
  the guard’s pocket seemed to do the trick.
  “You know, most folks in the city try to avoid Gestalt Labs,” the 
  woman said. She stared down at the disappearing ground floor, her 
  expression thoughtful. “There are all kinds of rumours. Like how 
  they’re turning people in Hollows, and… other rubbish.”
  “Giving you any song inspiration?” Nahum asked, and Ailsa gave 
  a pained smile.
  “Honey, I could write a lot of songs about the things I’ve seen 
  in the last few years. But I don’t think the boys at the bar would 
  appreciate them.”
  “You say that…” Nahum replied, with a shrug. “But with that dress 
  you were wearing, you could sing about a romantic fling with a 
  Hollow, and folks would barely notice.”
  “The sad thing?” Ailsa said, as the doors slid open. “You’re 
  probably right.”
  The lights flickered on as they entered, and they found themselves 
  
  12
  
  13
  standing in a lavish office. Books coated the walls, set in oaken 
  shelves. The carpet was wine-red, glossy and expensive. At the far 
  end stood a mahogany desk, with the glass behind giving a stunning 
  view of the hangar. Nahum crossed to the window and saw the tiny 
  figure of Silas, still scribbling away. The kid who was now holding 
  some blueprints, had prized open the cockpit, and was inspecting 
  the inside. 
  Nahum snapped off each and every one of the locks on the desk, 
  finding only diagrams that meant little to him. He shoved them in 
  his pocket anyway. 
  “Nahum…” Ailsa said, half in a whisper. “You said… we needed to 
  find someone?”
  He turned to see her looking upwards. A metal shape hung from 
  the ceiling, partially hidden in darkness above the lighting: a cage.
  “Here!” Ailsa called moving to a lever on the wall. She pulled it 
  downwards, and the cage began to descend. It finally settled on the 
  carpet in the centre of the room, and they saw a huddled shape in 
  white lying in the centre, next to a small bowl of water and a bucket.
  Nahum picked the cage lock in seconds, and the door slid open. 
  The figure started, its head springing upwards. 
  “Surely, it’s not morning quite yet!” a man’s voice snapped. The 
  face was haggard, with an untrimmed black beard, but the man’s 
  eyes were wide and calculating. They seemed to focus on Nahum, 
  and the caged man was clambering to his feet with a wild energy, 
  supporting himself with the bars.
  “You’re not Brashja,” he breathed. “Well, the lady is, but you’re not. 
  So this is either a rescue, or a cruel trick. My money is on… ooh, I 
  just don’t know.”
  “Professor Yaxley?” Nahum ventured, and the man clapped his 
  hands in delight.
  “Not Brashja scum, or an Equildor dog! Maybe it is a rescue. Oh, 
  and I’m just not presentable…”
  He stepped forward, revealing a white lab coat caked in grime. His 
  black hair was a tangled bird’s nest, his frame gaunt. The thing that 
  struck Nahum the most was the stench; the professor stank.
  “Oh my, I’m a mess,” Yaxley stammered, trying to brush dirt off his 
  coat. “And in front of a lady as well! I do apologise. So unlike me. 
  Very unlike me indeed.”
  Nahum was about to ask if the man could walk, but found his 
  question answered when Yaxley sprung out of the cage door, raking 
  fingers through his tangled hair and looking around as if it were the 
  first time he’d ever seen the outside world.
  “Oh my,” the professor said, pressing his face against the glass. 
  “Those are some beautiful hybrids. Did I help with those? They kept 
  shocking me… I really can’t remember.”
  Ailsa gave an exaggerated shrug behind the man’s back, subtly 
  moving back from the smell. Nahum returned the gesture with a 
  shrug of his own. He glanced out the window, and saw that the 
  cockpit of the prototype Mech was closed. Silas was nowhere to 
  be seen.
  “Such a shame…” Yaxley was murmuring, resting against the 
  window with his forehead propping him up. “They’ll all hate me. Just 
  like I hate me.”
  “Professor, we need to leave,” Nahum began, “And preferably-”
  There was a *ding* as the elevator doors slid open. All three of 
  the room’s occupants turned to see six armoured soldiers pouring 
  out of the car, led by a tall man in a white coat, though his was 
  pristine. There was no mistaking the bulk, the flaming red hair and 
  beard, and the gleaming silver arm.
  “Oh, Doctor Jarrow!” squeaked Professor Yaxley, seemingly unable 
  to restrain himself. “You’re working late!”
  He clamped a hand over his own mouth. The doctor lazily raised 
  his organic arm, and six assault rifles were pointed in their direction.
  “That man’s life belongs to me,” Doctor Jarrow hissed, an Equildor 
  accent curling his words. “And you are trespassing.”
  ***
  “Doctor Kairen Jarrow,” the commander said, as an image of the 
  man slid onto the briefing room screen. “Equildor scientist. Due to be 
  executed for crimes against humanity in his home state, but Brashja 
  put their foot down. Caused quite the diplomatic incident, though not 
  enough to dissolve the alliance.”
  The photo was obviously taken in secret, perhaps from across 
  a street or through a window. Even so, Doctor Jarrow’s face could 
  clearly be seen: bearded, his hair sticking upwards, and his eyes 
  mismatched. Nahum found himself drawn to the man’s left eye, 
  which was clearly artificial. There was no white- only a circular 
  metal shutter, like that of a camera- but something still felt… off. 
  Nahum couldn’t put his finger on it.
  “Why was he on trial?” he asked, before flipping the page of 
  his dossier and seeing a few choice photos of the good doctor’s 
  experiments. Nahum had seen a lot of carnage, but even he felt the 
  strong urge to wretch.
  “Officially, he’s in Brashja custody,” the commander continued, 
  the previous question clearly answered. “If you can call a generous 
  salary and his own laboratory ‘custody’. Regardless, his existence is 
  one of Gerim’s greatest threats.”
  
  14
  “You want him dead?”
  “If everything goes to plan, you’ll never cross paths,” the 
  commander replied, before pausing. “…but, if it should occur…”
  He didn’t even need to finish. 
  ***
  “I said unhand my property,” Jarrow snarled, when Nahum and 
  Ailsa refused to move. “I will not ask again.”
  “Well, since you’re so attached…” Nahum replied. With one smooth 
  motion, he grabbed Yaxley by the collar, drew his concealed pistol 
  and pointed the gun into the man’s temple. “How about we make 
  a deal?”
  Jarrow’s eyes turned into slits. The shadow of rage crossed his 
  face, only to be banished by a boom of laughter, coarse and silenced 
  as quickly as it had begun.
  “I like the Nomadic houses,” the man said, taking slow steps 
  forward. “Gerim is so dull and predictable. If you were one of them, 
  you’d all have surrendered by now. Never leave a man behind, all 
  that foolishness.”
  He stopped a few feet away from the desk. Nahum tightened his 
  grip on the gun. Yaxley kept a hand clamped over his mouth, looking 
  from the man holding the gun to his head, then to his tormentor, and 
  back again. Ailsa didn’t even seem to breathe. 
  “Brashja could use you,” Jarrow continued, his tone honeyed. 
  “Leave this… waste. Abandon this assignment. Choose the winning 
  side. I did the same, and I’ve been rewarded beyond my imagination.”
  He was now close enough for Nahum to see his eyes. One was a 
  brilliant blue, surrounded by webbed red reins. The other… silver, with 
  a blinking red light at the centre. 
  “You’re right,” Nahum said softly. Slowly, he withdrew his gun from 
  Yaxley’s head. “I’m not Gerim.”
  Jarrow smiled, revealing surprisingly perfect teeth. The smile 
  lasted only a second, however, as there was an unmistakeable set of 
  clunking footsteps from far below.
  “But I think the winning side is still up in the air.”
  “Who would dare-” Jarrow snarled, moving towards the window. 
  Nahum held up his blinking transponder with a casual smile.
  “That would be the man we left behind.”
  An incandescent red beam blasted out of the floor, scything 
  directly between Doctor Jarrow and Nahum. Both men flung 
  themselves backwards, Nahum vaulting over the desk just as the 
  beam tore another scar through the centre of the room. He kicked 
  the desk over to act as cover; lucky, since a couple of seconds 
  later, a Mech came barrelling though the left-hand glass wall of the 
  office, jet boosters expelling a torrent of smoke and sending shards 
  flying everywhere.
  “Everybody freeze,” said Silas, over the mech’s intercom. “I don’t 
  want to have to…”
  The soldiers, having regained their wits, all raised their rifles and 
  began to fire at once. The Mech raised a massive arm to defend its 
  cockpit, staggering back slightly. Nahum and Ailsa began to fire as 
  well, regaining the attention of a few of the soldiers.
  “Hang on,” Silas said, his voice booming through the gunfire, “Just 
  finding the button again, gah…”
  The Mech raised its arm and let loose with another beam of heat, 
  scything through the soldiers. A few were disintegrated on the spot, 
  while others fell back, screaming with smouldering stumps where 
  their limbs used to be. A couple stumbled towards the elevator. Ailsa 
  nailed one in the back and he hit the floor, while the other managed 
  to slam the door shut behind him. The elevator car began to ascend, 
  the man becoming lost from view, and the room was quiet again.
  There was a hiss, and the cockpit of the Mech slid open to reveal 
  Silas, looking flushed with his victory.
  “That was…” be began, breathing heavily, “I mean, just sitting inside 
  one would be enough, but…”
  “You did good, kid,” Nahum interrupted. “Thanks for the backup.”
  Silas nodded, then his eyes slid down to where Yaxley was 
  caressing the Mech’s metal arm.
  “I made this…” the scientist said faintly. “It’s very nice. Isn’t 
  it nice?”
  “We found our guy,” Nahum said, in answer to Silas’ questioning 
  look. At that moment, klaxons began blaring all throughout the 
  complex, all the lights dimming and flashing red.
  “So much for subterfuge,” Ailsa said, striding to the window. “We’re 
  about to have a lot of company. What’s our exit plan?”
  Nahum looked to Silas in the Mech, then to Yaxley, who’d stopped 
  stroking his creation and was staring downwards with a serious 
  expression. Possibly, he was contemplating being forced back into 
  the cage.
  “The waterway,” said the Nomadic mercenary. “You think you can 
  get the aquatic parts working?”
  “Well, I…” Silas began, but Yaxley stuck up one finger.
  
  15
  “Of course I can,” said the scientist. “The controls for the retractable 
  fins are located on the left-hand side of the pilot’s seat. The oxygen 
  lock is automatic upon submersion in water. The boosters run on 
  interchangeable hybrid fuel; the conversations switch is underneath 
  the dash.” 
  Everyone stared at him, and the scientist gave an exaggerated 
  shrug. “I know my own machines!”
  “Take him, then,” Nahum continued, with Yaxley already settling 
  into the cockpit behind Silas. It was just about big enough for two, 
  though it wouldn’t be a comfortable ride, especially with the way 
  Yaxley smelled. “Get to the waterway; without their prototypes, they 
  won’t be able to follow you.”
  “What about you?”
  Nahum glanced at Ailsa, who nodded. “We’ll find our own way out. 
  See you at the rendezvous point.”
  “Wait!” Silas cried, fishing out his notes. “If we manage to retrieve 
  a Mech, we won’t need these specs. Best to have them in two places, 
  you know?”
  Nahum caught the notebook and blueprints, tucking them away 
  inside his coat pocket. With a final, awkward salute, Silas closed the 
  cockpit on himself and Yaxley. The Mech turned and leapt out of the 
  hole it had made in the wall. Using jet boosters to stop its fall, Silas 
  pointed downwards with the heat ray and blasted a much larger hole 
  in the floor, dropping all the way down to the sewers below, where 
  the two of them would head for the river.
  There was an almighty crashing noise as Ailsa hurled a chair 
  through the back window, and the two of them stood overlooking the 
  hangar bay. The nearest walkway was about fifteen feet below.
  “Ready?” Nahum asked, holding out a hand.
  “Don’t even think about it,” she shot back, keeping her hands at 
  her sides.
  “Worth a shot.”
  The elevator doors dinged again, and a torrent of fresh soldiers 
  poured into the room. The two of them leapt into the open air, landed 
  heavily on the metal surface and taking off in a sprint. There was 
  a hail of gunfire, and Nahum turned briefly to fire back, bullets 
  ricocheting off the guardrails and walkway. 
  They leapt off their current walkway and onto the next one, and 
  this time Ailsa cover-fired as Nahum fell to meet her. They were 
  close to the centre now, with the prototype Mechs almost directly 
  below them. Soldiers were barking orders, still firing although the 
  maze of walkways stopped most of their bullets. 
  The two infiltrators descended another level, which left them 
  about thirty feet above the Mechs. There was a low hiss from above, 
  and the two skidded to a halt as the path in front of them was seared 
  clean in two by a heat ray. Nahum whirled to see Doctor Jarrow, the 
  jet pack on his back still smoking, leaning on a railing one level 
  above them. His coat smouldered, and pieces of glass still jutted 
  from his left side. And yet, his eyes were murderous.
  He raised his prosthetic hand again, and a searing lance of heat 
  emanated from his palm, slicing through the walkway behind them 
  and cutting through the metal chains holding it up. The pathway 
  suddenly tilted, and Ailsa gave a gasp of surprise as she began 
  to fall. Nahum clamped one hand onto the nearest supported rail, 
  managing to grab the woman’s arm with his other. They dangled 
  there, the man’s arm feeling like it was about to tear from its socket.
  “Your sabotage ends here,” Jarrow snarled. “Filthy spies, coming to 
  MY LAB, and stealing MY WORK!”
  The circle of red in his bionic palm began to blaze red. Nahum 
  glanced down at Ailsa, and their eyes met.
  “Trust me on this one,” Nahum half-whispered, letting go of the 
  railing. The death ray soared over their heads as they fell. The man 
  pulled Ailsa upwards so she hung of his neck, then slapped his leg 
  boosters. They spluttered to life, desperately trying to compensate 
  for the extra weight. 
  It was just about enough, and their descent slowed. Nahum and 
  Ailsa crashed to the floor with an impact that would leave some 
  serious bruising, but nothing worse. They wasted no time clambering 
  up the raised platform and into the cockpits of the two extra 
  prototypes. The heads slammed shut, the controls illuminating the 
  surprisingly comfy space. 
  “Establishing connection…” Nahum muttered, slipping his arms 
  through the straps. “You hearing me?”
  “I got you,” said Ailsa’s voice on the comms. 
  “Alright, first…”
  He raised the Mech’s arm- the motion so much smoother than 
  he’d been expecting- and hit the big red button. Doctor Jarrow and 
  the advancing soldiers were lost in a white-hot wave of heat and 
  destruction. Ailsa’s mech spun around, its other arm flipping around 
  to reveal a gatling gun. A group of soldiers approaching from the 
  lower entrance were forced to take cover behind unmoving Mechs as 
  they were met with a storm of gunfire.
  “I’m thinking we don’t stick around to fight the entire Brashja army.”
  “No… we’re going up.”
  Nahum flipped open a red switch cover to find flame symbols 
  on a large black button. Pressing it caused the jet boosters to roar 
  to life, and the Mech began to ascend. The soldiers standing on 
  
  16
  the walkways opened fire before the bulky shapes of both Mechs 
  smashed straight through the metal walkways. The roof rapidly 
  approaching, the Mechs raised their arm cannons together, and 
  blasts of heat and bullets scythed their way through the concrete 
  ceiling. Even as they crashed their way through the jagged hole, the 
  heat warning lights began to flash red.
  “These Mechs aren’t built to fly, you know. We don’t have any way 
  of landing.”
  “We don’t need to,” Nahum said, simply. The Mechs blasted upwards 
  into the night sky, rapidly losing power. “Punch it all; overload the 
  system!”
  Ignoring every single rule of Mech piloting he’d ever learned, he 
  flicked every single switch he could find and jammed the weapon 
  controls in the active position. The Mech’s arms began to wildly flail, 
  its legs treading air at full speed. It released a torrent of bullets 
  with one arm and sprayed its heat ray indiscriminately, far beyond 
  safe levels. The cockpit flashed red as several more alarms began 
  to blare.
  “It’s time to go.”
  He briefly heard Ailsa give a sigh of exasperation as the auto-eject 
  flung him free, along with the straps connected to a parachute, and 
  he was suddenly freefalling once more, now into a thick bank of fog. 
  Ailsa’s Mech began to spasm in a similar way before she too was 
  catapulted free
  The jet boosters finally died, and the twin Mechs fell a few 
  moments before - one after the other - they exploded into orange 
  conflagrations as they crashed back through the roof of Gestalt Labs.
  Nahum turned mid-fall and saw the moonlight gleaming off the 
  river. Angling his body towards it, he slapped his leg boosters. They 
  worked… for a few moments, before finally spluttering and dying.
  The mercenary winced as he deployed the parachute chord. Even 
  with that, he was heading for the water at quite a speed.
  His last thought was of Ailsa before he hit the icy water.
   
  ***
  Hunkered down in the shadows underneath a wooden rural bridge, 
  Nahum was shaking water out of his hair when he saw a figure 
  approaching from his left. He whipped out his gun, only to relax 
  when he recognized the shape. Ailsa stepped into view, somehow 
  having remained dry. Apparently she spent more time focusing on 
  her parachute and less time on fancy aerial acrobatics.
  “We made it,” Nahum said, with a grin. “Well, for now.”
  “For now,” she agreed. The woman folded her arms against the 
  night air and gazed across to the other side of the vast river. Smoke 
  still poured out the top of Gestalt Laboratories, the surrounding 
  buildings charred and blighted from the Mechs’ final moments. The 
  klaxons still echoed across the water. 
  Ailsa sighed. “Somehow, I… think my stage career is over.”
  Nahum couldn’t help but laugh. She shot him a withering look, but 
  soon smiled herself. 
  “That was noble,” she said, after a moment, “Refusing Jarrow’s 
  offer. You didn’t have to.”
  Nahum considered telling her. He wanted her to understand - if 
  only because of a horrible ominous feeling in his gut - what he’d 
  seen in Jarrow’s eyes. Or rather… his one eye, plucked from a Hollow. 
  Those were eyes no Nomad could ever forget, or trust.
  “I’m not stone-cold,” he said, instead. “Not entirely. Maybe 
  remember that next time we… partner up.”
  He gave her a dashing side-smile, and she returned a confident 
  one of her own as she leveled her pistol at his head.
  Nahum narrowed his eyes. The woman’s hands trembled.
  “The notebook and blueprints,” Ailsa said. “Now.”
  Nahum paused, then slowly reached down to where he’d removed 
  his sodden coat. He fished out the damp book and folded blue papers 
  and kicked them over to her. She retrieved them from the ground 
  without breaking eye contact.
  “I didn’t want this,” she said, her voice breaking slightly. “I… this is 
  nothing personal. But the people I fight for… they need this. There’s 
  so much more going on than just this war.”
  “You do what you have to,” the man replied, his own voice perfectly 
  level. Ailsa swallowed. The former lounge singer lowered the gun, 
  turned on her heel and was lost in the gathering fog. Nahum watched 
  as the shape of her body dissipated, then let out a long sigh.
  To his surprise, he wasn’t even disappointed. They’d see each 
  other again, him and Ailsa. Nahum was a man who believed in fate. 
  It was one of the few things he did believe in.
  He smiled as he swung his coat over his shoulders, gazing up at 
  the lights of the city, gleaming though the mist. That was, the city 
  that wanted to kill him, and also the one surrounded by a concrete 
  wall and mounds of Brashja soldiers after his head.
  Life was a challenge. That was the way Nahum liked it.
  
  17
  Cronicia’s history has been greatly influenced by its terrain. Over 
  countless centuries, small nations would rise and fall, each existing 
  in their own part of the continent, developing their own cultures 
  and technologies. For brief periods of time these people groups 
  may have united, either through diplomacy or conquest. But they 
  would inevitably fragment, as large centralised governments were 
  impossible to maintain due travel and communication restrictions. 
  One of the lands longest lasting great nations was the Brashja 
  Empire, which united most of eastern Cronicia for a century. Held 
  together through a shared religion that saw their king as the God 
  Father and their land as the God Mother.
  Over time, as technology advanced, each growing nation became 
  aware of just how rich Cronicia was in many valuable resources. 
  This became even more apparent when the technologically advanced 
  Daelong Kingdom arrived on Cronicia’s shores, creating colonies 
  to export the continents many resources back to their homeland. 
  The Brashja Empire had long since fallen, and the castles, swords 
  and bows of Cronicia’s small coastal nations were no match for 
  Daleong’s gunpowder.
  Daelong was profiting off of its coastal colonies, but had great 
  difficulty penetrating deeper into the mainland. This difficulty was 
  exasperated by the Eastern War, a gruelling war that was being 
  waged against them, and by them, in the far east. During this time, 
  Daelong was weakened, and their colonies were allowed to grow 
  mostly unmanaged, leading to the unregulated trade of Daelong 
  technologies and goods to the central Cronician nations.
  Almost two centuries later a new great power rose in west Cronicia: 
  the People’s Republic of Gerim, founded on the subjugation of their 
  neighbours by a new technology - the Aeroplane. They struck hard 
  and fast, conquering territories to the west before anyone could 
  respond, starting what would later be known as the Unification Wars. 
  The many individual nation-states could do little to withstand the 
  Republic invasion on their own, and so the nations of east Cronicia 
  reunite as one, adopting the name and flag of their former great 
  kingdom. The Brashjan Empire lived once more, created to protect the 
  eastern territories from Republic’s greed. Restricted to the coastlines, 
  the Kingdom of Daelong played little role in the Unification Wars. 
  They watched as these two new powers took control of a land they 
  could not access.
  The many individual nation-states that had once formed the Brashja 
  Empire feared the Republic, knowing that they would eventually come 
  for them, and so they reunite as one. The adopted the name and flag 
  of their ancestors, and the Brashjan Empire lived once more, created 
  to protect the eastern territories from the Republic’s greed.
  The Brashjans dedicated themselves to building the technology 
  needed to fight back against the Republic. Finding the solution in the 
  form of anti-aircraft weaponry that far exceeded all expectations, 
  devastating the Republic’s air force. With their forces crippled and 
  the mounting threat of the Equildor Union taking action against the 
  History of Cronicia
  Republic with their newly developed Mechanical Fighting Units, Gerim 
  was forced to withdraw from the war.
  The Equildor Union offered to moderate the peace treaty that 
  would see an end to the Unification War and prohibition of both great 
  Nations entering central Cronicia in their capital city of Alfheim. Both 
  sides were willing to allow this, provided Equildor shared their Mech 
  technology with them. Equildor saw this as a cheap price to pay for 
  peace, and, for a while at least, peace was found.
  But it was not a true peace, as both great nations took this time 
  to consolidate their power and build up their military forces. The 
  Republic wasted no time in rebuilding their air force, supplementing 
  it with a mech army the likes of which no other nation possessed. 
  For two decades the Brashja Empire looked on as the Republic 
  outproduced and out developed them, and they began to look for a 
  way to shut down their old enemy for good.
  Their chance came when the Republic of Gerim entered into 
  Central Cronicia to hunt down a rogue Nomadic warlord that was 
  exploiting the Alfheim Accord to raid Gerim farms. Military action 
  within central Cronicia was outright forbidden and when news of 
  the clandestine operation reached Brashja, they struck hard, bribing 
  the Equildor Union to combine forces with theirs to strike hard at 
  central Gerim.
  The Republic of Gerim was not prepared for the sudden invasion, 
  and it seemed the combined might of both nations would lead to the 
  swift end to the Republic.
  All would have been lost for Gerim when unexpectedly a great 
  sickness, known as the Hollowing Sickness, spread throughout 
  northern Equildor. The mechanical and living dead were reanimated 
  into soulless soldiers and weapon of death that struck out at all 
  living things. The disease spread rampantly, and Equildor was forced 
  to retreat from the conflict if it hoped to survive. This gave Gerim the 
  chance it needed, and what should have been a quick fight turned 
  into a prolonged war.
  This Mechanized War has since swept across all of Cronicia with the 
  Daelong Kingdom joining the Republic in the hopes of finally gaining 
  access to the coveted central continent, and the many Nomadic 
  Houses hiring themselves out as mercenaries to all sides. With a 
  constant stream of new technologies perpetually changing the nature 
  of warfare, it is not uncommon to see the mechanical monsters 
  of dreams and nightmares fighting alongside heroic examples of 
  bygone warfare. Mysterious armies clash with Gerim on their western 
  borders. At the same time, strange saucer-shaped craft have been 
  spotted over southern Brashja, and silver like creatures have been 
  uncovered in the frozen wilds of Equildor.
   
  Something else is at work in Cronicia, powers behind the veil, pulling 
  the nation’s strings. Who will stand against these mysterious threats 
  and bring the lasting peace that Cronicia has never known?
  
