TEXT: 1
  EXPANDING THE RULES //:01
  
  2
  01:// EXPANDING THE RULES
  Author: Juan Herrera.
  Development: Juan Herrera.
  Additional Writing: Fearghal Casey, 
  Jason Walther.
  Editing: Fearghal Casey.
  Layout: Connie Tang.
  Original Art: Gil Geolingo, Huan Lim, 
  Starcat Games, Yuminari.
  Stock Art: GRSites, Jacob Blackmon, 
  Jeff kingston, Jeshields, Rian Trost, Sha-
  man’s Stockart, SubtlePatterns.
  Graphic Design: Connie Tang.
  Kickstarter Management: Jason 
  Walther, Juan Herrera.
  Playtesters: Benjamin Merrill, Fearghal 
  Casey, Gzar, Jason Quintanilla, Jason 
  Walther, Transient People and all of our 
  Kickstarter Backers.
  Kickstarter Backers: Connie Tang, Fearghal Casey, Raymond Webster, Salvador del Cos, Guillermo Cáceres Reverte, Alex 
  Norris, devilmaydry, Brandon Carlstead, John Palmer, Mark S, Stew Wilson, Rémi D’Amours, Matt Shortess, Ben Hale, Markus 
  Viklund, Hunter4242, Jason Quintanilla, Jacob Olbert, PhantasticSoul, locomono9, Andrew Rock, Joshua Crowe, Eoin Burke, 
  Ryan H, Gareth Davies, Jared Ritter, Alex Miller-Clendon, Grant Chen, Kimberley Smith, Ewen Cluney, Mark Parker, Bobby 
  Agans, Jason, Andrew Fanton, Mitchell Jones, Chris Mitchell, Joseph Ashley, Alexander Slatin, Daniel B Cowden, taichara, Alber-
  to de Jesus, Pablo Palacios, Darzoni, Derek Alligre, Ray Spitz, codingTornado, Incandescent Imaginarium, Hobo, Xie Belvoule, 
  Oliver Rowson, Lisa Engelhardt, Captain Pete, David Terhune, Andrea Martinelli, Steven Warble, YP Lim, Pineapple Steak, Marc 
  Tetlow, Michae l Andrews, Jack Gulick, Carl Talbot, Joe l Verde, Jonathan McGrath, Borna Pekaric, Ari Schumer.
  Special Thanks to the Nine Great Battle Century Generals who made this book possible:
  The Battle Century Guardians
  Alex Anonymous
  Roland Kerr
  Ryan Gallagher
  The Battle Century Gearheads
  Ariel Martinez
  Andrew Drake
  The Battle Century Gamers
  Alexander Coulson
  Benjamin Merrill Jr
  Sam Starrick
  Branden Bogenschutz
  In memory of Jeff  Bogenschutz, A man who loved his son’s stories of giant robots.
  This is a work of fi ction. Names, characters, businesses, places, events and incidents are either the products of
  the author’s imagination or used in a fi ctitious manner. Any resemblance to actual persons, living or dead, or
  actual events is coincidental.
  Battle Century G is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 Interna-
  tional License. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-nd/4.0/.
  © 2016 Juan Herrera Some Rights Reserved
  Rules Version 1.0
  
  3
  EXPANDING THE RULES //:01
  TABLE OF CONTENTS
  00:// We’re Back
  4
  01:// Expanding the Rules
  8
       New Terrain Types
  8
       Miracle Skills
  9
       Traits
  10
            General
  10
            Equipment
  11
            Anomalies
  13
       Genre Powers
  14
            Alternative
  14
            General
  15
            Rush
  16
            Restoration
  16
            Boost
  17
            Limit
  17
       Upgrades
  18
            General
  18
            Active Defenses
  20
            Restoration
  21
            Mobility
  21
            Support
  22
            Combination
  23
            Design Flaws
  24
            Features
  25
       Weapons
  25
            The Remote Keyword
  25
            Melee
  26
            Shooting
  27
            Beam
  28
       Boss Abilities
  29
            Powers
  29
            Upgrades
  30
            Weapons
  31
            Capstones
  32
       Troubleshooting
  33
  02:// Customizing the Experience
  37
       Magic & Fantasy
  37
            Rituals
  37
            Expanded Miracles
  38
            The Magic Skill
  41
            Element System
  42
       Faction Management
  44
            Forming Factions
  44
            Relationship Themes
  44
            Collateral Damage
  55
            Faction Attributes
  56
            Faction Tests
  58
       Hardcore Difficulty
  60
            Insanity and Mental Trauma
  60
            Trauma Themes
  61
            Attrition and Energizing Terrain
  67
            Circumstances of War
  69
            Odds and Ends for the GM
  72
  03:// Ramping the Difficulty
  76
       Sample Enemies
  77
            Grunts
  77
            Rivals
  87
            Bosses
  97
       Sample Operations
  107
            Trench Warfare
  107
            Asteroid Drop
  109
            Keep Running
  111
            Fog of War
  113
            The Final Battle
  115
  04:// Index
  117
  
  4
  01:// EXPANDING THE RULES
  Hello and welcome to Battle Century Z, the expansion to Battle Century G! In here you will fi nd more toys for characters, 
  tweaks and hacks for the general game rules, and enough premade content to make running your own games a breeze - all 
  with the style and substance you’ve come to expect from Battle Century G. There are three chapters to this book and each 
  one tackles one of the subjects mentioned in the paragraph above. They are, in order:
  Chapter 1: Expanding the Rules has new material for PCs of all kinds. The rules can now represent even more kinds of giant 
  robots, there’s more options for existing characters, and a greater variety of Bosses for the GM. As usual, the content is largely 
  setting-agnostic and you can cherry pick the parts you like for your own game.
  Chapter 2: Customizing the Experience is full of optional rules to change your game of BCG into something diff erent from the 
  norm. This is done via a series of Rules Modules, which fundamentally change the BCG experience. The various Modules can be 
  divided into three categories: Magic & Fantasy, Faction Management and Hardcore Diffi  culty.
  Chapter 3: Ramping the Diffi  culty is primarily meant for Genre Masters. On top of the usual advice for using the new rules 
  content, it features an extensive list of Enemies and a few pre-planned Operations with special unique rules. Each Enemy and 
  Operation has rules data going from Power Level 0 to 5 and comes with tips for playing and modifying them.
  00:// We’re Back!
  
  5
  EXPANDING THE RULES //:01
  “I’m bored.” Julia complained. “This is worse than when we had to play bodyguards for that stuck-up brat in the capital.” 
  She sighed in the cockpit of the Power, her mecha humming around her and obviously just as bored as she was. Target-
  ing sensors kept locking onto everything that moved. The Gear was like a little kid trying to find something to do.
  “A hunter is often best served by allowing his prey to come to him,” Leon countered. He’d been trying to meditate for an 
  hour now, but Julia wouldn’t stay quiet for more than a minute at a time. “We’re here to test new technology, and that 
  means we need to draw the enemy into our trap. You’ll have your fun once they arrive.”
  “Why would they come here anyway?” Julia asked. “The only thing that’s here is a bunch of stupid rocks.” The valley 
  had been the site of a battle, months ago, and had been left fallow since then. There were blast marks across the barren 
  ground and boulders, which Leon had spent some time identifying as one weapon or another, and a smattering of wreck-
  age that had been left in the mud. There wasn’t anything worth salvaging, but the metal and fallen mechanized beasts 
  would serve to make the ambush more difficult to detect.
  “Our forces have carelessly left an opening in this direction,” Leon explained. “The enemy is being surrounded by enough 
  of a force that they will have to either break through or seek escape. By my calculations, they will decide to flee, and this 
  is by far the most attractive option for them to do so.”
  “And they’re going to run… why?” Julia frowned. “They’re going to think it’s suspicious, right? If they have any experience 
  at all they’re going to assume it’s a trap.”
  “Mm. Perhaps. They’ll be on high alert.” Leon folded his arms. “But you must always leave your enemy a way to escape, 
  lest they fight knowing they have nothing to lose. An animal backed into a corner is far more dangerous than one that 
  thinks it can flee.”
  “Whatever,” Julia sighed. “So they’ll come this way and we’ll blow the hell out of them with whatever surprise you’ve got 
  planned.”
  “…Did you pay attention during the briefing at all? I prepared numerous slides on this, and my presentation was quite 
  detailed.” Leon adjusted his glasses. “I still have the data with me, and I could send it to your Gear so you can read over it 
  again.”
  “I fell asleep after about ten minutes while you were still explaining science stuff.” Julia yawned.
  “You fell asleep?” Leon frowned, starting to lose his cool. “I spent hours putting that together.”
  “I could tell. Every minute I tried to listen to it felt like I was spending hours trying to pay attention. It was like some kind of 
  an endless hell of spreadsheets and charts.”
  Leon glared through his monitor at the tarp-covered Power, knowing Julia couldn’t see it, but wishing his gaze could go 
  right through the Gear’s armor and set her on fire. Before he could start yelling at her, one of the green lights on his com-
  mand and control board turned red. He sighed and steadied himself, putting on his helmet and sealing it carefully.
  “They’re coming,” Leon said. “Make sure your power is down to minimum levels. We don’t want to trip any of their sensors 
  before they’re in the center of the array.”
  “The what now?” Julia asked.
  “Just-“ Leon took a deep breath. “Just wait until I tell you, and don’t move a muscle.” He could feel a headache starting. 
  After the mission was over, he was going to have words with their commanding officer.
  A massive, looming shape roared into the valley. The enemy ship was brightly colored, the paint job marred where recent 
  damage had scorched the hull. It was a blocky, powerful-looking beast, though it was so large it shouldn’t have been able 
  to fly anywhere, much less hang impossibly over the valley floor, keeping low to avoid sensor sweeps. The Wagner. It was 
  a symbol of how the rebels had a technological edge over the GAF, a gap that was going to narrow today.
  “Switch to laser communicators,” Leon said. “I’m bringing the array online.” Thankfully, instead of arguing, he saw an indi-
  cator appear as Julia did as he asked. Leon shut down most of his sensors and glanced at her. The tarp had shifted, the 
  Power’s bladed tail twitching like it was a cat ready to pounce on its prey.
  
  6
  01:// EXPANDING THE RULES
  As the Wagner hit the center of the field, Leon flicked a switch, sending a signal down the hardwired connection to his 
  Gear, the Victory sitting at one end of a web of cables like a spider. He’d concealed the prototype jamming nodes in the 
  wreckage and blasted rocks around the valley, and according to the designer, they’d turn the whole area into a soup of 
  jamming in every frequency they could affect.
  Antennae raised up like tuning forks, glowing with a harsh purple light that burned the naked eye to look at. The effect 
  was immediate, the Wagner halting as its sensors suddenly cut out. Leon could see his own screens start to fade to 
  static. The only thing he had was a low-gain camera, the hardened sensor able to feed him just enough through the jam-
  ming to maneuver.
  Leon took the Victory out into the open, not trying to hide.
  “What are you doing, you idiot?!” Julia yelled. “You’re in their firing arc!”
  “I have full confidence in the technology,” Leon explained. He stood boldly, waiting for the ship to respond, and it only took 
  a moment for them to respond in force, beams of light blazing into the valley floor. Leon didn’t flinch as everything went 
  wild, the jamming confusing the targeting sensors so badly that the crackling beams did little except chase ghosts. Mis-
  siles launched vertically, screaming down only to scatter into rocks and wreckage, two actually twisting to hit each other.
  “Does this mean I can go now?” Julia asked, her Gear already standing, crouched and tense, ready to attack.
  “Be my guest,” Leon said. Before he’d even finished, she’d launched into motion, pushing the Power as fast as it would go, 
  the Gear moving like a living thing and rushing across the uneven ground, dropping to all fours to skim across a field of 
  boulders as Julia laughed, stumbling and only barely catching itself, kept going more by momentum than any semblance 
  of control.
  Julia screamed and body-slammed the ship as she ran into it with full force, a silvery bulkhead bending and deforming, 
  sparks flying from the contact as she grabbed onto it, hanging on with her gear’s clawed hands.
  “They’re deploying two Gears on the upper deck,” Leon noted. “They might be trying to act as spotters to manually aim 
  the ship’s weapons.” He braced his Victory and took aim, launching a swarm of attack drones at the enemy. As soon as 
  he tried to telepathically direct them, though, Leon felt a spike of pain in his temple.
  The drones slammed into the deck, but he wasn’t going to be able to do more than barrage the area. The jamming was 
  working all too well.
  “I can’t get a lock on anything!” Julia complained, having obviously found the same problem. She jammed her Gear’s 
  spiked tail into the deck and pulled herself up. “How is this supposed to help? This is stupid!”
  “It’s not stupid,” Leon said, getting annoyed. “It does appear that our countermeasures are not as effective as expected. 
  However, we still have the element of surprise on our side.” He fired another barrage into the Wagner’s deck, one of the 
  two Gears it had deployed falling off and handing heavily on a pointed boulder, the Gear’s weight sending the granite 
  spire deep into its frame, something exploding wetly inside, black smoke pouring from the wound as it lay still.
  “I can barely… hit anything!” Julia yelled. She tried to bring her Gear’s bladed tail to bear with a thrust, but it went so wide 
  it was clear that she was aiming at ghosts. Her opponent wasn’t doing much better, firing blindly to the side.
  “I’ll make sure to note your complaints in the official feedback report on the new technology,” Leon said calmly. Julia was 
  flailing blindly on the deck, but managed to catch the enemy Gear as she sent the Power into a spin, lashing out in all 
  directions. The huge horns caught it in the side, bulldozing it over the side to meet a similar fate to the other fallen rebel 
  Gear.
  “So if I bring this thing down I get promoted two ranks, right?” Julia asked, her gear shaking its head like a dog trying to 
  dry itself. “I can barely see it with all this interference and I’m standing on top of it!”
  “Where did you get that idea?” Leon asked, pausing his barrage as the question distracted him.
  “There’s a rumor going around that says anyone who brings down the rebel flagship will automatically be promoted two 
  ranks! Hey, maybe I’d be your commanding officer!” She started laughing.
  
  7
  EXPANDING THE RULES //:01
  Leon felt the blood drain from his face at that suggestion. “Fate would never be so cruel to me.” He glanced at his dis-
  plays. “On your left. They’re deploying something else. I haven’t seen this Gear before.” Leon couldn’t even begin to get 
  anything like a clean scan of it with the jamming. However, it was threatening Julia, not him, and that was improving his 
  mood already.
  “Looks like things just got interesting,” Julia asserted with confidence, the Power’s tail lashing and bending the deckplates 
  behind her Gear. “I bet I can take this guy on my own.”
  “It’s your funeral,” Leon remarked, watching as the rebel Gear started to glow with a green light. Julia roared, her Gear ex-
  pelling a burst of flames from the incinerator mounted in the Power’s chest. A cone of red flames washed over the deck, 
  parting as they impacted a sphere around the Gear, the edges glowing faintly as the shield deflected the bulk of the fire.
  “He’s a stroppy one,” Julia said, her Gear jumping over to the other side of the Wagner and slamming into the deck where 
  the enemy had been a moment before. “Fast, too!” Julia yelled. She spun, only to find herself face-to-face with the yawn-
  ing barrel of a cannon.
  Time seemed to slow as she forced her Gear down at the same moment it fired, the shotgun-like blast ripping through her 
  Gear’s shoulder and into the deck beyond. Only Julia’s quick reactions kept it from going through the cockpit.
  “He’s stronger than the others,” Leon commented. “Be careful.”
  “I noticed!” Julia shouted. She stayed on the ground, spinning like a break dancer and sweeping the rebel Gear’s legs 
  with the Power’s bladed tail. As it fell, she retreated on three limbs, the damaged arm hanging limply as she stood.
  Julia smiled in her cockpit and fired the flamethrower again, the smile fading as the flames again failed to reach their tar-
  get. “What an annoying little…” She growled, jumping towards the Gear as it fired again, a spray of beams that narrowly 
  missed the Power as it leapt through the air. Julia’s Gear slammed feet-first into its chest, grabbing onto its shoulders with 
  flexibility and a reaction time that were almost superhuman. “Let’s try that at point-blank,” Julia said, firing the incinerator 
  right into the rebel Gear’s head and chest, smothering it with flames.
  “The Wagner has started to move again,” Leon warned. The green lights on his indicator board started flickering yellow 
  and red. “It’s moving out of the focus. We’re going to lose jamming soon.”
  “It’s fine! I got this!” Julia yelled. The rebel Gear kept moving, even with its upper body on fire. Julia grunted as they strug-
  gled before she was thrown aside, flung off the Wagner entirely and towards the ground.
  “Very nice,” Leon mocked her. “You definitely got this.”
  “Shut up!” Julia yelled, spinning in midair and landing heavily on her Gear’s feet, one ankle snapping from the impact. She 
  looked up and saw the bow of the Wagner coming right for her, and she let the Power collapse, lying low as the battleship 
  flew overhead. “We need to finish them off while they’re weak!”
  “They’ve left the jamming area,” Leon said, standing down. “We got good data on that run. We don’t have enough support 
  in that direction to follow them on our own, and they likely have reinforcements en route.”
  “Whatever,” Julia growled, as her Gear struggled to get up and failed. “Next time, we do things my way. My way works 
  better.”
  “I’ll make sure to keep my expectations low.”
  