  18
  1586
  1706
  1710
  1713
  1714
  1718
  1719
  1896
  1897
  1899
  1902
  1903
  1905
  1907
  1907
  1908
  1924
  1925
  1929
  1932
  1933
  1935
  1935
  1938
  1941
  1943
  1944
  1944
   » Daleong Kingdom colonization begins.
   » First rebellion in Daleong Kingdom colonies.
  Colonial/Eastern War
   » Widespread rebellion in Daleong Kingdom colonies.
   » Far east nations war against one another.
   » Daleong Kingdom joins far east conflict.
   » Daleong Kingdom unifies its colonies.
   » Far east conflict ends.
   » People’s Republic of Gerim is founded.
   » Republic of Gerim invents the aeroplane.
  Unification Wars
   » Republic of Gerim subjugates neighbouring nation 
  states and nomadic tribes in western Cronicia.
   » Brashja Empire is formed to protect the eastern 
  Cronician people from expected Republic of Gerim 
  and Daleong Kingdom aggression.
   » Nomadic Houses settle in central Cronicia, fleeing 
  Republic of Gerim and Brashja Empire oppression.
   » First Republic of Gerim and Brashja Empire clash.
   » Brashja Empire devastates the Republic of Gerim’s 
  air force with new anti-aircraft weaponry.
   » First prototype Mechs used by Equildor Union.
   » The Republic and the Empire sign the Alfheim 
  Accord; ending the war and agreeing to not occupy 
  Nomad controlled central Cronicia.
   » First prototype Bot Bot units used by Equildor Union.
   » Republic of Gerim and Brashja Empire cold war 
  leads to an arms race.
   » Republic of Gerim subjugates a central Cronician 
  Nomadic warlord.
  Mechanized War
   » Brashja Empire allies with the Equildor Union and 
  launches a surprise strike on southern Gerims.
   » A great sickness breaks out in Equildor, saving the 
  Republic of Gerim and forcing the Equildor Union 
  to flee south, as an undead force known as the 
  Hollow emerges.
   » Republic of Gerim and the Daleong Kingdom form 
  an alliance and attack northern Brashja.
   » Nomad Mercenaries enter the conflict on all sides.
   » Daleong Kingdom fleet deployed to the southern 
  Cronicia sea.
   » Republic of Gerim secure a passage through 
  northern Cronicia.
   » Brashja Empire drops Mechs into Daleong, using 
  armoured zeppelins and new anti-gravity parachutes.
   » Unidentified forces clash in west Gerim.
   » Unidentified saucer-like prototype aircraft crash 
  site discovered in northern Equildor.
  Timeline
  "Wars and brawls are all the same. 
  They're all about resources. All sides 
  start off with passion and vigour. But 
  these resources will grow thin as the 
  fight goes on.
  If a fighter's vigour is greater than 
  their passion, they will easily give 
  up their ground against a competent 
  opponent. Falling back to a position 
  of safety to preserve their strength.
  But if both fighter's passions 
  outstrip 
  their 
  vigour, 
  the 
  conflict will turn pathetic and 
  inconsequential. Rolling in the mud 
  and dust, with tooth and desperation 
  as their weapons.
  This war over Cronicia should of 
  ended in either way a long time ago.
  But our vigour of steel, oil and food is 
  never ending. With some new technology 
  or newly discovered resource always 
  appearing just when all hope of going 
  on seems lost.
  And our passions remain steadfast 
  as every potential killing stroke 
  is 
  miraculously 
  deflected, 
  every 
  shameful defeat is closely followed 
  by a moral boosting victory, and the 
  single minded sense of purpose and 
  charisma that our leaders display 
  make them almost non-human.
  One side should have won by now. Or 
  all sides should be in the mud and dust.
  It's almost as if... we're all being fed 
  vigour and passion."
  - Daniel K Queensworth,
  Daleong Philosopher on
  'The Nature of Man & Fist, Vol 3'.
  
  19
  City & Rural Regions
  The differences between the cities and rural regions in Cronicia 
  are astonishing, where the glut of technological advancements 
  and resources are given to the largest cities. Some of the greatest 
  examples of these technological feats include; floating buildings, 
  hovering vehicles, automated food dispensers, high-speed lifts, and 
  more. While most rural towns and villagers make wide use of older 
  technologies such as horses and carts, bicycles and pit latrines, with 
  only the occasional (and highly valued) technological wonder.
  Mechs
  Since their invention within the Equildor Union, Mechs have 
  dominated most military conflicts, largely due to their ability to 
  transverse Cronicia’s many forms of difficult terrain and the large 
  weapon payloads that they can harness.
  There are a wide variety of Mechs, both in form and function, as 
  each nation adapts the technology to their own needs and aesthetic 
  traditions. But in general, they are powered by large hybrid electric 
  and diesel engines that generate the massive amounts of energy 
  needed to power their many motors.
  Bot Bots
  With the fall of their Equildorian Directorate creators, no one is 
  sure how these robotic entities were first invented. New Bot Bots are 
  created by linking a young animal mind to an empty Bot Bot shell 
  (this process is known as hatching), or by linking two existing Bot 
  Bot minds up to an empty Bot Bot shell (this process is known as 
  breeding). Producing and training new Bot Bots is much like animal 
  husbandry, as breeders attempting to breed out undesirable traits 
  and strengthen desirable traits.
  While many Bot Bots are simple-minded, some have quite 
  complex (and quirky) personalities and are able to perform intricate 
  mathematical calculations. It is widely believed that without the 
  computational power and precise construction abilities of Bot Bot 
  assistants, Mechs would not be possible.
  The Equildorians widely use the parts from old Bot Bots to replace 
  limbs or organs that have been damaged by war or the Hollowing 
  Sickness, adapting them for control by a human mind.
   
  There are rumours that the Daleong Kingdom has come close to 
  replicating the raw intelligence of advanced Bot Bots in a device 
  known as a C.O.M.P.U.T.E.R, but no proof of this has been found.
  Air
  Before the invention of Mechs, the Republic of Gerim’s air superiority 
  ruled Cronicia. Now with the widespread prevalence of Mechs and 
  anti-aircraft weaponry, air power has taken on a support role. Large 
  armoured Empire zeppelins deploy Mechs across the continent with 
  anti-gravity parachutes, while high flying Republic spy planes and 
  heavy bombers provide flexible support to their ground forces.
  See pg: 48 for a full Example NPC Faction write ups.
  Technology
  Nations
  Manufacturing 
  While most modern manufacturing is handled by people, many 
  (and especially with the Empire) are staffed by autonomous Bot Bots. 
  These factories require very little human oversight as their Bot Bot 
  workforces rarely falter, and never stop. With the war effort at its 
  height, most Cronician factories are being used to churn out weapons 
  of war, such as Mechs and munitions. 
  Tesla (Brashja Empire)
  This mad scientist, who claims to have fled a ‘great and moronic 
  enemy from another world,’ has taken residence within one of the 
  Brashja Empire’s secret labs, where he has developed many of their 
  greatest inventions, such as anti-gravity hover pads and state-of-
  the-art lightning coil weaponry.
  Laser, Ray & Beam Weapons 
  No longer the stuff of science fiction, these incredibly powerful 
  and advanced weapons are seeing more regular combat use by both 
  Mechs and infantry. As they are so complex, each weapon must 
  be carefully crafted and maintained by an experienced scientist 
  or engineer and are unlikely to be mass-manufactured in the 
  foreseeable future.
  Holograms (Daleong Kingdom)
  A closely guarded technology of the Daleong Kingdom, holograms 
  can be used to display simple three-dimensional images. Rumours 
  abound that the Kingdom is developing methods to link two holograms 
  together in real time, allowing face-to-face conversations over short 
  distances. But if such technology exists, it is not widely used.
  Magic & Alien Technology 
  There exists technology that is so advanced that it appears to 
  be magic. Much of this technology is in truth, alien in nature, gifted 
  by, or stolen from, beings from beyond the stars. This technology is 
  incredibly powerful and often comes in the form of books, crystals 
  and strange metallic objects with blinking lights. Some suspect the 
  aliens are encouraging humans to view their technology as magic so 
  that it may be dismissed by the wider public and myth and fantasy.
  Space 
  Humanity has long been obsessed with space but has had little 
  opportunity to work towards exploring it. The wars of the planet 
  have distracted from the search for life above, yet a desire for 
  military satellites in space has led to small steps in this direction. 
  All attempts to launch actual manned missions into space have 
  met with failure. Either the test subject never returned, the rockets 
  exploded upon launch, or the labs burned in a mysterious fire... 
  almost as if some force wants to keep humanity locked to the earth.
  
  20
  “Republic citizens arrogantly take their self-indulgent lifestyles of 
  ease and safety as false signs of their own wisdom and nobility. They 
  overlook the blood that stains their nation’s history, the secret evils 
  that others commit on their behalf, and act with feigned outraged 
  surprise when those they have bullied fight back with hatred.”
  - Brashja Empire Propaganda.
  Environment
  The People’s Republic of Gerim is a land of mountainous beauty, 
  where snow-capped peaks tower over beautiful farmlands, ancient 
  forests, and decadent light-filled cities.
  Culture
  The wars of the Republic have long been fought in fields of conflict 
  far away from its grand cities, in places the average citizen couldn’t 
  point to on a map, allowing their culture to go on mostly uninterrupted. 
  Without the fear of war, the people of Gerim have turned their attention 
  to entertainment, producing plays, radio dramas, and great operas. 
  The government has supported these many endeavours, 
  using them as a tool to keep the populace distracted 
  while also allowing them to broadcast propaganda 
  through their media, selling a nation glorifying narrative. 
   
  The Republic is a nation of great divides, with the 
  industrialists and political elites holding positions of 
  unimaginable power. While the countless residents 
  desperately seek to obtain the much-coveted status of 
  ‘citizen’ through financial donations or military service. 
  Many who work the nation’s farms do so knowing they’ll 
  never enjoy the benefits of citizenship themselves, but 
  hold out for a hope that their children may have better 
  lives than they.
  War Attitude
  War has fuelled the Republic’s growth and wealth, and so war is 
  seen as a necessity. However, the average citizen is so distanced 
  from the actual war that while they do support the efforts and 
  respect the soldiers, they have little knowledge of what the war is 
  doing to the other nations.
  Though Cronicia as a whole sees them as a villain for their actions 
  during the Unification Wars, the people of the Republic play the role of 
  the victim of Empire aggression during the current Mechanized War.
  Urban & Rural
  The wealth gained during the Unification Wars has turned Gerim’s 
  cities into wonders of the world. Opulent skyscrapers dominate 
  the skyline, with high-powered monorails snaking between them. 
  Flashing neon signs light up the night sky, advertising the newest 
  restaurant or show. Very few non-citizens live in the urban areas as 
  many residential areas require citizenship.
  The relatively clean and quaint rural towns of Gerim employ most 
  residents working their way towards citizenship in the lands many 
  farms, mines, oil rigs.
  Governance
  The Republic is a democracy where only ‘citizens’ can vote, and 
  citizenship is limited to those who enlist in the military or who 
  make large financial contributions to the government. Incentives for 
  citizenship are so high that conscriptions have never been needed, 
  and political leaders can depend on regular financial contributions.
  Since the beginning of the Mechanized War emergency powers 
  have been given to the president Mr John Strongarm, a powerful 
  industrialist who gain his fortune during the southern Unification 
  Wars. Elections still occur every five years, but whomever is elected 
  has effective dictatorial authority. If and when the war finally ends 
  the president will, theoretically, once again be answerable to the 
  legislative branch of the government, the People’s Council.
  There are two major political parties within the Republic; The 
  currently elected Citizen’s Party, and the National Party. There are a 
  variety of smaller political parties but they have little authority.
  Economy
  The Republic has a mostly free market economy but 
  with government health, education, welfare and many 
  employment opportunities being reserved for citizens. 
  Most of the nation is made up of vast resource zones 
  mostly dominated by agriculture and oil. Rail lines 
  spread out from cities in every direction, like tendrils 
  sucking up the wealth from the surrounding resource 
  zones, and moving them towards the Republic’s 
  industrial hubs. While swift domestic air services ferry 
  citizens, mail and other valuable produce across the 
  vast land of Gerim.
  The Republic is the largest oil exporter in the world. 
  Huge tankers leave by port and airfield to the nations many trade 
  partners and return with vast quantities of raw iron, rare minerals 
  and other produce.
  Technological &
  Manufacturing Focuses
   » Aeronautics.
   » Sensors.
  Mechs
   » 3 or 5 legs, with a focus on stability.
   » Large engines.
   » Heavy armour.
   » Often supported by fighters and bombers.
  Conspiracy Theories
   » The Republic were given aeroplane technology by aliens.
   » The Republic were planning to attack north Brashja before the 
  Brashja Empire Attaked south Gerim.
   » The Republic offered most of east Cronicia to the Daleong 
  Kingdom if they win the war together.
  People's Republic of Gerim
  
  21
  "Glory to the Motherland, Glory to Father King, Glory to Brashja!"
  - Patriotic Brashjan Chant.
  Environment
  The mountainous lands of Brashja are covered in muggy, difficult-
  to-navigate swamps and dense forests. It is a hard land that breeds 
  even harder people.
  Culture
  The ancient Brashja Empire once controlled most of eastern 
  Cronicia in a reign that lasted many generations. Over time, the 
  boundaries, politics and cultures of the nations may have changed, 
  but the people’s strong sense of self-reliance and self-respect have 
  only grown stronger. While the old Empire was held together by a 
  common religion, the new Empire is held together through a strong 
  sense of national pride and common purpose.
  Brashjans are, in general, a tall, boisterous and proud 
  people, who value a sense of hard work and strength that 
  is championed by their nation’s leaders. The perceptions 
  that other nations have towards them mean little to 
  the typical Brashjan, who doesn’t care what outsiders 
  think about them. They only care what they, their 
  peers and their leaders think of them. While 
  Brashans do generally value function over form, 
  they have a strong respect for artistic skill, and the 
  power of aesthetics and story. Brashjans have a lot of 
  pride in their history and country; perhaps too much, as 
  they are known to choose their duties to the state over 
  all others, including family.
  War Attitude
  The Brashja Empire is always ready for war and, to 
  support such efforts, every healthy adult in the Empire receives 
  basic combat training. This not only prepares the nation’s citizens for 
  conflict, it also helps to cement their loyalty to the state.
  After defeating the Republic of Gerim during the Unification War the 
  Empire considers it their responsibility to keep their warmongering 
  neighbour in check. The Brashjans watched as the Republic rebuilt 
  their forces in preparation for another war, and so the Empire took it 
  upon themselves to strike first, initiating the Mechanized War. They 
  would have succeeded if it were not for the mysterious Hollowing 
  Sickness that robbed all Cronicia of a short conflict.
  Urban & Rural
  The Empire’s walled cities make efficient use of their limited 
  space, leading to neatly arranged square  skyscrapers, gridded 
  streets and busy skylines filled with zeppelins and hover trains.
  Brashja’s rural towns and villages are often built over swamps or 
  amid dense forests. Most of these small communities have resided 
  in their current locations for many centuries, often unchained except 
  for a state-sponsored factory or military outpost.
  Brashja Empire
  Governance
  Absolute power rests on the shoulders of ‘Father’, the Emperor 
  (Kaiser) of Brashja, Louis Arnulf IV. Although a monarch the Emperor 
  is not allowed to marry since the Motherland is his wife. Governance 
  is handled by a Parliament known as the Reichstall, all are appointed 
  by the Emperor and lead by his chosen successor the Chancellor.
  The citizens of Brashja consider themselves a great family, all 
  children of Father and the Motherland. It is in these fraternal bonds 
  that the Empire finds unity and strength. Although there are many 
  strict hierarchies within the Empire, each citizen sees each other as 
  brothers and sisters. There is a sense that all are equal in value and 
  dignity, but that hierarchies of authority are vitally important as a 
  means to not only maintain order but to also amplify the effects of 
  the nations most competent individuals.
  Economy
  The Empire does not enjoy the vast agricultural land and oil 
  reserves that many other nations might access. But the one 
  thing that the empire does have in its heartland is a vast 
  steel industry and hydroelectric dams which are used 
  to power the Bot Bot driven factories of the  nation. 
   
   The Empire keeps to a policy of protectionism, 
  keeping their resources for themselves and 
  conquering rather than buying what they need. 
  A moderate standard of living is enjoyed fairly 
  equally among those in the Empire, all are 
  considered essential for the war effort farmers and 
  factory workers as much as soldiers. Though those 
  within the Empire’s massive cities do enjoy increased 
  opportunities for advancement.
  Technological &
  Manufacturing Focuses
   » Automated Manufacturing.
   » Rocketry.
   » Tesla Technologies (Anti-Gravity, Coil Weaponry, etc...).
  Mechs
   » Large hulls & small legs.
   » Heavy arm-mounted firepower.
  Conspiracy Theories
   » The Empire have angered an alien faction in some way, 
  possibly through obtaining Nikola Tesla.
   » Empire political leaders are knowingly working with aliens.
  
  22
  Daleong Kingdom
  “The Daleong aristocracy were once the most powerful people in 
  the world. But the outside world looks down on these stuck up toffs 
  with pity, as they cling to pretences of wealth they no longer have, 
  and airs of self-importance that only they acknowledge.
  I would possibly fear their armies if I did not know that they were 
  led by these dandelions in their funny outfits and odd hats.”
  - Sebastián Radcliffe, Equildor Union Captain.
  Environment
  The large island of Daleong off the northeast coast of Cronicia 
  has many large flat plains, rolling hills, small forests and sheltered 
  coves that make for ideal ports.
  Culture
  The Kingdom of Daleong is as old as it was powerful, a behemoth 
  of naval power that is fuelled by its many colonies throughout 
  the world. Life on the Daleong mainland stands in stark contrast 
  to these colonies. The culture of the island values caution 
  and peace, with old customs being taught to all children 
  and polite civility being expected from all. Meanwhile, 
  the many colonies are often harsh places where the 
  people are forced to work long and hard days to feed 
  the kingdom’s insatiable hunger.
  The aristocracy of Daleong devote much of their time 
  to study and education, turning the invention of new 
  technologies into a game between noble houses. This 
  competitive spirit and dedication to knowledge has 
  brought Daelong many technological advancements. 
  War Attitude
  During the Colonial Wars, the Kingdom was at the 
  height of its power, expanding rapidly across the world, harvesting 
  resources and acquiring wealth wherever they could. But despite 
  their power, its many attempts to access the vast resources of 
  central Cronicia have always been thwarted. Over time the Kingdom’s 
  power has eroded as more colonies fail or rebel, often due to 
  mismanagement. Daleong is but a shadow of its former self, but its 
  people live in denial, going on as if the world was still theirs.
  The government of Daleong view the Mechanized War as a chance 
  to bring the Kingdom back to greatness by allying with the Republic 
  and taking the Empire’s lands. Whether they are successful or not, 
  the fate of Daleong is tied to the outcome of this war.
  Urban & Rural
  The many cities of Daleong have never felt war, and so the newer 
  buildings have been built atop the old, and around grand monuments 
  to past triumphs. There many technological wonders of the age 
  stand in stark contrast to the weathered stonework of an age past. 
  The rural territories are governed by lords who are currently in 
  favour with the king. The serfs who work these lands do so on behalf 
  of the lord, making very little, if anything, for themselves.
  Governance
  The Kingdom is a very old hereditary monarchy, its history spans 
  a thousand years. King Cornell III sits in absolute authority, he 
  is given council by a court of appointed advisers and interested 
  nobles. Additionally, should an aspect of governance be beneath his 
  attention it can be delegated to the Chamber of High Lords who can 
  legislate on his behalf.
  Daleong is run as a feudal society, land titles are assigned to noble 
  families who rule on behalf of the monarch. Apart from birthright, the 
  status of nobility may only be obtained through a direct decree from 
  the monarch or through knighthood, most commonly for significant 
  military accomplishments.
  Economy
  As a feudal economy nobles own all the land and resources, 
  workers are either slaves, serfs or yeomen. There are no slaves on 
  the home island, but many work the various colonies managed 
  by noble governors. Life-long servitude is outlawed with 
  all slaves being offered their freedom after ten years 
  of service, a practice that many nobels ignore.
  On the home island yeoman may live in cities and 
  offer up their professional skills in exchange for money 
  while serfs trade their labour for the right to work the 
  land owned by the nobles.
  The Kingdom’s economy has been locked into a 
  downward spiral for two decades. With frequent slave 
  revolts, intermittent trade due to war, depleting resources 
  and regular miss-management by ill-suited rulers. 
  Desperate to fight of collapse and to regain past glory, 
  the Kingdom has entered Cronicia’s Mechanized War.
  Technological &
  Manufacturing Focuses
   » Ships.
   » Artillery.
   » Computers (including Holographics).
  Mechs
   » Large curved hulls, and thin limbs.
   » Often with multiple pilots.
   » Often double as boats.
   » Often built for specialty purposes with 1 primary weapon.
   » Often armed with Artillery Flares to call in support fire from 
  distant destroyer ships.
  Conspiracy Theories
   » It is speculated that the Kingdom joined the Mechanized 
  war in the hopes of gaining control over east Cronicia (and 
  especially Equildor), and staving off national collapse.
   » If the Kingdom starts to lose the Mechanized War, many 
  colonies are sure to seek independence.
  
  23
  Equildor Union
  “A former midwife with a mechanical eye and Bot Bot leg piloting 
  a Mech with tribal warpaint into battle against mechanical undead 
  horrors? Yep, typical Equildor Union for ya.”
  - Adam Wright, Gerim Soldier.
  Environment
  Equildor is a harsh, cold land in the south of Cronicia, covered in 
  ancient forests, cliffs and snow covered mountains. If this environment 
  wasn’t harsh enough, Equildor is cut off from the rest of Cronicia by 
  the Hollows, who have turned northern Equildor into a hellscape of 
  roaming monsters and ghost towns.
  Culture
  Southern Equildor was once a colony of the Daleong Kingdom, 
  but they rebelled during the Colonial War. Equildor was far from 
  the Daleong homeland, and the steep cliffs that surround them 
  made it difficult for the Daleong navy to subdue them. After the 
  rebellion, there was a widespread rejection of Daleong beliefs and 
  culture, replacing Daleong traditions with new ones that are 
  uniquely Equildorian. While northern Equildor embraced 
  urban lifestyles centred around technology, southern 
  Equildorians embrace simple, and often tribal, 
  lifestyles of their ancient pre-Daleong ancestors.
  Equildorians are a people of contrast, embracing 
  some of Cronicias primitive lifestyles alongside 
  some of its most advanced technologies. It is not 
  uncommon to see subsistence woodsmen with Bot Bot 
  hunting dogs or tribal witches with mechanical limbs. 
  With the collapse of their technological capital and the 
  spread of the Hollowing Sickness, this contrast has only 
  grown. Equildorians are an adaptable people who fight 
  against their dismal conditions with spirited festivities, 
  exaggerated stories and rambunctious displays of skill.
  War Attitude
  Many believe that the Union was bribed or bullied into their 
  alliance with the Empire. But whatever the truth may be they are 
  now locked into that alliance and are fighting a war on all fronts; 
  primarily against the Hollows in the north, but also against Republic 
  aeroplanes from the east and a Kingdom fleet from the south.
  Unlike the other nations, the Equildorians are fighting against 
  annihilation with only the Empire and some Nomadic Houses for 
  allies. They dare not risks these alliance for anything, often sending 
  military forces off to distant fronts in exchange for much-needed aid 
  in their homeland.
  Urban & Rural
  Equildor lost their single large city, Alfheim, to the Hollows, forcing 
  them to retreat into their southern rural territories. These towns 
  and villages are built with natural resources and techniques. These 
  rugged, archaic buildings stand in contrast to the many mechanical 
  wonders of the Union and its people.
  Governance
  This Union government was once a thriving technocracy, ruled 
  by the academic elite known as the Directorate. The Directorate 
  abhorred war, overseeing the wording and signing of the Alfheim 
  Accord that ended the Unification War, and have also been accused 
  of infantilizing their rural citizens, encouraging them to maintain 
  their traditional lifestyles and customs.
  But the Director and most of their Senate of professors were 
  destroyed by the terrifying Hollows at the start of the Mechanized 
  War. This forced the ill-equipped military to declare martial law and 
  take control of what remained of the county. Marshal of the armies, 
  Camila Giordano now rules the Union with ruthless pragmatism. 
  The military chain of command now governs the nation, with the 
  survivors of the Directorate kept close to Camila as advisors. 
  Economy
  Despite the nations limited natural resources, the 
  Union’s single great city of Alfheim was once a beacon of 
  learning and technological advancement to the world. But 
  this came to a sudden and abrupt end with the outbreak of 
  the Hollowing Sickness.
  With the population of the Union so heavily 
  diminished, they are relying increasingly on Bot Bots 
  and civilian Mechs to fill the gap in their lost labour 
  force. The Union is balancing on a razor’s edge, they 
  have begun to conscript ever more desperate candidates 
  for the war. It is now common to see old men and 
  teenagers serve in the Union military. With only Bot Bot 
  trainers and breeders escaping conscription as they are 
  so crucial to the crumbling nation.
  Technological &
  Manufacturing Focuses
   » Bot Bots (including limb and organ replacement).
   » Mechs.
  Mechs
   » Small, with large cockpits, long legs and little hull armour.
   » Fast & agile.
   » Commonly supported by Bot Bot infantry.
  Conspiracy Theories
   » The Union were the first to receive Mech and Bot Bot technology 
  from aliens.
   » A UFO crashed in northern Equildor, near the city of Alfheim, 
  shortly before the Hollowing Sickness broke out.
   » The Marshal keeps the directorate close as they are the only 
  challengers to her absolute power.
   » The Union were not bribed or forced to ally with the Empire. 
  The Directorate sought to avoid the Mechanized War by aiding 
  the Empire to quickly defeat the Republic, who they saw as 
  more dangerous.
  
  24
  Nomadic Houses
  “Do not take a pledge to a Nomad House lightly. We will offer you 
  a home, but we will ask for your life in return. The life of a Nomad 
  is a life of freedom, but only the truly dedicated will be able to find 
  a family in these wild times.”
  -Jueong Darg, Ranger House.
  Environment
  The Nomadic Houses are spread out across Central Cronicia, 
  trapped between the Brashja Empire, the People’s Republic of Gerim, 
  and the encroaching Hollows. The harsh and dry mountains of their 
  land are impassable to all who do not know their secret paths.
  Culture
  The Nomadic Houses were initially formed by refugees fleeing both 
  the Republic and the Empire during the Unification Wars, and later 
  those displaced by the Mechanized War. After the Unification War, the 
  Republic and the Empire signed the Alfheim Accord, which forbade 
  either nation from entering central Cronicia, leaving the Nomads free 
  to settle the land. A wide variety of Houses were formed, each with 
  their own cultures, histories and attitudes to the surrounding nations. 
  But a central binding thread was woven throughout the Houses, a 
  great amount of trust placed in those who have earned their respect.
  While many Houses are peaceful, seeking only to find a 
  stable existence for themselves, others have turned to banditry. 
  These dishonoured Houses put every Nomad in danger, as their 
  reckless incursions into the great nation’s territories 
  invite retaliation.
  War Attitude
  The Nomads have faced war and conflict throughout 
  their entire existence, which has hardened them into 
  skilled scavengers and warriors.
  Now with the Alfheim Accord discarded the Nomadic Houses find 
  their way of life threatened. They now turn to mercenary work, selling 
  their services to the highest bidder and/or with those that most align 
  with their interests. From their prime location in central Cronicia, 
  the Nomadic Houses can strike against opponents unexpectedly, but 
  friendships and alliances are fickle, changing at a moment notice.
  Urban & Rural
  There exists only one large city in central Cronicia: Pilgrim’s Rest, 
  Only the three most honoured Nomadic House (the Triarchy) may 
  reside in Pilgrim’s Rest, though other Houses may stay for short 
  times. Pilgrim’s Rest is surrounded by Central Cronicia’s only great 
  farmlands, and its many small stone buildings are decorated with 
  the trophies and insignia of those who currently occupy them.
  As the Nomads are regularly forced to move around, they invest 
  very little in permanent physical structures. Instead, they prefer 
  mobile homes according to the customs of their Houses. It is not 
  uncommon to see large animal-drawn wagons, hot air balloons, land 
  barges, or modified Mechs that are little more than mobile buildings.
  Governance
  The Nomadic Houses are led by the Triarchy, the three Houses that 
  hold the greatest honour. The current Triarchy consists of the brutal 
  Blast House, the large Viper House and skilled Ranger House. Each 
  year the Triarchy is chosen through an event known as the Trials of 
  Valour. At these trials members from each House are nominated for 
  glorious conduct, namely successful mercenary contracts, and feats 
  of skill. The Triarchy are the only Houses who may permanently 
  reside within the Nomads only large city, Pilgrim’s Rest, giving them 
  access to prime resources and political power. Other portions of 
  prime land are given out to other Houses according to their honour 
  and size. Those Houses without honour must roam or become taxed 
  vassals of honoured Houses.
  Each House has their own rules for membership and internal 
  advancement. With most mercenary Houses requiring gruelling 
  demonstrations of loyalty and ability from new recruits.
  Economy
  The Nomadic lands are inhospitable and incredibly difficult to 
  navigate. With Pilgrim’s Rest controlling most if it’s arable land, and 
  its limited oil and ore supplies are often underutilised and poorly 
  maintained as they regularly change ownership between Houses that 
  are more suited to combat than economics.
  At times several Houses of varying honour, skill and size will form 
  a symbiotic relationship around a resource. A small but 
  accomplished mercenary House will claim dominion 
  over valuable land but allow another industrially 
  focused House to manage it as a vassal House. These 
  relationships are becoming increasingly common as 
  House leaders are their benefits.
  While most Nomads live simple lives, many get by as hunters, 
  smugglers, bandits and scavengers. There is little honour in these 
  jobs however, and if any desiring influence and wealth must peruse 
  the short and dangerous life of a mercenary.
  Technological &
  Manufacturing Focuses
   » Making use of discarded and damaged machinery.
   » Radar blockers.
   » Mobile infrastructure.
  Mechs
   » Cut and shut Mechs, made from multiple chassis, or cheaply 
  made Mechs built from scrap parts.
   » Some produce large amounts of smoke.
   » Commonly supported by infantry.
  Conspiracy Theories
   » The Nomads knew the aliens were fuelling the Mechanized 
  War before it even started.
   » The Nomads have a plan to get the aliens to leave this world.
  
  25
  Example Nomadic Houses
  Blast
  Leader: White brothers.
  Reputation: 1st Triarch, Brutal.
  Primary Vocation: Mercenaries.
  Size: Moderate.
  Ranger
  Leader: Jim Dirk.
  Reputation: 3rd Triarch, Skilled.
  Primary Vocation: Mech Mercs.
  Size: Small.
  Wolf
  Leader: Grandma ‘Grey Wolf’.
  Reputation: Trusted.
  Primary Vocation: Mercenaries
  Size: Moderate.
  Moon
  Leader: Richard Moon.
  Reputation: Master Craftsmen.
  Primary Vocation: Construction.
  Size: Large.
  Wanderer
  Leader: Pilgrim Council.
  Reputation: Hospitable.
  Primary Vocation: Trade.
  Size: Moderate.
  Bright Family
  Leader: Great grandad Bright.
  Reputation: Vengeful.
  Primary Vocation: Mercenaries.
  Size: Small.
  Raven
  Leader: Sedrick & Don Raven.
  Reputation: Pitied.
  Primary Vocation: Scavengers.
  Size: Large.
  Crystal
  Leader: Alicia ‘The Sickly’ Smith.
  Reputation: Disliked, Weak.
  Primary Vocation: Mercenaries.
  Size: Moderate.
  Viper
  Leader: Madam Jeong.
  Reputation: 2nd Triarch, Planned.
  Primary Vocation: Trade.
  Size: Large.
  Spectre
  Leader: ‘Unknown’.
  Reputation: Strange.
  Primary Vocation: Bounty Hunters.
  Size: Small.
  Titan
  Leader: Adam Strongarm.
  Reputation: Relentless.
  Primary Vocation: Mercenaries.
  Size: Moderate.
  Bronze Riders
  Leader: Mad Eva Riggs
  Reputation: Polarizing.
  Primary Vocation: Mercenaries.
  Size: Large.
  Lantern
  Leader: The Dark Coven.
  Reputation: Dangerous.
  Primary Vocation: Covert Ops.
  Size: Moderate.
  Hydra
  Leader: The Walk Triplets.
  Reputation: Feared, Vicious.
  Primary Vocation: Raiders.
  Size: Large.
  Gold Tooth
  Leader: Amy Walkback.
  Reputation: Hated, Cruel.
  Primary Vocation: Raiders.
  Size: Moderate.
  
  26
  Rules
  Fragged Dieselpunk Mecha places you in an alternate 1940s world 
  locked into an endless conflict that is the secret proxy war for ex-
  traterrestrial aliens.
  The default assumption of this book is that the party of player 
  characters (PCs) are mercenary Mech pilots fighting against the 
  monsters and nations of Cronicia.
  Fragged Empire Core Rule Book
  This rule book is an adaption of the Fragged Empire rule system. 
  All rules in this book are assumed to be the same as they are in the 
  Core Rule Book (CRB) unless stated otherwise. You will need the CRB 
  to make use of the rules within this book.
  Fragged Empire: HACKED
  The Fragged Empire: HACKED PDF has full rules for inserting 
  Mechs into the Fragged Empire setting.
  www.drivethrurpg.com/product/228310/Fragged-Empire-HACKED
  The Core Rule Book can be purchased here:
  www.fraggedempire.com
   » Characters have Equipment Slots equal to their Brawn.
   » This is a reflection of how much physical stuff they 
  can carry.
   » Most items require only a single Slot.
   » Small items may require no Slots.
   » Large items may require multiple Slots.
  Works the same as in the Core Rule Book, but with a few small but 
  important changes (highlighted in black).
   » The Game Master defines your starting Level (usually Level 1).
   » Select a Nationality.
   » Distribute 12 Attribute Points.
   » 4 Attributes (0-5 points each).
   » Select your Trained Skills.
   » 6 Primary (Everyday and/or Education) Skills.
   » No Training required for Personal Combat and Mech Systems.
   » Select your Traits, 1 per Level.
   » You may have up to 1 Trait per area: Level, Influence, each 
  Attribute, each Trained Primary Skill and up to 1 Trait per 
  Combat Skill.
   » Starting Influence = Your Level +2.
   » Your Max Influence is your Level +4.
   » Starting Spare Time Points = Your Level +3.
   » Starting Cogs = 2.
   » Spend Spare Time Points (you may automatically gain any item or 
  service that costs 14t or less, no roll required).
   » Allot your Influence.
  Brawn
  Your strength and physical presence.
  Brains
  Your intelligence and wit.
  Bravado
  The strength of your personality, gusto and conviction.
  Luck
  How often good things happen to you rather than bad.
   » Works like Fate (Core Rule Book, pg: 35), except that Luck is 
  an Attribute.
   » Luck may never be damaged.
   » Ie: 1d6 random damage =
   » 1-2: Brawn.
   » 3-4: Brains.
   » 5-6: Bravado.
   » Luck may be permanently reduced by 1 to avoid death or the 
  destruction of your Mech.
  Overview
  Character Creation
  Attributes
  Equipment Slots
  
  27
  Resources
  There are no Resources in Fragged Dieselpunk Mecha. All Personal 
  Combat equipment is gained through Spare Time Rolls (see pg: 73), 
  a simple Skill Roll.
  Influence
  Influence is spent to acquire and maintain a Mech (see pg: 34). 
  Can be gained through in-game actions (ie: completing a mission) or 
  by spending Cogs (see below).
  Spare Time Points
   » You gain 1 Spare Time Point at the start of each game Session.
   » Additional Points may be gained as a reward for good role 
  playing or if your character has a large amount of spare time.
   » You may reduce your Current Influence by 1 to gain a Spare 
  Time Point.
   » Maximum unspent Spare Time Points = Brains +2.
  Perks
  GMs should create a range of Perks for their players to choose 
  from (ie: contacts, access, etc...), based off their in-game actions.
   » Gain 1 Perk per 3 Levels.
  Complications
  GMs should create a range of Complications for their players 
  to choose from (ie: Hunted, Psychological, etc...), based off their 
  in-game actions.
   » Gain 1 Complication per 4 Levels.
  Research
   » One Research Unit can be acquired by making a Spare Time 
  Roll of 12t.
   » 3 Research Units can be spent to gain 1 Rare Knowledge 
  (works like Secret Knowledge) or a new Language.
  Cogs
  Money in Fragged Dieselpunk Mecha are called Cogs. They work a 
  little like Trade Goods, but require no storage space.
   » 4 Cogs can be spent to gain +1 Current Influence.
   » 1 Cog can be spent to gain +1 to a failed Wealth Roll (Stacks).
  You may have up to 1 Trait per area: Level, Influence, each Attribute, 
  each Trained Primary Skill and up to 1 Trait per Combat Skill.
  Requirements
  X Kn (Knowledge)
  You must spend X Rare Knowledge to gain this Trait.
  If you Retro this Trait you do not gain your Knowledge back.
  Disadvantages
  You’re 1/6th Alien, Bot Bot or Hollow
  As you become more Alien, Bot Bot or Hollow, not only does your 
  appearance change, but the way your body works also changes.
   » If you become 6/6 non-human, (ie: 6/6 Alien, OR 2/6 Bot Bot 
  and 4/6 Hollow) you become an NPC.
  Alien:
   » Your body’s DNA has been spliced with an alien’s, giving you 
  some of their physical traits; such as black eyes, greasy green 
  skin, elongated fingers, or a bald head. Some alien hybrids 
  have also been known to take on lizard-like properties.
   » Alien hybrids are a rare occurrence, and an even rarer sight 
  as most keep their odd features hidden.
   » Only alien hybrids are able to interact with some 
  alien technologies.
   » If you become 6/6 Alien the aliens will have full control over 
  your mind and body.
  Bot Bot:
   » You have replaced some of your limbs and/or organs with 
  robotic parts.
   » Wounded soldiers with Bot Bot limbs are a common sight 
  within society.
   » If you become 6/6 Bot Bot you will lose all sense of self and 
  become a Bot Bot slave to whoever programmed you.
  Hollow:
   » You are infected by the Hollowing sickness and your body 
  has started to waste away as you become more and more 
  undead-like. You have also installed some Bot Bot parts to 
  keep you alive.
   » Part-Hollows are outcasts in most societies, with many trying 
  to kill them before they completely succumb to the sickness.
   » If you become a 6/6 Hollow you will go on a murderous 
  rampage as you seek to kill all living beings so that they may 
  rise again as undead thralls.
  Advancement
  Traits
  
  28
  Healing Rolls in Fragged Dieselpunk Mecha work like they do in the 
  Core Rule Book (see pg: 92) except as stated below.
  In-Combat Healing
  First Aid; 10
  Does not require Tools.
  Stop bleeding, put out fire, or other minor fix.
  Out-of-Combat Healing Rolls
  Ongoing Care; 12t
   » Requires a Medicine Toolbox.
   » Heals 2 points of Damage to any character (may be split over 
  different characters).
  Paramedics: 12
  Similar to Paramedics in the Core Rule Book.
   » Requires a Medicine Toolbox.
   » Heals 3 points of Damage to any character (may be split over 
  different characters).
   » May only be rolled directly after combat.
   » Maximum of 1 attempted Paramedics roll per 3 characters.
  Attributes
  Attributes don’t contribute to Skill Roll Description bonuses. 
  Primary Skills gain a bonus of +1 if you have 4 or more in a specific 
  Attribute, while you have a -1 penalty if you have 1 or less in 
  that Attribute.
   » Wealth (Luck).
   » Persuasion (Bravado).
   » Leadership (Brawn).
   » Insight (Bravado).
   » Physical (Brawn).
   » Stealth (Luck).
   » Resolve (Bravado).
   » Awareness (Luck).
  Combat Skills
  You do not become Trained (or Untrained) in Combat Skills.
  All Combat Skills start with a +0 bonus, and gain +1 for each 
  Attribute point that you have in the associated Attribute.
   » Small Arms (Brains or Bravado).
   » Heavy Arms (Brawn or Luck).
   » Passion (Bravado).
   » Fortitude (Brawn).
  There are no in-combat methods to Repair a Mech’s Attributes.
  Out-of-Combat Healing Rolls
  Maintenance; 12t
   » Requires a Mechanics Toolbox.
   » Heals 2 points of Damage to any Mech (may be split over 
  different Mechs).
   » You may Retro any Trait if you have access to a Workshop.
  Rebuild: 2x 14t
   » Requires a Workshop.
   » Heals 10 points of Damage to any Mech (may be split over 
  different Mechs).
   » You may Retro 6 Mech Attribute Points.
  Healing
  Skills
  Repair
  See pg: 74-75 for a full list of example Gadgets & Items.
  Tools in Fragged Dieselpunk Mecha work much like they do in the 
  Core Rule Book except for a few minor changes.
   » There are only Tools and Workshops.
   » Tools grant +1 to a Primary Skill (does not Stack).
   » Workshops are not acquired, the GM should just grant the PCs 
  access to one when it makes sense (ie: when they bring their 
  Mechs back to their home base, or when they hire one at a 
  city). Workshops only grant a +1 bonus (not +2).
  Slots
   » The number of Equipment Slots required to equip this Item.
  X Uses
   » Costs a Spare Time Roll: You may use this item X times per Session.
   » Costs a Skill Roll: You may use this item X times.
  Requirements Changed to:
   » Does not Req Hit or Success.
  Strong Hit: Effort can be used with Attack Rolls.
  Tools, Gadgets & Misc Items
  Strong Hit: Effort
   » Nature (Brawn).
   » Culture (Bravado).
   » Medicine (Brains).
   » Mechanics (Brawn).
   » Electronics (Brains).
   » Robotics (Brains).
   » Aliens (Brains).
   » Mechamancy (Luck).
   » Destruction (Luck).
   » Patience (Brains).
   » Not a Spare Time Roll.
  
  29
  
  30
  
  31
  Wealth
  Same as the Core Rule Book (pg: 43).
   » 1 Cogs (pg: 75) can be spent to gain +1 to a failed Wealth 
  Roll (Stacks).
  Persuasion
  Works like Conversation in the Core Rule Book (pg: 44).
  Leadership, Physical, Resolve,
  Awareness, Culture, Medicine
  Mechanics & Electronics
  Same as the Core Rule Book.
  Insight
  Works like Psychology in the Core Rule Book (pg: 44).
  Stealth
  This skill covers your ability to hide yourself and other objects from 
  people. This includes your ability to remain unseen, pick pockets, 
  conceal a weapon, perform sleight of hand, and possibly even your 
  ability to hide your Mech. Stealth also covers your knowledge of 
  these things.
  New Rules
  Stealth in Fragged Dieselpunk Mecha works differently than in 
  the Core Rule Book (pg: 109). It functions much more like a 
  standard Skill and is not an Attack Roll vs a target’s Defence 
  vs Stealth.
  The GM simply sets the difficulty of the Skill Roll (eg: higher if 
  there are lots of observant NPCs around, or lower if the PC is 
  wearing black and attempting to hide at night).
  Attack
  Making a Personal Combat Attack while Stealthed may result (at 
  the GM’s discretion) in an automatic take down (ie; kill or knock 
  out) on the target.
  Example Toolbox: Camouflaged Uniform
   » With these items a character skilled in Stealth can succeed 
  in being silent or hiding in shadows that would be impossible 
  in brighter clothes or heavy boots.
  Nature
  Works like Survival and Planetoids.
  Robotics
  Your knowledge of, and ability to work with, robotic technologies; 
  including Mechs and Bot Bots.
  Example Uses
   » Build a Bot Bot dog that will follow your basic orders.
   » Design a new arm for your Mech.
  Aliens
  Your knowledge of, and ability to work with, alien technologies; 
  including Mech power cores. You will be unable to use most alien 
  technologies (unless you are part alien, see pg: 27), but this Skill 
  may help you to move in the right direction, and let you know what 
  some devices do.
  While you do not understand how many different alien factions 
  and sub-species there are, or their motives, this Skill will help 
  you to identify defining differences and your knowledge of various 
  alien conspiracies.
  Example Uses
   » Figure out that two different alien species were involved in 
  an attack.
   » Identify psychic alien messages hidden within a TV.
   » Guess as to the differences between little green men and 
  lizard people.
  Mechamancy
  Your ability to use and understand magic (specific types of alien 
  technology). This form of magic is primarily focused around machines.
   » Mechamancy Skill Rolls should be difficult (ie: requiring a 
  roll of 14 or more) and have dangerous or interesting results 
  if they fail.
   » Players should feel free to get creative with their use of 
  this Skill.
   » With the selection of some Traits (Dieselmancer, Necromancer 
  or Electromancer), characters are able to expand their use of 
  this Skill beyond machinery.
   » Mechamancy cannot (normally) be used to create new 
  objects, it must work with what exists.
   » Rare Knowledge should be spent to cast very powerful spells.
  Example Uses
   » Remotely control a Mech without being inside the cockpit.
   » Extract diesel from a dead Mech and telekinetically move it 
  into another Mech.
   » Detect a buried Mech.
   » Summon the spirit of a dead machine and see the final 
  moments of its life.
   » Sense how damaged a nearby Mech is.
   » Clean away rust with the wipe of your hand.
   » Give your Mech a new paint job in a few seconds.
   » Float a Mech across a river.
   » Bot Bot breeding.
  Small Arms & Heavy Arms
  Used for performing Actions in Personal Combat (pg: 32).
  Passion, Fortitude, Destruction & Patience
  Used for performing Mech System Rolls in Combat (pg: 44).
  Skill Details
  
  32
  Personal Combat
  See pg: 54 for balancing NPC Ability Tables.
  See pg: 73 for a full list of example Weapons.
  Personal Combat in Fragged Dieselpunk Mecha is a new form of 
  combat, and makes use of a system that feels a little like both 
  Personal and Theatre of the Mind Combat from the Core Rule Book.
  Dangerous
  Personal combat is very dangerous and will never be balanced. 
  The PCs are assumed to primarily be Mech pilots, not elite or 
  well-equipped infantry.
  Battle Map, Miniatures & Movement
  The use of miniatures and a battle map is optional for Personal 
  Combat. Describing the scene and the distances (Close Range, 
  Medium Range or Long Range) between characters should do.
  Cover
  Enemies have -2 to Hit you unless their Weapon has Strong vs Cover.
  NPCs & Actions
   » NPCs gain a +2 bonus to all Skill Rolls.
  Victory & Loss
  Personal Combat ends when the GMs says so.
  Overview
  Weapons
   » PCs die if any of their Attributes are reduced to -5.
   » NPCs die if any of the Attributes are reduced to 0 or below.
   » If a character suffers 3 or more Damage during a Turn they 
  start to Bleed (suffering 1 Damage at the start of their Turn).
   » Weapons cost Spare Time Points, not Resources.
   » Most Weapons require Equipment Slots (pg: 26).
  Slots
   » The number of Equipment Slots (pg: 26) required to equip 
  this Item.
  X Uses
   » You may use this Weapon X times per Combat.
  Strong vs:
   » Gain a +2 bonus to your Attack Roll for each point that your 
  attack meets (Stacks), ie: Strong vs Not in Cover grants a +2 
  bonus vs characters who are not in Cover.
  Weak vs:
   » Suffer a -2 penalty to your Attack Roll for each point that 
  your attack meets (Stacks), ie: Weak vs Cover grants a -2 
  penalty vs characters who are in Cover.
  Attribute Damage & Death
  
  33
  Actions
   » Each character may perform any 2 Actions per Turn.
  Move
   » Move 4 spaces (roughly 8 meters).
  Think
   » Perform a Skill Roll (ie: hide, stop Bleeding, etc...).
   » Draw, reload or unjam a weapon.
  Dodge
   » All enemies have -2 to Hit you until your next Turn (Stacks).
  Aim
   » Your next Attack Roll gains a +2 bonus (Stacks).
  Small Arms
   » If you pass a Small Arms Attack Roll of 14 and are armed 
  with a Small Arms Weapon an opponent takes 1 point of 
  Damage to a random (1d6) Attribute.
  Heavy Arms
   » If you pass a Heavy Arms Attack Roll of 16 and are armed 
  with a Heavy Arms Weapon an opponent takes 1d3 point of 
  Damage to a random (1d6) Attribute.
   » One PC takes their entire Turn first, then an NPC takes their 
  entire Turn.
   » If the players cannot quickly decided which one of them is 
  going to act an NPC takes their Turn.
   » If the NPCs have a significant advantage over the PCs (ie: 
  they ambushed them, have them vastly outnumbered, etc...) 
  an NPC may take their Turn first.
   » This sequence is repeated until all characters have acted.
   » Everyone who gains a Surprise Round may perform a 
  single Action.
  GMs are encouraged to create unique Weapons with new Strong and 
  Weak vs abilities. This is a great way to spice things up and to convey 
  some of the strange technologies that can exist.
  Armoured
   » Your target is wearing body armour, or is an armoured vehicle.
  Big
   » Your target is big, or a vehicle.
  Close Range
   » Your target is within 20m of you.
  Cover
   » Your target is in cover.
   » You do not suffer a -2 Hit penalty to your Attack Roll from 
  their Cover (you gain a +2 Hit bonus).
  Fast
   » Your target is able to quickly move.
  Group
   » Your target is near several other enemies.
  Long Range
   » Your target is more than 75m from you.
  Moving
   » Your target moved more than 4m during their last Turn.
  Not X
   » Your target is not gaining X.
  Slow
   » Your target lacks the ability to move quickly.
  Surprised
   » Your target is surprised by your attack.
  Unaware
   » Your target cannot perceive you.
  You Moved
   » You have moved at least 4m during this Turn.
  You're X
   » You’re gaining X at the moment.
  Combat Order
  Example Strong/Weak vs
  
  34
  Mechs
  See pg: 66 for a full list of Mech Builds, Traits and Weapons.
  Mechs are created much like characters, as they have Attributes, 
  Traits, and Weapons.
   » Select a Build.
   » Determine what Attributes will be Locations 1-7 or 0-6.
   » Distribute 20 Attribute Points.
   » 7 Attributes (0-5 points each).
   » Select Traits for any Attribute Locations 1-6.
   » Select Weapons (making any required Spare Time Rolls).
   » Install Weapons into any Hull or Arm 1-6 Location.
   » Weapons Installed into a Arm Locations gain +1d6 Hit.
   » Weapons Installed into a Hull Locations have their 
  Arc of Fire reduced from 180o to 45o.
   » Allot the required Influence.
  Cost Influence
  Mechs are acquired by allotting Influence Points. Multiple 
  characters can contribute Influence Points to the same Mech, though 
  this is uncommon. Influence Points are spent on Weapons and Traits.
   » Mech Influence Cost: Traits (2 each) + Weapon Costs.
  Mech Creation
  All Mechs are built differently, some with multiple arms, some with 
  no arms, some with lots of hull armour, while others have a large core. 
  To reflect this Mechs select what Location their Attributes go into.
   » Only 1 Attribute may be Located in location 0 or 7.
   » This Attribute is harder to hit.
   » This Attribute may not have a Trait.
   » This Attribute may not have a Weapon Installed on it.
   » All Mechs must have at least 1 Core, Cockpit & Leg Location.
   » 2 or more Location may have the same Attribute.
  Critical Hits
  Your Attribute Locations will greatly affect how Critical Hits 
  damage your Mech (ie: more Hull Locations will make your Mech 
  tougher) and how much firepower you have (ie: more Arms will result 
  in more powerful Weapons).
   » Critical Hits from a Mech’s Left Side roll Crit Location: 1d3.
   » Critical Hits from a Mech’s Right Side roll Crit Location: 1d3+3.
   » Critical Hits from a Mech’s front or rear roll Crit Location 1d6.
  Traits
   » Add up the value of all Locations (not just the Location that 
  the Trait is attached to) for an Attribute to see if you meet the 
  required Attribute score (ie: 2 Locations with 2 in both would 
  allow you to select a Trait with a Minimum Requirement of 4).
   » Traits may only be selected for Attribute Locations 1-6.
   » Each Location may have 1 Trait (not 1 per Attribute).
   » Each Trait may only be selected once.
  Weapon Installation
   » A single Weapon may be Installed into any Hull or Arm 
  1-6 Location.
   » Weapons Installed into an Arm Location gain +1d6 Hit.
   » Weapons Installed into a Hull Location have their Arc 
  of Fire reduced from 180o to 45o.
   » If a Location’s value drops below an Installed Weapon’s Mount 
  Stat, that Weapon cannot be used.
  Republic of Gerim
   » 1)
   » 2)
   » 3)
  Brashja Empire
   » 1)
   » 2)
   » 3)
  Daleong Kingdom
   » 0)
   » 1)
   » 2)
   » 3)
  Equildor Union
   » 1)
   » 2)
   » 3)
  Hull (Left)
  Arms
  Legs
  Hull (Left)
  Arms (Left)
  Core
  Core
  Hull (Left)
  Hull (Left)
  Legs
  Arm (Left)
  Leg (Left)
  Cockpit
  Attribute Location
  Example Attribute Locations
  Core
  Hull
  Hull (Right)
  Cockpit
  Cockpit
  Arms (Right)
  Hull (Right)
  Legs
  Cockpit
  Hull (Right)
  Hull (Right)
  Cockpit
  Leg (Right)
  Arm (Right)
  Core
   » 4) 
   » 5)
   » 6)
   » 7)
   » 4) 
   » 5)
   » 6)
   » 7)
   » 4) 
   » 5)
   » 6)
   » 4) 
   » 5)
   » 6)
   » 7)
  