  8
  01:// EXPANDING THE RULES
  NEW TERRAIN TYPES
  Battle Century Z introduces new types of Terrain. Most of these can be created by Powers, Upgrades and Weapons, while others 
  are much rarer and will only show up at the GM’s discretion.
  Like with the other Terrain types, multiple instances of new Terrain will stack together. Here is the full list:
  Defensive: Inflicts one Disadvantage per instance. 
  Difficult: Halves Speed once per instance.
  Extreme: Adds Tension to the DN once per instance. 
  Interference: Inflicts two Disadvantages per instance.
  Sliding: Moves the Unit 1 additional Zone per instance. 
  Withering: Halves the restored Energy once per instance.
  Plain and Impassable Terrain can’t stack, for obvious reasons.
  Withering Terrain
  Withering Terrain prevents giant robots (or your game’s 
  equivalent) from functioning properly. This could be a strong 
  magnetic disturbance, particles that obstruct the flow of 
  Element G, or the work of stranger forces if your Mecha are 
  powered by Magic. Whatever it is, Mecha in Withering Terrain 
  are noticeably weakened.
  When you start your Turn within Withering Terrain you only 
  regenerate half your Energy Attribute at the beginning of 
  your Turn. 
  Variant Anti-Air Terrain
  Unlike other Terrain types, Anti-Air Terrain variants only af-
  fect flying Units. You can create variant Difficult and Sliding 
  Anti-Air Terrain to represent high-altitude stormy winds, for 
  example. Anytime you would create Defensive, Difficult, 
  Extreme, Sliding or Withering Terrain (this includes abilities 
  like Surprise Minefield and Incinerator) you may choose to 
  make it Anti-Air Terrain instead. This Anti-Air Terrain does 
  not affect anybody who is not using an ability like Flying or 
  Antigravity. 
  Harmful Anti-Air Terrain is meant to challenge aerial PCs who 
  are having a considerably easier time than everyone else 
  without resorting to underwater or space environments. Even 
  then, it should be employed alongside regular Terrain to give 
  Players options and make them choose the lesser of two evils. 
  Use it sparingly, as it otherwise punishes Players for having 
  spent MP to gain flight capability.
  Interference Terrain
  Interference Terrain is a specialized version of Defensive Ter-
  rain, jamming sensors and obscuring vision. Unlike Defensive 
  Terrain, Interference Terrain does not provide real cover, it 
  only makes you harder to pinpoint and is thus useless against 
  weapons that don’t require precise targeting and cover a wide 
  area of effect.
  Interference Terrain works both ways, any Units attacking 
  from within, into or through Interference Terrain will suf-
  fer two Disadvantages to the Might Test unless it is with 
  Weapons with the Blast, Burst or Line abilities. That means 
  you can use it offensively to force enemies to move out of 
  their current position, defensively to nerf their (most likely) 
  strongest weapons, or as a barrier between both groups to 
  do a little bit of both. Abilities that can usually ignore the 
  effects of Terrain will not help against this.
  Sliding Terrain
  Sliding Terrain is a variant of Difficult Terrain that often comes 
  together with it. It represents things like strong winds or water 
  currents, landslides and quicksand. Sliding Terrain will force 
  anything that occupies it in a specific direction, usually the 
  direction obvious to the naked eye. It can even be pointed 
  upwards for areas with abnormal gravity.
  A Unit that begins or ends a Turn within Sliding Terrain will 
  be moved 1 Zone in a predetermined direction, chosen 
  when the Zone is created or made into Sliding Terrain. 
  This direction is fixed and remains the same through the 
  whole of the Operation. Should they be sent in the direc-
  tion of another Unit, they must both Test Speed against 
  a DN of 10 and take an amount of Damage equal to the 
  current Tension if both of them fail the test.
  01:// Expanding The RUles
  
  9
  EXPANDING THE RULES //:01
  Life
  You feel the pulse of life around you as one more of your 
  senses. You can expand this special sense over a wide area 
  to feel the presences of specific kinds of animal life (humans, 
  small mammals, reptiles, invertebrates) at a time. This will 
  give you a number and the general location of each, but 
  won’t let you identify them individually. Not only that, but 
  you can also transfer your own life essence through touch to 
  heal other people’s wounds.
  When used to search for living creatures, Life requires an 
  Awareness Test. When used as part of a Healing Test with 
  the Medicine Skill, it uses Intellect as normal. You may not 
  use Life to Heal yourself.
  Possible Specializations: Awareness Tests, Medicine Tests.
  Possible Advantages: Few targets of the specified type in 
  the searching area, surrounded by vegetation or outdoors in 
  a wooded location.
  Possible Disadvantages: Many targets of the specified type 
  in the searching area, Surrounded by machinery and elec-
  tronics.
  Sample Tests: Detecting human presences in a 100 meter 
  radius (DN 5), Detecting small mammals in a 1 kilometer 
  radius (DN 10), as Healing Tests. 
  MIRACLE SKILLS
  The two new Miracles in Battle Century Z enhance the repertoire of superpowers available to PCs. Both of them lend them-
  selves well to a support role, healing wounds and allowing fast travel from one place to another. 
  Portal
  Your hands can rip open wormholes in spacetime, creating 
  oval-shaped glowing Windows that lead to other places. You 
  can step through these Windows to go to the other side, but 
  both Windows must be set in advance at the specific loca-
  tions. You cannot set more than two Windows at a time. You 
  may also use Portal to create your own pocket dimension in 
  which you can hide objects or even yourself.
  Portal Tests are always made using Awareness. To set a Win-
  dow you must press your hands against the surface of a solid 
  non-living object. If the object is destroyed, so is the Window. 
  You don’t have to maintain the existence of a Window with 
  further Portal Tests and can dismiss an existing Window or 
  pocket dimension at any time without having to spend an 
  Action. When you dismiss a pocket dimension, anything that 
  was inside of it reappears where it was last seen.
  Possible Specializations: Setting Windows, Pocket Dimen-
  sions.
  Possible Advantages: Placing a Window in an area you know 
  well and access frequently, Hiding an object the size of your 
  palm or smaller.
  Possible Disadvantages: Placing a Window in an area that is 
  new to you or that you can’t access easily, Hiding an object 
  larger than yourself.
  Sample Tests: Setting up a Window for one Scene, an Epi-
  sode or a whole Episode Arc (DN 5, 10 or 15), Hiding an object 
  or yourself in a Pocket Dimension (DN 10), Hiding a number 
  of objects or characters up to your Power Level in a Pocket 
  Dimension (DN 15).
  Battle Century G included a set of variant Specializations for the Temperature Miracle. This sidebar covers the rest of the 
  work, including Specializations for all the other Miracles left out until now. 
  Electricity: Charging devices or the atmosphere. 
  Force: Nonliving creatures, Living creatures. 
  Fortune: Information gathering, Hiring someone else’s services.
  Life: Humans, Other vertebrates, Multicellular invertebrates, Unicellular invertebrates.
  Matter: Destroying objects, Improving objects. 
  Phantasm: Self disguises or self invisibility, illusionary objects or entities. 
  Phasing: Passing through inert objects. 
  Portal: None. The two existing Specializations already cover all potential uses.
  Probing: Offensive Tests. 
  Sight: Trances, Unskilled Awareness Tests. 
  Somatics: General Skill Tests, Miracle Skill Tests. 
  Temperature: None. The variants (Heat and Cold) are already in Battle Century G.
  
  10
  01:// EXPANDING THE RULES
  Adaptable Eyes
  General Trait (5)
  Eff ect: You do not suff er a Disadvantage to Tests made in 
  dim or fl ickering light.
  Your sight is better suited to dark environments and you 
  have no problem when your only source of lighting is a fail-
  ing lightbulb or the moonlight while away from civilization. 
  You still can’t see in total darkness, however.
  Assassin
  General Trait (5)
  Eff ect: If your Initiative is higher than that of all Enemies or 
  you have taken them by Surprise, you gain an Advantage to 
  all Combat Tests you make during a Match.
  You don’t fi ght fair. You strike fast, hard and preferably by 
  surprise. It doe sn’t make many friends and even your allies 
  aren’t too fond of your penchant for surprise attacks, but it 
  is an eff ective tactic.
  Better Lucky than Good
  General Trait (5)
  Eff ect: Any time you roll a 1 when using a Skill you are 
  trained in, you may treat it as if you had rolled a 10 instead.
  There are those who would argue that luck is part of one’s 
  skillset, and you in particular are luckier than most. Unlike 
  with certain other character abilities, this doe s not involve 
  any kind of supernatural shenanigans. Maybe, just maybe, 
  you were simply born under a lucky sign.
  Deceptive Fighter
  General Trait (5)
  Eff ect: As an Action you may Test Charm and Deception 
  against the Defense of one Enemy. If you pass, the target 
  suff ers a Disadvantage to all Tests they make and you grant 
  an Advantage to all Off ensive Tests made against them for 
  one Round. For each multiple of 10 you meet with the result 
  of this Test, the number of their Disadvantages and your 
  Advantages each increases by one.
  Rather than fi ght, you are at your best performing feints 
  and playing tricks on your enemies to confuse them and 
  leave them open to attacks from your allies.
  Team Player
  General Trait (5)
  Eff ect: You grant an additional Advantage when you use a 
  Help Test to assist an Ally with a Skill you are trained in.
  There is no “I” in Team and you understand this better than 
  most. Your talent at making others look good means that 
  others love to have you around.
  GENERAL TRAITS
  There’s plenty of Traits in Battle Century G, but that doe sn’t mean we can’t have more. Some of these add more options to 
  use in combat between characters, others make it more enticing to train yourself in many Skills instead of focusing on At-
  tributes, and a select few do entirely new things that weren’t possible before. 
  Ace in the Hole
  General Trait (10)
  Eff ect: Once per Episode you may choose one of your Traits 
  that may only be used once per Episode and use it again.
  You’re a tricky one. Your repertoire of ploys so large that it 
  is eff ectively impossible to try and predict all that you can 
  do. Every time someone takes you as fi nally cornered, you 
  always do something unexpected.
  Enhanced Human (Specialist)
  General Trait (10)
  Eff ect: Choose an Anomaly when you take this Trait. Once 
  per Episode you may gain the benefi ts of that Anomaly for 
  the duration of the current Scene. If you do, you also suff er 
  its downsides until the end of the current Episode.
  You have a dark secret: You are no longer what most would 
  call human. You hide it better than most, but deep down you 
  know it is inevitable that you’ll be outed.
  Plan B
  General Trait (10)
  Eff ect: Once per Episode you may reroll a Skill Test made 
  using a Skill you are trained in, gaining an Advantage to the 
  Test and keeping the new result.
  You are nothing if not well prepared, having countermeas-
  ures for your contingencies and backups for your auxiliaries. 
  Whenever something important goe s wrong, you already 
  knew what to do to make your original plan stick.
  Practice Makes Perfect
  General Trait (10)
  Eff ect: Any time you roll 4 or less using a Skill you are 
  Trained in, you may treat it as if you had rolled a 5 instead.
  You have a well-practiced, methodical approach to every-
  thing that you do that assures you will rarely botch a job. It 
  helps to know a little bit of everything, so you will never be 
  entirely out of your depth.
  The Meat Shield
  General Trait (10)
  Eff ect: When Maneuvering you may share half the Defense 
  bonus with one Ally within 1 Zone without having to give up 
  your own Defense bonus. You may also give your Ally the full 
  Defense bonus and keep one half of it for yourself instead.
  It is a tough job, but someone has to do it. You are one of 
  the best around at protecting those under your care, mak-
  ing you a great bodyguard.
  
  11
  EXPANDING THE RULES //:01
  Call System
  Equipment Trait (5)
  Eff ect: Choose a Superior Proxy you own when you take this 
  Trait. At any time, when you don’t have said Equipment on 
  hand, you may have it come to you. Test Resources with a 
  DN of 10, if you succeed the chosen Equipment is delivered 
  to you at the beginning of your next Turn, otherwise it is 
  delivered to you at the end of the current Scene.
  With the press of a button or a snap of your fi ngers, you 
  have your gear delivered to you. Your own car drives itself 
  using GPS to where you are and your spy drone fl ies across 
  town to join you, carrying its controls.
  Nanomedical Vest
  Equipment Trait (5)
  Eff ect: The fi rst time that you fail a Test to avoid defeat from 
  Plot Armor Damage during an Intermission, you reroll that 
  Test with an Advantage and keep the second result.
  A form-fi tting vest made of medicinal nanobots that con-
  stantly watch your vitals and deliver anything from fi rst aid 
  to defi brillation in case of emergency.
  Portable Barrier
  Equipment Trait (5)
  Eff ect: Once per Episode as an Action you may activate this 
  item to grant yourself or an Ally an increase of 5 to their De-
  fense for the rest of the Scene, but only if they remain within 
  their current Zone.
  A human-sized energy barrier that can be used as cover for 
  a short while before it runs out of power. This item can be 
  made to look like a variety of containers such as a back-
  pack, attache suitcase or guitar case. In reality, the insides 
  of the bag or case are the barrier’s battery.
  EQUIPMENT TRAITS
  Here are a few extra pieces of Equipment to complement those in the core rules. These are more specifi c than the general 
  ones you already know, with a good number of them being there to help those who want to fi ght other characters on foot.
  Tracking Device
  Equipment Trait (5)
  Eff ect: Once per Episode you may make a single Contested 
  Finesse Test against a Character’s Defense to place a tracker 
  on them. The other Character makes an Awareness Test with 
  a DN of 15 at the beginning of every Scene they’re in thereaf-
  ter to notice the tracker.
  This gadget is small enough to fi t in the palm of your hand. 
  You may fi re it from an inconspicuous object like a watch or 
  pen and it will attach to the target.
  Smart Manacles
  Equipment Trait (5)
  Eff ect: Restraining someone with these cuff s takes an Action. 
  Once restrained, they won’t be able to break free unless they 
  pass a DN 20 Finesse Test. They may only try to break free 
  once per Episode. Anybody else can release them using an 
  Action.
  These shackles made of nanobots automatically adjust to fi t 
  the hands of the subject. Not only that, they get only more 
  fi rm the more the prisoner struggles with them.
  Smoke Bomb
  Equipment Trait (5)
  Eff ect: Once per Episode as an Action you may make a single 
  Contested Stealth against an Investigation Test from every-
  one who can see you. If you beat everyone else this way, you 
  escape from the Scene and no one can fi nd you for the rest 
  of the Intermission if you don’t want to be found. 
  Useful for escaping ninja ambushes and angry signiﬁ cant 
  others alike.
  
  12
  01:// EXPANDING THE RULES
  Performance Enhancer
  Equipment Trait (10)
  Eff ect: Once per Episode and at the beginning of your Turn 
  you may activate this item to gain an Advantage to all Fit-
  ness, Intellect, Awareness or Willpower Tests for the rest of 
  the Scene.
  You carry a number of stimulants with you in the form of 
  a patch of nanobots. You can apply to your skin in a pinch, 
  near immediately. With them, you feel like you can do nearly 
  anything. Use with restraint - they are addictive.
  Speed Booster
  Equipment Trait (10)
  Eff ect: You can Move two Zones as part of your Actions 
  instead of just one. If you have another piece of Equipment 
  that can Move (either on its own or with someone controlling 
  it), you may combine it with this item.
  Who doe sn’t like speed? This item can be made into rocket 
  shoe s for yourself or a booster attachment for a vehicle or 
  drone that you own.
  Self-Destructing Note
  Equipment Trait (10)
  Eff ect: Test Electronics to plant the Note on any Electronic 
  device with a screen and camera. After you activate the 
  note’s self-destruct function, the  fi rst person to read the 
  contents of this note will also be the last - because it ex-
  plodes in their face. They (and anybody next to them) must 
  Test Willpower against a DN of 10 plus the result of your 
  Electronics Test and take the amount they failed the Test by 
  as Damage.
  An assassination tool that adds insult to injury - though not 
  necessarily in that order. This is a chip that can be inserted 
  into electronic devices like computers or phones to make 
  the screen show a message of your choice. As soon as the 
  modifi ed device detects someone has read the message, it 
  explodes with no regard for who is or isn’t close.
  