  35
  Heat
  See pg: 41 for full Heat rules.
  Diesel = 6
  Most Mechs are powered by diesel engines that are amplified by 
  alien technology. Without this precious diesel they cannot function.
   » Support Weapons are the main way to increase a Mech’s units 
  of Diesel.
   » Mechs may share Diesel units with each other.
   » If a Mech is reduced to 0 Diesel units they will stop functioning 
  within 1 or 2 days (GM’s discretion) or after 1 Turn of Combat.
   » 1 day of travel reduces a Mech’s Diesel units by 1.
   » GMs may wish to alter this number to suite the style 
  of game they wish to run (ie: reduced by 1 per 3 days 
  of travel).
   » The first time a Mech reaches 5 Current Heat during Combat 
  reduces their Diesel units by 1.
   » Diesel units may be gained from destroyed/captured Mechs 
  and other appropriate resupply.
  Defence = 14 + Cockpit
  Determines how hard it is for Attacks to Hit you.
   » Add together all Cockpit Attribute stats.
   » May be increased by Cover.
  Armour = 3
  Stability = 20
  Works like Endurance.
  Recovery = Core x2
  Determines how much Stability is Healed by some System Rolls.
   » Add together all Core Attribute stats.
  Other Stats
   » Mechs are not killed by reducing any Attribute to -5 (or -0 
  for NPCs). They are killed in multiple different ways.
   » Mechs do not Bleed if an Attribute is reduce to a negative.
  Cockpit
   » You gain +1 Armour against the first Critical Hit on this 
  Location during a Combat.
   » If this location takes Attribute Damage; the Pilots of this Mech 
  take 2 Damage (no Armour) to a random (1d6) Attribute.
   » If this Location is reduced to -2; this Mech stops working.
   » Pilot loses 1 Influence (down to a minimum of 5).
   » Then roll 1d6;
   » On a roll of 1 or 2; the pilot of this Mech dies.
  Core
   » If this Location is reduced to -2 this Mech Explodes (see 
  pg: 41).
  Hull
   » You gain +1 Armour against any Critical Hit on this Location.
   » You may Install 1 Weapon on this Location.
   » Any Weapons Installed on this Location has its Arc of Fire 
  reduced from 180o to 45o.
   » If this Location’s value drops below an Installed Weapon’s 
  Mount Stat; that Weapon cannot be used.
   » If this Location is reduced to -4; this Mech stops working.
   » Then roll 1d6;
   » On a roll of a 1; this Mech Explodes (see pg: 41).
  Arms
   » You may Install 1 Weapon on this Location.
   » Any Weapon Installed on this Location gains +1d6 Hit.
   » If this Location’s value drops below an Installed Weapon’s 
  Mount Stat; that Weapon cannot be used.
   » This Location cannot be reduced below -2.
  Legs
   » This Location cannot be reduced below -2.
   » If all Leg Locations are reduced to -2; this Mech falls over.
   » Then roll 1d6;
   » On a roll of a 1-4; this Mech stops working.
   » On a roll of a 5 or 6; this Mech may continue to fight:
   » This Mech may not Move or Rotate.
   » All of its Weapons suffering -1d6 Hit.
  Attributes & Damage
  
  36
  Paladin
  2
  9
  1
  Heavy Mech
  5
  88mm Cannon
  Heavy Rocket
  2x Shotguns
  Pen 2 min 3.
  Pen 2 min 3.
  Max Rng 6.
  May not be Reloaded during combat.
  Strong Hit (5-6).
  Gun, Cannon.
  Gun, Rocket, Artillery.
  Melee, Shotgun.
  4
  4
  2
  2
  6
  -4
  3d6
  2d6
  3d6
  +3
  +0
  +3
  5
  5
  3
  6
  3
  4
  2
  2
  6
  2nd
  2nd
  1st
  5
  6
  3
  1
  5
  2 & 6
  14t, 2
  14t, 3
  2x10t, 2
  2
  5
  1
  1
  12
  4
  8
  20
  1
  Daleong Kingdom
  
  37
  Tarantula
  3
  10
  Agile Build
  3
  3
  Evasive
  MG Turret
  Multi-Cannon
  Missile Infantry
  Strong Hit (5-6), Reload 2.
  Splash 1, Multi Crit.
  Defence: 18, Armour: 4, Durability: 3*, Move: 3.
  Pen 2 min 4.
  *A Critical Hit may never deal more than 1 Durability Damage to you, Diesel +1.
  Strong Hit: Coordinated Strike (Hit) The next Attack against this target gains +1d6 Hit (Stacks).
  You gain +1 Armour if you moved at least 4 spaces from your starting location during your Turn, and have more than 0 Stability (does not Stack).
  Gun, Machine Gun.
  Gun, Cannon.
  Support, Inf-Anti-M.
  2
  Paint Job
  2
  4
  3
  6
  2
  5d6
  5d6
  5d6
  +0
  -2
  +0
  5
  4
  4
  3
  7
  3
  3
  Inf
  Inf
  2nd
  2nd
  2nd
  4
  4
  4
  3
  2
  5
  14t, 1
  12t, 1
  14t, 2
  2
  1
  2
  20
  3
  6
  20
  Republic of Gerim
  +1 Armour
  
  38
  Mech Combat
  See pg: 28 for full Repair rules.
  See pg: 66 for a full list of Mech Traits.
  See pg: 68 for a full list of Mech Weapons.
  Mech Combat in Fragged Dieselpunk Mecha is a new form of 
  combat, and makes use of a system that feels a little like both 
  Personal and Ship Combat from the Core Rule Book.
  Battle Map, Miniatures & Movement
  These act like they do in the Core Rule Book (pg: 71).
  Large Scale
  Mechs should fight around small forests, towns and river ways.
  Environment & Weather
  The amount of Cover and sources of Heat reduction will play 
  dictate much about the feel of each Combat.
  Overview
  Critical Damage (Crit Dmg)
   » Same as the Core Rule Book (pg: 87).
   » See pg: 35 for full Attribute Damage rules.
  Ammo
   » The number of Attack Rolls you can make with this Weapon 
  before you need to perform a System Roll with Reload.
  Location
   » Write down what Attribute Location this Weapon is Installed on.
  Mount
   » If the Attribute Location value where this Weapon is Installed 
  drops below this Mount Stat; this Weapon cannot be used.
  Weapon Types
   » Dictates what Variations and Mods may be applied to this Weapon.
   » Dictates what System Rolls will allow you to make use of this 
  Weapon (see pg: 44).
   » See pg: 43 for a list of special rules.
  Cost: Xt, Y, Z Kn
   » X: The Spare Time Roll required to acquire this Weapon (unless 
  you gain it through other means, ie: looting, theft or reward).
   » Y: The amount of Influence that must be allotted to this Weapon.
   » Z: The amount of Rare Knowledge that must be spent to 
  acquire this Weapon.
  Attack Rolls and Weapons in Fragged Dieselpunk Mecha work 
  much like they do in the Core Rule Book (pg: 78), with only a 
  few changes.
  Hit Dice (Hit D6)
   » The number of dice you roll when you make an Attack Roll 
  with this Weapon.
  Hit
   » Add this value and the corresponding Skill (ie: the Mech 
  System Roll Skill that you are using for this Attack Roll) to 
  your Attack Roll.
  Range Increments (Range)
   » Measured the same as the Core Rule Book (pg: 78), but with 
  different range penalties (see Ideal Range below).
  Ideal Range Increment (Ideal Range)
   » Attacks outside this Ideal Range increment have a -2 
  Hit penalty for each Range Increment.
  Stability Damage (Sta Dmg)
   » Works like Endurance Damage in the Core Rule Book (pg: 87).
  Cover
  Weapon Stats & Attack Rolls
  Light Cover:
   » +2 Defence.
  Heavy Cover:
   » +4 Defence.
   » Reduce all Stability Damage against you by 1 per 2d6 
  Attack Roll dice rolled against you (Stacks).
  Entrenched Cover:
   » +8 Defence.
   » Reduce all Stability Damage against you by 1 per 2d6 
  Attack Roll dice rolled against you (Stacks).
   » You are immune to Critical Hits while you have Stability.
  Range 3, Ideal Range 2nd.
  Hit -2
  Hit +0
  Hit -2
  Hit -4
  
  39
  
  40
  Mechs in Fragged Dieselpunk Mecha do not have a Size stat like 
  Spacecraft in the Core Rule Book. Instead, players and the GM should 
  just describe how large a Mech is, and this will have some minor 
  impacts on how a Mech interacts with its environment. GMs and 
  players are encouraged to think of more effects from Mech size.
  Small
   » You should not have more than 1 Hull Attribute Location.
   » Most terrain (trees, buildings) are not destroyed by your Mech 
  when you walk through their space.
   » Infantry Support Weapons lose 1 Durability if your Mech walks 
  through their space.
   » You may attempt to hide your Mech with a Skill Roll.
  Large
   » You should have 2 or more Hull Attribute Locations.
   » Most terrain (trees, buildings) are destroyed by your Mech 
  when you walk through their space.
   » Vehicle Support Weapons lose 1 Durability if your Mech walks 
  through their space.
   » NPCs will perceive your Mech from a very long way off.
  Optional: Mech Size
  Requirements Changed to:
   » Target is Damaged.
   » Once per Attack.
  Attribute Location
  See pg: 34 for ful Attribute Location rules.
  Different Mechs have their Attributes in different Locations. If you 
  wish to hit a specific Attribute Location you should attack a Mech 
  from a specific side, and/or perform the Take Aim Mech System 
  Roll (pg: 43).
   » Critical Hits from a Mech’s Left Side roll Crit Location: 1d3.
   » Critical Hits from a Mech’s Right Side roll Crit Location: 1d3+3.
   » Critical Hits from a Mech’s front or rear roll Crit Location 1d6.
   » All Mech Weapons are forward facing.
   » Mech Weapons may only make Attack Rolls against targets 
  within a 180o arc in front of your Mech (so not behind).
   » This amount is reduced to 45o for Weapons Installed on a Hull 
  Attribute Location.
  Failed Attack Roll: Scatter
  Strong Hit: Critical Hit
  Keywords
  Destruction of Cover
  180o Arc of Fire
  If an Attack Fails to Hit:
   » It scatters 1d6 spaces in a random 
  (1d6) direction; If this scatters onto another 
  target’s space it deals damage to that target 
  as if this attack had the Splash Keyword.
   » Do not scatter this Attack if it fails to hit due 
  to Physical Environmental Cover; this attack 
  should damage that Cover (see above).
  Crit Location +/-X
   » The Critical Hit random Attribute Location roll from this 
  Weapon may be altered up by, or down by, X.
   » You may hit Attribute Locations 0 to 7.
  Heat +/- X
   » Alter a Mech’s Current Heat by X.
  Indirect (X)
   » Cover against Attacks from this Weapon are determined from 
  X, not from the Attacker.
  Max Range X
   » The maximum range of this Weapon is X.
  Multi Crit
   » Any number of Strong Hit Options from this Weapon may be 
  spent on Critical Hits (normally limited to 1).
  Pen X min Y (Penetration)
  See Core Rule Book pg: 125 for full Pen rules.
  When a Weapon has multiple “Pen” Keywords, select the highest 
  “X” and lowest “Y” (ie: Pen 1 min 3 + Pen 2 min 4 = Pen 2 min 3).
  Reload X
   » This Weapon requires X Reloads before it regains all of its 
  spent Ammo (normally 1).
  If a space of Physical Environmental Cover (ie: trees, building, 
  walls, etc...) sufffer one or more of the following, reduce its Cover 
  Step by 1 (but it still counds as Difficult Terrain).
   » A Mech walks through it.
   » It blocks an attack.
   » An Attack scatters onto it
  
  41
  Road
   » You may move forward 1 space when you Rotate on a Road.
  Elevated
   » When Attacking target lower than you; you gain +2 Hit and Range.
  Limited Vision (ie: Night, Smoke or Dust)
   » Non-adjacent targets gain Light/Heavy Limited Vision Cover
   » Change this to Low Light Cover if the restriction is lack 
  of light (ie: darkness) and not physical (ie: smoke or dust).
  Swamp
   » Difficult Terrain (1/2 movement speed, rounded up).
   » If you start your Turn in, or move through a Swamp; reduce 
  your next Rotate during this Turn by -45o.
  Forest or Building
   » Difficult Terrain (1/2 movement speed, rounded up).
   » Grants Light or Heavy Cover.
   » Destructible, see Cover on pg: 38.
  Large Heat Source (ie: Lava or Fire)
   » Difficult Terrain (1/2 movement speed, rounded up).
   » If you start your Turn in, or move through a space adjacent to 
  a Large Heat Source; gain +1 Current Heat.
   » If you start your Turn in, or move through a Large Heat Source; 
  your Mech takes 1 Damage (no Armour) to its Legs.
  Water
   » Difficult Terrain (1/2 movement speed, rounded up).
   » If you start your Turn in, or move through Water; reduce your next 
  Rotate during this Turn by -45o and reduce your Current Heat by 1.
  Deep Water
   » Impassable Terrain (but you may move into an adjacent 
  non-Impassable Terrain space, ie: the shore).
   » If you start your Turn in, or move into Deep Water; your Mech 
  takes 2 Damage (no Armour) to a random (1d6) Attribute.
   » If you started your Turn in, or move through Deep Water; 
  reduce your next Rotate during this Turn by -45o and reduce 
  your Current Heat by 2.
  Falling Snow or Rain
   » All non-adjacent Mechs gain Light Limited Vision Cover.
   » The Vent Heat System Roll (pg: 44) reduces your current Heat 
  by an additional 1.
  Example Environments
   » Mechs within 2 of this Mech take 1 point of Damage (no 
  Armour) to 3 random (3d6) Attributes.
   » Pilot loses 2 Influence (down to a minimum of 5).
   » Roll 1d6; on a roll of 1 or 2, the pilot of this Mech dies.
  Mech Explodes
  Managing a Mech’s Heat is a vital combat skill. If a Mech gets too 
  hot it will Shut Down and possibly explode. Heat is primarily built up 
  by performing Mech System Rolls that make use of a Weapon.
   » We recommend you a 1d6 die to track your Heat during combat.
  Current Heat Value
   » System Skill Rolls may alter a Mech’s Current Heat.
   » ! = +1 Current Heat.
   » Some Weapons may increase the Current Heat of a Hit Mech.
   » If a Mech’s Current Heat reaches 7 or more;
   » It stops working for the remainder of the combat.
   » Its Defence is reduced to 10.
   » If it takes 1 point of Attribute Damage to any Attribute 
  Location it Explodes.
   » The first time a Mech’s Current Heat reaches 6;
   » Your Mech Shuts Down (pg: see below).
   » The first time a Mech’s Current Heat reaches 5;
   » Reduces your Mech’s Diesel units by 1 (pg: 35).
   » If a Mech’s Current Heat reaches -1 or less:
   » It stops working for the remainder of the combat.
   » With the GM’s permission this Mech may be restarted with 
  a Skill Roll of 14 and some good role playing (ie: climbing 
  out of the cockpit and manually restarting the engine).
   » Its Defence is reduced to 10.
   » You are invisible to almost all types of digital detection.
  Base Heat Value
  At the start of each Mech Combat the GM should set the Base Heat 
  Value for the environment.
   » This will normally be between 0 and 1.
   » Or 2 or 3 in extreme situations.
   » This is the starting Current Heat for each Mech.
   » Shut Down may not reduce your Mechs Current Heat below 
  this value.
  Heat +/-X
   » Traits, System Rolls and other Effects with this Keyword alter 
  a Mech’s Current Heat by X.
  Heat
   » Your Defence is reduced to 10.
   » You may only attempt to make Vent Heat Mech System Rolls.
   » Success will remove this Effect.
   » Reduce your Heat by 2 for each System Roll that you don’t 
  attempt to make during your Turn.
   » You are invisible to many types of digital detection.
  Shuts Down
  
  42
  
  43
  See pg: 44 for a full list of Mech System Rolls.
  Mechs have System Rolls that work a little like Space Craft 
  System Rolls in the Core Rule Book (pg: 168).
   » Each Mech may have 1 Pilot (PC).
   » Each Pilot may attempt 2 System Rolls per Turn.
   » 1 Fast System Roll may be performed during a 
  Surprise Round.
   » Heat is gained even if a roll is unsuccessful.
   » Each System Roll may only be successfully made once 
  per Turn per Mech (a failed Attack Roll counts as a success).
   » Each Weapon may only be used once per Turn per Mech.
   » A Turn of Mech Combat will be about 5 to 15 minutes of 
  in-game time.
  Combat Order & Flow
   » There are 2 System Roll Phases per Turn; Fast & Slow.
   » Fast: Passion and Fortitude.
   » Slow: Destruction and Patience.
   » Once all Fast System Rolls have been performed, all Slow 
  System Rolls are performed, then the Turn ends.
   » One PC makes a System Roll first, then an NPC. This sequence 
  is repeated until all desired System Rolls for that Phase have 
  been made.
  NPCs & System Rolls
   » NPCs do not automatically gain a +2 bonus to all Rolls, see 
  pg: 55.
  Optional: Simpler System Rolls
  As an optional rule to help GMs manage a larger number of NPC 
  Mechs, GMs may use these simpler System Roll rules:
   » No Give Orders, Rushed Shot, Reverse (Rush may be used to 
  Reverse), Brace, Power Up, Bombard, Take Aim or Overwatch 
  Mech System Rolls.
   » Non-Attack Roll System Rolls are not needed (but they may 
  still roll if they wish to attempt to trigger an ability or Strong 
  Hit Option).
   » Quick Shot may use any Weapon.
  System Rolls
  Melee, Gun & Artillery
   » No special rules.
  Tactical
   » At the GM’s discretion, attacks from this Weapon are invisible 
  to the enemy.
  Support
   » Support Weapons act as independent characters, with their 
  own Defence, Armour, Durability and Movement.
  Moving & Attacking
   » Support Weapons may move once at the END of each Turn, but 
  they may ONLY Attack when a System Roll allows them to.
   » Support Weapons have a 360o Arc of Fire.
  Damage (Durability & Mount)
   » Support Weapons have 0 Endurance, which will result in them 
  receiving an automatic Critical Hit when they take damage.
   » Support Weapons may take Attribute Damage up to their 
  Durability before they are removed from combat (wounded, 
  dead, fled in panic, etc...).
   » This does not mean they are dead, just that they are no 
  longer able to contribute to the current combat in any 
  meaningful way.
   » If the Attribute Location value where this Weapon is Installed 
  drops below this Weapon’s Mount Stat; this Weapon cannot 
  Attack and will move off the Battle Map. This represents the 
  Support Weapon losing contact with the commanding Mech 
  and fleeing the battle or becoming ineffective.
  Bodies
   
  » By default, all Support Weapons have 1 Body.
   » Each Body is an independent character which may make its 
  own Attack Roll (but all Bodies in a Support Weapon group 
  Attack when a System Roll allows them to), and have their 
  own Durability.
  NPC Army Groups
   » Move and Attack at the end of each Turn.
   » Have no Mount Stat, and do not require a commanding Mech 
  to maintain their combat effectiveness.
  Ejected Pilot
   » At the GM’s discretion a PC may leave his Mech during a 
  Mech Combat and fight on foot (this is very dangerous).
   » If they do so; they take on the Stats of an Ejected Pilot (pg: 68).
   » They may only select the Heavy Arms option if they have a 
  Personal Combat Weapon that may be effective vs Mechs.
  Weapon Types
   » Add all of your Legs Attribute stat totals together when 
  calculating your maximum movement.
   » Mechs can only change their facing if a System Roll allows 
  them to.
   » Mechs can only move directly forward, unless a System Roll 
  (ie: Reverse) allows them to do otherwise.
  Movement & Rotation
  
  44
  Rush
   » Increase your Mech’s Heat by 1.
   » Move your Mech forward up to a distance equal to your 
  Current Legs.
   » You may rotate 45o at the start or end of your movement.
  Give Orders
   » Requires Skill Roll: 12.
   » Make an Attack Roll with a Support or Tactical Weapon.
   » An Ally Mech Heals Stability an amount equal to their Recovery.
  Quick Shot
   » Increase your Mech’s Heat by 1.
   » Make an Attack Roll with a Gun or Melee Weapon.
  Rushed Shot
   » Increase your Mech’s Heat by 2.
   » Make an Attack Roll with a Gun or Melee Weapon.
   » Rotate 45o before or after your Attack.
  Reverse
   » Increase your Mech’s Heat by 1.
   » Move your Mech backwards up to a distance equal to your 
  Current Legs -2.
  Rearm
   » Requires Skill Roll: 12.
   » Heal Stability an amount equal to your Recovery.
   » Reload 2 different Weapons.
  Vent Heat
   » Requires Skill Roll: 12.
   » Reduce your Current Heat by 2 (down to 0), if you are in 
  falling snow or rain (pg: 41) increase this to 3.
   » Gain or lose the Shut Down Effect.
  Brace
   » Requires Skill Roll: 14.
   » Gain +1 Armour until your next Turn (does not Stack).
  Manoeuvre
   » Requires Skill Roll: 12, and increases your Mech’s Heat by 1.
   » Move your Mech forward up to a distance equal to your 
  Current Legs +1.
   » You may rotate 45o at the start and end of your movement.
  Take Aim
   » Requires Skill Roll: 12.
   » Your next Attack gains; +1d6 Hit Die and Crit Location +/-1 
  (does not Stack).
  Overwatch
   » Requires Skill Roll: 12, and increases your Mech’s Heat by 1.
   » Make an Attack Roll with any Weapon in response to any 
  System Roll before ‘your’ next System Roll (works like 
  Overwatch in the Core Rule Boo, pg: 110).
  Careful Shot
   » Make an Attack Roll with any Weapon.
  Charge
   » Increase your Mech’s Heat by 1.
   » Move your Mech forward up to a distance equal to your 
  Current Legs +2.
   » Make an Attack Roll with a Melee or Support Weapon.
  Power Up
   » Requires Skill Roll: 12, and increases your Mech’s Heat by 1.
   » Your next Attack gains; +1 Crit Dmg (does not Stack).
  Bombard
   » Increases your Mech’s Heat by 1.
   » Make an Attack Roll with a Weapon, and increase its Stability 
  Damage by 2.
  Unleash
   » Increases your Mech’s Heat by 2.
   » Make an Attack Roll with 2 different Weapons OR 1 Weapon 
  with +1d6 Hit.
  Passion
  Fortitude
  Patience
  Destruction
  
  45
  
  46
  
  47
  See pg: 54-55 for a full list of NPC ability tables.
  Infantry Group (Personal Combat)
   » Equal in power to 1 PC.
  Skilled Infantry (Personal Combat)
   » Equal in power to 1 PC.
   » Their Attributes do not add to Attack Rolls.
   » Removed from combat (killed) if any non-Luck Attribute is 
  reduced to -0.
   » If this character is a Mech, it deals +1 Attribute Damage, 
  reduces all Attribute Damage that it receives by 1 and gains 
  x2 Attribute Points (and uses Mech Attribute Locations).
  Army Group (Mech Combat)
   » Equal in power to 1 PC.
   » See pg: 43 for a full list of Army Group special rules.
  Skilled Mech (Mech Combat)
   » Equal in power to 1 PC.
   » Destroyed just like PC Mechs (pg: 35).
  Types of NPCs
  GM Guide
  Fragged Dieselpunk Mecha is a pulpy, gritty and fun setting that 
  should be full of exploration. mystery, action and camaraderie.
  Fragged Dieselpunk Mecha has a strong ‘Camaraderie in War’ 
  theme alongside a heavy dose of political and technological intrigue. 
  A typical game will have a diverse group of PC mercenaries going 
  from one job to the other, having their strings pulled by the wealth 
  and power of those beyond their reach... just like what is happening 
  to the nations they are fighting for.
   » All characters (both PCs and NPCs) should have clear personal goals.
   » Give PCs opportunities to pursue their personal goals.
   » GMs should encourage a sense of camaraderie between the PCs.
   » Discourage inter-PC betrayal.
   » The players’ actions should change the environment & the war.
   » Before your first game; give your players a clear idea about the 
  style of game that you’re going to run (ie: intrigue, monster 
  hunters, sandbox, etc...).
   » This will help them to make suitable characters.
   » Encourage them to have pre-existing connections to each 
  other (as this encourages camaraderie).
   » Define who their initial patron nation will be.
  See pg: 32 for full Personal Combat rules.
  See pg: 38 for full Mech Combat rules.
  Personal Combat
  War is incredibly dangerous for infantry, and your PCs are Mech 
  pilots, not well-equipped elite foot soldiers.
  Personal Combats should rarely (or never) be balanced, as the 
  out-of-combat choices of your players should dictate the difficulty 
  of the combat. The victory conditions of each Personal Combat 
  should rarely be ‘just kill all of the enemies’. Victory conditions like; 
  escape, steal the McGuffin, protect the VIP, distract the enemy, scout 
  the enemy encampment, etc... are some good options.
  Mech Combat
  This type of Combat can be a highlight of your game, where your 
  PCs can make substantial contributions to the on-going war.
  As NPC Mechs are built in a very similar way to PC Mechs, a 
  GM runs the risk of becoming overwhelmed with book keeping. We 
  recommend you make regular use of Army Groups (infantry, tanks, 
  planes, etc...), and duplicating NPC Mech loadouts (so a single stated 
  up NPC Mech sheet can be used for multiple NPC Mechs).
  Spare Time Points
   » Gain 1 at the start of each game Session.
   » GMs may grant a Spare Time Point to their players if they 
  have a large amount of Downtime (1 or more weeks).
   » GMs wanting a grittier game should give out fewer Spare 
  Time Points.
  Cogs
   » Gained when a substantial amount of money is obtained.
   » GMs wanting to give their players more autonomy should give 
  out more Cogs.
  Influence
   » Primarily gained by helping an NPC group.
   » 4 Cogs can be spent to gain +1 Current Influence.
   » GMs wanting their players to have more powerful Mechs 
  should give out more Influence (possibly increasing all of 
  their players’ Max Influence).
  Overview
  Combat
  Loot & Rewards
  
  48
  Outside of the realm of Cronicia, beyond the human eye, the events 
  of the world are being carefully monitored and controlled by groups 
  of extraterrestrials fighting a proxy war against each other, secretly 
  supporting different Cronician factions by feeding them resources 
  and technologies well beyond their normal capabilities, and directly 
  influencing their leaders. The ultimate goals of these alien factions 
  are varied, with some wanting specific resources only found on 
  Cronicia while others are wanting to establish secret colonies 
  or to simply support the growth of their particular ideologies. 
   
  Each faction must strike a precarious balance with each other, as no 
  one faction wants to earn the wrath of the combined might of their 
  rivals. These alien groups prefer indirect interference unless they 
  feel their core goals are at risk, in which case they will offer more 
  direct and bold interference. These alien proxy wars are devastating 
  to Cronicia, as humanity has been kept in a continuous cycle of war 
  that will not end. It has also led to very uneven advances in science, 
  as Cronicia’s technology will jump ahead hundreds of years in some 
  sectors, while remaining hundreds of years behind in others.
  Technological &
  Manufacturing Focuses
   » Each alien group has a different focus; mind control, robotics, 
  magic (nano-tech), time travel, dimensional rifts, etc...
  Mechs
   » Very advanced.
   » Wide variety of designs.
  Conspiracy Theories
   » Space travel has become known as the ‘cursed science’ 
  because aliens are preventing humans from reaching space 
  where they might see their ships.
   » The different alien groups are actually different species; some 
  with bulbous green bodies and black eyes, other with lizard 
  like heads, and others with multiple tentacle like appendages.
   » The Aliens are conduction their proxy war due to ideological 
  reasons (ie: each supporting a nation that shares some of 
  their ideologies) or to protect material interests (ie: resources) 
  that they have in the planet.
   » If humanity is to ever escape this alien proxy war, they need 
  to drive the aliens off (possibly by exposing them) or getting 
  them to see the error of their ways.
  Aliens
  Piety
  Cronicia is a continent in constant disarray, where yesterday’s 
  enemies are tomorrow’s allies, and today’s allies are tomorrow’s threat.
  Most enemy factions are going to take the form or rival Mech 
  teams, or various political groups within the nations of Cronicia. There 
  is a lot of flexibility within this world to create interesting villains 
  or recurring factions that your PCs must face off against. Cronicia 
  is full of rogue military battalions, nefarious spy organizations, 
  machiavellian politicians, power hungry industrialist and other 
  entities with far more wonderous power.
  Those factions presented here are some of the less obvious 
  factions, those who work from the shadows or just outside the realm 
  of the nations. This is not meant to be an exhaustive list, but provides 
  a small list of some of the more dangerous threats to peace in 
  Cronicia, and to give you a slightly better idea about some of the 
  meta-narratives within this setting.
  This strange hexagonal symbol has been seen all throughout 
  Cronicia’s long history. Carved on ancient Equildor Stonehenges, 
  drawn by unknown students on archaic Daleong books, soldered 
  into Empire radio systems, and watermarked onto blank Republic 
  business cards. But strangest of all, several unconnected trees 
  throughout the world have been known to grow their bark in a way 
  that forms this odd pattern.
  Many clandestine, secretive, and juvenile factions have taken this 
  symbol up as their own, all wanting to make use of its long and 
  mysterious history. But no faction claiming this symbol has been 
  more impactful than the dangerous group known as Piety. Piety 
  are driven by a single purpose; the destruction of all ill-human 
  technology. What exactly makes a technology ‘ill-human’ is often 
  unclear, though it is often military in nature
  Piety has been most active within the Republic, destroying Mech 
  factories and many private laboratories. But rumours abound of 
  many attacks within the Kingdom and Union as well, leading some 
  to think of them as Empire agents, a narrative that the Republic is 
  keen to support.
  Conspiracy Theories
   » They’re following a master plan and wish to destory technologies 
  that may prevent thier desired future for humanity.
   » They only destroy alien technology.
  Example NPC Factions
  
  49
  The Hollow were created when the Hollowing Sickness first broke 
  out in northern Equildor. No one knows where the sickness originated 
  or exactly how it spreads, which has given rise to many wild rumours.
  The sickness turns its victims into “Hollows,” which are undead, 
  rotting corpses reanimated back to life. Over time, these undead 
  replace their rotting parts with mechanical limbs, much like the 
  Equildorians do, under the guidance of intelligent leaders known 
  as Masters. These Masters have taken over and corrupted Bot Bot 
  driven factories to produce more Hollow soldiers and hulking Mech 
  monstrosities. No one knows what will happen to the Hollows if their 
  controlling Masters are killed, as none have ever fallen, due to the 
  near-magical nature of their technological defences. But as the fall 
  of a single Hollow minion result in a sizable explosion, the effects of 
  a killed Master are sure to be impressive.
  Technological &
  Manufacturing Focuses
   » Hollow Mechs.
   » Hollow infantry (blending organic parts with Bot Bot parts).
  Mechs
   » They make use of Mechs from the nations, but they are sickly 
  looking and covered in rust and rot.
   » Commonly armed with close combat weapons.
  Conspiracy Theories
   » The Hollowing Sickness comes from a UFA that crashed in 
  northern Equildor.
   » The Hollow Sickness was deployed by aliens to stop the 
  Brashja Empire defeating the Republic.
   » The Hollow Sickness was an Equildor Union AI based weapon 
  that they lost control of.
   » The Hollow Sickness makes use of Alien medical technology.
   » While many call the Hollow undead, some claim that they 
  are simply rogue machines with rotting human corpses stuck 
  inside. Possibly the machines uses these corpses to spread 
  fear (as magical undead is worse than rogue machines).
   » Theoretically the Hollow could take control of, or manipulate 
  other Bot Bots.
   » Aliens are afraid of the Hollow.
  The Hollow
  The Xenonati are alien’s agents on Cronicia. They are human, 
  mostly, with a few mysterious, potentially alien, figures acting as 
  overseers. The organization is completely secret, and membership 
  is by invitation only, and those who turn it down vanish in 
  mysterious ways.
  Members of the Xenonati are completely devoted to the aliens, 
  worshipping them as gods, and serving them in whatever capacity 
  they ask. This usually means infiltrating the nations of Cronicia to 
  obtain positions of power. The chaos of the wars allows the Xenonati 
  to mask the presence of the aliens while also securing alien artefacts 
  that are spread out across the surface.
  The Xenonati are obsessed with secret signs, symbols and hidden 
  meaning. While these practices aid the secrecy of the organization, 
  its also makes them inefficient and prone to misunderstanding their 
  leader’s instructions. They also practice what appears to be magic, 
  but which is actually advanced alien technology. These combine to 
  give them a cultish appearance that causes investigators digging too 
  into their existence to be dismissed as insane.
  Technological &
  Manufacturing Focuses
   » Communication (especially secret).
   » Stealth.
   » Alien artefacts.
  Mechs
   » They make use of Mechs from the nations, but they have been 
  known to cover them in arcane runes.
   » Have been known to have access to Alien Mechs.
   » Commonly 
  armed 
  with 
  arcane 
  (advanced 
  alien 
  technology) weapons.
  Conspiracy Theories
   » Started out as a secret society for Daleong Kingdom elites.
   » At least one of the alien groups is in direct contact with the 
  leadership of this cult.
   » There are possibly more than one alien cult that makes use 
  of the Xenonati name.
   » The Xenonati do not exist, and is a myth spread by nations 
  leaders, or possibly aliens, to act as a scapegoat when alien 
  artefacts are discovered.
   » The Xenonati are in-fact working against the aliens.
  Xenonati
  
  50
  Dustfall, a factory town at the edge of west Brashja, has been 
  overrun with the Hollow, forcing the Empire to abandon their city. 
  Brashja fears the Hollowing sickness might spread, and has made 
  reclaiming Dustfall a high priority. Not wanting to weaken their own 
  lines, they have contracted the job out to a Nomadic House, hoping 
  they can discreetly eliminate the Hollow threat without causing 
  a mass panic. It’s important to the Brashja that the Hollows are 
  stopped without the factories themselves being damaged too heavily.
   » Dustfall is located near the border of the Brashja Empire, on 
  a flatland to the east of a central Cronicia mountain range.
   » The Hollows have placed sentry Bot Bots to scan the horizon 
  for threats, and are using patrolling Hollow dogs to comb the 
  surrounding countryside. Making it difficult for the Nomads to 
  approach the town undetected.
  Once inside, the Nomads will quickly realize the Hollows have 
  corrupted the Mech and Bot Bot factories within Dustfall, tasking 
  them to their own nefarious purposes. The first few Hollow Mechs 
  are already functional and wandering around central Dustfall 
  awaiting orders.
   » The longer the Nomads take to move on the factories, the 
  more Mechs will be produced.
  The Hollow have entrenched themselves in the city, and the 
  factories have already begun producing more Hollow, and so the 
  small force is gradually turning into a large army, in position to 
  descend upon central Brashja if not stopped. The Hollow force is 
  controlled by a minor Hollow Master stationed inside the largest 
  factory in the center of town. Getting to the Master will prove quite 
  the challenge as the Master has a number of defenses in place to 
  protect himself. 
   » Through the city, the Master has placed three power crystals, 
  each spread out and equidistant from each other in the shape 
  of a triangle.
   » These three power crystals form a protective shield where 
  their lines intersect, protecting the central factory.
   » The Nomads must find and destroy these protective crystals 
  before they can breach the main factory and face off against 
  the Master.
  The putrid interior of the factory is covered in a thick layer of 
  organic matter that pulses with life. If touched, it will emit a cloud 
  of purple dust that dazes any who breathe it in.
   » If the Nomads are able to defeat the Master, then the Hollows 
  around Dustfall will turn to dust, allowing the Brashja cleaning 
  crews to reclaim their lost city.
  Nomad mercenaries are being paid well to infiltrate far behind 
  enemy lines, meet up with an informant, disrupt the enemy plans, 
  and then escape in one piece.
   » This mission will unfold in different ways, depending on the 
  mercenaries’ affiliation with the Republic and Empire. 
  For the Republic:
  The Republic is keen to disrupt Brashja’s anti-air advancements. 
  Empire technology is growing more advanced than the Republic can 
  match and, if these new cannons are developed and installed, the 
  Republic may lose their aerial advantage. The Daelong Kingdom will 
  provide transit and extraction via their impressive navy, creating 
  a distraction on the front line, allowing a small ship carrying the 
  Nomads can slip past and deposit the team on an unguarded shore.
  For the Empire:
  The Brashjan Empire has set its sights on the Daelong Kingdom’s 
  navy, targeting a secret facility said to be developing a prototype 
  submersible vessel with unmatchable speed. But the Brashjan’s are 
  unsure which of the Daelong’s many coastal factories are producing 
  the prototype.
  The Empire will launch a fleet of zeppelins over the island, 
  dropping the team behind enemy lines with anti-grav parachutes. 
  Once the mission is carried out, the team must figure out their own 
  extraction plan, as the zeppelins will not be able to pick them back 
  up. Daelong is known for its navy, so stealing a ship to slip back 
  through the enemy lines is a viable option.
  The Mission:
   » Once in enemy territory, the team will need to meet up with 
  an espionage team, led by the likeable and overly confident 
  Mrs Zero before locating the top-secret lab.
   » Allied agents have turned a scientist, promising them either 
  citizenship in the Republic or payment in exchange for the 
  lab’s location.
   » The team must infiltrate the city of Gosa and meet up with 
  the scientist, who will provide a map and access codes but 
  beware, the scientist is incredibly paranoid and may require a 
  little last-minute persuasion, especially after Mrs Zero reveals 
  herself to be a double agent.
  Once the location of the lab is known, the team can either infiltrate 
  and steal the plans, or burn the lab to the ground. No matter the 
  path, the team must then escape to their extraction point.
  Adventure Ideas
  Behind Enemy Lines
  The Hollow Town
  
  51
  Nomads have been hired to root out an enemy spy that has 
  managed to slip into a particular nation undetected. The nation has 
  received a tip that the spy exists among them, but the identity, 
  location, and objective of the spy remains unknown. The team 
  must figure out a way to identify the spy, either by posing as spies 
  themselves or doing detective work to follow the spy’s trail. 
   » The identity and objective of the spy is going to vary based on 
  the nation in question, but the initial plan remains the same.
   » The enemy spy has used stealth technology and political 
  influence to smuggle enemy pilots into the land.
   » The pilots are to hijack freshly made enemy Mechs before 
  they leave their factory.
   » They will then use these Mechs to destroy the factory and 
  flee the nation, giving the spy the much-needed cover that 
  they need for their true mission.
   » Evidence of this impending attack may be indirectly fed to 
  the Nomads by the spy themselves.
  The Nomad team will most likely catch up with the enemy pilots 
  just as they are taking control of the Mechs, prompting a Mech based 
  combat with help from an allied garrison.
   » Once defeated, one of the dying enemy pilots will reveal that 
  they were there to be a distraction for the spies true plans.
  Against the Empire or Kingdom:
  A spy has been sent to infiltrate a forward military camp or navy 
  base to steal troop movements and military data. They have quietly 
  eliminated a high ranking general and are currently impersonating 
  them. Using the breach of security that led to the Mech combat in 
  the nearby factory as justification, the spy will have all sensitive 
  military records moved to their office.
   » If interrupted or once they have the military data the spy will 
  flee, possibly leading to a midnight vehicle chase through a 
  narrow forest road towards central Cronica, or a high-speed 
  boat chase across the sea.
  Against the Republic:
  A Brashjan spy has infiltrated the political circles of one of Gerim’s 
  major cities, using the recent Mech combat within the city to tap into 
  people’s fears. Once they win the election for mayor, they plan on 
  revealing deep amounts of, possibly true, governmental corruption to 
  the population before stealing military secrets and vanishing.
   » If interrupted or successful, the spy will attempt to flee 
  by plane, leading to a tense aerial chase through Gerim’s 
  busy skyline.
  The Kingdom and the Empire are gearing up for a massive 
  confrontation in northern Brashja, with the Kingdom marshalling the 
  bulk of its forces to try and eliminate the Brashja Empire from 
  the area once and for all. After a series of feints, the Kingdom 
  managed to draw out and pin down most of the Empire’s forces. 
  This has given them the opportunity to attack a key factory that 
  has been maintaining the Empire’s mechanical forces in the area; if 
  this factory falls the Kingdom will gain a major foothold in the war.
   » The factory has powerful automated Bot Bot turrets around 
  its low walls and two advanced anti-aircraft flak cannons on 
  its roof.
   » Only a small garrison of Nomadic Mechs guard the region.
  Republic and Kingdom forces must move quickly if they are to 
  capture the factory before Union reinforcements arrive. If the Empire 
  cannot hold off the attacking army they will destroy the factory 
  before letting it fall into enemy hands.
   » Both sides have called in the support of Nomadic Houses.
   » With so much money up for grabs, opposing Houses may be 
  tempted to risk dishonour and turn traitor mid-conflict.
  The Kingdom:
   » The Kingdom needs to bring down the two anti-air cannons 
  atop the factory to grant their Republic allies air force access 
  to the region. This is an ideal job for their Nomadic mercenaries 
  who might be able to bluff or simply the flank the enemy 
  while the main Kingdom force keeps them occupied.
   » Once the two cannons are destroyed, or the Equildor 
  reinforcements are sighted, the Kingdom will launch their 
  final attack.
  The Empire:
   » Brashja needs to hold out until Equildor reinforcements arrive, 
  which may be days away. And with only the factories static 
  defences and Mech mercenaries to defend them against a 
  large Kingdom army, this will be very difficult.
  The Brashjan forces need to make a quick decision about how to 
  make use of the factories many workers.
   » They may be armed and put to work to build up the factories 
  defences, or tasked with placing explosives throughout 
  the facility.
   » Placing explosives throughout the factory will make it easier 
  to destroy if they need to abandon the region. But it will also 
  make the factory far easier to be destroyed by the enemy, 
  possibly accidentally.
  Spies in the Dark
  The Last Stand
  
  52
  For decades the Nomads have followed a tense code where they 
  do not act out in aggression towards each other within the city of 
  Pilgrim’s Rest. However, the Bronze Riders have been growing in 
  numbers and power and are angry that they have never been given 
  the Triarch title. They believe they have the influence and forces 
  needed to challenge the Triarchy and take over the Rest as their own. 
  The controversial leader of the Bronze Riders, Mad Eva Riggs, has 
  initiated a violent coup against the Triarchs while the bulk of their 
  forces are away from the city. Her Riders have taken control of a 
  district of Rest and are using it as a base of operations to slowly 
  extend their territory until they’ve taken the whole city.
  The Triarch Houses are strong and will be able to throw out Mad 
  Riggs and her Bronze Raiders, but not without destroying half the 
  city. This is a fantastic opportunity to help the Triarch Houses in their 
  time of need, and gather Honour for your own House by ending this 
  conflict quickly and cleanly.
  Mad Eva Riggs is a polarizing figure outside of her own House. 
  Some say she cares little for human life and is insane, while others 
  say she gives a home to outcasts and is generous to her people.
   » Keeping the city as undamaged as possible is vital to gaining 
  the respect of the Triarch Houses.
   » Eva will burn the city down if she can’t have it. If she feels like 
  she is about to lose she will trigger her Mech’s self-destruct 
  and several bombs that she has laid throughout the city.
  A stealth assault on Eva’s camp could allow the PCs to eliminate 
  her before she triggers the destruction order. However, the district 
  controlled by the Raiders is patrolled by Mechs twenty-four hours a 
  day, the only disruption occurring when the Triarch Houses launch 
  an assault on the camp. If these events can be coordinated, the PCs 
  can sneak into the camp while the perimeter forces are distracted.
   » The Raiders’ camps are guarded by snipers, and they will call 
  in Mech reinforcements, including Eva, when needed.
   » Mad Eva has boobytrapped a few buildings with trip mines.
   » It will take some time to disable Eva’s bombs.
   » Eva is a skilled pilot and her Mech, Mrs Ba Boom, is a converted 
  demolitions machine with grenade and rocket launchers.
   » Her attacks are often wild, looking to cause the most possible 
  damage in the largest possible area. 
  Mad Motives
  If the PCs talk to Eva they will discover that she is indeed mentally 
  unstable, but her anger is partially justified as her reputation has 
  been tarnished due to Jim Dirk, leader of the 3rd Triarch House: 
  the Rangers. Jim has a personal hatred of Mad Eva as several of 
  his best pilots, including a former lover, left the Rangers for the 
  Bronze Riders many years ago. Eva’s rage may be calmed if Jim’s 
  manipulations of the Nomads honour system are exposed.
  The sleepy mining town of Sevepol has gone dark, with no 
  explanation as to why, even the animals are staying away. The ruling 
  nation is hesitant to send troops in to investigate the situation, but 
  are willing to pay Nomads to carry out the investigation for them.
   » The first thing the Nomads notice is the silence surrounding 
  the town. The reports appear to have been correct.
   » There is nobody living or dead in this town.
  A quick search of the town reveals clues pointing to the mine. The 
  daily paper, last delivered a few days ago, makes a big deal of a new 
  discovery that was made in the mines.
   » As the Nomads move into the mine their gear displays 
  strange readings and they pick up ghostly radio signals of 
  potentially trapped miners.
   » As they explore a newly opened mine shafts, they encounter 
  a metal cube inside a wooden packing crate. It is cracked 
  open and inside they can see a purple swirling miasma.
   » The energy signatures and radio waves appear to be coming 
  from the cube.
  At first, the cube itself doesn’t seem dangerous, but any character 
  who approach it feels dizzy and nauseous, like the world is spinning. 
  The more time they spend near the cube, the worse the symptoms 
  become. The Nomads begin to feel like they are hallucinating and 
  lose track of time.
   » Any PC that touches the cube will open a hallucinatory portal 
  to deep space, allowing them to look down upon their planet 
  as if from far away. The entire vision feels hazy and off.
  While they are distracted with the cube, they are assaulted by 
  soldiers who have been following their trail.
   » The motives and speech of the soldiers are unclear and confusing.
   » As the fight goes on, the effects of the strange cube become 
  very odd. The PCs can’t tell if they’re fighting soldiers, 
  children or tentacled monsters wearing human disguises.
   » Any killed or wounded soldier leaves no bodies.
   » The PC should start to question their own sanity.
   » The fight will cumulate with an assault by alien Mechs unlike 
  anything the Nomads have ever seen before; Impossibly 
  smooth floating spheres with many snake-like arms.
  The aliens will focus in on the cube and try to steal it from the 
  PCs. If the PCs leave the cube behind the aliens will be placated and 
  promptly leave. If the PCs fight they will find themselves severely 
  outclassed. The best they’ll be able to do is find a clever way to 
  escape the situation, but escaping with the cube seems impossible. 
  Once the PCs are clear of the aliens and the cube, everything will 
  start to feel normal again. The events they have just experienced 
  feel strange and dreamlike, but important. No one will ever believe 
  the truth of what happened in this small and unimportant town.
  A War of Worlds
  The House War
  
  53
  
  54
  6 Durability, +1 Attack & Skill Rolls, +0 Damage.
  7 Durability, +2 Attack & Skill Rolls, +1 Damage.
  8 Durability, +3 Attack & Skill Rolls, +1 Damage.
  8 Attribute Points & 2 Luck, +3 Attack Rolls, -0 Enemy Attack Rolls.
  9 Attribute Points & 2 Luck, +3 Attack Rolls, -1 Enemy Attack Rolls.
  10 Attribute Points & 3 Luck, +3 Attack Rolls, -2 Enemy Attack Rolls.
  8 Durability, +4 Attack & Skill Rolls, +1 Damage.
  8 Durability, +5 Attack & Skill Rolls, +2 Damage.
  9 Durability, +5 Attack & Skill Rolls, +2 Damage.
  11 Attribute Points & 3 Luck, +3 Attack Rolls, -2 Enemy Attack Rolls.
  11 Attribute Points & 4 Luck, +3 Attack Rolls, -3 Enemy Attack Rolls.
  11 Attribute Points & 4 Luck, +4 Attack Rolls, -3 Enemy Attack Rolls.
  1-3
  4-6
  7-9
  1-3
  4-6
  7-9
  10-12
  13-16
  17-19
  10-12
  13-16
  17-19
  Avg Level
  Avg Level
  Avg Level
  Avg Level
  Changes
  Changes
  Changes
  Changes
  Infantry NPC Group Ability Table
  Skilled NPC Ability Table
  Infantry Group
  Skilled Infantry
  Equal in Power to 1 Player Character.
  Personal Combat.
  Personal Combat.
  Equal in Power to 1 Player Character.
  6 Durability
  8 Attribute Points
  & 2 Luck
  +1 Attack
  Rolls
  +3 Attack
  Rolls
  +0 Damage
  -0 Enemy
  Attack Rolls
  Mechs:
  +1 Damage, -1 Received Damage
  x2 Attributes Points.
  
  55
  Skilled Mech NPC Ability Table
  Army Group NPC Ability Table
  Influence
  = PC Average
  +4 System 
  Rolls
  16 Attribute 
  Points
  1 Build
  Army Group
  Skilled Mech
  Mech Combat.
  Equal in Power to 1 Player Character.
  Mech Combat.
  Equal in Power to 1 Player Character.
  +0 Bodies.
  +1 Body.
  +1 Body, +1 Durability.
  +1 Body, +1 Durability, +2 Sta Dmg.
  16 Attribute Points.
  17 Attribute Points.
  18 Attribute Points.
  19 Attribute Points.
  +2 Bodies, +1 Durability, +2 Sta Dmg.
  +2 Bodies, +2 Durability, +2 Sta Dmg.
  +2 Bodies, +2 Durability, +4 Sta Dmg.
  +3 Bodies, +2 Durability, +4 Sta Dmg.
  22 Attribute Points.
  21 Attribute Points.
  22 Attribute Points.
  23 Attribute Points.
  1-3
  4-5
  6-7
  8-9
  1-3
  4-5
  6-7
  8-9
  10-11
  12-13
  14-15
  16-17
  10-11
  12-13
  14-15
  16-17
  Avg Influence
  Avg Influence
  Changes
  Changes
  Avg Influence
  Avg Influence
  Changes
  Changes
  0 Luck
  Hit D6
  Armour
  5d6
  4d6
  4
  4
  Sta Dmg
  1*
  1
  Range
  Bodies
  3
  3
  2*
  2*
  Ammo
  Inf
  Inf
  Hit
  Durability
  +0*
  +0
  2
  2
  Crit Dmg
  3
  3
  Ideal Rng
  Move
  2nd
  2nd
  3
  3
  Defence
  18
  18
  Weapons
  Battalion
  Combined Force
  *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Variations Cost 0.
  *Each Body may have a different Variation, *Variations Cost 0.
  Weapon Type
  Support**.
  Support*.
  