  13
  EXPANDING THE RULES //:01
  Augmented Creature
  Anomaly Trait (0)
  Effect: You gain either the Probing or Sight Miracles. If you 
  gain it as a Specialist, you suffer a Disadvantage to all Intel-
  lect Tests. If you gain it as a Generalist, you suffer two Disad-
  vantages to all Intellect Tests instead.
  As an uplifted entity that is still getting used to sapience, 
  you have considerable trouble thinking about things in-
  depth. You often find yourself thinking out loud and are 
  easily confused, often repeating the last noun you heard at 
  others in the form of a question.
  Special: You may purchase the chosen Miracle to buy off the 
  Disadvantages and lose this Trait at any time.
  Financially Incompetent
  Anomaly Trait (0)
  Effect: You gain either the Phasing or Portals Miracles. If 
  you gain it as a Specialist, you suffer a Disadvantage to all 
  Resources Tests. If you gain it as a Generalist, you suffer two 
  Disadvantages to all Resources Tests instead.
  Where you are originally from, barter is the norm. You have 
  considerable difficulty comprehending the notion of cur-
  rency and firmly believe that trading for goods and services 
  is a superior alternative. As such you can never tell who is or 
  isn’t being ripped off with every transaction.
  Special: You may purchase the chosen Miracle to buy off the 
  Disadvantages and lose this Trait at any time.
  Hivemind Drone
  Anomaly Trait (0)
  Effect: You gain either the Fortune or Life Miracles. If you 
  gain it as a Specialist, you suffer a Disadvantage to all 
  Willpower Tests. If you gain it as a Generalist, you suffer two 
  Disadvantages to all Willpower Tests instead.
  You used to be part of a greater hivemind as a support unit 
  and find your new sense of individuality rather confusing. 
  Anything that triggers your self-preservation instincts is 
  particularly confusing and troublesome to deal with.
  Special: You may purchase the chosen Miracle to buy off the 
  Disadvantages and lose this Trait at any time.
  ANOMALY TRAITS
  This new batch of Anomalies are different to those in the core rulebook. They are called Alien Anomalies and, when you take 
  one of them, you gain one of two Miracles it offers you without having to spend any CP to purchase it. You may purchase the 
  same Miracle later with CP to lose the Anomaly and not have to suffer its downsides anymore. These Alien Anomalies are 
  not compatible with the Enhanced Human Trait.
  Alien Anomalies are harsher than the originals and will make PCs have considerable trouble passing as normal humans. With 
  that said, most have a comedic tone to their flavor text because they’re meant for PCs who are trying to fit but don’t quite 
  manage it. This is ideal for spies in games with lighter tones, where literal extraterrestrials could send someone over to live 
  among the humans and report back on them. Alien Anomalies come with their own clause to get rid of them as a way to 
  represent how the PC finally adjusts to society, as is common for characters of this kind to do in fiction.
  Like with most other parts of the game, but perhaps moreso than with others, you’re encouraged to take advantage of the 
  effect-based rules and change the flavor of these Traits to better suit your character. Some are appropriate for humans com-
  ing from (very, very) different cultures, while others would be suited better to radically different entities.
  Mismatched Body
  Anomaly Trait (0)
  Effect: You gain either the Phantasm or Temperature Mira-
  cles. If you gain it as a Specialist, you suffer a Disadvantage 
  to all Fitness Tests. If you gain it as a Generalist, you suffer 
  two Disadvantages to all Fitness Tests instead.
  You have recently acquired a human body to better infiltrate 
  their society with... And it sucks. They don’t have enough 
  legs to properly move on the ground, lack your kind’s finer 
  senses that you were so accustomed to, and don’t even have 
  a proper exoskeleton to protect their bodies with! Of course 
  you’re going to have trouble using this piece of crap!
  Special: You may purchase the chosen Miracle to buy off the 
  Disadvantages and lose this Trait at any time.
  Offbeat Senses
  Anomaly Trait (0)
  Effect: You gain either the Matter or Electricity Miracles. If 
  you gain it as a Specialist, you suffer a Disadvantage to all 
  Awareness Tests. If you gain it as a Generalist, you suffer two 
  Disadvantages to all Awareness Tests instead.
  White is the color of the most dangerous flora and fauna 
  in your homeworld, while red and yellow are the colors of 
  things cute and peaceful. Even if you rationally understand 
  that a white dove is harmless and a white hospital hall is a 
  safe place, they still put you on edge.
  Special: You may purchase the chosen Miracle to buy off the 
  Disadvantages and lose this Trait at any time.
  Wrong Language Data
  Anomaly Trait (0)
  Effect: You gain either the Sight or Somatics Miracles. If you 
  gain it as a Specialist, you suffer a Disadvantage to all Charm 
  Tests. If you gain it as a Generalist, you suffer two Disadvan-
  tages to all Charm Tests instead.
  Your installation of the local language data has a bug in 
  the form of one or more speech quirks. Perhaps you can 
  only speak in the third person, in the archaic Olde English, 
  or something else altogether. While it makes you somewhat 
  endearing, most can’t take you seriously.
  Special: You may purchase the chosen Miracle to buy off the 
  Disadvantages and lose this Trait at any time.
  
  14
  01:// EXPANDING THE RULES
  Fight Smarter
  Setup Power
  Effect: One Enemy Tests Systems against a DN of 5 plus your 
  Systems. If they fail you gain the benefit of the Aim Action 
  and your Weapon gains the Crippling ability for their next 
  Offensive Action against that Enemy. You can use this Power 
  once per Round.
  As the seemingly untouchable enemy mecha continued to 
  rampage unimpeded, Suzu’s neural-link started gather-
  ing telemetry data from dozens of different mecha around 
  her. From there, it was simply an extended mathematical 
  calculation to learn the other pilot’s habits. The Nebra Sky’s 
  Point Singularity Projector came online and Suzu permitted 
  herself the thinnest of smiles. “Odds of successfully impact-
  ing the target... 95.998 percent... acceptable.”
  Special: This Power is an Alternative to Knowledge is Power.
  I Don’t Think so
  Reaction Power
  Effect: Force an Enemy’s Might Test against you to be re-
  rolled inflicting it with one Disadvantage, keeping the new 
  result. You can use this Power once per Test.
  Everyone freaked out when Andy’s Steel Chariot was hit by 
  the Megido Beam, but his ride simply kept advancing until 
  eventually the power of the Beam gave out. “I’m brave, 
  not stupid.” Andrew discarded the burnt and now useless 
  remains of the space shuttle top he’d picked from the debris, 
  his improptu shield.
  Special: This Power is an Alternative to Not so Fast.
  It’s Over!
  Reaction Power
  Effect: Whenever you deal damage to an Enemy and they 
  survive with 5 or less points of Threshold left, you may acti-
  vate this Power to deal that Enemy their remaining amount 
  of Threshold in Damage.
  Meiling stabbed the Outsider’s gut once with her suit’s 
  beam saber while the monster’s jaws continued to crush 
  her Mecha. She could feel the cockpit rattle and around her, 
  but she wasn’t going to escape. With a yell, the Limit Engine 
  kicked in and the beam saber extended into a pillar of light, 
  burning a hole through the monster and killing it instantly.
  Special: This Power is an Alternative to Try Again.
  ALTERNATIVE POWERS
  Alternative Powers aren’t acquired like other Genre Powers, instead you can exchange your Default Powers for them. Each 
  one has a direct analogue in one of the six Default Powers and you can give up one of those for its equivalent Alternative 
  Power. The equivalences are listed at the end of each entry.
  Parting Shot
  Reaction Power
  Effect: Whenever you would be defeated you may activate 
  this Power to take an Offensive Action against that Enemy. 
  Your Action takes place at the same theirs does and you are 
  still taken out after your final attack.
  Mark’s second wave of missiles struck Lan’s Mecha, sending 
  a one-armed headless torso to the ground. But just as Mark 
  thought it was over, a beam fired from the hand still holding 
  the rifle. Mark never saw that shot for his reactor coming.
  Special: This Power is an Alternative to Live Another Day.
  The Strong Adapt
  Reaction Power
  Effect: Choose one Feature when activating this Power and 
  gain that Feature for three Rounds. You can use this Power 
  once per Operation.
  Edgar’s AI assistant, still better at its old task operating a 
  local mall even after the upgrades, chimed in with a sug-
  gestion. “Don’t forget, our launch rails can also deploy 
  your gear something more comfortable to slip into, for any 
  occasion!” The gear launch rails screeched as they pep-
  pered Rayleigh’s Gear, the Vanessa X2 with self-adhering 
  heat resistant plates the instant before the wave of magma 
  washed over him.
  Special: This Power is an Alternative to Mid-Scene Upgrade.
  This is For My Friend!
  Setup Power
  Effect: You gain two Advantages to your next Might Test this 
  Turn. You can use this Power only after one Ally of equal 
  Power Level to you has been defeated during this Operation, 
  and you may reuse it once for every Ally defeated.
  Abby’s free hand reaches up to grasp the tossed sword by 
  the handle, reclaim it as she passes over Solomon, towards 
  the woman that struck him down. She’s silent, no banter or 
  joking or even screaming - just blow after blow. Methodical, 
  clinical, almost automated. Again, and again, and again, she 
  keeps up the assault. For what it’s done to her friend, this foe 
  will not make it out alive, she’s certain of that fact.
  Special: This Power is an Alternative to Synchro Attack.
  
  15
  EXPANDING THE RULES //:01
  Hang in There!
  Reaction Power
  Effect: You or another Pilot that is about to be defeated 
  through Plot Armor Damage (or was already defeated) re-
  stores their Plot Armor to full and continues fighting normal-
  ly. You can use this Power once per Operation.
  Through closed eyes, Rise could hear her partner calling her 
  name. Just “Rise… RISE!” Over and over. Gasping for breath 
  in the smoke and ruin, she grabs for the controls with a firm, 
  resolute grip. She will not be defeated here. Her one eye 
  opens, focused and sharp. And like the phoenix, the Xifeng 
  rises from the ashes.
  I Am a Loose Cannon
  Setup Power
  Effect: Roll 1d10 when you activate this Power. Treat Tension 
  as if it were that many points higher for your next Offensive 
  Action and you suffer twice that much Damage at the end of 
  your Turn. You can use this Power once per Round.
  Mike could smell the blood oozing from the cryptid even 
  through the reinforced cockpit. It was still standing, living, 
  approaching. He could hear a shrill buzzing in his ears, full 
  of pleas and desperation. “My God, Reed!” It was the good 
  doctor. “What are you doing?! You’ll overload the reactor! It 
  will explode!” An explosion was a good way to go.
  I Am Your Opponent
  Reaction Power
  Effect: When an Ally of yours is being attacked in a Duel 
  and within a Range equal to your Speed or less, you can use 
  this Power to shift into that Zone and redirect the attack to 
  yourself. Your Ally Disengages from the Duel, but stays in the 
  same Zone, and you are now Dueling that Enemy. You can 
  Disengage from a Duel this way.
  Brigid finished off a tentacled black mass covered in human 
  faces with a lightning bolt... Just in time to see  three more 
  assaulting her friends. In seconds, she had leapt across the 
  battlefield to grab one of them from behind. It was about to 
  receive the most shocking suplex of its eldritch lifetime.
  GENERAL POWERS
  Here are some more Powers that anyone can use, though some of these are a little bit loopier or more situational than those 
  in Battle Century G. They need a bigger emphasis on strategy and long term thinking, working very well with some builds or 
  against specific enemies, but not so well the rest of the time.
  Stake My Life on It
  Setup Power
  Effect: You self-destruct your current Level of Threshold. 
  Increase the result of your next Might Test this Round by the 
  amount of Threshold points lost this way. That Offensive ac-
  tion is also immune to the effect of Active Defenses. You can 
  use this Power once per Operation.
  Carmen made one last desperate charge in the Iron Gi-
  ant, cockpit shaking and heating up while her Gear’s torso 
  took the brunt of the particle beam from the outsider. She 
  punched through the thing’s exoskeleton and into its body 
  and pulled back after pressing the limb’s self destruct but-
  ton. The arm exploded while inside the monster, finally 
  killing it. That was probably going to come out of her salary, 
  but what matters is that it worked.
  Take Cover!
  Reaction Power
  Effect: An Enemy’s Might Test using a Weapon that attacks 
  multiple targets loses the benefit of Tension and you halve all 
  the Damage that would come from that Offensive Action to 
  you or your Allies. You can use this Power once per Opera-
  tion.
  They saw a glint in the distance and immediately knew they 
  had to act now or they would be dead in seconds. “Spread 
  the anti-beam particles!” Lothar commanded the support 
  crew, scattering a foglike barrier around the team. Every-
  thing shook for a minute when the particle beam finally hit 
  them, but it eventually passed - and they were all still stand-
  ing.
  You are Already Dead
  Reaction Power
  Effect: An Enemy you have already dealt Damage to during 
  this Operation suffers a new amount of Damage equal to 
  your Might. You can use this Power once per Operation.
  Shion cut through the monster and dashed past it. The alien 
  turned around, seemingly unfazed, and lunged at Shion’s 
  exposed back. The samurai simply chuckled to herself and 
  snapped the Mecha’s fingers, then the beast fell apart.
  
  16
  01:// EXPANDING THE RULES
  Go, Funnels!
  Setup Power
  Effect: You can take a second Offensive Action this Turn 
  to use a Remote Weapon. Your Remotes can Move as part 
  of this Action as normal. You can use this Power once per 
  Round and it spends your next Turn’s Action in advance.
  “My Nu Ganmen isn’t for show!” Ray’s Mecha locked beam 
  sabers with Charles’, but that was a feint. Charles looked 
  up and saw Ray’s Bits had surrounded him right as they 
  opened fire. In seconds, nothing was left of the Zeonganmen 
  except a fleeing escape pod.
  Lightspeed Assault
  Setup Power
  Effect: Move a number of Zones equal to your Speed, ignor-
  ing Enemies and Terrain (even impassable terrain) on the 
  way. Each Enemy whose Zone you cross this way suffers an 
  amount of Damage equal to the current Tension. You may 
  go back and forth when using this Power, hitting the same 
  Enemy multiple times while doing so, but repeat hits do 
  half Damage. This Power spends your Action this Turn in 
  advance. The Action you take with Lightspeed Assault is a 
  Utility Action. This lets you escape from Duels without having 
  to Disengage.
  “Let me clear this up, one moment.” Disengaging the limit-
  ers, Sunstar feels the air of her cockpit heat up, Gear glow-
  ing white hot with energy... and then it’s gone. A streak of 
  white flashes through the masses of enemy machines, their 
  limbs falling to the ground as she reappears milliseconds 
  later. “Moment’s done.”
  Twin Strike (Specialist)
  Setup Power
  Effect: Choose two Weapons when you take this Power. You 
  can make two Attack Actions this Turn against the same 
  target with both Weapons, using one first and then the other 
  with your second Action. This second Attack does not get to 
  Move as part of the Action. You can use this Power once per 
  Round and it spends your next Turn’s Action in advance.
  Four Botakuris and their Outsider master had been webbed 
  within Lizzie’s Finger Net, and it was time to play her trump 
  card. She took the payload hidden within the Gear’s mouth, 
  a Radiation Bomb, and hurled it like a grenade. The screams 
  that followed were, mostly, from her horrified allies. 
  I’ll Patch You Up.
  Reaction Power
  Effect: The next time you use your Jury Rig Upgrade this 
  Turn, it spends two Restorations but restores twice the 
  amount of Energy spent on it. You can use this Power once 
  per Round.
  Hugo’s comrades were in trouble: They weren’t under as 
  many protective wards as he was. Fortunately, he knew what 
  to do. “Vishal, are you ready for THE POWER?” His Talos Suit 
  retrieved the technowizard’s staff, recently improved with 
  the parts of a fallen mechanical angel and - of all things - a 
  giant chess piece mechanoid. “The power of the White King’s 
  Scepter!” The staff-or-maybe-a-scepter fired a white laser 
  towards his friend, enveloping Vishal in a radiant glow and 
  instantly repairing the damage sustained.
  My Last Stand
  Setup Power
  Effect: The next time you use your Regenerative Upgrade 
  this Turn, you double the amount of Threshold restored with 
  it. You also ignore the effects of Maiming and treat halved 
  Attributes as normal for one Round. My Last Stand will also 
  stop effects that halve your available Energy, even if the base 
  Attribute itself remains untouched. You can use this Power 
  once per Round.
  The end was imminent. Kauno could see the death of his 
  allies approaching getting closer and made a decision. “Go 
  now! I’ll cover your retreat! He released all the limiters of 
  his Septimus and sent it into overdrive, knowing it would not 
  have enough power afterwards to escape from this trap. But 
  he could see the spirals in his eyes reflected on the screen 
  and laughed to himself.
  Who the Hell do you Think I am?
  Setup Power
  Effect: The next time you use your G-Charger Upgrade, you 
  restore your Threshold by 5 and will get the extra 5 points of 
  Energy during your next Turn again without having to use the 
  G-Charger first. You can use this Power once per Round.
  “You think you’ve got me beat?” With the enemy bearing 
  down on the limping Hellhound, it surely looked it. “You think 
  this is all I’ve got?!” While they took their time lining up the 
  killing blow, Rico had found the emergency overclock. “I’m 
  Rico Gonzales pendejos, THINK AGAIN!” It turned out they 
  would have very little time to think as the KERBEROS engine 
  roared into overdrive.
  RUSH POWERS
  Rush Powers have an additional cost to them: They will use 
  up one of your Actions, meaning they either skip the rest 
  of your Turn or skip your next Turn. You may only have one 
  Rush Power active each Turn.
  RESTORATION POWERS
  Restoration Powers need to be used along with Restoration 
  Upgrades. Not only are they stronger than other Powers that 
  restore Threshold Points, they are also repeatable.
  
  17
  EXPANDING THE RULES //:01
  Chain Explosion
  Reaction Power
  Effect: When an Enemy is destroyed you may use this Power 
  and spend any amount of Energy. The Enemy explodes in a 
  Blast (4), dealing an amount of Damage equal to the current 
  Tension plus twice the amount of Energy spent this way. You 
  can use this Power once per Enemy.
  Mercurius Bravo set the Mega Particle Launcher at 120% 
  capacity and took her shot. The oversized rifle went up in 
  flames the moment the reactor of the Enemy mecha also 
  did. It was a beautiful explosion.
  Shoot it Down
  Reaction Power
  Effect: Spend any amount of Energy in response to the re-
  sult of a Might Test. The Might Test is rerolled, with a number 
  of Disadvantages equal to the amount of Energy spent. You 
  can use this Power once per Operation.
  Camilo threw his beam shield projector at the hunting pack 
  of missiles chasing him and pulled the trigger of his beam 
  rifle three times. His shield scattered the energy in a cloud 
  of superheated particles, detonating the missiles crossing it.
  I Have Control
  Setup Power
  Effect: Choose an Enemy Grunt and spend an amount of 
  Energy equal to their Power Level plus the current Tension. 
  You gain control of that Grunt’s Actions during their Turn, 
  though you may not have them eject or self-destruct. At the 
  beginning of every one of your next Turns you may spend 
  the same amount of Energy again to maintain control over 
  that Grunt. You can use this Power once per Operation.
  Citrine’s fingers tap against the keyboard, brute-forcing 
  password keys and hacking programs on the Abbadon unit. 
  Imperial mechs are weak in security and function, and are 
  even moreso when in the vicinity of her Asteroth. She press-
  es enter. From her opposition’s screens, there was only a 
  symbol at the center: A bleeding heart enclosed in a power 
  symbol. But on hers, the installations are at a hundred per-
  cent. “Ohoho AW YES.” She grins, tenting her fingers. Now 
  that she has another mech to play around with, what else 
  does this thing do...?
  BOOST POWERS
  Boost Powers use Energy as a resource. Two of them can be 
  used without spending Energy and the third needs Energy 
  explicitly to function at all. All of them, though, gain strength 
  as you spend more Energy on them and can turn battles 
  around if you commit enough to them.
  I Am Helping!
  Setup Power
  Effect: You inflict a bonus Disadvantage when using the Sup-
  press Action this Turn. If the Tension bonus for the Might 
  Test is 5 or higher, you turn the Zone under the target into 
  Extreme Terrain for a Round. You can use this Power once 
  per Round.
  “Dammit, Sam!” Everything was on fire. Again. “The only 
  way that could’ve been worse is if Cole tried that too!” 
  “Sam!” “Yes, Cole?” With much trepidation, Steel Prophet’s 
  cameras focused on Cole’s Shining Gallant as it was about 
  to do something monumentally stupid. ”I’m helping!”  he 
  said. Everyone else screamed at the top of their lungs 
  “YOU’RE GOING TO GET US ALL KILLED!” “Only if it doesn’t 
  work!”
  Jinxed!
  Reaction Power
  Effect: One Enemy Weapon gains the Overheating ability if it 
  is a Beam or the Unreliable ability (if it is not a Beam) for this 
  attack. If the Weapon already has one of these abilities, it will 
  gain the other one as well. If the Tension bonus for the Might 
  Test is 5 or higher, either ability will also trigger with an even 
  result, as if it were an odd number. You can use this Power 
  once per Operation.
  A dragon walked out of a portal and was breathing fire 
  down on Bobby - It was one of those days. His Thorman 
  endured the first blast but he was not looking forward to 
  the encore performance. In between puffs of flame, Bobby 
  grabbed the Transpatial Randomizer and pulled the trig-
  ger when the lizard opened its mouth again. The dragon’s 
  mouth just plain exploded.
  Pierce the Heavens
  Setup Power
  Effect: Your next Offensive Action this Turn gains an Advan-
  tage to its Might Test. If the Tension bonus or the Might Test 
  is 5 or higher, it also ignores the effects of Active Defenses. 
  You may use this Power once per Round.
  Jamil took a long breath in from his cigarette, letting it fill 
  his lungs. He exhaled, and felt calmer. Calm enough to make 
  every shot from his rifle count at this distance. “I don’t need 
  hot blood, I’ve got all the cold blood I need.”
  LIMIT POWERS
  Limit Powers are merely acceptable early during a battle but 
  some of the strongest Powers you can possibly use after a 
  few Rounds. Their usefulness depends on the current Ten-
  sion, and they make a good combo with Powers and Up-
  grades that grant Tension bonuses.
  
  18
  01:// EXPANDING THE RULES
  Defensive Technician
  Internal Upgrade (10)
  Effect: When you use a Technique, you may spend 2 Energy 
  to increase your Defense by 5 against the target of the at-
  tack. If you used Zweihander, you don’t grant the target extra 
  Advantages to attacking you for a Round.
  Techniques are unusual, difficult attacks that leave you open 
  to counterattacks. Your Mecha is programmed with defen-
  sive maneuvers to turn their eccentric moves into a form of 
  defense as well as offense. It is just crazy enough to work.
  Master Technician
  Internal Upgrade (10)
  Effect: When you use a Technique, you may spend 2 Energy 
  to restore it after use, treating it as if it hadn’t been spent. If 
  you used Missile Massacre, you don’t suffer Disadvantages to 
  future attacks against the target.
  Your Mecha has combat subroutines installed in it to facili-
  tate pulling off tricky combat maneuvers more than once. 
  You can repeat supermoves in a chain of cinematic explo-
  sions.
  Portal Generator
  Internal Upgrade (10)
  Effect: At the beginning of your Turn you may spend any 
  amount of Energy to create two portals connecting separate 
  Zones. One of the portals appears in your Zone while the 
  other appears within a a Range from your Zone up to the 
  Energy spent this way. Units that stand on top of either Zone 
  can treat the other Zone as if it was adjacent to theirs. These 
  portals last one Round.
  A marvel of biotechnology crafted from the exotic matter 
  that Outsiders are made of. This device opens a rift in spa-
  cetime, creating a stable tunnel between separate points.
  Power Conversion
  Internal Upgrade (10)
  Effect: At the beginning of your Turn you may increase your 
  available Energy by an amount equal to the current Tension 
  for a Round but you do not gain the benefit of Tension to Of-
  fensive Actions this Round either.
  Through tampering with systems that many would never 
  dare to touch, you know how to repurpose power from your 
  Mecha’s offensive systems to other purposes.
  Versatile Model
  Internal Upgrade (10)
  Effect: You gain an additional Advantage to Might Tests us-
  ing Melee Weapons if your last Might Test was made with a 
  Shooting Weapon and viceversa.
  Your Mecha is built to take advantage of balanced load-
  outs, mixing close quarters and ranged attacks. It switches 
  between weapons and attack routines much faster than 
  normal, catching enemies by surprise. 
  GENERAL UPGRADES
  Behold a whole new variety of strange technologies beyond the limits of what was in Battle Century G. The ability to open 
  portals, manipulate gravity, turn the will to live into pure energy and more are at your beck and call. Are you ready for this?
  Extreme Body
  Internal Upgrade (15)
  Effect: At the beginning of your Turn you may spend 1 Energy 
  to have all Zones occupied by your body count as Extreme 
  Terrain for Enemies in them for one Round. Abilities that can 
  usually ignore the effects of Terrain will not help against this.
  Close combat is a terrible idea against your Mecha. This 
  could be due to an electrified armor system, or something 
  far more esoteric, like an offensively-projected forcefield.
  Maneuverable Transformer
  Internal Upgrade (15)
  Effect: Whenever you Transform you may choose to either 
  have all Enemies suffer a Disadvantage to all Might Tests 
  against you or to gain an Advantage to your Might Tests. 
  Either benefit lasts one Round.
  Your Mecha is built to maximize the advantages of constant 
  transformations. The shifts keep throwing enemies off; even 
  when expecting them, your moves are too fast for most 
  Mecha to keep up with. 
  Nanopaste Skeleton
  Internal Upgrade (15)
  Effect: At the beginning of your Turn you may ignore the 
  effects of Maiming for a Round. If you do, you can’t use this 
  ability again during your next Turn.
  Your Mecha has in-built dispenser of nanomachine paste 
  used for repairing its internals. As long as you can keep 
  feeding it enough Element G to power it up, it won’t have to 
  worry about limbs falling off or ceasing to function.
  Pulling Field
  Internal Upgrade (15)
  Effect: At the beginning of your Turn you may choose one 
  Enemy within 1 Zone and inflict on them a Disadvantage to 
  all Might Tests that do not target you for a Round. If you 
  attack the chosen Enemy during your Turn, you inflict two 
  Disadvantages instead. This effect persists even if the Enemy 
  moves away from you.
  A gravity manipulation device that constantly pulls enemies 
  towards you. It doesn’t have a lot of force behind it, but it 
  does a great job of drawing projectiles away from allies.
  Skirmisher Frame
  Internal Upgrade (15)
  Effect: You gain an Advantage to all Initiative Tests. If you 
  Move at least 5 Zones with your Action during one of your 
  Turns, all Enemies suffer a Disadvantage to all Might Tests 
  against you for a Round.
  Your Mecha is built for evasive maneuvers while sustaining 
  acceleration, avoiding obstacles or projectiles on the move.
  
  19
  EXPANDING THE RULES //:01
  Internal Fortification
  Internal Upgrade (20)
  Effect: Whenever you lose a Level of Threshold, all damage 
  carrying over from the same instance of Damage to the next 
  Threshold Level is halved.
  Your Mecha’s internals are segmented and fortified to pro-
  tect against massive damage. It doesn’t matter how much 
  one of your areas gets hit, the damage to the rest of the 
  body will be minimized.
  Limit Engine
  Internal Upgrade (20)
  Effect: For each Level of Threshold you are missing you 
  increase your available Energy and treat Tension as if they 
  were one point higher. This modifier to Tension applies to 
  everything you use Tension for, even Extreme Terrain.
  Hiryu discovered how to power their Gears using the pilot’s 
  emotions, transforming anger, courage and the will to live 
  into energy. The downside of this ‘Spiral Drive’ is that the 
  system requires the user to be at the brink of defeat to draw 
  out its whole power.
  Superior Integration
  Internal Upgrade (20)
  Effect: You may use your Weapons even if the Area they 
  were allocated to has been Maimed. The first time you use 
  each of your Weapons during an Operation, it gains an ad-
  ditional Advantage to its Might Test.
  Not only are all your weapons built into your Mecha’s frame 
  but they also have dedicated capacitors that overcharge 
  them with extra power on first use. Afterwards, they still 
  have enough energy to keep weapons operational without 
  relying on the reactor.
  Warp Step
  Internal Upgrade (20)
  Effect: You may ignore Enemies and Terrain (even Impass-
  able Terrain) along the way whenever you Move with your 
  Actions. This lets you escape from Duels without having to 
  Disengage.
  Through sufficiently advanced technology that might as well 
  be indistinguishable from magic, you can instantly jump 
  between locations in the blink of an eye.
  Transpatial Randomizer
  Internal Upgrade (20)
  Effect: At the beginning of your Turn you may spend 2 En-
  ergy and choose a Support Upgrade at random. You get to 
  use said Upgrade at no Action cost. This does not spend said 
  Upgrades and you may use Upgrades that you do not own 
  this way.
  This handgun-shaped device gathers the desires and latent 
  creativity of its pilot and other nearby people. It transforms 
  those into energy and uses the data to create unpredictable 
  but largely beneficial results with each pull of the trigger.
   
  Base Transpatial Randomizer Table
  The table below will help you choose your Support Upgrades 
  for each activation of Transpatial Randomizer in a sufficiently 
  random fashion. Simply roll two d10, calling in advance one 
  of the dice as tens and another as units.
  Roll Result
  Support Upgrade
  01-07
  Assisted Targeting
  08-14
  Dividing Field
  15-21
  Overcharge
  22-28
  Remote Hotfix
  29-35
  Support Fire
  36-42
  Supply Delivery
  43-49
  Surprise Minefield
  50-56
  Targeting Disruption
  57-61
  Airstrike
  62-66
  Blue Screen Virus
  67-71
  Cryogenic Blast
  72-76
  Electromagnetic Detonator
  77-81
  Ensnaring Trap
  82-86
  Fire at Will
  87-91
  Gravity Manipulators
  92-96
  Jamming Barrage
  97-00
  Any Support Upgrade of your choice.
  
  20
  01:// EXPANDING THE RULES
  Learning Computer
  External Upgrade (5)
  Effect: In response to the results of an Enemy Might Test 
  against you, you may spend 2 Energy to increase your De-
  fense by the current Tension against it. This does not count 
  Tension bonuses to the Offensive Action.
  This self-learning AI compensates for the wear and tear of 
  battle by looking for openings in the attack patterns of the 
  enemy and moving the Mecha for the user.
  Reflecting Barrier
  External Upgrade (5)
  Effect: In response to the results of an Enemy Might Test 
  against you using a Shooting Weapon, you may spend 1 
  Energy to increase your Defense by 3 against it, or 2 Energy 
  to also reflect 3 points of Damage back to the attacker. This 
  Damage is dealt after the rest of the attack resolves.
  This highly specialized defense system sends bullets, mis-
  siles and even particle beams astray. A minuscule portion of 
  which are even sent back at their user.
  Repulsion Field
  External Upgrade (5)
  Effect: In response to the results of an Enemy Might Test
  against you using a Melee Weapon, you may spend 1 Energy 
  to increase your Defense by 3 against it, or 2 Energy  to also 
  push the target 1 Zone away from you in a direction of your 
  choice. This push happens after the rest of the attack re-
  solves. Repulsion Field cannot push Enemies into Zones with 
  other Units or into Impassable Terrain.
  A forcefield that uses graviton technology to slow down 
  incoming projectiles and enemies in melee. At maximum 
  output it can even make would-be duelists fall backwards to 
  keep them away from you.
  ACTIVE DEFENSES
  With double the number of Active Defenses, now you have no excuse not to have one (if not two) of these, you’re bound 
  to find one that suits you. Half of them are the traditional kind you can acivate as a reaction to an attack, while the others 
  require an upfront investment of Energy like Absolute Barrier from the core Battle Century G rulebook.
  Attack Absorbers
  External Upgrade (10)
  Effect: In response to the results of an Enemy Might Test 
  against you, you may spend 2 Energy to increase your De-
  fense by 3 against it. You gain an Advantage to all Might Tests 
  against your attacker during your next Turn.
  Yet another variant of defensive technology based on Or-
  ganic Energy. This one absorbs the energy behind enemy 
  attacks and transforms it into energy to feed your own 
  weapons systems against them.
  Dispersion Aura
  External Upgrade (10)
  Effect: In response to the results of an Enemy Might Test 
  against you using a Blast, Burst or Line Weapon, you may 
  spend 1 Energy to increase your Defense by 5 against it. You 
  may also use this Upgrade to protect an Ally within a num-
  ber of Zones equal to your Systems. This will not stack with 
  Active Defenses of said Allies.
  Certain Clarke Gears have evolved - I’m sorry, I meant to say 
  ‘been equipped with’ - this variant of the Shielding Aura. The 
  Dispersion Aura is a very large bubble that deflects indirect 
  attacks away from the user. It fails to work when someone 
  locks on to the user, however, making it more of a backup 
  defensive mechanism than anything else.
  Organic Barrier
  External Upgrade (10)
  Effect: At the beginning of your Turn you may spend any 
  amount of Energy to create a shield that blocks that much 
  Damage and lasts one Round. At the beginning of your next 
  Turn, you may convert all points of Damage blocking that 
  remain in the shield into additional points of Energy, but you 
  may not use Organic Barrier that Turn. An active Organic 
  Barrier means you can’t use other Active Defenses.
  A more utility-oriented version of barriers based on Organic 
  Energy, this one is designed to charge itself up over time. 
  Clarke Gears can use this to overlock themselves and take 
  their self-repair abilities beyond their usual limits.
  
  21
  EXPANDING THE RULES //:01
  RESTORATION
  These cheaper Restoration Upgrades use one Restoration 
  with each activation and cost less MP, but can only be used 
  on yourself and have less oomph behind them.
  G-Charger
  External Upgrade (5)
  Eff ect: As a Utility Action, you may increase your available 
  Energy by 5 until your next Turn.
  A small and less versatile version of the Overcharger. It 
  makes lightning courses through the user, boosting the 
  Mecha with a surge of power.
  Reload
  External Upgrade (5)
  Eff ect: As a Utility Action, you may restock a single One Shot 
  Weapon or Support Upgrade of yours that has been spent.
  You’ve got magazines tucked in, backup drones in your 
  backpack, and more extras of everything you use that you 
  could possibly need.
  MOBILITY
  These two new Upgrades are, in essence, Antigravity but for 
  diff erent environments. Because they are not as generally 
  useful as Antigravity, they cost less MP.
  Maritime Module
  External Upgrade (5)
  Eff ect: At the beginning of your Turn, you may spend 2 
  Energy to ignore the eff ects of Terrain in your Zone and be 
  able to shoot through a Zone occupied by an Enemy to reach 
  another behind it as if they weren’t there. These benefi ts last 
  for a Round. This Upgrade only works underwater.
  Your Mecha is designed to thrive in the conditions of under-
  water combat where others can’t even move properly. It can 
  even withstand deep sea pressure.
  Zero-G Module
  External Upgrade (5)
  Eff ect: At the beginning of your Turn, you may spend 2 
  Energy to ignore the eff ects of Terrain in your Zone and be 
  able to shoot through a Zone occupied by an Enemy to reach 
  another behind it as if they weren’t there. These benefi ts last 
  for a Round. This Upgrade only works in space.
  Your unit is outfi tted with multiple systems to improve its 
  performance in space. It comes with two sets of rotating 
  vernier thrusters to facilitate maneuvering in a vacuum and 
  Element G barriers powered by solar winds to shield itself 
  from the hazards of space travel.
  These Restoration Upgrades are more limited than those 
  from the core game. They’re primarily meant for the 
  Subpilots of Combiner Units, for whom Reload is cheaper 
  than Resupply and the G-Charger lets the lead (or the 
  other Subpilots) use the Energy during their Actions.
  
  22
  01:// EXPANDING THE RULES
  Dividing Field
  Separate Upgrade (5)
  Eff ect: All Zones within Range turn into Plain Terrain, losing 
  all other Terrain types, for a Round. This includes Impassable 
  Terrain. Afterwards those Zones return to normal.
  A device that bends space to create a circular battlefi eld 
  around the user. Land, air and water are simultaneously 
  frozen and compressed around this Dividing Field until it 
  recedes, leaving everything exactly as it used to be.
  Remote Hotfix
  Separate Upgrade (5)
  Eff ect: You or an Ally ignore the eff ects of Maiming for a 
  Round.
  Through redirecting power and manual overrides, any and
  all sorts of malfunctions can be fi xed. You can reoptimize
  systems on the spot, overcoming unforeseen diffi  culties
  as if you had been ready for them all along. The Tech Sup-
  port from the future truly is a thing of wonder.
  Targeting Disruption  
  Separate Upgrade (5)
  Eff ect: Choose one Enemy to infl ict them two Disadvantages 
  to all Might Tests that do not target you for a Round.
  You hack into an enemy’s targeting systems and make it 
  harder for them to use their weapons systems. However, 
  your direct connection to them leaves you vulnerable.
  SUPPORT
  This extra set of Support Upgrades is more focused on battlefi eld control than the original ten. These were made with dedi-
  cated Support users in mind and should complement any such build nicely.
  Blue Screen Virus
  Separate Upgrade (10)
  Eff ect: One Grunt loses their Action during their next Turn.
  You spread the fear and terror of operating system fail-
  ure among your enemies with a virus that forces them to 
  reboot, wasting precious time. 
  Cryogenic Blast
  Separate Upgrade (10)
  Eff ect: All Zones within a target area the size of a Blast (3) 
  turn into Diffi  cult and Withering Terrain for a Round.
  You deploy a cloud of freezing gas over the targets. It is 
  not going to completely disable giant robots, but it will slow 
  joints down and cause multiple malfunctions.
  Gravity Manipulators
  Separate Upgrade (10)
  Eff ect: Slide any Unit a number of Zones up to half your Sys-
  tems. Should the target be sent in the direction of another 
  Unit, you may have them both crash and suff er an amount 
  of Damage equal to the distance moved this way, then the 
  movement from this Upgrade halts. This can be used to 
  break up Duels, even ones you are in.
  You have deployed gravity manipulators along the battle-
  fi eld and can use them to launch allies or foe s in any direc-
  tion you please.
  