  56
  3)
  4)
  5)
  6)
  7)
  Example Mech NPCs
  Hit D6
  Armour
  5d6
  5d6
  5d6
  4d6
  4
  4
  5
  3
  Sta Dmg
  1*
  2*
  2*
  2*
  Range
  Bodies
  Hit
  Durability
  Attack
  Attack
  Brains
  Brains
  Luck
  Luck
  Brawn
  Brawn
  3
  4
  3
  2
  2*
  +1
  6
  +3
  +3
  3
  2
  2
  2
  2
  3
  2*
  2*
  2*
  Ammo
  Inf
  Inf
  Inf
  Inf
  Hit
  Durability
  +0*
  +0*
  +0*
  +0*
  3***
  3**
  2
  2
  Crit Dmg
  3**
  4
  4
  4
  Ideal Rng
  Move
  Damage
  Enemy Hit
  Enemy Hit
  Bravado
  Bravado
  2nd
  2nd
  3rd
  1st
  3
  +0
  -0
  -0
  3
  3
  3
  5**
  7**
  Defence
  20
  18
  16
  22
  Battalion
  Conscripts, Group
  Sniper, Skilled
  Tesla Grunt, Skilled
  Rifle Squads
  Sub Machine Gun
  Pistol
  Sniper Rifle
  Body Armour
  Tesla Gun
  Mech Hunter Squads
  Tanks
  Bombers
  Multi Crit, *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **+2 Crit Dmg vs Infantry Support Weapon Bodies, ***A Critical Hit may never 
  deal more than 1 Durability Damage to you.
  Strong vs; Groups, Not in Cover, Not-Armoured.
  Weak vs; Long Range, Cover, Armoured.
  Strong vs; You Moved, Moving, Surprised.
  Weak vs; Not-Close Range, Armoured.
  Strong vs; You’re in Cover, Long Range, Unaware.
  Weak vs; You Moved, Close Range.
  You are Armoured, Reduce the first two Attribute Damages that you suffer during a 
  combat by 2 (does not Stack).
  You suffer 2 points of Damage to a Random (1d6) Attribute if you Attack with this Weapon 
  while you are wet.
  Strong vs; Close Range, Armoured, Has a non-small Metal Item (ie: a Weapon).
  Weak vs; Not-Close Range, Group.
  *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **A Critical Hit may never deal more than 1 Durability Damage to you.
  *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Moving through Difficult Terrain; deals 1 Durability Damage to you.
  *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Flying, **Must Move at least 4 each Turn.
   » Mech Combat.
   » Balanced for PCs with 1-3 Influence.
  Weapon Type
  Support, Infantry (AP).
  Support, Infantry (AM).
  Support, Vehicle (T).
  Support, Flyer (B), Artillery.
  Hit D6
  4d6
  5d6
  3
  3
  2
  3
  2
  3
  2
  Sta Dmg
  3
  2
  Range
  2
  5
  Ammo
  5
  3
  Hit
  +6
  +4
  Crit Dmg
  3
  4
  Ideal Rng
  2nd
  2nd
  Location
  2
  6
  Mount
  2
  2
  Cost
  2
  1
  Weapons
  Build & Traits
  Benefits
  Cockpit
  Arm (Left)
  +4
  3
  System Rolls
  Total Legs
  17
  3
  -0
  Armour
  Defence
  at 0 Stability
  20
  4
  Stability
  Recovery
  (Core x2)
  Hull (Left)
  Legs
  Hull (Right)
  Arm (Right)
  Core
  Flamethrower
  Precision MG
  Brashja Empire
  +1 Attribute Point for each different Weapon that is Installed on a Arm.
  Max Range 6, Energy, Damaged Mechs; suffer Heat +2.
  Strong Hit (5-6), Reload 2.
  Weapon Type
  Melee.
  Gun.
  Example Personal NPCs
   » Personal Combat.
   » Balanced for Level 1-3 PCs.
  Anvil
  Influence Cost:
  3
  1)
  2)
  
  57
  Dragon IV
  Junk Bot
  Commander
  Influence Cost:
  Influence Cost:
  Influence Cost:
  Hit D6
  Hit D6
  Hit D6
  6d6
  3d6
  4d6
  6d6
  5d6
  5d6
  Sta Dmg
  Sta Dmg
  Sta Dmg
  4
  -
  6
  4
  2
  1
  Range
  Range
  Range
  3
  10
  6
  4
  4
  3
  Ammo
  Ammo
  Ammo
  Inf
  3
  4
  Inf
  Inf
  Inf
  Hit
  Hit
  Hit
  +2
  +8
  +5
  +2
  +4
  +4
  Crit Dmg
  Crit Dmg
  Crit Dmg
  4
  -
  4
  4
  4
  3*
  Ideal Rng
  Ideal Rng
  Ideal Rng
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  Location
  Location
  Location
  2, 5, 6
  6
  1
  1
  5
  6
  Mount
  Mount
  Mount
  1
  1
  2
  1
  2
  2
  Cost
  Cost
  Cost
  3
  1
  3
  1
  2
  2
  Weapons
  Weapons
  Weapons
  Build & Traits
  Build & Traits
  Build & Traits
  Benefits
  Benefits
  Benefits
  3x 18mm MGs
  Artillery Flare
  25mm Cannon
  15mm Chain Gun
  Anti-Mech Infantry
  Anti-Personnel Infantry
  Republic of Gerim
  Junk
  Equildor Union
  Attribute Location 1 gains +1 Armour.
  Strong Hit: Dirty Engine (Does not Req Hit or Success) Create an area of smoke (Limited Vision Light Cover) in the space behind your Mech.
  You may Rotate 45o at the start of your Turn if you have 2 or less Heat.
  You may Rotate 45o at the end of your Turn if you have 2 or less Heat.
  You have -4 defence if you do not move at least 2 spaces during your last Turn.
  Splash 1, Multi Crit.
  Strong Hit (4-6).
  Strong Hit: Air/Artillery Strike (Hit, Twice per Combat) A Splash 2, Damage 5, Attack hits your target after you perform 4 System Rolls.
  Strong Hit: Illumination (Hit) Remove all Low Light Cover from a Splash 3 area around your target, and ALL Weapons gain +2 Sta Dmg vs all 
  targets within this area until your next Turn (does not Stack)
  Strong Hit: Targeting Data (Does not Req Hit) Reduce the number of System Rolls required before one of your Air/Artillary Strike hits, by 1 (Stacks).
  Strong Hit (5-6), Reload 2, Pen 2 min 4, Modification: Dangerous (2).
  Splash 1, Multi Crit.
  Strong Hit: Coordinated Strike (Hit) The next Attack against this target gains +1d6 Hit (Stacks).
  Strong Hit: Coordinated Strike (Hit) The next Attack against this target gains +1d6 Hit (Stacks).
  Defence: 18, Armour: 4, Durability: 3*, Move: 3, *A Critical Hit may never deal more than 1 Durability Damage to you.
  Defence: 20, Armour: 4, Durability: 3**, Move: 3, Multi Crit, *+2 Crit Dmg vs Infantry Support Weapon Bodies, **A Critical Hit may never deal 
  more than 1 Durability Damage to you.
  Weapon Type
  Weapon Type
  Weapon Type
  Gun.
  Tactical, Artillery.
  Gun.
  Gun.
  Support.
  Support.
  4
  1
  5
  3)
  4)
  3)
  4)
  3)
  4)
  5)
  6)
  7)
  5)
  6)
  7)
  5)
  6)
  7)
  2
  4
  2
  1
  2
  1
  2
  2
  2
  2
  3
  4
  2
  2
  2
  1
  2
  2
  2
  2
  2
  Hull (Left)
  Core (Left)
  Arm (Left)
  Hull (Left)
  Arm (Left)
  Hull (Left)
  +4
  4
  +4
  2
  +4
  4
  System Rolls
  System Rolls
  System Rolls
  Total Legs
  Total Legs
  Total Legs
  16
  3
  -0
  16
  3
  -0
  17
  3
  -0
  Armour
  Armour
  Armour
  Defence
  Defence
  Defence
  at 0 Stability
  at 0 Stability
  at 0 Stability
  20
  8
  20
  4
  20
  4
  Stability
  Stability
  Stability
  Recovery
  (Core x2)
  Recovery
  (Core x2)
  Recovery
  (Core x2)
  Legs
  Legs
  Cockpit
  Legs
  Cockpit
  Legs
  Hull (Right)
  Hull (Right)
  Cockpit
  Hull (Right)
  Arm (Right)
  Core
  Hull (Right)
  Hull (Right)
  Core
  1)
  2)
  1)
  2)
  1)
  2)
  
  58
  Nationality (Must Select 1)
  Advancement Traits
  Republic of Gerim
  Brashja Empire
  Daleong Kingdom
  Equildor Union
  Nomad House
  Legend
  Powerful
  Warlord
  Extravagant
  (Capitalist Pig)
  Famous
  Inner Darkness
  Notorious
  Outcast
  (Libertarian Lizard)
  Scavenger
  Thrifty
  (Communist Dog)
  Well Connected
  +1 Passion.
  Your mech gains +8 Stability (Stacks).
  You may spend your Luck Points to re-roll a single die (normally the entire roll).
  +1 Destruction.
  Your Mech’s Guns gain +1 Hit, Sta Dmg and Ammo (Stacks).
  +2 Equipment Slots.
  +1 Patience.
  Your Mech gains +1 Attribute Point per Trait (Stacks).
  +1 to all Spare Time Rolls.
  +1 Fortitude.
  Once per Combat your Mech may gain Heat -2 at the end of your Turn.
  Mechanics, Electronics or Robotics may be used to Heal you.
  All Spare Time Healing Rolls Heal +1 Attribute Point on you.
  +1 Small and Heavy Arms.
  Your Mech gains a second, different, Build (normally 1) if you make a Spare Time Roll of 16t 
  (does not Stack).
  Gain 1 Language or Spare Time Point when you gain a Level (not 1st Level).
  When you gain a Level you may gain +1 to a Skill (up to +2) OR +1 Current and Maximum Influence rather than gaining a Trait.
  When you gain a Level you may gain +1 to a Skill (up to +2) OR +1 Attribute Point rather than gaining a Trait.
  When you gain a Level you may gain +1 to a Skill (up to +2) OR all of your Support Weapons gain Durability +1 (Stacks) rather than gaining a Trait.
  Reduce the cost of your second Mech Weapon that cost 4 or more Influence to 2.
  You gain +2 to all Spare Time Rolls over 12t.
  NPCs are more likely to have heard of you.
  +1 max Influence.
  Gain +1 Attribute Point for every 3 Psychological Conditions that you have (Stacks up to +3).
  All of your Mech’s Weapons gain +1 Sta Dmg (Stacks).
  +2 Attribute Points.
  After every balanced combat that you win; you gain +1 Cog.
  Reduce the cost of three Mech Weapons that cost 1 Influence to 0.
  You gain +2 to all Spare Time Rolls equal to, or under, 12t.
  Gain three Contact Perks.
  Requirements
  Requirements
  Requirements
  Nationality
  Level
  Influence
  Benefits
  Benefits
  Benefits
  Min Level 15
  Min Level 15
  Min Level 15
  -1 Fortitude.
  Your mech gains -1 Armour at 0 Stability (Stacks).
  -1 Patience.
  Your Mech’s Guns gain +1 Mount (Stacks).
  -1 Passion.
  Your Mech’s Traits cost +1 Influence (Stacks).
  You’re 2/6th Bot Bot and/or Hollow.
  -1 Destruction.
  Your Mech shuts down if it first reaches 4 & 6 
  Heat (normally just 6).
  -1 Wealth.
  Your Mech has -2 Attribute Points (Does not Stack).
  You gain -2 to all Spare Time Rolls equal to, or 
  under, 12t.
  Easier for NPCs to find information about you 
  through social methods.
  Gain 2 Psychological Conditions.
  NPCs are more likely to be cautious of you.
  NPCs tend to mistrust you.
  -2 max Influence.
  You gain -2 to all Spare Time Rolls over 12t.
  Easier for NPCs to find information about you 
  through social methods.
  Disadvantages
  Disadvantages
  
  59
  Attribute Traits
  Young Pup
  Grey Wolf
  Eye Candy
  Hybrid
  Agile
  Massive
  Bot Bot Limb
  Action over Thought
  Educated
  Expert
  Analytical
  Superiority
  Prepared
  Survivor
  Studious
  Relentless
  Fury
  Vengeance
  Unstoppable
  Albatross
  Reliable
  All or Nothing
  Superstitious
  Cursed
  Fluke
  NPCs tend to underestimate and overlook you (because of your age).
  +1 Equipment Slot.
  NPCs tend to respect you (because of your age).
  +1 max Influence.
  NPCs tend to think you’re attractive.
  +1 max Influence.
  Ignore the first two points of personal Attribute damage that you would suffer each Session.
  You’re fast.
  +1 to all Personal Combat Movements.
  All enemies have -2 to hit you with Personal Weapons.
  You’re big.
  +4 Equipment Slots.
  Mechanics, Electronics or Robotics may be used to Heal you; and Heal +1 Attribute Point.
  Up to twice per Session you may gain a Luck Point if you act without a plan or preparation.
  Select one additional Skill to be Trained in.
  One of your Trained Skills gains +1.
  Strong Hit: Analytical (Hit or Success) You understand something about your objective or 
  situation (ie: you opponents abilities, a weakness, etc...).
  Two of your Trained Skills gain +1.
  Strong Hit: Prepared (Does not Req Hit or Success) You just happen to have brought an object 
  with you that you need (ie: a specific tool, a warm coat, etc...).
  You may spend 2 Luck Points to escape most situations, 1 Luck Point if this would leave your 
  companions in trouble.
  You may make 1 free Research Spare Time Roll per Session.
  You may spend 4 Knowledge to become Trained in a non-Combat Skill (lost if you Retro this Trait).
  Your Mech gains +3 Stability (Stacks).
  Your Mech gains +2 Recovery (does not Stack).
  Strong Hit: Fury (Hit) You and your Target take 5 Stability Damage.
  When you or your Mech take Attribute Damage; all of your Combat Skills gain +1 until the 
  end of that Combat (Stacks up to +3).
  Your Mech gains +1 Armour if it was at max Stability when it was hit (does not Stack).
  Strong Hit: Group Luck (Luck Re-Roll) You and all allies regain a spent Luck Point.
  Your Mech gains +3 Stability (Stacks).
  You may choose to make any non-Research Spare Time Roll a total of 11 + modifiers (normally 
  3d6 + modifiers).
  +2 to all re-rolls (not including Effort) (does not Stack).
  If you ever fail a re-roll (including Effort) you may choose to allow the GM to expand your 
  Superstitious Moral Code and you gain two free Luck Points.
  You may spend 2 Luck Points to force an enemy to re-roll a roll.
  Strong Hit: Lucky (Luck Re-Roll) You may re-use this spent Luck Point.
  Strong Hit: Unexpected Good (Primary Skill, Success) Something unexpectedly good happens 
  to you or a friend of yours.
  Requirements
  Requirements
  Requirements
  Requirements
  Brawn
  Brains
  Bravado
  Luck
  Benefits
  Benefits
  Benefits
  Benefits
  Max Brawn 1
  Char Creation
  Max Brawn 2
  Min Baravado 2
  Min Brawn 3
  Min Brawn 3
  Min Brawn 4
  Min Brawn 5
  Max Brains 2
  Min Brains 2
  1 Kn
  Min Brains 3
  1 Kn
  Min Brains 3
  Min Brains 4
  Min Brains 5
  Max Bravado 2
  Min Bravado 2
  1 Kn
  Min Bravado 3
  Min Bravado 3
  Min Bravado 4
  Min Bravado 5
  Max Luck 1
  Min Luck 2
  Min Luck 3
  Min Luck 3
  Min Luck 4
  Min Luck 5
  If your Mech is destroyed; all allies gain Heat +2.
  If you fail a re-roll you may not spend any more 
  Luck Points this Session.
  Complication: Moral Code (Superstitious).
  People and animals feel uneasy around you.
  Disadvantages
  Lose 1 Current Influence.
  You’re 1/6th Alien, Bot Bot or Hollow (pick one).
  You’re 1/6th Bot Bot.
  -1 max Influence.
  You may never gain Entrenched Cover.
  NPCs tend to think you’re arrogant.
  You may not Assist or be Assisted.
  Disadvantages
  Disadvantages
  Disadvantages
  
  60
  Primary Skill Traits
  Black Market
  Charitable
  Barter
  Business
  Actor
  Propaganda
  Observer
  Negotiator
  Intimidating
  Taunt
  Orator
  War Scars
  Psychology
  Sense Weakness
  Hive Connection
  Political
  +1 Culture.
  +2 to all rolls connected to illegal goods and gambling.
  Every second item you fail to acquire with a Spare Time Roll grants you a free Spare Time Point.
  +1 Culture and Resolve.
  NPCs tend to respect you.
  +2 to all rolls connected to impoverished people.
  +1 Culture and Resolve.
  Once per Session you may trade 3 Cogs for +1 Influence (normally 4).
  You may spend a Cog to re-roll a failed Wealth Spare Time Roll.
  +1 Culture and Resolve.
  Strong Hit: Investment (Luck Re-Roll, Does not Req Success) You gain 2 Cogs.
  +1 Aliens and Culture.
  +2 to all rolls connected to acting, seduction, misdirection and lying.
  +1 Aliens and Culture.
  +2 to all rolls connected to propaganda and mass-media.
  Your Tech Weapons gain +1 Ammo (Stacks).
  +1 Aliens and Culture.
  NPCs tend to overlook you.
  +2 to all rolls to watch people.
  +1 Aliens and Culture.
  +2 to all rolls connected to negotiating.
  Strong Hit: A Good Deal (Persuasion, Success) You get a better deal than you expected.
  +1 Resolve and Persuasion.
  +2 to all rolls connected to intimidation.
  All of your Mech Allies and Support Weapons gain +2 Sta Dmg (does not Stack).
  +1 Resolve and Persuasion.
  +2 to all rolls connected to maintaining other people’s attention on you through insults.
  Strong Hit: Hit a Nerve (Leadership, Success) A person or group becomes angry with you.
  +1 Resolve and Persuasion.
  +2 to all rolls connected to making speeches.
  Strong Hit: Inspire (Once per Turn, Hit) All allies with their radio on Heal 3 Stability.
  +1 Resolve and Persuasion.
  NPCs tend to respect you.
  +2 max Influence.
  +1 Leadership and Aliens.
  +2 to all rolls connected to understanding people’s motives, intentions and abilities.
  All allied Mechs gain +3 Stability (does not Stack).
  +1 Leadership and Aliens.
  Your Weapons gain +1 Crit Dmg vs Mechs with 0 Stability.
  +1 Aliens.
  Strong Hit: Accidental Connection (Once per Session, Does not Req Success or Hit) You black 
  out (becoming Suppressed) and have visions of an Alien plan.
  +1 Leadership and Aliens.
  +2 to all rolls connected to politics, and understanding and manipulating large groups.
  +1 max Influence.
  Requirements
  Requirements
  Requirements
  Requirements
  Wealth
  Persuasion
  Leadership
  Insight
  Benefits
  Benefits
  Benefits
  Benefits
  Min Bravado 3
  1 Kn
  Min Brains 4
  2 Kn
  Min Brains 3
  Min Bravado 4
  2 Kn
  Min Bravado 3
  Min Bravado 3
  Min Luck 3
  2 Kn
  Max Luck 2
  Min Bravado 3
  Min Level 3
  -2 to all Wealth Spare Time Rolls.
  -2 Persuasion.
  All of your Mech Allies and Support Weapons gain 
  -2 Hit (does not Stack).
  NPCs tend to strongly like or dislike you.
  When your Mech takes Attribute Damage; all allies 
  who can see you take 1 Stability Damage.
  Your Mech has -1 Armour at 0 Stability (Does 
  not Stack).
  You’re 1/6th Alien or Hollow (pick one).
  You’re partially connected to an Alien 
  communication system.
  Non-political aligned NPCs tend to be cautious 
  of you.
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  
  61
  Acrobatics
  Neural Connection
  Regular Exercise
  Built like a Mech
  Deep Shadow
  Thief
  Swift Shadow
  Assassin
  Loyalty
  Vengeful
  Conviction
  Fearless
  Alert
  Bot Bot Eye
  Deduction
  6th Sense
  +1 Nature and Leadership.
  NPCs tend to be impressed by your physical agility.
  +2 to all rolls connected to acrobatics, balance and agility.
  +1 Nature and Leadership.
  With a -2 to all Vehicle System Rolls; you can control your Mech without being inside it.
  +1 Nature and Leadership.
  NPCs tend to be impressed by your physical health.
  +2 Attribute Points.
  +1 Nature and Leadership.
  NPCs tend to be impressed by your physical strength.
  Ignore the first point of Attribute damage that your Mech would suffer each Session.
  +1 Awareness and Wealth.
  You may treat Environmental Light Cover as Heavy Cover.
  All enemy Personal Combat Weapons lose: Strong vs Long Range against you.
  +1 Awareness and Wealth.
  +2 to all rolls connected to thieving and traps.
  Strong Hit: Light Fingers (Spare Time Roll, Does not Req Success) Gain a Cog.
  +1 Awareness and Wealth.
  You move very quickly while stealthed.
  Once per Combat you may make a free move of 3 during your Turn.
  +1 Awareness.
  Your first Hit during Personal Combat deals +1 Attribute Point of Damage if dealt with a Small Arm.
  Your first Critical Hit during each Mech Combat gains; +1 Crit Dmg if struck from a side or from behind.
  +1 Wealth and Physical.
  NPCs tend to trust you.
  You gain +2 to all rolls connected with supporting an ally.
  Your allies gain +2 to all rolls connected with supporting you.
  +1 Physical.
  If an ally (including a Support Weapon Body) is taken out of combat (ie: killed) you gain +1 
  Action and -1d6 Hit during your next Turn (does not Stack).
  +1 Wealth and Physical.
  You gain +2 to all rolls connected to your Moral Code.
  +1 Wealth and Physical.
  You are immune to most forms of natural fear.
  If an ally suffers from fear (ie: fails a Resolve Skill Roll) you gain +2 to your next Roll (Stacks).
  +1 Stealth and Nature.
  +2 to all rolls connected to finding or spotting hidden or stealthing things or people.
  You are never surprised in Combat (ie: you always gain a Surprise Round).
  +1 Stealth and Nature.
  You can see in the dark and over long distances.
  At the start of your Turn you may give all of your Weapons +2 Rng for that Turn.
  +1 Stealth and Nature.
  Strong Hit: Elementary (Once per Session, Does not Req Hit or Success) You figure out a clue, 
  put several clues together, or become aware of a clue you missed.
  +1 Stealth and Nature.
  You gain an additional sense (ie: able to see heat, hear radio waves, etc...).
  Requirements
  Requirements
  Requirements
  Requirements
  Physical
  Stealth
  Resolve
  Awareness
  Benefits
  Benefits
  Benefits
  Benefits
  2 Kn
  Min Bravado 3
  1 Kn
  Min Brawn 4
  Min Hull 6
  1 Kn
  Min Luck 3
  Min Brains 4
  3 Kn
  Min Bravado 3
  Min Bravado 5
  Min Brains 3
  Min Luck 4
  Body Armour removes all benefits from this Trait.
  You’re 2/6th Alien, Bot Bot or Hollow (pick one).
  -2 to all Spare Time Rolls.
  You’re 1/6th Bot Bot.
  You’re 1/6th Alien, Bot Bot or Hollow (pick one).
  NPCs tend to think you’re reckless
  Complication: Moral Code.
  NPCs tend to think you’re reckless
  Your Mech suffers -2 Defence.
  Disadvantages
  Disadvantages
  Disadvantages
  
  62
  Scientist
  Self-Reliant
  Apothecary
  Tracker
  Armour Smith
  Hot Head
  Adjust
  Weapon Smith
  Streetwise
  Sub-Culture
  Conspiracies
  Jack of all Trades
  Doctor
  Field Medic
  Pharmacist
  Surgeon
  +1 Medicine.
  NPCs tend to respect your knowledge.
  +2 to all rolls connected to Botany, Geology, Zoology, Meteorology, Chemistry or History (select two).
  +1 Medicine and Stealth.
  +2 to all rolls connected to surviving in any difficult environment.
  +1 to all Spare Time Rolls.
  +1 Medicine and Stealth.
  You may Heal 1 point of personal Attribute Damage to any character at the end of each Session.
  +1 Medicine and Stealth.
  +2 to all rolls connected to tracking, surviving in the wilds, flora and fauna.
  Your Mech ignores all movement penalties from Difficult Terrain for 1 Turn per Combat.
  +1 Electronics and Robotics.
  You and your Mech gain +1 Armour against the first Critical Hit that you receives during each combat (Stacks).
  +1 Electronics and Robotics.
  Your Mech may starts Combat with Heat -1 (Stacks).
  When you perform the Vent Heat Mech System Roll: all adjacent Mechs gain Heat +1.
  +1 Electronics and Robotics.
  Strong Hit: Adjust (Does not Req Success or Hit) Until the end of this combat, one of your Mechs weapons gains +1 Hit or Sta Dmg (Stacks).
  +1 Electronics and Robotics.
  All of your allies’ Mech Melee and Gun weapons gain; +1 Sta Dmg (does not Stack).
  All of your Mech’s Melee and Gun weapons gain; +1 Hit and Sta Dmg (Stacks).
  +1 Persuasion and Insight.
  +2 to all rolls connected to navigating and finding things and people in urban environments.
  You are able to easily blend into most crowds of people.
  +1 Persuasion and Insight.
  You are part of a sub-culture, and gain +2 to all rolls connected to knowing about it.
  Select two Skills that your sub-culture values; you gain +1 to them.
  +1 Persuasion and Insight.
  +2 to all rolls connected to politics and conspiracy theories.
  Guess 3 wild conspiracies when you select this Trait; 1/3 of them are true and 1/3 are wrong.
  You may guess 3 more conspiracies by spending a Rare Knowledge.
  +1 Persuasion and Insight.
  Reduce all Untrained Skill Roll penalties to +0 (normally -2).
  +1 Awareness.
  +2 to all rolls connected to medicine, diseases, poisons, sickness and other infections.
  Strong Hit: Quality Care (Healing, Success) Heal an additional point of personal Attribute Damage.
  +1 Physical and Awareness.
  +2 to all rolls connected to bandages, braces, pain killers and other forms of field medicine.
  Heal 1 character Attribute Damage at the end of each Combat.
  +1 Physical and Awareness.
  Take some Drugs: Once per Combat you gain +1d6 to a single roll (Stacks) and lose 3 Stability.
  Take more Drugs: Once per Combat you gain +1d6 to a single roll (Stacks) and take 1 point of Damage to 2 random (2d6) personal Attributes.
  +1 Physical and Awareness.
  +1 to all rolls connected to medicine, diseases, poisons, sickness and other infections.
  You may make a Spare Time Roll of 16t to completely heal a character; or to allow them to Retro a Trait into a Bot Bot Trait.
  Requirements
  Requirements
  Requirements
  Requirements
  Nature
  Mechanics
  Culture
  Medicine
  Benefits
  Benefits
  Benefits
  Benefits
  Min Luck 3
  Min Bravado 3
  Min Brains 3
  1 Kn
  Min Brains 4
  2 Kn
  Max Brains 3
  Min Brains 4
  3 Kn
  1 Kn
  Max Brains 3
  Min Brains 4
  1 Kn
  NPCs tend to think you’re a little strange.
  -1 to all Skills that your sub-culture does 
  not value.
  NPCs tend to think you’re strange.
  Disadvantages
  