  23
  EXPANDING THE RULES //:01
  COMBINATION
  There are two new Combination Upgrades, and they work rather differently to those in Battle Century G. Invincible Super 
  Combination isn’t a new type of Combination, it is more of a powerup to Super Combiners that makes them even stronger.  
  Then you have Universal Component which lets the Unit that takes it Combine with anyone else without making them buy 
  other Combination Upgrades first.
  Invincible Super Combination
  Internal Upgrade (Special)
  Effect: All Units are restored to full after Combination. This 
  means Threshold, Energy, Restoration Upgrades, One Shot 
  and Technique Weapons are treated as if they had not been 
  used at all. The Attributes of the Combined Unit are the av-
  eraged values of all the components together, plus 1 to Might, 
  Guard, Systems and Speed per Subpilot.
  Because the Super Combination was clearly not enough, all 
  of the component Mecha have been powered to form the 
  ultimate invincible superhuman warrior of love and courage. 
  Make sure to give the combiner a name that references its 
  number of pilots, such as Sunbot 3 or Voltace V.
  Special: You must have Super Combination to have this 
  Upgrade, and all components must take it at the same time. 
  The Cost in MP of Invincible Super Combination depends on 
  your Power Level.
  Invincible Combination Cost per Level
  Power Level
  Mecha Points Cost
  0
  20
  1
  30
  2
  40
  3
  50
  4
  60
  5
  70
  When you gain a new Power Level, you go into an MP deficit 
  and must spend your first 10 MP to pay that debt.
  Universal Component
  Internal Upgrade (30)
  Effect: After Combination, you become a Subpilot for the 
  lead Unit. The combined Unit gains all of your Upgrades and 
  Weapons, assigning the External ones to their corresponding 
  Areas. The Attributes of the Combined Unit are the averaged 
  values of both components together, plus 1 to Might, Guard, 
  Systems and Speed.
  Your Mecha is a support unit designed to power up other gi-
  ant robots by attaching to them as a backpack, extra head, 
  or even transforming into a giant multipurpose weapon for 
  them to wield.
  Special: If you combine in the middle of an Operation, 
  anything you’ve spent is restored. This means Restoration 
  Upgrades, One Shot and Technique Weapons are treated as 
  if they had not been used at all.
  The rules for playing a Subpilot using either of these Up-
  grades are much like the ones for Combination Upgrades 
  found in Battle Century G. Subpilots may only take Utility 
  Actions (or Actions gained from Upgrades like using Sup-
  port Upgrades) but don’t Move the Unit as part of said Ac-
  tion. Likewise, they may not decombine until the Operation 
  is over. Where they differ is in what happens once they 
  Combine. 
  Invincible Super Combination effectively grants everyone 
  an “extra life”, with the downside being that it needs all 
  Units to be functional and available for Combination. Much 
  like in anime, when all components come together it is a 
  turning point in the battle, snatching victory from the jaws 
  of defeat.
  Universal Component only refreshes the resources of the 
  Component itself. This makes it ideal for Units that can 
  hold their own in a fight and resort to combining with 
  an Ally after using some of its best Weapons. Of course, 
  builds using Support and Restoration Upgrades are still 
  possible.
  
  24
  01:// EXPANDING THE RULES
  Unarmed
  Design Flaw (+10 MP)
  Effect: You have no Default Weapons, suffer a Disadvantage 
  to all Might Tests and may not participate in Synchro At-
  tacks.
  This is one of those rare models meant neither for direct 
  combat or to combine with others. Those really desperate 
  for a way to defend themselves should install drones.
  Miniature Model
  Design Flaw (+20 MP)
  Effect: Halve all of your Movement, Upgrade and Weapon 
  Ranges. Maximum Weapon Ranges are rounded up instead of 
  down.
  Small Mecha emphasize evasive maneuvers, precise attacks 
  and energy efficiency to make up for their lesser mobility 
  and reach. They also make you the cool underdog fighting 
  giants with a tiny machine.
  Precious Snowflake
  Design Flaw (+30 MP)
  Effect: You may never ignore the effects of Maiming, can’t 
  use Extra Areas and can’t gain Upgrades or Weapons through 
  Genre Powers.
  A super prototype full of one-of-a-kind expensive technology 
  to improve its peak performance at the cost of making the 
  internal systems a mess to work with. When everything goes 
  well, it is the best thing since sliced bread. When things start 
  to go wrong, they get a lot worse before they finally start to 
  get better.
  DESIGN FLAWS
  Design Flaws are similar to Features, giving your Mecha a critical weakness but granting bonus MP to spend on it instead of 
  having a predefined positive half to them. Design Flaws are always active and must be taken during the Mecha construction 
  process, not later. The Mecha Points granted by Design Flaws are added to your initial Mecha Points pool of 100 and 
  it does not count towards Power Levels. You cannot participate in Combinations if you have a Design Flaw. Grunts and 
  Bosses may not have Design Flaws.
  Berserker
  Design Flaw (+10 MP)
  Effect: As long as there are Enemies remaining on the bat-
  tlefield, you must take an Offensive Action against the Enemy 
  closest to you during your Turn and attempt to Engage them 
  in a Duel when possible. If there are multiple Enemies at the 
  same distance, you may choose which one to pursue. If you 
  can’t reach any Enemies to attack this Turn, you must Aim 
  while approaching the one who is closest.
  You pilot a giant monster that has been restrained and is 
  your control interface can barely keep in check. The fury of 
  the beast within will only cease when all threats to it have 
  been destroyed.
  Limited Battery Time
  Design Flaw (+20 MP)
  Effect: You gain no benefits from Tension. At the beginning of 
  your Turn, if Tension is 5 or higher, you take enough Damage 
  to lose your current Level of Threshold.
  This is a prototype so experimental that it cannot run for 
  more than a few minutes at a time. If forced to participate 
  in combat for a long while,, its limbs will power down one by 
  one until it can’t move anymore.
  Walking Coffin
  Design Flaw (+30 MP)
  Effect: Double all the Damage that you take (after applying 
  Active Defenses). 
  Your Mecha is a fragile little thing and the designers have 
  made it a testbed of every feature they could think of, but 
  apparently forgot to armor it with more than aluminum foil 
  and to fill the tank with something other than explodium.
  There are two reasons to take Design Flaws: You take them because their flavor lets you represent your Mecha concept 
  better or you take them to for the extra MP and minimize their negative effects as much as possible. The first approach is 
  fine, but the second merits some discussion.
  There are certain Mecha builds that can essentially turn Design Flaws into ‘free’ MP. This makes it possible for some PC 
  Mecha to be much stronger than those of their companions and to overshadow them, which is not a good thing and we 
  suggest GMs disallow their use. Now, if the whole group agrees to optimize their Mecha as much as possible and wants to 
  push the system to its limits, doing this is perfectly fine.
  
  25
  EXPANDING THE RULES //:01
  WEAPONS
  There are thirty more Weapons in this book, doubling the 
  size of the armory available to all PC Mecha. Some are new 
  combinations of the abilities that you know from the base 
  game while others use entirely new rules. Some have very 
  short rules text while others have an amount of text compa-
  rable to this paragraph. There is also a new Keyword ability:
  Remote
  Remote Weapons are attack drones, capable of moving and 
  attacking on their own via remote control. At the beginning 
  of your Turn you may deploy them in your own Zone, and 
  may retrieve them the same way.
  Remote Weapons have their own Guard and Speed At-
  tributes, share your Might and Systems and their Thresh-
  old and Energy is 0. They run off your own available Energy 
  and are destroyed after taking a single point of Damage. 
  Remote Weapons require your direct control and you must 
  spend your own Actions to attack with them. Once de-
  stroyed, Remote Weapons can be repaired by any effect that 
  can reload or resupply a One Shot Weapon.
  Remote Weapons cannot be Maimed. They are not Internal 
  like Default Weapons or External like the other Weapons that 
  you buy with MP. They go in the Other section of your Mecha 
  Sheet, like Separate Upgrades.
  If you’re a Subpilot, you can’t Move your Remote Weapons 
  or those of other Units. The lead can, however, use Remote 
  Weapons available to them as normal.
  Oldtype
  Internal Upgrade (0)
  Effect: You cannot use Default or Alternative Genre Powers 
  other than Live Another Day and Parting Shot. Whenever 
  you lose a Level of Threshold, all damage carrying over from 
  the same instance of Damage to the next Threshold Level is 
  halved.
  You’re hardier and more stubborn than most, much like your 
  Mecha, The downside is that you’re stuck in your ways, inca-
  pable of adapting to unexpected circumstances in battle. 
  Omnienvironmental
  Internal Upgrade (0)
  Effect: Ignore all negative Terrain conditions except Extreme 
  and Impassable Terrain, but only have half your Energy At-
  tribute to spend every Round.
  Your Mecha was made not to do battle but for scouting op-
  erations and is adapted to all sorts of environments. It is not 
  shielded for extreme conditions, but the added maneuver-
  ability is very helpful there.
  Remora Frame
  Internal Upgrade (0)
  Effect: You may Dock within a willing Ally as if they were 
  a Base Unit. You cannot Dock into another Remora Frame. 
  Halve all your own Movement, Upgrade and Weapon Ranges. 
  Maximum Weapon Ranges are rounded up instead of down.
  A different take on how to build a component unit. This 
  small Mecha instead uses others as carriers and shields.
  Sibling Model
  Internal Upgrade (0)
  Effect: Synchro Attacks with your chosen partner or partners 
  increase the result of your Might Test by 5 instead of gain-
  ing two Advantages each. You can only Synchro Attack with 
  other Sibling Models and only if all of them participate at 
  once.
  Your Mecha is part of a series, designed with combination 
  attacks in mind. The movements of individual models flow 
  smoothly into those of its sibling units... As long as every 
  single one of them is in sync. Otherwise it is just a mess.
  Unstable Reactor
  Internal Upgrade (0)
  Effect: Increase your available Energy during your Turns by 
  1. When you lose your fourth Level of Threshold you cause 
  a massive explosion dealing your Threshold Attribute, your 
  available Energy, and the current Tension to everything 
  within 5 Zones. The blast includes your ejected Core and this 
  Damage cannot be prevented, not even Live Another Day.
  Your Mecha runs on something that R&D should have known 
  better than to try. Your power output is unparalleled, but 
  you know any mistake you make could be your last.
  FEATURES
  The following Features are quirkier than those in the core 
  game. These Features are not compatible with The Strong 
  Adapt or Alternate Forms and Grunts may not take them.
  In some games Features like Base Unit and Terrain Special-
  ist are not a good idea and shouldn’t be allowed. But even 
  those two do not compare to Unstable Reactor - by far the 
  trickiest Feature to have around.
  A Player Character with Unstable Reactor is a serious 
  threat to everyone around them, enemy and ally alike. It is 
  entirely possible that a Genre Master will back down from 
  harming PCs with it because they don’t want to kill one or 
  more PCs. While this makes sense in character because 
  nobody wants to set them off and accidentally get caught 
  in the blast, it also means that a PC just got a free boost to 
  Energy. This potentially breaks the balance between PCs.
  As a Player Character, only take Unstable Reactor if you’re 
  okay with your PC taking so much Damage it might kill 
  them. Also you might get flak from other PCs and NPCs 
  because you’re a threat to everything around you.
  As a Genre Master, only allow someone to take Unstable 
  Reactor if you’re okay with making them blow up and 
  potentially kil them. The Enemies of the PCs should learn 
  of this weakness and exploit it. You don’t have to do this 
  every Operation, but you should try to make them go 
  kaboom every few fights.
  
  26
  01:// EXPANDING THE RULES
  MELEE WEAPONS
  Assassin Blade
  Melee Weapon (5)
  Effect: This Weapon will not attack your Allies in a Duel and 
  gains an Advantage against Enemies that are in a Duel with 
  someone else.
  This set of two small blades is awful for a straight up one on 
  one match and perfect against exposed backs.
  Countersword
  Melee Weapon (5)
  Effect: Technique. Choosing to use this Weapon skips your 
  next Action this Turn. The next time an Enemy within your 
  Movement range would take an Offensive Action against you 
  before your next Turn, you can Move up to and attack them. 
  Countersword has an additional Advantage to its Might Test 
  and interrupts the Enemy’s own attack, making it possible to 
  destroy or disable them before they hit you. If no Enemies 
  trigger the counterattack, Countersword is not spent.
  A Hiryu-made weapon meant for quick-draw techniques. 
  The blade and its sheath are designed for a faster drawing 
  speed that conserves momentum and slays with in a single 
  stroke. These blades are terribly inaccurate otherwise and 
  break often when used to parry, so don’t do that.
  Great Crusher
  Melee Weapon (5)
  Effect: Blast (1), Crippling, Long Range, One Shot.
  A giant hammer filled with explosives that self destructs on 
  impact. There are certainly smarter weapons out there, but 
  there aren’t many with its sheer brutality.
  Hook Launcher
  Melee Weapon (5)
  Effect: Long Range, Crippling, One Shot. When you pass 
  the Might Test with this Weapon you may have the target 
  dragged all the way to your own Zone and force them into a 
  Duel with you.
  A nasty piece of work used to single out key targets and 
  disrupt enemy formations. Its range is not the best and re-
  loading it is a pain, but when it works it just ruins someone’s 
  entire battle plan.
  Kamaitachi
  Melee Weapon (5)
  Effect: Line, Long Range,
  A sword that releases shockwaves ahead with every swing. 
  Complaints that research on these was a waste of funding 
  when we already have guns were dismissed. Those poor 
  souls lacked the necessary warrior’s spirit to understand.
  Magnet Rod
  Melee Weapon (5)
  Effect: This Weapon gains an additional Advantage to its 
  Might Test when used against Enemies with an Energy Attrib-
  ute higher than yours.
  This oversized bat is attuned to home in on concentrations 
  of Gygravagnite. Assuming there is enough of a differ-
  ence between how much Element G both duelists carry, this 
  weapon has perfect accuracy and always hits critical areas.
  Pressure Point Attack
  Melee Weapon (5)
  Effect: Crippling, One Shot. Passing the Might Test with this 
  Weapon will destroy that Enemy’s current Level of Threshold. 
  This happens after the Weapon deals its regular Damage.
  Martial artists know how and where to hit in order to kill any 
  human with a single blow. It is much harder to do for giant 
  robots and even tougher on eldritch abominations, though, 
  so they have to settle with maiming them instead.
  Rocket Sword
  Melee Weapon (5)
  Effect: One Shot. Charge in a straight line when using this 
  Weapon. Rocket Sword deals an amount of Damage equal 
  to the current Tension to all Enemies that come into Range 
  during the charge. This happens even if the attack otherwise 
  misses and includes the target. If you end the charge in the 
  same Zone as the Enemy you may Engage them.
  From the R&D team that brought you the Boosted Lance, we 
  present the Rocket Sword. This blade cleaves its way through 
  multiple enemies on the way to its destination and takes you 
  along for the ride.
  Shocking Swordwhip
  Melee Weapon (5)
  Effect: Crippling, Long Range, Unreliable.
  A flexible, upscaled version of the technology employed in 
  the Stun Rod. The most obvious advantage of these is their 
  extended reach, but the flexibility of the weapon can be 
  used to ensnare and hold Outsiders.
  Stumbling Fists Style
  Melee Weapon (5)
  Effect: Slow, Unreliable. Increase the result of your Might 
  Tests when using this Weapon by an amount equal to how 
  much the target’s Might Attribute is greater than yours.
  You confuse your enemy with awkward swaying and stag-
  gering to lure them into a false sense of security, then use 
  their own strength against them. Watching a giant tentacle 
  monster smack itself is always fun.
  
  27
  EXPANDING THE RULES //:01
  Radiation Bomb
  Shooting Weapon (5)
  Effect: Blast (2), One Shot. This Weapon turns all Zones af-
  fected into Extreme Terrain for one Round.
  One of the worst payloads you could let anyone take with 
  themselves to the battlefield. Radiation Bombs are one step 
  below nuclear weaponry and their use is frowned upon.
  Rapidfire Machinecannon
  Shooting Weapon (5)
  Effect: This Weapon inflicts an additional Disadvantage when 
  using the Suppress Action.
  This gun walks the thin line between expensive gimmick and 
  absolute genius. It has only one thing going for it - a ridicu-
  lous rate of fire and the magazine size to sustain it.
  Sentry Turret
  Shooting Weapon (5)
  Effect: Long Range, Remote. This Remote has a Guard of 5 
  and a Speed of 0 plus two innate Advantages to its Might 
  Test.
  The Sentry Turret is a tripodal device more like a portable 
  artillery platform than an attack drone. As a stationary at-
  tack drone, it has better accuracy than most. Unfortunately, 
  it is useless without a master keeping it under constant 
  control.
  Torpedoes
  Shooting Weapon (5)
  Effect: Long Range. This Weapon has two innate Advantages 
  to its Might Test, but may only be used while underwater and 
  against targets that are also underwater.
  Torpedoes have better range and are cheaper to produce 
  than beam weaponry. They will be the preferred weapon for 
  battle at sea. At least until the day flying carriers become 
  more than a one of a kind wonder. 
  Tracer Rifle
  Shooting Weapon (5)
  Effect: When you pass the Might Test with this Weapon, Allies 
  who also attack the same Enemy gain an Advantage to their 
  own Might Tests for a Round.
  The next step in tracer ammunition technology is to outright 
  build individual computers into their bullets. Enemies hit by 
  one of these will feed invaluable aiming data to your allies.
  Anti-Mecha Cannon
  Shooting Weapon (5)
  Effect: Crippling, Long Range, One Shot.
  A giant single-shot pistol with an armor-piercing round that 
  explodes within the target, leading to a critical system fail-
  ure. Just make sure you’re carrying extra ammo with you.
  Hyper Launcher
  Shooting Weapon (5)
  Effect: Blast (3), Unreliable.
  A simple launcher for rocket propelled explosives. Difficult 
  to aim yet brutally effective enough to compensate. Just be 
  careful not to point it at your feet.
  Lockdown Missile
  Shooting Weapon (5)
  Effect: Blast (2), One Shot. This Weapon turns the outside 
  border of its area of effect into Impassable Terrain for one 
  Round.
  An upscaled and specialized Forcecage Field delivered with 
  split missiles. Users should be careful not to make things 
  harder for their own team when using it.
  Macrowave Cannon
  Shooting Weapon (5)
  Effect: Line, Long Range, Technique. This Weapon requires 
  one Action be spent charging it, and its successful use will 
  automatically make you lose your next Action afterwards. 
  Macrowave Cannon has an additional Advantage to its Might 
  Test and its Line effect is 3 Zones wide, with the target in the 
  middle line.
  The Macrowave Cannon absorbs ambient electromagnetic 
  energy rather than that of the Gear and releases it while 
  scattering a multitude of pellets. The last thing that the poor 
  souls in the way of the blast will hear is a ‘DING’. It gets less 
  funny when users notice the recoil will shock even the sturdi-
  est of Gears and daze the most resilient of pilots.
  Mounted Blaster
  Shooting Weapon (5)
  Effect: This Weapon benefits from an additional an Advan-
  tage to its Might Test but you may not Move as part of your 
  Actions when using it. If you’re unable to Move for whatever 
  reason, you cannot use it.
  These shoulder-mounted guns are too powerful to use 
  without bracing. They make up for it with accuracy and 
  armor-piercing power, but the rounds are too large for long-
  distance bombardment. 
  SHOOTING WEAPONS
  
  28
  01:// EXPANDING THE RULES
  Magneburst
  Melee Weapon (5)
  Effect: Beam (Boost 2). When you Boost this Weapon it gains 
  the Burst ability and turns all affected Areas into Interfer-
  ence Terrain for one Round. You can spare your own Zone 
  from its effects.
  An offensive variant of the technology that would lead to the 
  invention of the Type-G Gygravagnite and more precisely 
  the Gravagne Field. Releasing this much energy is harm-
  ful to the environment, but is even more harmful to nearby 
  enemies.
  Burnout Edge
  Melee Weapon (5)
  Effect: Beam (Boost 2). When you Boost and pass the Might 
  Test with this Weapon, you halve the target’s available En-
  ergy.
  A weaponized projector of short-lived waves that disrupt the 
  flow of Element G. Just point the weapon in this ‘Burnout’ 
  mode at things and watch their systems fail. 
  Fangs
  Melee Weapon (5)
  Effect: Beam (Boost 3), Remote. This Remote has a Guard of 
  10 and a Speed of 5.
  Fangs are drones with miniaturized beam sabers made for 
  swarming targets. They have miniaturized Overboosters 
  for chasing targets and are maneuverable enough to take 
  advantage of their small size, making them a pain to hit.
  Gravity Knuckle
  Melee Weapon (5)
  Effect: Beam (Boost 4). When you Boost and pass the Might 
  Test with this Weapon, you may push the target up to 3 
  Zones away from you in a direction of your choice. Should 
  it be sent in the direction of another Enemy whose Defense 
  you’ve also beat, they both crash and suffer 3 points of Dam-
  age, then the movement halts.
  A replacement for Mecha hands that repulses objects with 
  tremendous force on activation. It is the only close quarters 
  weapon that R&D designed around graviton technology. 
  Ground Zero
  Melee Weapon (5)
  Effect: Beam (Boost 4), Burst, Technique, Overheating. This 
  Weapon turns the Zone you are standing on into Extreme 
  Terrain. When you Boost Ground Zero its Maximum Range 
  becomes 3 and it will also affect your Allies instead of only 
  attacking Enemies.
  The uninhibited version of the Magneburst. You expel pure, 
  raw Element G in a highly dangerous explosion with you at 
  its center. Handle with care.
  Graviton Gun
  Shooting Weapon (5)
  Effect: Beam (Boost 2), Line. When you Boost and pass the 
  Might Test with this Weapon, you may slide the target 1 Zone 
  in a direction of your choice along the Weapon’s area of 
  effect. Should it be sent in the direction of another Enemy 
  whose Defense you’ve also beat, they both crash and suffer 1 
  point of Damage.
  A gun that can lift enemies off the ground. It does not have 
  that much controlling power, but it is still very useful.
  Point Singularity Projector
  Shooting Weapon (5)
  Effect: Beam (Boost 2). When you Boost and use the Assist 
  Action with this Weapon you may choose to either gain an 
  Advantage to your Might Test or to grant an Advantage to 
  two allies instead of one. You gain the chosen Boost plus the 
  Long Range and Slow abilities.
  One of the many variants of the Graviton Gun is the Point 
  Singularity Projector. It creates pockets of increased gravity, 
  holding targets in place or at least reducing their mobility.
  Bits
  Shooting Weapon (5)
  Effect: Beam (Boost 3), Crippling, Remote, Slow. This Remote 
  has a Guard of 5 and a Speed of 5. When you Boost this 
  Weapon it gains the Long Range ability.
  The most famous system of remote weapons, Bits pack a 
  mean punch for their size and are fairly maneuverable.
  Lux Cannon
  Shooting Weapon (5)
  Effect: Beam (Boost 4), Long Range, Slow. When you Boost 
  this Weapon it ignores the effects of Active Defenses.
  A honest to God giant laser cannon. Dodging light is a 
  pretty hard thing to pull off, but it was not made with energy 
  efficiency in mind, making it rather prohibitive to use liber-
  ally,
  Oblivion Buster
  Shooting Weapon (5)
  Effect: Beam (Boost 4), Long Range, Technique, Overheating. 
  You may not Move as part of your Actions when using this 
  Weapon and If you’re unable to Move for whatever reason, 
  you cannot use it. When you Boost Oblivion Buster and pass 
  the Might Test with it, it will destroy that Enemy’s current 
  Level of Threshold (after dealing its regular Damage) but you 
  do not regenerate Energy during your next Turn.
  This dramatically named giant cannon creates what only be 
  described as a miniature black hole at a target point and is 
  the epitome of weaponized graviton technology. A direct hit 
  means the target will implode spectacularly and a graze will 
  still tear away one or more limbs caught in the vortex. Be 
  careful with it, the Oblivion Buster has a tendency to mal-
  function and make parts of its user vanish into the aether.
  BEAM WEAPONS
  
  29
  EXPANDING THE RULES //:01
  Catch me if you Can
  Setup Power
  Effect: Move a number of Zones equal to either of your 
  Systems or your Speed, ignoring Enemies and Terrain (even 
  impassable terrain) along the way.  This lets you escape from 
  Duels without having to Disengage.
  The clonebot exploded in Gilliam’s face while Doctor Chaos 
  ran away with that annoying “Uweeheheheheheheee~” of 
  his. They kept trying to corner the slippery little bastard, but 
  he always found a way out and they would only get a face-
  ful of explosions for their trouble. Silly humans, they never 
  learn.
  Crush the Insect
  Reaction Power
  Effect: The next time you would deal Damage to an Enemy, 
  the Pilot loses one Layer of Plot Armor. Pilots damaged 
  this way Test Systems instead of Willpower to avoid defeat. 
  Should this ability trigger against a Pilot who has already lost 
  all three Layers, they are automatically defeated instead. You 
  can use this Power once per Round.
  The thing wearing a human face grasped the Core of the 
  Gear with its bloated hand-like tendril, tearing it away from 
  the frame. With a twisted mockery of a smile across its face, 
  it bit the cockpit in half.
  I Can Read Your Every Move 
  Setup Power
  Effect: Ask one Player a single yes or no question about what 
  their PC will be doing during their next Turn. If the Player 
  abides by their answer, you gain double benefit from Tension 
  against them with Offensive Actions for a Round afterwards. 
  If they do not, they lose two Genre Points. If they don’t have 
  enough Genre Points left, they must do as they said they 
  would. You can use this Power once per Round.
  Laplace just waited, surely this next challenger would try to 
  do ‘something crazy’ or try to be too quick to predict. Little 
  did it know that was also within the Cryptid’s expectations. 
  These apes are such simpleminded beings, someone just 
  has to put them in their place.
  Marked for Death
  Setup Power
  Effect: Choose one Enemy within 5 Zones. You gain two Ad-
  vantages to all Might Tests made against that Enemy and that 
  Enemy suffers two Disadvantages to all Might Tests that do 
  not target you. Both effects last for a Round. You can use this 
  Power once per Round.
  David was figuratively cornered by Jack’s giant metal samu-
  rai. “What’s wrong blondie, getting cold feet?” Jack wasn’t 
  going to let his rival walk out of a duel.
  Souls Bound by Gravity
  Setup Power
  Effect: All Enemies within 5 Zones that are using Anti-Gravity 
  or another ability that grants them flight lose that benefit for 
  one Round.
  “Now this little button I’ve got in my hand? This activates 
  what is what I call the Graviton Crusher. It is not strong 
  enough to crush you, per se, but that’s what the rockslide 
  I’ve just caused with all those bombs will take care of. Now 
  I know it is not the most accurate name, but it has style 
  points, doesn’t it? Now down, boy!”
  You are in my Sights
  Setup Power
  Effect: You or an Ally gain the benefits of the Aim Action to
  their next Offensive Action this Round.
  Lord Wilhelm laughed and laughed and just kept laughing 
  until he caught a coughing fit that made everyone swear 
  even his doombots were exasperated with him. It was after 
  that that he finally gave the order for all his troops to open 
  fire. “Alright, fun’s over, now you all die.”
  BOSS POWERS
  Some of these new Powers for Bosses make it easier to work with specific strategies that depend on things like positioning 
  or crowds of Enemies. They also give you new ways to mess with PCs by taking away their Weapons or attacking the Pilots 
  directly.
  
  30
  01:// EXPANDING THE RULES
  Aura of Dark Majesty
  Internal Upgrade
  Level 2: When you enter this level, you get to use the “Do 
  you Desire the Power?” Boss Power for free against one En-
  emy of your choice. You do not need to know the Power nor 
  do you need to spend any Genre Points.
  Level 3: As above, but you also use Die for Me! against the 
  chosen Enemy.
  Level 4: As above, but you also use Your Fate is Sealed 
  against the chosen Enemy.
  You can fight your own battles, but you would much rather 
  watch your enemies fight themselves. And if that is not 
  enough, you’ll still find a way to cheat a victory for yourself.
  Caustic Touch
  Internal Upgrade
  Level 2: Your non-Beam Weapons ignore the effects of Active 
  Defenses.
  Level 3: As above, but your non-Beam Weapons also gain 
  the Crippling ability. 
  Level 4: As above, but when you pass the Might Test with 
  your non-Beam Weapons, you destroy the target’s current 
  Level of Threshold. This happens after the Weapon deals its 
  regular Damage.
  Cryptids are evolving anti-Clarke weaponry. These would 
  disrupt the flow of Organic Energy, effectively paralyzing the 
  creatures inside with poison.
  Overheating Field
  Internal Upgrade
  Level 2: Enemies within 5 Zones will suffer 1 point of Damage 
  per Energy point they spend.
  Level 3: As above, but they suffer 2 points of Damage per 
  Energy point spent instead.
  Level 4: As above, but you affect all Enemies within 10 Zones 
  instead.
  You are surrounded by strange energies that distort the flow 
  of Element G around you. To those within, raising a defi-
  ant hand against you is self-defeating... Literally. The more 
  power they use while opposing you, the more likely they are 
  to burn out first.
  Portable Battlefield
  Internal Upgrade
  Level 2: All Zones within a Range of 5 count as Difficult Ter-
  rain for your Enemies. Abilities that can usually ignore the 
  effects of Terrain will not help against this. 
  Level 3: As above, but it also counts as Defensive Terrain for 
  you and your Allies.
  Level 4: As above, but with two instances of Difficult and 
  Defensive Terrain instead.
  You feel more at home in an exotic environment, such as 
  the bottom of the sea. Fortunately for you, your control over  
  dimensional boundaries lets you take your home with you 
  wherever you go.
  Power of Despair
  Internal Upgrade
  Level 2: After Boosting a Beam Weapon, you may spend any 
  number of additional Energy to increase the result of the 
  Might Test and your own Defense by half that amount for a 
  Round. This counts as an Active Defense.
  Level 3: As above, but the bonuses use the full amount of 
  extra Energy spent this way.
  Level 4: As above, but the bonuses use twice the amount of 
  extra Energy spent this way.
  The dark mirror of Hiryu’s Limit Engine is fueled by hatred, 
  jealousy and pain. Much like with the Limit Engine, you are 
  the eye of a storm of energy that only gets stronger the 
  longer the battle goes on. 
  Rules of Nature
  Internal Upgrade
  Level 2: At the beginning of your Turn, you may spend 2 
  Energy and choose an Enemy to halve their Might and Guard 
  for a Round.
  Level 3: As above, but you may spend 2 additional Energy to 
  also increase your own Might and Guard by the amount sto-
  len for a Round. If the Enemy restores their Might and Guard 
  to normal, you still get this bonus.
  Level 4: As above, but you may spend 1 additional Energy to 
  also deal them an amount of Damage equal to the current 
  Tension and restore that much Threshold to yourself.
  This world is all about survival of the fittest. The strong 
  devour the weak, and in the battlefield the strongest one is 
  none other than yourself.
  BOSS UPGRADES
  The new Upgrades give some diversity to existing Boss strategies. Some make it easier to corral single PCs while others cast 
  a large shadow on the battlefield with powerful control effects. 
  
  31
  EXPANDING THE RULES //:01
  BOSS WEAPONS
  With double the number of Weapons for your Bosses, you can now include them more often in your games without making 
  things repetitive. The inclusion of some Slow Weapons allows for more varied attack patterns turn over turn for high-level 
  Bosses. You can even alternate between two Slow Weapons for maximum effect!
  Terrifying Attack
  Melee Weapon
  Effect: When you pass the Might Test with this Weapon, it 
  deals an amount of Damage to the target equal to the cur-
  rent Tension and denies them the benefit of Tension for a 
  Round.
  You are a predator, adapting your fighting technique to that 
  of your prey with every move they make. Each wound you 
  inflict on your victims is fiercer than the last and each at-
  tempt to fend you off less effective. The momentum of battle 
  is in your favor.
  Whirling Death
  Melee Weapon
  Effect: Burst, Long Range, Slow. Any time you roll 4 or less 
  using this Weapon, you may treat the Might Test it as if you 
  had rolled a 5 instead. 
  You sweep your many long-reaching limbs in all directions, 
  becoming the eye of a storm that can cut through steel.
  Corrosive Sting
  Melee Weapon
  Effect: Beam (Boost 2). When you Boost and pass the Might 
  Test with this Weapon, the target’s Might, Guard, Systems 
  and Speed are halved for a round.
  One of your limbs is made of a substance that is anathema 
  to your enemies and the mere touch of it provokes malfunc-
  tions along all of the Mecha’s functions.
  Sonic Blades
  Melee Weapon
  Effect: Beam (Boost 3). When you Boost and pass the Might 
  Test with this Weapon, you destroy the Enemy’s current 
  Level of Threshold. This happens after the Weapon deals its 
  regular Damage.
  Your claws emit a vibrating frequency that makes them glow 
  like a beam saber. Once activated this way, they can will 
  cleave through anything you so much as graze with a touch.
  Shadow Fist
  Melee Weapon
  Effect: Beam (Boost 4), Slow. This Weapon ignores the effects 
  of Active Defenses. When you Boost Shadow Fist, it gains the 
  Crippling, Line and Long Range abilities.
  The evil opposite of the Radiant Fist Technique, for those 
  who have given their souls to darkness. The Shadow Fist is 
  usually employed by martial artists who seek power at any 
  cost.
  Antimatter Shot
  Shooting Weapon
  Effect: Slow. This Weapon always gets a result of 10 when 
  Testing Might. When you pass the Might Test with this Weap-
  on, it deals that Enemy an additional amount of Damage 
  equal to the current Tension.
  A single, extremely powerful projectile that annihilates the 
  target from inside with a chain reaction of implosions.
  Magic Bullet
  Shooting Weapon
  Effect: Long Range. Trace a line covering an amount of Zones 
  equal to this Weapon’s Range starting from your own, Magic 
  Bullet attacks all targets along that line. It will not strike the 
  same target twice, even if it crosses the same Zone multiple 
  times.
  An intelligent projectile that pierces through most materials 
  without losing momentum. This Magic Bullet can even shoot 
  around corners, making it an assassin’s best friend.
  Gravity Blast
  Shooting Weapon
  Effect: Beam (Boost 1), Blast (2). When you Boost this Weap-
  on,  it turns the affected Zones into Difficult Terrain and all 
  Units within lose the benefits of Anti-Gravity or another abil-
  ity that grants them flight for one Round.
  This weapon pulls all matter in a very large radius together 
  towards a fixed point. Unlike with a black hole, nothing is 
  cast into the void, but the extreme violence is usually more 
  than enough to destroy anything that was there anyway.
  Ultrabeam Cannon
  Shooting Weapon
  Effect: Beam (Boost 2), Line. When you Boost this Weapon its 
  Line effect is 3 Zones wide, with the target in the middle line
  A marvel of techology, this mounted blaster has it all. It 
  has all the upsides of portable beam rifles but with enough 
  potency to burn the small fry around your real target as an 
  afterthought.
  Assimilation Sweep
  Shooting Weapon
  Effect: Beam (Boost 4), Blast (4), Slow. When you Boost this 
  Weapon, you restore an amount of Threshold equal to your 
  Systems and turn the affected Zones into Withering Terrain 
  for a Round.
  You vacuum up matter into a swirl of energy that flows into 
  your body, healing your wounds. 
  