  63
  Bot Bot Skull
  Hot Wire
  System Sync
  Computers
  Bot Bot Torso
  Tinker
  Transhuman
  Mech Doctor
  Mystic
  Dieselmancer
  Necromancer
  Electromancer
  +1 Mechamancy and Mechanics.
  Your Tactical Weapons gain Strong Hit +1.
  +1 Mechamancy and Mechanics.
  +2 to all rolls connected to hot wiring and bypassing electrical systems.
  +2 to all rolls connected to hover technology.
  Your Mech does not Shut Down at 6 Heat,
  +1 Mechamancy and Mechanics.
  For each Pilot that your Mech has: it gains +5 Stability (does not Stack).
  Your mech’s Tactical Weapons gain +1 Ammo.
  +1 Mechamancy and Mechanics.
  +2 to all rolls connected to computers.
  Your mech gains +1 Cockpit Attribute Point (may not go above maximum).
  +1 Mechanics.
  Mechanics, Electronics or Robotics may be used to Heal you; and Heal +1 Attribute Point.
  +1 Mechanics and Medicine.
  When you gain a new Rare Knowledge: your Mech gains +1 Stability.
  +1 Mechanics and Medicine.
  +2 to all rolls connected to Bot Bots.
  Your mech gains +1 Arms or Legs Attribute Point (may not go above maximum).
  +1 Mechanics and Medicine.
  Heal 1 character Attribute Damage at the end of each Session to a person who is at least 
  2/6th Bot Bot.
  Repair 1 Mech Attribute Point at the end of each Session.
  +1 Robotics and Electronics.
  All of your Arcane Weapons gain the Weapon Type: Artillery.
  Strong Hit: Dark Knowledge (Research, Success) Gain a Research Unit that is connected to 
  the topic of Mechamancy.
  +1 Robotics and Electronics.
  You can use Mechamancy to make engines work even if they’re missing parts.
  Strong Hit: Calm the Beast (Success or Hit) Your Mech gains Heat -1 if it has 5 or more Heat.
  +1 Robotics and Electronics.
  You can use Mechamancy to allow people to talk even if they’re dead.
  Your Infantry Support Weapons gain Armour +1 and Move -1 (they’re Hollow).
  +1 Robotics and Electronics.
  You can use Mechamancy to make electrical devices work even if they’re missing parts.
  Your Mech gains +1 Core Attribute Point (may not go above maximum).
  Requirements
  Requirements
  Requirements
  Electronics
  Robotics
  Mechamancy
  Benefits
  Benefits
  Benefits
  1 Kn
  Min Brains 3
  Min Brains 4
  Min Brawn 3
  Min Luck 4
  Max Brains 3
  Max Brains 3
  2 Kn
  Max Brains 4
  2 Kn
  Tin Foil Hat
  Titan
  Wyrd Ore
  Metaplan
  +1 Insight and Mechamancy.
  +2 to all rolls connected to mind control and alien probes.
  All Arcane Weapons that damage you or your Mech have Strong Hit -1 (Stacks).
  +1 Mechamancy.
  For each of your Mech’s Attribute Locations that has 5 Attribute Points; your Mech gains +5 
  Stability (does not Stack).
  +1 Insight and Mechamancy.
  +2 to all rolls connected to extraterrestrial ores.
  Your Mech gains +1 Hull Attribute Point (may not go above maximum).
  +1 Insight and Mechamancy.
  +2 to all rolls connected to Alien schemes.
  Strong Hit: Alien Methods (Healing, Success) Repair 2 additional points of Mech Attribute Damage.
  Requirements
  Aliens
  Benefits
  1 Kn
  Min Bravado 3
  Min Brains 4
  2 Kn
  NPCs tend to be cautious of you.
  NPCs tend to be cautious of you.
  You’re 1/6th Bot Bot.
  NPCs tend to be cautious of you.
  You’re 1/6th Hollow.
  NPCs tend to be cautious of you.
  You’re 1/6th Alien.
  You’re 1/6th Bot Bot.
  You’re 1/6th Bot Bot.
  NPCs tend to think you’re strange.
  Your Mech has -1 Defence (Stacks).
  You’re 1/6th Bot Bot.
  Disadvantages
  Disadvantages
  Disadvantages
  Disadvantages
  
  64
  Personal Combat Skill Traits
  Knife Fighter
  Ambush
  Counter Shot
  Dead Eye
  Planned
  Quick Shot
  Slippery
  Sniper
  Untouchable
  Brawler
  Can Opener
  Dig In
  Shell Shock
  Shout Curses
  Splash Damage
  Timed Strike
  Tough
  Your Personal Melee Weapons deal +1 Damage.
  You gain +2 to all Personal Combat Skill Rolls during your first Turn of Combat.
  Your Personal Combat Weapons deal +1 Damage to enemies who can’t see you, or who are surprised (does not Stack).
  You gain +1 Hit vs characters who have failed an Attack Roll against you during this Personal Combat (Stacks to +2).
  Your Rifle and Sniper Rifles gain; Strong vs Cover.
  You cause 1d3 wounds (normally 1) if you roll 16 with a Small Arms Action.
  The Think Action grants all of your allies: +1 Hit on their next Attack (Stacks).
  You wound 2 (normally 1) different enemies if you roll 16 with a Small Arms Action, and it makes narrative sense.
  As long as you’re not Armoured; All enemies have -1 Hit against you in Personal Combat.
  The Aim Action grants your next Attack; Crit Location +/-2 (Stacks).
  As long as you’re not Armoured; you may shift Damage dealt to you onto your Luck.
  Your Luck is healed at the end of each Session.
  All of your Weapons gain: Strong vs Close Range (Stacks with Very Close Range).
  Personal Combat Melee Weapons have -2 to Hit you.
  All of your Heavy Arm Weapons gain: Strong vs Vehicles.
  All of your Personal Combat Weapons deal +1 Damage to Mechs.
  All of your Heavy Arm Weapons gain: Strong vs You’re Pre-Setup.
  All of your allies gain +1 Hit vs characters you have wounded during this Personal Combat (Stacks to +2).
  Enemies have -1 to Hit all of your allies during Personal Combat as long as they can see and hear you (does not Stack).
  You wound 2 (normally 1) different enemies if you roll 18 with a Heavy Arms Action, and it makes narrative sense.
  You wound 3 (normally 1) different enemies if you roll 20 with a Heavy Arms Action, and it makes narrative sense.
  The Rush, Think and Aim Actions allow you to perfom your next Turn at the same time as any ally.
  The Rush and Think Actions grants your next Attack: +1 Hit (Stacks).
  As long as you’re Armoured; Reduce the first two instances of Attribute Damage you suffer during a Personal Combat by 1, 
  Requirements
  Requirements
  Small Arms
  Heavy Arms
  Benefits
  Benefits
  1 Kn
  
  65
  Dash
  Zig Zag
  Hold this Ground
  Attack Order
  Snap Shot
  Pulse Fire
  Flexible Fire
  Sharp Shooter
  Slow & Steady
  Steady Step
  Reset Weapons
  Autoloader
  Empty System
  Big Reset
  Sturdy
  Fortify
  Trample
  Terrify
  Linked Systems
  Super Charge
  Barrage
  Devastate
  Primed Strike
  Unleash Hell
  Plot Path
  Coordinate
  Cunning Plan
  Long Shot
  Patient Hunter
  Interrupt
  Steady Shot
  Perfect Shot
  You may gain +2 movement with Rush if you do not Rotate.
  Two failed enemy Attacks against you per Combat scatter in a direction of your choice (normally random).
  Give Orders grants you a Recovery if you roll 14 or more (normally 12).
  Give Orders may grant an Ally +1d6 Hit on their next Attack Roll rather than a Recovery.
  Quick Shot Attacks gain: +1d6 Hit and -3 Sta Dmg.
  If you choose to give a Quick Shot Attack -1d6 Hit: it costs 0 Ammo.
  Rushed Shot may use any Weapon (normally Gun or Melee).
  Rushed Shot Attacks gain: Crit Location +/-1.
  Reverse grants you a Recovery.
  Reverse does not increase your Heat (normally +1).
  Rearm grants you +1 Recovery for the remainder of the combat (Stacks up to +4).
  One of your Weapons gains a free Reload at the end of your Turn if you don’t Attack with a Melee or Gun Weapon during your Turn.
  You may make up to 2 successful Vent Heat Mech System Rolls per Turn (normally 1).
  Once per Combat after Powering Up: reduce your current Heat to 0.
  Brace grants you a Recovery if you roll 16 or more (normally 14).
  Brace grants you Armour +2 (normally +1) if you do not perform a Passion or Destruction Mech System Roll this Turn.
  Charge Attacks gain: +2 Hit and Sta Dmg.
  Your first Charge each combat grants you; +2 Armour until your next Turn.
  Power Up grants one of your Weapons a free Reload if you roll 12 or more (normally 10).
  Power Up may cost you Heat +2 (normally +1) and grant your next Attack; +2 Crit Dmg (normally +1) (does not Stack).
  You may make up to 2 Bombard Mech System Rolls per Turn (normally 1).
  Two different Bombard Attacks per Combat gains: Splash +1.
  Your first Unleash per Combat gives you Heat +0 (normally +2).
  Unleash allows you to use 3 Weapons (normally 2) at the cost of an extra Heat +1.
  You may Rotate part way through your movement with Manoeuvre (normally at the start and end of your movement).
  When you move with Manoeuvre: all of your allies may immediately Rotate 45o if you roll 16 or more (normally 12).
  You may use a Tactical Weapon with Take Aim may use before or after the Attack boost is gained) if you roll 14 or more (normally 12).
  Take Aim grants your next Attack: +2 Hit and Rng (Stacks).
  Overwatch grants you a Recovery if you roll 16 or more (normally 14).
  You may use Overwatch part way through another target’s movement (normally after any System Roll).
  Careful Shot gains Crit Loc +/-1 if you did not perform a Passion or Destruction Mech System Roll this Turn.
  Your first Careful Shot attack per Combat gains Crit Loc +/-3 and costs you Heat +1.
  Requirements
  Requirements
  Requirements
  Requirements
  Passion
  Fortitude
  Destruction
  Patience
  Benefits
  Benefits
  Benefits
  Benefits
  Mech System Traits
  
  66
  Build (Must Select 1)
  Mech Attribute Traits
  Republic of Gerim
  Brashja Empire
  Daleong Kingdom
  Equildor Union
  Junk
  The Hollow
  Xenonati
  Alien
  Giant Monster
  Base
  Stubby Arm
  Heavy Recoil
  Shoulder Mount
  Arm Twist
  Shaken
  Split Firing
  Aim Bot Bot
  Weapon Racks
  AA Flak
  Paint Job
  Banner
  Track your Kills
  Pillbox
  Titan
  Heavy Mech
  Swivel Top
  One of your Attribute locations gains +1 Armour.
  +1 Attribute Point for each different Weapon that is Installed on an Arm.
  One of your Weapons gains +1 Hit, +1 Sta Dmg and -1 Mount.
  You may Rotate 45o at the start of your Turn if you have 2 or less Heat.
  -3 Influence Cost.
  Strong Hit: Dirty Engine (Does not Req Hit or Success) Create an area of smoke (Limited 
  Vision Light Cover) in the space behind your Mech.
  You may self-destruct at the start of your Turn; you die and all Mechs within 2 spaces take 1 
  Damage (no Armour) to 3 random (3d6) Attributes.
  All of your Weapons gain -1 Mount.
  Gain 2 Luck Re-Rolls per Combat.
  +8 Attribute Points.
  Your location ‘0’ or ‘7’ Attribute may have a Trait.
  At the start of your Turn you may; Rotate 45o.
  Every 2 points of Heat grants you; +1 Defence and Sta Dmg (Stacks up to +5).
  Heat does not harm you in any way (ie: you may gain more than Heat 6 and less than 1).
  Your Weapons do not have to be forward facing, and you may take up multiple spaces.
  You do not require Diesel.
  +60 Stability.
  This Arm gains +1 Armour.
  All Weapons Installed on your Arms gain +1 Sta Dmg (Stacks).
  You may Install 2 Weapons on this Arm.
  You may take 3 Stability Damage to grant the Weapon Installed on this Arm; +2 Hit and 360o 
  Arc of Fire for 1 Turn.
  Strong Hit: Shaken (Hit) All damaged Mechs suffer -6 Recovery until your next Turn (Stacks).
  All of your Attacks during a Turn gain +3 Hit and Sta Dmg if you Attack two or more different 
  targets with Weapons Installed on two or more different Arms (Stacks).
  Weapons Installed on this Arm gain Crit Location +/-1.
  Weapons Installed on this Arm gain +1 Sta Dmg.
  All Guns Installed on your Arms gain Strong Hit +1 (does not Stack).
  You may suffer Heat +1 to grant +1 Armour to yourself or any ally within 4 spaces of you, 
  against any Attack that could be vulnerable to a Anti-Air Flak Cannon (ie: Missiles, 
  Rockets, Flyers, etc...) (Stacks with Flak from other Mechs).
  All of your Weapons gain +1 Sta Dmg (Stacks).
  All allies within 4 of you gain +2 Sta Dmg and Recovery (does not Stack).
  This Mech gains +1 Stability per Mech Kill (Stacks up to +8).
  All enemy Support Weapons that are within 4 spaces of you at the end of your Turn suffer 1 
  point of Durability Damage (no Armour).
  All enemy Mechs that come within, or who start their Turn within, 4 spaces of you suffer 2 
  points of Stability Damage.
  All of your Hulls gain +1 Armour (does not Stack).
  +1 Armour.
  +2 Diesel.
  You may suffer 6 Stability Damage to grant all of your Weapons 360o Arc of Fire for 1 Turn.
  Requirements
  Requirements
  Requirements
  Build
  Arm
  Hull
  Benefits
  Benefits
  Benefits
  NPC
  NPC
  NPC
  NPC
  Max Arm 2
  Min Arm 2
  Min Arm 3
  Min Arm 3
  Min Arm 4
  Min Arm 5
  Min Arm 6
  Min Arm 8
  Max Hull 2
  Min Hull 2
  Min Hull 3
  Min Hull 3
  Min Hull 4
  Min Hull 5
  Min Hull 6
  Min Hull 8
  If this Attribute location is reduced to 0 or below: 
  you lose all benefits of this Trait.
  -2 Defence (does not Stack).
  -4 Defence.
  -1 Armour at 0 Stability.
  Installed Weapon on this Arm suffers -2 Hit.
  Installed Weapons on this Arm suffer -2 Sta Dmg.
  Your Unleash Mech System Roll cause Heat 
  +1 (Stacks).
  All Guns Installed on your Arms gain Reload +1 
  (does not Stack).
  +1 Influence Cost.
  -4 Defence if you did not move 2+ spaces each Turn.
  -4 Attribute Points.
  No Weapons may cost more than 2 Influence.
  -1 Attribute Point per Alien Rare Knowledge that 
  your opponent’s group has (Stacks up to -4).
  When you take any Damage; you gain Heat -1.
  You die if any 2 of your Attributes are reduced to 
  -2 or below.
  You have no Legs and may never move.
  Disadvantages
  Disadvantages
  Disadvantages
  
  67
  Stubby Legs
  Speed Burst
  Aquatic
  Balanced
  Shuffle
  Agile Build
  Evasive
  Rocket Jump
  Gravity Pads
  Encased in Steel
  Signal Boost
  Extra Pilot
  Weapon Slot
  Army Link
  Comm Link
  Stealth Link
  Primed Firing
  Party Spokesman
  Gyrostabilizer
  Water Cooling
  Smoke Stacks
  Fuel Tanks
  Linked Systems
  Large Vents
  Overcharge
  Armoured Core
  Force Field
  Advanced Core
  All of your Legs gain +1 Armour (Stacks).
  You may suffer Heat +1 to move forward up to 3 spaces during your Turn.
  Water and swamps are not Difficult or Impassable Terrain to you.
  Deep water does not cause you Attribute Damage.
  +5 Stability.
  You may suffer 4 Stability Damage to Rotate 45o at the start of your Turn.
  +2 Defence.
  You gain +1 Armour if you moved at least 4 spaces from your starting location during your Turn, and have more than 0 Stability (does not Stack).
  You may suffer Heat +1 to fly until your next Turn; gaining Elevated (+2 Hit and Range) and ignoring most terrain and Cover on you.
  You may suffer Heat +1 to float high; gaining Elevated (+2 Hit and Range) and ignoring most terrain and Cover on your Turn.
  You may suffer Heat +1 to ignore all falling damage (ie: dropping from a Zeppelin).
  All of your Cockpits gain +1 Armour vs all Critical Hits (normally only the first).
  Strong Hit ‘Air/Artillery Strike’ may be used up to three times per Combat (normally twice).
  This Mech may have +1 Pilot (Stacks).
  If this Mech has an extra Pilot: it gains +6 Attribute Points and +6 Stability (Stacks).
  You may Install 1 Weapon on this Cockpit, it has a 45o Arc of Fire.
  All of your Support Weapons gain Durability +1 (Stacks).
  All of your Tactical Weapons gain +1d6 Hit (Stacks).
  Your Mech may not be Attacked during a combat until it does one of the following;
  (With the GM’s permission this effect may be regained if you Shut Down).
   » Makes an Attack Roll within 6 of an enemy (ie: Mech or Support).
   » Have no Cover while within 10 of an enemies front.
   » Have 5 or more Heat.
   » Fire more than 1 Weapon during a Turn.
   » Located by an enemy ability (ie: the Tac Radar Strong Hit option; Sensor Sweep).
  All of your Weapons gain +1 Crit Dmg on their first Critical Hit per Combat (does not Stack).
  You gain a bonus depending on your Nationality (select one if you’re an NPC):
   » Republic of Gerim:
   » Brashja Empire:
   » Equildor Union:
   » Daleong Kingdom:
   » Nomadic House:
   » The Hollow:
   » Xenonati:
  You gain a Recovery at the start of your Turn.
  Rain and Water reduces your Heat by 1 at the end of your Turn, and grants your Weapons +1 Hit and Sta Dmg.
  Just before you move 2 spaces: create an area of smoke (Limited Vision Light Cover) in the space behind your Mech.
  When you perform the Vent Heat System Roll you may; create an area of smoke (Limited Vision Light Cover) over your Mech.
  Diesel +5.
  If you suffer Heat +2 during a Turn; all of your Energy Weapons regain 2 spent Ammo (does not Stack)
  Strong Hit: Vent (Does not Req Hit) You gain Heat -1.
  For every 3 Heat that you have; your Weapons gain +1d6 Hit (does not Stack).
  All of your Cores gain +1 Armour (Stacks).
  You may suffer Heat +2 to gain Heavy Front Cover or +1 Cover Step until your next Turn.
  When you Recover; you also gain Heat -1 (does not Stack).
  Requirements
  Requirements
  Requirements
  Legs
  Cockpit
  Core
  Benefits
  Benefits
  Benefits
  Max Legs 2
  Min Legs 2
  Min Legs 3
  Min Legs 3
  Min Legs 4
  Min Legs 5
  Min Legs 6
  Min Legs 8
  Max Legs 2
  Min Core 4
  3 Kn
  Max Cockpit 2
  Min Cockpit 2
  Min Cockpit 3
  Min Cockpit 3
  Min Cockpit 4
  Min Cockpit 5
  Min Cockpit 6
  Max Hull 3
  Max Core 3
  Min Cockpit 8
  Min Cockpit 4
  Not Nomad
  3 Kn
  Max Core 2
  Min Core 2
  Min Core 2
  Max Cockpit 3
  Min Core 3
  Min Core 3
  Min Core 4
  Min Core 4
  Min Core 5
  Min Core 6
  Min Core 8
  Your Mech may only perform 2 successful 
  System Rolls per Turn that would allow them 
  to move.
  Every time you suffer 2 points of Attribute 
  Damage during a combat: reduce your 
  Current Influence by 1 (or all allies lose 5 
  Stability if you’re an NPC).
  -2 Defence per Tactical or Support Weapon (Stacks).
  Disadvantages
  Support Weapons ‘Flyer, Fighter’ and ‘Flyer, Bomber’ gain Body +1.
  Support Weapon ‘Flyer, Zeppelin’ gains +2 Hit and Armour +1.
  Support Weapon ‘Infantry, Bot Bots’ gains Body +1.
  Support Weapon ‘Vehicle, Micro-Mech’ gains Strong Hit +1.
  Tactical Weapon ‘Artillery Flare’ gains +2d6 Hit.
  Support Weapon ‘Infantry, Anti-Personnel’ gain +3 Hit and Sta Dmg.
  Support Weapon ‘Infantry, Anti-Personnel’ gain Durability +4.
  An allied Mech Heals 4 Stability when you use a Tactical Weapon.
  
  68
  Weapons
  Hit D6
  Hit D6
  3d6
  2d6
  5d6
  5d6
  4d6
  4d6
  3d6
  2d6
  Sta Dmg
  Sta Dmg
  5
  -
  4
  1
  1
  2
  2
  3
  Range
  Range
  1
  8
  4
  3
  3
  3
  6
  5
  Ammo
  Ammo
  3
  Inf
  Inf
  Inf
  Inf
  4
  2
  Hit
  Hit
  +2
  +4
  -2
  +0
  +2
  +0
  +0
  +2
  Crit Dmg
  Crit Dmg
  3
  -
  4
  3
  3*
  3*
  4
  5
  Ideal Rng
  Ideal Rng
  1st
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  2nd
  Location
  Location
  -
  -
  Mount
  Mount
  1
  1
  1
  2
  -
  -
  2
  3
  Cost
  Cost
  10t, 1
  12t, 1
  12t, 1
  14t, 2
  -
  -
  14t, 1
  14t, 2
  Weapons
  Weapons
  Close Combat
  Tech
  Multi
  Force Control Unit
  Ejected Pilot - Small Arms
  Ejected Pilot - Heavy Arms
  Precision
  Heavy
  Max Rng 1.
  Strong Hit (4-6).
  Strong Hit: Coordinated Strike (Hit) The next Attack against this target gains +1d6 Hit (Stacks).
  Splash 1, Multi Crit.
  Defence: 18, Armour: 4, Durability: 2, Move: 3.
  Defence: 22, Armour: 4, Durability: 2***, Move: 4, *+1 Crit Dmg vs Infantry Support Weapon Bodies, **No Variations, ***0 Durability = You are Dead.
  Defence: 18, Armour: 4, Durability: 2***, Move: 3, *+1 Crit Dmg vs Mechs, **No Variations, ***0 Durability = You are Dead.
  Strong Hit (5-6), Reload 2.
  Pen 1 min 3.
  Weapon Type
  Weapon Type
  Melee.
  Tactical.
  Gun.
  Support.
  Support**.
  Support**.
  Gun.
  Gun.
  Hit D6
  Armour
  5d6
  4d6
  4
  4
  Sta Dmg
  1*
  1
  Range
  Bodies
  3
  3
  2*
  2*
  Ammo
  Inf
  Inf
  Hit
  Durability
  +0*
  +0
  2
  2
  Crit Dmg
  3
  3
  Ideal Rng
  Move
  2nd
  2nd
  3
  3
  Defence
  18
  18
  Army Groups
  Battalion
  Combined Force
  *Gain +1 Hit and Sta Dmg for each Body that does not Attack, **Variations Cost 0.
  *Each Body may have a different Variation, *Variations Cost 0.
  Weapon Type
  Support**.
  Support*.
  Cost
  NPC
  NPC
  
  69
  Melee Variations (May Select 1, Melee Only)
  Melee Modifications (May Select any Amount, Melee Only)
  Hit D6
  Hit D6
  +1d6
  Sta Dmg
  Sta Dmg
  -1
  Range
  Range
  Ammo
  Ammo
  -
  -
  -
  -
  Hit
  Hit
  +2
  Crit Dmg
  Crit Dmg
  -1
  Ideal Rng
  Ideal Rng
  +1
  Location
  Location
  *
  *
  Mount
  Mount
  -1
  +1
  Cost
  Cost
  +0
  -1
  -1
  -1
  Weapons
  Weapons
  Blade
  Utility, Hand
  Utility, Digger
  Utility, Crane & Utility.
  Hits on a Mech with less Hull than you are pushed back 1 space.
  *May only be installed on an Arm, You are able to move and hold things.
  Hits on a Mech with less Hull than you are pushed back 2 spaces (or, if you have 2 Hands; you may throw them in any direction).
  *May only be installed on an Arm, You are able to alter the terrain outside of combat,
  Hits on a Mech with equal or less Hull than you are pushed back 1 space.
  Max Range +1. You are able to safely lift and move things, You have specialised equipment for a specific job/environment (ie: salvaging).
  Hits on a Mech with less Hull than you are pushed back 1 space.
  Weapon Type
  Weapon Type
  +2
  -1
  -2
  -2
  +2
  +1
  -
  -
  6
  -
  5
  +1
  *
  +1
  +1
  -1
  +2
  +1
  +0
  +0
  +0
  +0
  +1
  Hammer
  Shield
  Shotgun
  Lance
  Flamethrower
  Hits on a Mech with less Hull or Legs than you are pushed back 1 space.
  After using this Weapon (even if you do not make an Attack Roll); you gain Heavy Front Cover.
  Max Range +5, Strong Hit +1.
  Max Range +1, *The Charge System Rolls grants this Weapon +1 Crit Dmg per 3 spaces moved forward (Stacks up to +2).
  Max Range +5, Energy, Damaged Mechs; suffer Heat +1 (up to 6).
  +1d6
  -1
  +5
  4
  +2
  +1, 1 Kn
  Tesla Coil
  Max Range +5, Energy, Damaged Mechs; suffer -1d6 on their next Roll (does not Stack).
  +1
  +1
  +2
  -1
  +2
  +1
  -2
  -1
  +1
  -1
  -1
  -1
  -1
  +1
  -1
  +1
  12t
  14t
  14t
  1 Kn
  1 Kn
  12t
  1 Kn
  16t
  -1
  Personalised
  Expanded Ammo
  Extra Armour
  Experienced
  Familiar
  Overcharged
  Prototype
  Auto Loader
  Low Quality / Damaged
  When you use this Weapon; you gain Heat +1.
  When you use this Weapon; you gain Heat +1.
  Gain 1 free Reload per Combat.
  When you use this Weapon; you gain Heat +1, 12t to remove this Modification.
  +X
  +1
  NPC, +X
  Dangerous
  