  32
  01:// EXPANDING THE RULES
  BOSS CAPSTONES
  Four more Capstones for your Superbosses means it is harder to know what to expect from and how to counter them. Like 
  the fi rst six, these are often more fi tting for abominations of science or supernatural entities than giant robots, though some 
  are easier to justify than others.
  All Becomes Dust
  Internal Upgrade
  Eff ect: At the beginning of your Turn you may spend any 
  amount of Energy to turn all Zones within a number equal to 
  the amount spent into Withering and Extreme Terrain for a 
  Round. You may spare your own Zone from this eff ect.
  It is the fate of all things to wane and die, but your footsteps 
  leave only decay behind. Plant life withers, electronics stop 
  working, and even color itself fades from sight.
  My Final Masterpiece
  Internal Upgrade
  Eff ect: Create a Grunt of Power Level 5 when you take this 
  Upgrade. At the beginning of your Turn you may deploy this 
  Grunt one Zone away from you and it shares your Initiative. 
  Should either of you two be destroyed, the other may spend 
  an Action to resurrect their partner with 1 point of Threshold 
  left. This will not restore abilities with limited use like Sup-
  port Upgrades or One-Shot Weapons.
  Your last work of art is the most beautiful yet, both perfect 
  servant and your lifeline to this mortal coil in one. Truly, you 
  are a God.
  The Ultimate Shield
  Internal Upgrade
  Eff ect: At the beginning of your Turn you may spend 2 En-
  ergy to increase your Defense by 10 for a Round. This counts 
  as an Active Defense.
  You rearrange the confi guration of carbon atoms along your 
  whole form, transforming your skin into graphene and mak-
  ing it as hard as diamond.
  Tyrant of Lost Souls
  Internal Upgrade
  Eff ect: Whenever an Allied NPC is defeated, you restore an 
  amount of Threshold equal to their Power Rating. Threshold 
  that would exceed your maximum amount instead deals the 
  surplus in Damage to an Enemy of your choice.
  The fall of each of your loyal minions only strengthens you 
  further, their faithful souls only too willing to serve you one 
  last time. Their angry spirits will turn on those who try to 
  put them out of their misery by lashing out one last time 
  against the fools who oppose you.
  Your last work of art is the most beautiful yet, both perfect 
  servant and your lifeline to this mortal coil in one. Truly, you 
  against the fools who oppose you.
  
  33
  EXPANDING THE RULES //:01
  TROUBLESHOOTING
  Mobility Upgrades for Underwater and Space Terrains
  The Maritime and Zero-G Modules grant the benefits of flight in Terrains where flying is usually impossible. Abilities that 
  interact with flight treat both Upgrades as if they granted flight. This means an Ensnaring Trap underwater will negate the 
  benefits of the Maritime Module and Terrain Specialist (Space) allows Extreme Body to damage Units with a Zero-G Module.
  Restoring halved Attributes to normal.
  Whenever you have multiple debuffs to your Attributes halving them more than once, any abilities that restore them to 
  normal will completely remove all debfufs at once. Other effects of the abilities that caused those effects remain in place, 
  however, thus something like Electromagnetic Detonator still causes Damage per Energy point spent.
  Targeting Debuffs and Blasts
  Pulling Field, Targeting Disruption and Marked for Death affect Tests that do not have the user as the target. For all Burst and 
  Line Weapons this changes very little, but Blast Weapons will need to center the Weapon’s area of effect on the user to avoid 
  the Disadvantages.
  Vertical Forced Movement
  Abilities like Gravity Knuckle or Gravity Manipulators can’t knock Enemies into the air or force flying ones to land. They can, 
  however, move them to a higher or lower altitude if they were already up in the air. If the targeted Unit was able to move 
  freely in that environment already, such as an underwater or space mission, vertical forced movement works normally.
  Using Remotes while Docked
  Using Remotes undocks you, like taking any other Action. This uses the same logic that Supports use. It doesn’t matter if you 
  are attacking via proxies or not, if you want to affect the battlefield, you need to go out there and put yourself at risk.
  Number of Combiner Components
  Super Combination and Invincible Super Combination work with any number of components, you don’t need four compo-
  nents to power up a different Area for the lead. You can have component Units for the Legs and Arms but not the Torso, or 
  two components for the Arms - each representing a different limb.
  Chaining Sliding Terrain
  You cannot make a ‘conveyor belt’ with Sliding Terrain, once any one Unit has been moved by Sliding Terrain during its Turn, 
  it will stay there. You can stack multiple instances of Sliding Terrain into the same Zone to forcefully move Units more than 
  one Zone, however. So if you want to make climbing a steep hill a really hard task you can stack progressively more Sliding 
  Zones as altitude increases.
  Portals and Targeting
  When you move through a Portal created with Portal Generator and attack an Enemy with the same Action, it is fine to Move 
  away from your target on the way to the Portal as long as going through it still takes you in their direction.
  Preparing to use Maimed Abilities
  If you have an ability that can temporarily negate the effects of Maiming, you can Aim with a Maimed Weapon or call your 
  next Action in response to I Can Read Your Every Move to use a Maimed Upgrade. Obviously, you must activate your abilities 
  that let you ignore Maiming in order to actually use them.
  The Specifics of Mind Reading
  I Can Read Your Every Move and Combat Profiling function like the Delay Action for the person who must answer their ques-
  tion. They don’t need to specify exactly what they do, they just have to state the kind of Action chosen. If they choose the 
  Attack Action, it doesn’t matter who they target or which Weapon they use. But if they try to use a different Action, even a 
  similar one like Suppress or Engage, they will lose Genre Points.
  Tracing Paths
  The line following the path of Lightspeed Assault can go in any direction, making twists and turns along the way until its 
  reach in Zones has been spent. It can even make a perfect U-turn without spending any further Zones to do so.
  
  34
  01:// EXPANDING THE RULES
  “Even out your breathing.”
  Jeff Gons wrinkled his brow, blew air through flared nostrils. Under normal condi-
  tions, meditation was easy, even for such an energetic youth. Here, though, kilom-
  eters beneath Mount Barou, in an unmarked hangar with cool, dry air; here, in the 
  shadow of his General Z, illuminated by a single white-hot lamp; here, right across 
  from a man in a plain, white, button-up shirt and jeans, whose only outward indi-
  cation of totemic power seemed to be a small tattoo scrawled across his forehead; 
  here, Gons had difficulty with his meditation.
  “It would be easier with a humidifier,” the youth wiped at his dried, tingling nos-
  trils. It was one of the many factors assaulting his focus.
  The mystic reached across the gap and slapped the hand away. “It would be easier 
  if you focused, boy.” the man’s attitude was another of those factors.
  “I’m not a child!”
  “Prove it.”
  Jeff inhaled, scrunched his eyes closed again. One breath, and another, and anoth-
  er, and again, flowed through his lungs, circular and timed to his heartbeat. There 
  was the river, there were the trees, there were the little thoughts dancing around 
  in the river, the leaves that fell from the trees. He took in each fragment, each leaf, 
  and let it waft on by, carried by the flow, out of the scene, out of him.
  “How many trees do you see, boy?”
  Jeff unfurled his fingers as his ‘eyes’ drifted across the scene. Ten fingers.
  “Good. There’s something behind them, isn’t there? Something that’s pressing 
  against them. It wants you to see it, but the trees are in the way, aren’t they?”
  Jeff gave the slightest nod.
  “Do you know what to do, boy?”
  He returned the slightest head-shake.
  “Say what you need them to be, to see past them. They will oblige. Say it ten 
  times, they will listen.”
  
  35
  EXPANDING THE RULES //:01
  Jeff gave the subject a few thoughts, a few breaths, before he opened his mouth 
  again. “You’re dead.”
  One tree evaporated.
  “You’re dead. You’re dead. You’re dead. You’re dead. You’re dead. You’re dead. 
  You’re dead. You’re dead. You’re dead.” The way was clear.
  “Do you see it, boy? Do you see what was so desperately clawing its way toward 
  you?”
  “No. Wait --” Jeff’s face grew flushed, sweat beaded on his brow, his breaths 
  threatened to lose their rhythm. “It is like the sun. A light. Orange, flickering. A 
  searing, a heat, burning with --”
  “Don’t say it! Don’t tell me aloud, you’ll frighten it off. Now, let it in.” Jeff opened 
  his mouth to reply, but got no chance to speak. “You can, can’t you? You know that 
  you can. It’s already a part of you, it’s only now that you’ve seen it dwelling within 
  you. Let it in. Grab it in your hands, your head, your bosom, your whole.”
  Jeff’s breaths slowed even further, forced and constant, without variation. Sweat 
  trickled down his forehead, stained his shimmering Hiryu colors, evaporated as it 
  approached his overheating heart.
  “There!” A great, sucking wind billowed through the space, sending both men 
  sprawling across the stone floor. The massive lamp which had illuminated the 
  towering, bulbous General Z fell to the floor with a cacophonous clatter and a rain 
  of sparks, but the space remained lit nevertheless. This was new light, this was 
  righteous light, soft and orange if needed, but sharp and blue when faced with the 
  most implacable foes. 
  Flames coursed up and down the General Z’s plating, etching wavy patterns in 
  bright, searing colors as they danced across the alloys. The angular, ill-fitting 
  optics billowed blue flame, almost seeming to realign themselves, reorient into a 
  more proper, more correct form. If the man was to be believed, General Z was now 
  bound to a spirit of fire.
  Jeff Gons remained spread across the floor, his eyes utterly ensnared by the spec-
  tacle his Gear put before him and the other onlooker. He stood up, straightening 
  one leg at a time as he rose, and turned a shaky gaze towards the man behind 
  him.
  
  36
  01:// EXPANDING THE RULES
  “Who are you?” His voice trembled, rose despite his best efforts. “What did you 
  do?!”
  The man remained seated, lit a cigarette, took a few puffs. After a few minutes he 
  stood up, not at all troubled by the immediate events around him. “I suppose you 
  might call me a locksmith. But then again, I didn’t really do anything, did I?”
  “Shut up! There’s no way I could possibly do something like --”
  “Ah, so General Z just took alight because a stranger came by and whispered 
  some mystic mumbo-jumbo? Now it’s able to conjure the very Idea of fire, all be-
  cause of some bizarre foreigner?” The man waves his hands for emphasis, returns 
  the cigarette to his mouth.
  “When you put it that way --”
  “Don’t put it any way,” The man pivots on his heel, gives a small chuckle as he 
  heads toward the exit. “Just put it to good use. This island needs you. Hell, per-
  haps the world needs you, or people like you. But this island’s a good enough 
  start.”
  Jeff crunched his eyelids together, muttered a few choice words for the man that 
  now walked away from him. “I guess it needs a new name, huh? After YOU did 
  YOUR weirdo thing to it!”
  The man waves over his shoulder, “Just make sure it’s a good name, boy!. Oh, 
  and, do try to keep it safe around water? Use your head and all that.”
  Jeff opened his mouth to shout some select expletives, but just like that the man 
  had gone. He huffed, crossed his arms, and returned his attention to his Gear. His 
  General Z.
  “General Z Burning Shogun.” He said, to himself and his audience of one giant 
  robot, then caught himself. “No, wait, that’s redundant. Shogun has to go. How 
  about General Z Burning Soul? No, Burning Sun’s better.” Yes, that was a definite 
  improvement, he thought, nodding to himself with reassurance.
  The way General Z Burning Sun looked back at Jeff, it seemed to agree.
  
  37
  EXPANDING THE RULES //:01
  02:// CUSTOMIZING THE EXPERIENCE
  This chapter contains optional content consisting of various 
  Rules Modules to hack Battle Century G, pulling the game in 
  different directions from the norm. Generally speaking, each 
  Module of is independent of the other but you can mix and 
  match them as you like. We can divide the various Modules 
  into, roughly, three categories: 
  Magic & Fantasy
  The Rules Modules in this section augment the power of 
  Miracles, introduce the Magic skill as a replacement for Elec-
  tronics and grant the power of Elemental Magic to Mecha. 
  They are ideal for games set in a fantasy landscape with 
  robots or fusing science and magic to battle eldritch deities 
  from outer space.
  Faction Management
  Faction Management has everything you need to run your 
  own private military company, merchant fleet or frontier 
  base in the war against an alien invasion. In here you will 
  find ways to use NPCs as Genre Themes, how the PCs can 
  delegate tasks for their subordinates to solve offscreen, and 
  rules for collateral damage to instill a larger sense of respon-
  sibility.
  Hardcore Difficulty
  Last but not least, this section includes additional rules to 
  make the PCs lose their minds, for settings where restoring 
  battle damage between Operations is not easy, and for ran-
  dom happenstances that complicate the lives of PCs fighting 
  the long war. All while retaining the heroic stylings that make 
  Battle Century G what it is.
  RITUALS
  Rituals are a new way to use Miracles. Like the name says, 
  they’re not spontaneous shows of power but rather methodi-
  cal applications of it. A Ritual is an Extended Test with one 
  character as the lead ritualist, though other characters may 
  also participate (in the form of a Help Test) if they are also 
  trained in the corresponding Miracle. To participate in a 
  Ritual, characters must have the Ritualist Trait.
  Rituals take time. You can gain one Advantage to the 
  Extended Test if you take one hour per attempt or two 
  Advantages if you take one day per attempt. You cannot 
  improve your odds further by taking even longer per Test. 
  But there is a catch. Rituals deal even more Damage to the 
  user than Miracles. All Ritualists take twice as much Dam-
  age from Ritualized Miracles. This means that you need 
  a considerable investment in Willpower, and maybe some 
  Traits, to mitigate the Damage.
  A Ritual is a complex process that involves concentrated ef-
  fort, such as deep meditative trances, reciting magical incan-
  tations and dancing around magic circles for long periods of 
  time. If a Ritual is interrupted (such as by an enemy attack), 
  all participants make the appropriate rolls and take Damage 
  to their Plot Armor but the Ritual fails to have any other ef-
  fect and must be started over from scratch. 
  NEW TRAIT
  Ritualist
  General Trait (10)
  Effect: You can participate in Rituals, either as the lead ritu-
  alist or as an assistant ritualist.
  You are well read and practiced in the art of Thaumaturgy, 
  or making miracles. Your talent is such that you wield the 
  kind of power most can’t even fathom.
  02:// CUsTOmizing The Experience
  
  38
  01:// EXPANDING THE RULES
  CUSTOMIZING THE EXPERIENCE //:02
  EXPANDED MIRACLES
  Miracles are powerful, of that there is no doubt. Battle Century G generally sticks to examples of what you can do with DNs 
  of 15 and under, but here you will see what you can get away with DNs of 20 and over - well beyond the scope of what could 
  be considered ‘normal’ even in the realm of anime. Activating these abilities is difficult, with good reason. Their power will 
  cast a long shadow over the game once they are used, that’s why there’s only three of them for each Miracle. In theory, you 
  could get away with even more over the top shenanigans using Miracles, but it is not recommended.
  Electricity
  Assuming Direct Control DN (20): Take over any electronic 
  device, including Mecha, for the duration of the current 
  Scene. Giving them commands uses Actions, but you do not 
  need to keep activating this Power to mantain the effect. The 
  controller of the device may spend a Genre Point to cancel 
  this effect.   
  Lights Out (DN 25): You release a magnetic pulse that 
  shorts out or disables all electric or electronic devices in a 
  radius of 1 kilometer. You can choose to preserve individual 
  devices that are within your line of sight at the time of acti-
  vation. 
  Upload (DN 30): You project your mind into a computer, 
  transforming yourself into a digital intelligence. Your physi-
  cal body becomes inert and dies within a few hours, but you 
  are no longer tied to it. The only thing that can hurt you are 
  viruses and data corruption or deletion, but you can make 
  backups of yourself anywhere. You can still use your Fitness 
  and Awareness Attributes while controlling a drone or some 
  other kind of Proxy.
  Force
  Repulsion (DN 20): You gain the benefits of Maneuvering 
  without having to spend an Action and inflict 5 Disadvan-
  tages to all attacks made against you for a Round.
  Ride of the Valkyries (DN 25): Grant any number of indi-
  viduals within your line of sight the ability to fly for a Scene. 
  This flight does not need help from the wind and you can 
  hover freely in place. You fly at the same speed you can 
  move on the ground and can reach an altitude of up to 1 
  Zone from ground level.
  Shake the Heavens (DN 30): You have unparalled control 
  of gravity for a single act you take. You can flip a person or 
  object of no more than twice your mass into space as an 
  Action, pull an object like a satellite from orbit to fall where 
  you want it to (crashing at the end of the current Scene), 
  make large buildings rise into the sky for a whole Episode, 
  or even bring down a whole space colony, though it’ll take a 
  whole Episode Arc for it to fall.
  Fortune
  Out of the System (DN 20): You can delete all traces of 
  someone’s existence from modern society. Their identity, 
  standing and all methods of verifying their identity are 
  erased from all known records, leaving no trace behind. 
  People who know the target will still remember them and 
  it is possible to rebuild all records, though it is difficult and 
  bureaucracy does not make it any easier.
  How to Make Friends and Influence People (DN 25): The 
  next person that you contact to get a job done as a favor is 
  so impressed with you that immediately becomes a Comrade 
  (as the Trait) for an Episode Arc.
  Hold Society Hostage (DN 30): You take over a critical 
  component of what makes society function or of what can 
  be used to destroy it. You can make the stock market crash, 
  disable the security systems of a missile launch base, or gain 
  control of a whole space stations’ systems for example.
  Life
  Fountain of Youth (DN 20): You can rejuvenate a willing 
  subject’s body by anything between one and ten years with 
  your touch. The subject retains their current memories and 
  their Attributes do not change. This will also increase their 
  lifespan, renewing the subject’s cellular structure.
  It Lives (DN 25): You infuse a nonliving, object with the spark 
  of life and, if you wish so, with sapience and free will. The 
  materials don’t matter as long as they can hold together, but 
  they need a degree of flexibility unless you want the poor 
  thing to be stuck in place forever. You can give life to enti-
  ties made of clay, metal, multiple corpses or even stranger 
  things this way. Mecha or other objects under someone else’s 
  control will not try to free themselves until the end of the 
  current Scene - they are just too confused until then.
  Rise From the Grave (DN 30): You can resurrect the dead, 
  bringing them back to life. You must possess at least a par-
  tial corpse of the subject and they must have died no longer 
  than ten years ago. The resurrected subject is in perfect 
  health even if they had suffered critical injuries long before 
  they had died.
  