  70
  Tactical Variations (May Select 1, Tactical Only)
  Tactical Modifications (May Select any Amount, Tactical Only)
  Hit D6
  Hit D6
  Sta Dmg
  Sta Dmg
  Range
  Range
  Ammo
  Ammo
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  Ideal Rng
  Ideal Rng
  Location
  Location
  Mount
  Mount
  Cost
  Cost
  Weapons
  Weapons
  Weapon Type
  Weapon Type
  -2
  +2
  +2
  -1
  -1
  +1
  +2
  +0
  +0
  +0
  +2, 2 Kn
  Advanced Radio
  Artillery Flare
  Tac Radar
  Strange Alien Gizmo
  Strong Hit: Combat Report (Does not Req Hit) You and all allies gain +1 Hit until the end of Combat (Stacks up to +4).
  Strong Hit: Favourite Song (Does not Req Hit) You and all allies gain +2 Hit and Recovery until your next Turn (Stacks up to +4).
  Strong Hit: Sensor Sweep (Does not Req Hit) You know the location, Heat status and damage of all non-Shut Down Mechs within 30 spaces of you.
  Strong Hit: Red Dials (Hit, Twice Times per Combat) You gain Heat -1, and all Mechs within 1d3 spaces of you gain Heat +1d2 (Stacks).
  Strong Hit: Targeting Data (Does not Req Hit) Reduce the number of System Rolls required before one of your Air/Artillary Strike hits, by 1 (Stacks).
  Strong Hit: Propaganda (Hit) All enemies with their radio on take 3 Stability Damage.
  Strong Hit: Ping Target (Hit) All allies gain +1d6 Hit on their next Attack vs your Target until your next Turn (does not Stack).
  Strong Hit: Purple Switches (Hit) Your Mech heals 10 Stability, and you suffer 10 Stability Damage after you perform 4 System Rolls (Stacks).
  Strong Hit: Air/Artillery Strike (Hit, Twice per Combat) A Splash 2, Damage 5, Attack hits your target after you perform 4 System Rolls.
  Strong Hit: Illumination (Hit) Remove all Low Light Cover from a Splash 3 area around your target, and ALL Weapons gain +2 Sta Dmg vs all 
  targets within this area until your next Turn (does not Stack)
  Strong Hit: Triangulate Terrain (Hit) You and all allies gain +2 Movement and Recovery until your next Turn (does not Stack).
  Strong Hit: Green Buttons (Hit) Your Mech heals 1 Attribute Damage, and an unknown enemy permanently gains +1 Attribute Point (Stacks).
  Artillery.
  +2
  -2
  +1
  +1
  -1
  -1
  +2
  +1
  +1
  -1
  +1
  -2
  -1
  +1
  -1
  +1
  +1
  -1
  -1
  *
  +2
  -1
  +1
  +1
  12t
  14t
  12t
  10t
  14t
  1 Kn
  14t
  1 Kn
  12t
  1 Kn
  16t
  -1
  Personalised
  Expanded Batteries
  Extended Signal
  Shortened Signal
  Extra Armour / Battery Case
  Experienced
  Sensor Dish
  Familiar
  Overcharged
  Prototype
  Auto Charger
  Low Quality / Damaged
  *The ‘Tweak, Brace, Take Aim and Careful Shot’ System Rolls all increase this Weapon’s Ideal Range by +1 (Stacks).
  When you use this Weapon; you gain Heat +1.
  When you use this Weapon; you gain Heat +1.
  Gain 1 free Reload per Combat.
  Reload +1.
  When you use this Weapon; you gain Heat +1, 12t to remove this Modification.
  -1
  Free
  Large Spot Light
  At the start of your Turn you may illuminate a single target; both you and they lose 1 Step of Low Light Cover.
  
  71
  Support Variations (May Select 1, Support Only)
  Support Modifications (May Select any Amount, Support Only)
  Hit D6
  Hit D6
  -1d6
  -2d6*
  -1d6
  Sta Dmg
  Sta Dmg
  +1
  +1
  +1
  +2
  +1
  +1
  +1
  Range
  Range
  +1
  +2
  -2
  +2
  +1
  -1
  -2
  Ammo
  Ammo
  Hit
  Hit
  Crit Dmg
  Crit Dmg
  *
  +1
  +1
  +1
  *
  +1
  +1
  +1
  +1
  +2
  Ideal Rng
  Ideal Rng
  +2
  +1
  -1
  -1
  -1
  Location
  Location
  Mount
  Mount
  +1
  -1
  Cost
  Cost
  +0
  +1, 1 Kn
  +1
  +0
  +0
  +1
  +0
  +1
  +0
  +1
  +0
  +1
  Weapons
  Weapons
  Infantry, Anti-Personnel
  Infantry, Bot Bots
  Vehicle, Missile Truck
  Flyer, Fighter
  Infantry, Anti-Mech
  Vehicle, Tank
  Deployable Turret, Anti-Personnel
  Jumping Mines, Anti-Mech
  Deployable Turret, Anti-Mech
  Vehicle, Micro-Mech
  Flyer, Bomber
  Flyer, Zeppelin
  Defence: +2, Durability: +1**, **A Critical Hit may never deal more than 1 Durability Damage to you, Multi Crit, *+2 Crit Dmg vs Infantry Support 
  Weapon Bodies, Diesel +2.
  Armour: +1, Durability: +1*, Move: -1, *A Critical Hit may never deal more than 1 Durability Damage to you.
  Defence: -2, Move: +1*, Splash +1, *May only Move or Attack, *Moving through Difficult Terrain; deals 1 Durability Damage to you, Diesel +3.
  Defence: +8, Armour: -1, Move: +6*, Multi Crit, *Flying, *Must Move at least 4 each Turn, Diesel -1.
  Durability: +1*, *A Critical Hit may never deal more than 1 Durability Damage to you, Diesel +1.
  Defence: -2, Armour: +1, Move +2*. *Moving through Difficult Terrain; deals 1 Durability Damage to you.
  Defence: -6, Durability: +2, Move -. Must first be deployed into an adjacent space with a Tweak System Roll (and may not Attack until your next 
  Turn), Multi Crit, *+2 Crit Dmg vs Infantry Support Weapon Bodies.
  Durability: +3, Move -. Max Range 1, Multi Crit, *Attack any Mech that comes within 1 of you.
  Must first be deployed into an adjacent space with a Tweak System Roll (and may Attack that Turn, 2 Bodies may be deployed per Combat, if 
  deployed out of combat; their Bodies are Stealthed).
  Defence: -6, Durability: +2, Move -. Must first be deployed into an adjacent space with a Tweak System Roll (and may not Attack until your 
  next Turn), 
  Durability: +1, Multi Crit.
  Defence: +4, Armour: -1, Move: +4*, *Flying, *Must Move at least 4 each Turn, Diesel -1.
  Defence: -4, Durability: +4, Move: -1*, Splash +1, Max Rng 1, *Flying, Diesel +3, May carry up to 6 Mechs and Support Weapons.
  Weapon Type
  Weapon Type
  Artillery.
  Artillery.
  Artillery.
  -1d6
  -1d6
  +1
  -1
  +1
  +1
  +2
  +1
  -X
  -1
  +1
  -1
  -2
  +1
  +1
  12t
  12t
  10t
  1 Kn
  +1, 1 Kn
  18t
  14t
  +1
  +X
  -1
  Well Trained
  Long Range Experts
  Close Combat Experts
  Experienced
  Vets
  Elite
  Comm System
  Reinforcements
  Fuel Trucks
  Under Supplied
  May Move and Attack at the start of each of your Turns (normally only if your Pilot performs the required System Roll).
  May Attack part way through Movement (normally at the start or end).
  When you use this Weapon; you gain Heat +1.
  If you are within 3 of the Battle map edge; Heal 1 Durability (even if you have 0).
  Diesel +X.
  12t to remove this Modification, Diesel -1.
  +X
  +1
  NPC, +X
  Dangerous
  
  72
  Gun Variations (May Select 1, Gun Only)
  Gun Modifications (May Select any Amount, Gun Only)
  Hit D6
  Hit D6
  +1d6
  Sta Dmg
  Sta Dmg
  +1
  -2
  -1
  -1
  +2
  -2
  -1
  -2
  +1
  +1
  +2
  -1
  +X
  Range
  Range
  -1
  -1
  +1
  -1
  -1
  -1
  -1
  +1
  -1
  +1
  -1
  -1
  Ammo
  Ammo
  -1
  +2
  -1
  +2
  +1
  +1
  +2
  Hit
  Hit
  -2
  +1
  -2
  -1
  +1
  -1
  +1
  +1
  +1
  -1
  -1
  +1
  -1
  Crit Dmg
  Crit Dmg
  -1
  -1
  -1
  -1
  +1
  *
  Ideal Rng
  Ideal Rng
  +1*
  +1
  *
  Location
  Location
  Mount
  Mount
  -1
  +1
  +2
  -1
  -1
  +1
  -1
  +2
  +2
  +2
  -1
  +1
  +1
  Cost
  Cost
  +0
  +1, 2 Kn
  +0
  +3, 6 Kn
  +1, 2 Kn
  +1, 2 Kn
  +0
  +1, 1 Kn
  +1, 2 Kn
  +1
  +1, 4 Kn
  12t
  14t
  12t
  10t
  14t
  1 Kn
  14t
  1 Kn
  12t
  1 Kn
  16t
  8t
  NPC, +X
  -1
  Weapons
  Weapons
  Machine Gun
  Arcane, Eldritch Fire
  Mortar/Missile
  Alien Ray Gun
  Arcane, Dust & Grit
  Arcane, Horrors
  Cannon
  Laser
  Arcane, Rust
  Rocket
  Death Ray
  Personalised
  Expanded Ammo
  Extended Barrel
  Shortened Barrel
  Extra Armour / Ammo Case
  Experienced
  Scope
  Familiar
  Overcharged
  Prototype
  Auto Loader
  Large Spot Light
  Dangerous
  Low Quality / Damaged
  Energy, Damaged Mechs; suffer Heat +1.
  *Targets within your Ideal Range; Indirect (Above).
  Reload +2, Double the number of Critical Hits caused by this Weapon (ie: 1 Critical Hit becomes 2 Critical Hits).
  Damaged Mechs; one of their Weapons with Ammo (their choice) loses 1d3 Ammo.
  Damaged Mechs; their Pilots suffer 1 point of Damage to a random (1d2+1) Attribute.
  Energy, When you Reload this Weapon; gain Heat +1, Damaged Mechs; suffer Heat +1.
  Damaged Mechs; suffer Armour -1 vs the next Critical Hit against them (does not Stack).
  May not be Reloaded during combat, Pen 2 min 4.
  Pen 2 min 4.
  *+1 Crit Dmg vs targets with 0 Stability.
  *The ‘Tweak, Brace, Take Aim and Careful Shot’ System Rolls all increase this Weapon’s Ideal Range by +1 (Stacks).
  When you use this Weapon; you gain Heat +1.
  When you use this Weapon; you gain Heat +1.
  Gain 1 free Reload per Combat.
  At the start of your Turn you may illuminate a single target; both you and they lose 1 Step of Low Light Cover.
  Reload +1.
  When you use this Weapon; you gain Heat +1, 12t to remove this Modification.
  Weapon Type
  Weapon Type
  Artillery.
  Artillery.
  
  73
  Example Personal Combat Weapons
  Slots
  Slots
  Slots
  0
  0
  1
  1
  1
  2
  1
  1
  0
  1
  2
  3
  2
  4
  3
  3
  3
  3
  1
  1
  1
  Notes
  Notes
  Notes
  Strong vs; Very Close Range, Surprised, You’re Stealthed.
  Weak vs; Not-Very Close Range (may auto-fail against non-adjacent targets), Armed with a Small Weapon, Armoured.
  Strong vs; You Moved, Moving, Surprised.
  Weak vs; Not-Close Range, Armoured.
  Strong vs; Groups, Not in Cover, Not-Armoured.
  Weak vs; Long Range, Cover, Armoured.
  Strong vs; Close Range, Not-Armoured.
  Weak vs; Not-Close Range, Cover, Armoured.
  Strong vs; You’re in Cover, Unaware.
  Weak vs; You Moved, Close Range.
  Strong vs; You’re in Cover, Long Range, Unaware.
  Weak vs; You Moved, Close Range.
  Strong vs; Any 2 (not Cover, choose when you Acquire).
  Weak vs; Any 2 (choose when you Acquire).
  Strong vs; Armoured, Surprised.
  Weak vs; Long Range.
  Strong vs; Very Close Range, Surprised.
  Weak vs; Not-Very Close Range (may auto-fail against non-adjacent targets), Armed with a Small Weapon.
  4 Uses, May deal up to 1 Attribute Damage to Mechs.
  Strong vs; Group, Cover, Armoured, Surprised.
  Weak vs; Fast, Not-Medium Range.
  Strong vs; Groups, Not in Cover, Not-Armoured.
  Weak vs; Cover, Armoured.
  Strong vs; Groups, Not in Cover, Not-Armoured.
  Weak vs; You Moved, You’re not Pre-Setup, Close Range.
  2 Uses, May deal Attribute Damage to Mechs.
  Strong vs; You’re Pre-Setup, Armoured, Big, Slow.
  Weak vs; You Moved, Fast, Close Range.
  8 Uses.
  Strong vs; Groups, Not in Cover, Not-Armoured.
  Weak vs; You Moved, Close Range.
  8 Uses, Attacks from this Weapon creates areas of dangerous gas (unprotected characters are Suppressed or take 1 Damage).
  Strong vs; Group, Cover, Surprised, Not Protected from Gas.
  Weak vs; Fast, Long Range, Protected from Gas.
  12 Uses, May deal up to 2 Attribute Damage to Mechs.
  Strong vs; Long Range, Groups, Cover, Surprised
  Weak vs; You Moved, You’re not Pre-Setup, Not-Slow, Not-Long Range, Armoured.
  8 Uses, You suffer 1 point of Damage to a Random (1d3) Attribute if you suffer 2 or more points of Attribute Damage from one Attack.
  Strong vs; Close Range, Cover, Group, Surprised.
  Weak vs; Not-Close Range.
  You suffer 2 points of Damage to a Random (1d6) Attribute if you Attack with this Weapon while you’re wet.
  Strong vs; Close Range, Armoured, Has a non-small Metal Item (ie: a Weapon).
  Weak vs; Not-Close Range, Group.
  A single weapons gains +4 Uses.
  2 Uses, One of your Attack Rolls from a specific Weapon gains +1 (does not Stack) and gains a specific special effect (ie: creates an 
  area of smoke, sets a target on fire, creates a blinding light, explodes, etc...) that may grant additional narrative advantages.
  2 Uses, One of your Attack deals an additional point of Damage (does not Stack) and gains a specific special effect (ie: creates an 
  area of smoke, sets a target on fire, creates a blinding light, explodes, etc...) that may grant additional narrative advantages.
  Small Arms
  Heavy Arms
  Ammo
  Melee/Knife/Etc...
  Pistol
  Sub Machine Gun
  Shotgun
  Rifle
  Sniper Rifle
  Eldritch Book
  Ray Gun
  Melee/Club/Axe/Etc...
  Grenade
  Machine Gun
  Heavy Machine Gun
  Rocket Launcher
  Backpack Chain Gun
  Gas Bomb
  Mortar
  Flame Thrower
  Tesla Gun
  Ammo - Extra
  Ammo - Fancy
  Ammo - Advanced
  Cost
  Cost
  Cost
  Free
  Skill Roll
  12t
  Skill Roll
  12t
  16t
  2 Kn
  1 Kn
  Free
  12t
  14t
  16t
  14t
  16t
  16t
  16t
  16t
  18t, 1 Kn
  12t
  14t
  14t
  
  74
  Example Gadgets
  Slots
  Slots
  Slots
  2
  -1
  +2
  1
  0
  +0
  +1
  0
  +0
  -
  -
  -
  -
  -
  -
  0
  1
  1
  0
  +0
  0
  1
  +1
  +1
  +2
  +1
  2
  +0
  +1
  +1
  1
  1
  1
  1
  -
  -
  -
  -
  -
  -
  1
  +0
  1
  +1
  X
  1
  2
  Notes
  Notes
  Notes
  You are Armoured, 3 Uses; Reduce the Attribute Damages that you suffer from an Attack by 1 (does not Stack).
  You are not Armoured.
  +2 Uses, You look scary, Reduce your movement by 1 (to a minimum of 1), -1 Stealth.
  You are Armoured, Reduce the Attribute Damages that you suffer from all Attacks by 1 (does not Stack).
  You look scary, You take up large amounts of space (ie: you cannot pilot a Mech or fit through doorways), -2 Stealth.
  Smoke and gas has a reduced negative effect on you.
  You are immune to X types of very-exotic attacks (ie: gas, sonic, light, drowning, etc... not fire, electricity, etc...).
  You look scary, 2 Uses; Reduce the Brains Attribute Damages that you suffer from an Attack by 1 (does not Stack).
  Smoke, dust and wind is kept out of your eyes.
  Your senses are amplified in X exotic ways (ie: better night vision, see hot objects, etc...).
  You have a Bot Bot that is 98% loyal to you, Has an in-built radio, It can carry 2 Equipment Slots of equipment.
  This Bot Bot moves in an exotic way (fast, fly, swim, dig, etc...).
  This Bot Bot is Armoured and may provide Cover.
  This Bot Bot’s senses are amplified in X exotic ways (ie: better night vision, see hot objects, etc...).
  This Bot Bot can carry +4 Equipment Slots of equipment.
  This Bot Bot has an advanced mind (you may perform Skill Rolls via it) and is -10 to -20% loyal to you.
  A flashlight that never runs out of power.
  Counts as 3 Tools (+1 to 3 different Primary Skills (does not Stack)).
  May record and project basic images and sounds (they never look real).
  1 Use, May record basic images, sounds or a specific type of transmission (select one).
  May transmit images, sounds or a specific type of transmission (select one).
  1 Use, This bug may transmit its location.
  May send and receive radio signals.
  May send and receive signals from a specific type of rare/advanced transmission.
  May send signals over a long distance.
  May receive signals from a long distance.
  Able to decode a specific type of coded message or signal.
  Able to detect strong energy signatures (heat, radiation, etc...) in a moderate area around you.
  Able to detect a specific rare energy signature.
  Able to detect energy signatures over a large area around you.
  Able to jam specific transmissions.
  4 Uses, Disrupt all Radars and Sensors in a nearby area for a short time.
  3 Uses, You gain +1 Brawn (may go above your maximum) & Physical for 5 minutes or 2 Actions (Stacks).
  3 Uses, You gain +1 Brains (may go above your maximum) & Awareness for 5 minutes or 2 Actions (Stacks).
  3 Uses, You gain +1 Bravado (may go above your maximum) & Resolve for 5 minutes or 2 Actions (Stacks).
  You own a small vehicle (ie: motorbike), It can carry 4 Equipment Slots of equipment and carry 2 people.
  This vehicle is very fast.
  This vehicle may have a suitable Heavy Weapon mounted on it (it gains +2 Uses).
  This vehicle moves in an exotic way (plane, submarine, digger, hover, etc...).
  This vehicle is large and slower to start, This vehicle can carry +20 Equipment Slots of equipment and carry many people.
  This vehicle is armoured and slower.
  This item will protect you from falling a very long distance.
  This item will protect you from falling a very long distance in a rare way (ie: stealth parachute, anti-grav pads, armoured shell, etc...).
  1 Use, This items allows you to set up a trap in a small area.
  This trap works in an exotic way (gas, magnetic, anti-grav, etc...).
  X Uses, This item allows you to fly for 10 minutes or 4 Actions (Stacks).
  This item allows you to climb up sheer metallic surfaces.
  This items allows you to swim under water for a long time.
  Protection
  Items
  Mobility
  Armour
  - Fancy
  - Heavy
  Micro Mech
  Mask
  - Fancy
  - Armoured
  Goggles
  - Fancy
  Bot Bot
  - Mobility
  - Armoured
  - Sensors
  - Storage
  - Mind
  Eternal Flashlight
  Everytime Tool
  Holo Projector
  Bug, Recorder
  - Transmitter
  Bug, Tracker
  Radio
  - Fancy
  - Powerful
  - Large Receiver
  - Code Breaker
  Sensor
  - Fancy
  - Large
  - Jammer
  Chaff Launcher
  Pneumatic Gloves
  Overcharge Helmet
  Super Soldier Serum
  Vehicle
  - Fast
  - Armed
  - Mobility
  - Large
  - Armoured
  Parachute
  - Fancy
  Trap
  - Fancy
  Jet/Anti-Grav Pack
  Mag Gloves
  Diving Outfit
  Cost
  Cost
  Cost
  12t
  +4t
  2x 12t
  4x 16t
  Skill Roll
  X x16t
  8t
  Skill Roll
  X x16t
  14t
  +2t
  +2t
  X x12t
  12t
  1 Kn
  18t
  16t
  18t
  Skill Roll
  14t
  Skill Roll
  Skill Roll
  14t
  16t
  16t
  Skill Roll
  14t
  16t
  +2t
  14t
  Skill Roll
  18t
  18t
  18t
  1
  16t
  +0
  +1
  16t
  +1
  Skill Roll
  14t
  Skill Roll
  14t
  16t
  16t
  12t
  
  75
  Example Misc Items & Services
  Slots
  Slots
  Capacity
  0
  1
  2
  0
  1
  1
  0
  +0
  +0
  1
  0
  4
  20 Slots
  60 Slots
  250 Slots
  600 Slots
  +10 Slots
  +25% Slots
  +10 Slots
  +10 Slots
  -5 Slots
  -100 Slots
  -10 Slots
  -20 Slots
  -20 Slots
  +10 Slots
  -
  -
  Notes
  Notes
  Notes
  You gain one Common Item.
  Lantern, Clothes, Tools, Lock, Book, Crowbar, Alcohol.
  Rope, Bucket, Common Animal (eg: Cat).
  Ladder, Spare Clothing, Barrel of Alcohol.
  You gain one Expensive/Rare Item.
  Music Box, Rare Plant, Forged Papers, Map.
  Lock Box, Trained Pet, Musical Instrument, Spare Expensive Clothes, Gadget.
  +1 to a Primary Skill (does not Stack).
  Gain +1 Equipment Slot (does not Stack).
  Gain +1 Equipment Slot (does not Stack).
  Gain +1 Equipment Slot (does not Stack), -2 Defence while carrying this.
  May send and receive radio signals.
  See pg: 74 for a full list of Radio Variations.
  4 Cogs may be given to gain +1 Current Influence, 1 Cog may be sold to gain +1 to a failed Wealth Skill Roll.
  1 Use; Gain 1-3 (GM defined) Cogs, -2 Defence while carrying this.
  -1 Wealth.
  Your building is located in an unusual location.
  Your building looks impressive.
  Your building has some extra space.
  Your building is spacious.
  Your building has facilities designed for a very specific and unusual purpose.
  Your building can repair, build and modify Mechs.
  Your building has a specific type of defence.
  Your building has strong physical defences.
  Your building has some kind of exotic defence system (usually Arcane in nature).
  Your staff will care for your building in your absence.
  Your staff will care for and defend your building in your absence.
  Your staff will care for and defend your building in your absence.
  Gain 1 (+1 per 100 Slot Capacity) Cog at the start of each Session.
  Ie: Transport, Lodgings, Information, Small Bribe, etc...
  Ie: Large Bribe, Rare Insight, National Secret, Specialist Advice, etc...
  Items
  Service
  Building
  Common Item
  Example Items:
  Expensive/Rare Item
  Example Items:
  Tools
  Backpack
  - Fancy
  - Large
  Radio
  Cogs (Money)
  Box of Trade Goods
  (ie: Food, Tools, Diesel)
  Small (Apartment, Studio, Farm)
  Modest (Town House, Quality Farm, Factory)
  Large (Mansion, Guild, Large Farm)
  Large / Complex (Skyscraper)
  - Fancy Location (Underwater, Flying)
  - Aesthetics (Art, Gardens)
  - Minor Renovations (Rooms)
  - Major Renovations (Floors, Wings)
  - Exotic Renovations
  - Factory
  - Basic Fortifications (Guard House)
  - Major Fortifications (Walls, AA Guns)
  - Exotic Fortifications (Force Field)
  - Hire Staff (Servants, Labourers)
  - Hire Expert Staff (Guards, Managers)
  - Hire Exotic Staff (Mechs, Assassins)
  - Quality Business
  Common
  Expensive/Rare
  Cost
  Cost
  Cost
  Skill Roll
  12t-16t
  12t
  Skill Roll
  16t
  12t
  Skill Roll
  Loot
  Loot
  2x 16t
  2x 18t
  3x 22t
  4x 28t
  3 Kn
  2x 18t
  2x 16t
  2x 18t
  2x 22t
  4x 14t
  2x 16t
  2x 26t
  4x 16t
  2x 16t
  2x 20t
  2x 24t
  3 Kn
  Skill Roll
  12t-14t
  
  76
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Additional Writing by
  Ryan Schoon
  Stuart McNabb
  Special Thanks to
  Ákos Fodor
  Bill King
  Craig Bishell
  Matt Williams
  Rebecca Curran
  Steven Dean
  Unai Mujika Torrontegi
  Copyright (C) 2018 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  All rights are reserved. No part of this publication may be 
  reproduced, distributed or transmitted in any form or by any means, 
  including photocopying, recording or other electronic or mechanical 
  methods, without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication 
  are fictitious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  v1.01
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Dieselpunk Mecha [2018].pdf