  39
  EXPANDING THE RULES //:01
  02:// CUSTOMIZING THE EXPERIENCE
  Matter
  Fade Into Light (DN 20): You can destroy inert matter with 
  a touch, reducing an object of a size no more than ten cubic 
  meters into energy. The object turns into tiny specks of light 
  that fade into the sky shortly thereafter. You can control the 
  shape of what you destroy this way, so you could use it to 
  sculpt statues or dig a tunnel with a maximum length, width 
  and height of up to ten meters each.
  The Perfect Tool (DN 25): You improve a piece of Equip-
  ment to perfection, making it grant double the number of 
  Advantages to all Tests it usually would. If it is a Proxy, it has 
  double the amount of Plot Armor. This effect lasts an Episode 
  Arc.
  Raw Creation (DN 30): You create something out of noth-
  ing. This object can be anything of up to ten cubic meters, 
  though complex objects with moving parts made of very 
  dense and difficult materials can be of up to five. Who needs 
  to transmute lead into gold when you can just create your 
  own hoard?
  Phantasm
  Sensory Deprivation (DN 20): Make someone blind and 
  deaf, halving their Awareness and inflicting them two Disad-
  vantages to all Tests. Both effects last a Scene.
  Persistent Mirage (DN 25): You craft a static illusion as 
  normal (it cannot be an Offensive Test) except it lasts a whole 
  Episode Arc instead of a single Turn. The illusion becomes a 
  Proxy of yours and lasts until someone destroys it. You can 
  Test Phantasm with a DN of 5 to repair it and make it mani-
  fest again, though only once per Episode. The illusion can be 
  large and simple like a desert oasis, small and complex like 
  a human being calling out the names of those who can hear 
  them over and over, or somewhere in between like a false 
  wall hiding the light and sound coming from the hall behind.
  Simulacrum (DN 30): As above, but the illusion created can 
  be substantially more complex, is permanent and repairs it-
  self each episode. Following the above examples, the water in 
  the oasis would taste like real water and would have animals 
  in it, the human would have several lines of dialogue it would 
  repeat in order, and the false wall would be followed by a 
  whole hall of doors that lead nowhere behind it.
  Phasing
  Phantom Strike (DN 20): You phase into one of your en-
  emies and attack them from the inside, reappearing outside 
  moments later. In rules terms, you attack and defend at the 
  same time, making an Offensive Test along with your defen-
  sive use of the Phasing Miracle.
  Haunting Ensemble (DN 25): Your mastery of Phasing is 
  such that you can use it for extended periods of time and 
  even take others along with you along for a ghostly ride 
  through walls and floors. For the rest of this Episode, you 
  may use the Phantasm Miracle up to five times without tak-
  ing any Damage from doing so. Furthermore, you may share 
  its benefits with any number of allies within your line of sight 
  at the time of using Haunting Ensemble.
  One Foot in the Grave (DN 30): You transform yourself ir-
  reversibly, permanently making yourself more insubstantial 
  than solid. You no longer take Damage from Phasing Tests, 
  though you now suffer a Disadvantage to all other Fitness 
  Tests since it takes much more effort to affect physical 
  things.
  Portal
  Wormhole Step (DN 20): You create two short-lasting 
  portals, one next to you and another anywhere within your 
  line of sight. You step through this portal and it immediately 
  closes afterwards. You have effectively teleported.
  Permanent Portal (DN 25): You create a Window as usual 
  but it lasts until you dismiss it and does not count against 
  your maximum number of Windows you may have. When 
  you step through any of your Windows you choose which 
  other you can emerge from. As long as you have one or 
  more Permanent Portals active, looking through one of your 
  Windows shows a blurry combination of all places connected 
  with Windows.
  Super Dimension Fortress (DN 30): You create a lasting 
  pocket dimension of roughly one hundredx cubic meters. 
  This pocket dimension may be accessed from a hidden 
  dimensional door placed anywhere you wish. As is, there’s 
  not a lot you can do in this area devoid of features, light and 
  life, but you can bring your own stuff in here to make it cozy, 
  since it seems to have breathable air. This pocket dimension 
  cannot be seen from the outside and others need your ex-
  plicit permission to cross the portal. Just make sure you hide 
  this entrance well, because if someone were to block the exit 
  it from the other side while you’re in, you’ll be trapped.
  
  40
  01:// EXPANDING THE RULES
  CUSTOMIZING THE EXPERIENCE //:02
  Somatics
  Like a Flash (DN 20): You move with extreme speed, leaving 
  afterimages in your wake. After you finish your current Ac-
  tion you can immediately take another Action this Turn.
  Stone Skin (DN 25): You strengthen your body, making it 
  tougher and more resistant to trauma. For the rest of the Ep-
  isode, your Defense is increased by 5 and you gain another 
  Advantage to all further Fitness Tests.
  Limit Break (DN 30): You hulk out in an instant, becoming 
  an unstoppable god of war. The effects are as above, but you 
  also cannot be defeated through Plot Armor Damage and 
  whenever you would perform a Fitness Test, you may choose 
  to automatically roll a 10. You still take Damage, however, so 
  when the Episode ends and Limit Break fades you could very 
  well die from all the injuries sustained.
  Temperature
  All-Consuming Power (DN 20): You make an Offensive Test 
  as normal but it does continuous Damage every Turn, repeat-
  ing the same Test result until the subject or someone else 
  take an Action to put out the fire or break the creeping ice. If 
  used to make a cold attack, a willing or helpless subject can 
  be cryogenically preserved this way.
  Become the Elements (DN 25): Your physical body merges 
  with your powers, their raw elemental energy protecting you 
  from harm. Just try not to run out of juice too fast. For the 
  rest of the Episode you take no Damage from Temperature 
  Tests and halve all other Damage you would take.
  Localized Apocalypse (DN 30): You envelop an area with 
  a radius of up to one kilometer around you in cataclysmic 
  weather for the rest of the current Episode. The searing 
  sunlight or freezing rain are so strong they count as Extreme 
  Terrain that will even hurt Mecha, and flying does nothing to 
  mitigate its effects. Other than the Damage taken from using 
  this ability, the weather does not hurt you - but it does hurt 
  your Mecha. The Localized Apocalypse does not follow you.
  Probing
  Fight or Flight (DN 20): You trigger the subject’s most primal 
  response to fear with a menacing look. This is a completely 
  normal Offensive Test, except you need a Test result of at 
  least 20 to deal Damage with it. If this is enough to defeat 
  the subject, they will avoid angering you by all means, but 
  if they’re still standing then they’ll want to punch you in the 
  face - at the very least. You can use Fight or Flight multiple 
  times against the same target, though.
  Combat Telepath (DN 25): You read the subject’s battle 
  plans, making it trivially easy to avoid them. The effect is as 
  above, but if your Test result is at least 25 you also increase 
  your Defense by 10 against all attacks the subject makes 
  against you.
  Body Snatcher (DN 30): You take the next step and can 
  jump into people’s minds, violently taking over their bodies 
  and forcing their minds into yours. The effect is as above, 
  but if your Test result is at least 30 then if you defeat the 
  subject this way you switch bodies. You keep your memories 
  and neural connections, plus you have to get used to how 
  this new body works. Both you and the target can keep your 
  character sheets as they are or respend Character Points to 
  represent their new forms better. 
  Sight
  Remote Viewing (DN 20): You enter a trance in which your 
  senses expand beyond normal. Think of a place that you 
  know and you will see what is happening there right now. You 
  have to focus on a place you have at least seen in passing 
  before, you can’t focus on a person to track them or a place 
  you’ve never seen or visited before. You can keep Remote 
  Viewing until the end of the current Scene.
  Prophetic Vision (DN 25): As above, but you may now see 
  things that haven’t happened yet. You can ask the GM a 
  single question and have it answered in the form of a vision. 
  Unlike with Remote Viewing, the vision can take you to places 
  you’ve never seen and even to future events - though it does 
  not go farther than the current Episode Arc. The vision lasts 
  anywhere from a few seconds to a whole minute and lacks 
  the context that leads to its events.
  Glimpse the Future (DN 30): As above, but after the vision 
  you may ask the GM up to three questions about it. The an-
  swers to the questions shouldn’t be more than thirty words 
  long, so consider them carefully.
  
  41
  EXPANDING THE RULES //:01
  02:// CUSTOMIZING THE EXPERIENCE
  THE MAGIC SKILL
  In some settings, magic (rather than technology) is the rea-
  son there are giant robots walking around. This Rules Module 
  adds Magic as a General knowledge Skill for all PCs. This is 
  just a knowledge Skill, it doesn’t grant any special powers and 
  doesn’t interact with Miracles until you get the Arcanist Trait. 
  If you want to cast spells, that’s what Miracles are for.
  The rules are written for a setting where magic-users are no 
  stranger to the world than, say, programmers and roboticists 
  are to us. Whether this means that magic is something exotic 
  for the rich or ubiquitous to the point of having magic cell 
  phones around, is up to your setting.
  Magic
  This Skill represents a character’s knowledge in that which 
  other sciences cannot explain. This can be used to identify 
  magical creatures and objects or research a legendary curse. 
  This often means the character has spent months, if not 
  years, studying magic. If Magic is a suitable replacement for 
  technology in the setting, then this Skill can be used to oper-
  ate or disable magic devices.
  The Magic Skill is an Advantage to Intellect Tests made to 
  use magic items not tied to other Skills. You can’t use Magic 
  to fight with a magic sword because that’s the Combat skill. 
  Almost all uses of Magic are Extended Tests and you can 
  repeat them if you get them wrong.
  Possible Specializations: Magic lore, Magic devices.
  Possible Advantages: Access to a wizard’s library to re-
  search a legend, a spyglass that analyzes the flow of magic, 
  previous experience with the lore or devices in question.
  Possible Disadvantages: Lore to research has contradict-
  ing or difficult to interpret sources, analyzing an object in 
  an area packed with magic energy that causes interference, 
  other people or the environment are distracting you from 
  the task.
  Sample Tests: Recognize a monster of legend (5), operate a 
  device that opens and closes magic portals (DN 10) or disable 
  a magic bomb about to go off (DN 15).
  NEW TRAIT
  Arcanist
  General Trait (10)
  Effect: You can cancel the ongoing effects of another Miracle 
  by using the Magic Skill and treating it as a Miracle of your 
  own. This means it takes an Action to use and deals Dam-
  age to yourself. The DN is the result of the Miracle Test. You 
  may also use it to counterspell a Miracle as it is being used 
  during someone else’s Turn. Once countered, the Miracle has 
  no effect other than doing Damage to the user. Countering a 
  Miracle spell adds a Disadvantage to your Test and you also 
  lose your Action during your next Turn.
  Among magic-users, some of the most feared are those who 
  can stop and undo the spells of others. You are one of these 
  savants, capable of unraveling and freezing arcane energies 
  with your own.
  Depending on your setting, the Magic Skill might completely replace Electronics. In that case, Arcanist can also replace 
  Electricity to fulfill a similar role, granting its user a powerful ability against other Miracle users. Arcanist is cheaper than 
  Generalist Miracle Skills too, but its uses are purely reactive, thus balancing it against real Miracles.
  In terms of flavor, the Arcanist Trait assumes that all Miracles are spells. It doesn’t work as a Trait if half the Miracles are 
  psychic powers and immune to Arcanist entirely. Battle Century G is an effects-based game, so if you have multiple power 
  sources for Miracles, Arcanist should cover all of them.
  
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  ELEMENT SYSTEM
  This Rules Module introduces elemental magic to your 
  game. There are four Elements: Fire, Air, Water, Earth. 
  All sources of Damage are either Elemental (and attuned to 
  one of said four Elements) or non-Elemental. All Mecha now 
  have an Elemental Weakness and an Elemental Resist-
  ance, which must be each to a different Element.
  An Elemental Weakness adds one Advantage to Might 
  Tests from sources using that Element while an Elemen-
  tal Resistance adds one Disadvantage instead. All Players 
  choose which Element their Mecha will have a Resistance and 
  Weakness to, but they must choose two different Elements.
  When you take any Beam Weapon you must align it to an 
  Element of your choosing. This means that all Beam Weap-
  ons are now Elemental and non-Beam Weapons are always 
  neutral to Elements. Some other (non-Weapon) sources of 
  Damage are Hybrids, they are neutral to Elements by de-
  fault but can be made Elemental if you choose to do so. 
  This choice is one-time only and cannot be reversed.
  The Hybrid Damage options are: I am Helping!, This is My 
  Battlefield, The Beast (making Default Weapons Elemen-
  tal), Surprise Minefield and Fire at Will. Extreme Terrain 
  is Elemental when it is created from an Elemental source 
  and neutral when it isn’t. Natural instances of Extreme Ter-
  rain can be Elemental or not at the GM’s discretion. Fire at 
  Will and Elemental Extreme Terrain don’t use Might Tests, so 
  Elemental Advantages and Disadvantages are instead applied 
  to the Tests made to resist them. Extreme Terrain of multi-
  ple Elements will stack but the latest Elemental property will 
  replace previous ones.
  The Element System adds depth to the gameplay of Beam 
  Weapons and encourages Players to either build around a 
  favored Element or to diversify their Element choices so they 
  will always have a good option available. They may also want 
  to use non-Elemental Weapons and ignore the problems of 
  relying on Elements as much as possible, but in general it is 
  more effective to take advantage of the system. 
  MODIFIED ABILITIES
  Knowledge is Power
  This Power now also reveals the Elemental affinities of the 
  target and the Elements of their Elemental Weapons and 
  Upgrades, if they have any.
  Trump Card
  You must choose one Element when you take this Power. 
  Should you use it to gain any Elemental Weapons, those 
  Weapons are of the chosen Element.
  Alternate Forms
  Each Alternate Form can have different Elemental affinities.
   
  Combination
  A Combiner uses the Elemental affinities of whoever is in the 
  lead. The affinities of the various components don’t matter.
  Adaptive Morphology
  Internal Upgrade
  Level 2: Choose one Element other than your Weakness or 
  Resistance when taking this Upgrade. Increase your Defense 
  against Might Tests made with Weapons that aren’t of the 
  chosen Element by 3. This counts as an Active Defense.
  Level 3: As above, but you increase your Defense by 5 
  instead.
  Level 4: As above, but you may change the chosen Element 
  at the beginning of your Turn. You may change it to your 
  Weakness or Resistance as well. 
  The default Elements are the four classic ones from many traditional beliefs and philosophical theories all over the world. 
  Like many things in Battle Century G and Battle Century Z, this is just for flavor purposes and you can merrily replace 
  the four with something different. There are four of them because, with everybody having at least one Weakness and one 
  Resistance, it means that any kind of Elemental attack has a 50% chance of having a relevant type, making the system 
  matter every fight.
  You can change the amount of Elements and, if you do not change the total number of them by much, it won’t make most 
  Element-based strategies too much weaker or stronger. You could add a fifth Element in the form of Void (with dominion 
  over light and gravity) like Japanese Buddhism does, reduce the amount of Elements to three (Fire, Ice, Electricity) for a 
  more videogamey feel making every single Elemental Resistance and Weakness much more relevant, among other things.
  
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  EXPANDING THE RULES //:01
  02:// CUSTOMIZING THE EXPERIENCE
  NEW GENERAL UPGRADE
  Elemental Specialist
  Internal Upgrade (20)
  Eff ect: Choose one Element when you take this Upgrade. 
  Your Elemental Weapons of the chosen Element gain an Ad-
  vantage to all Might Tests and ignore Elemental Resistances.
  Your Mecha has a stronger affi  nity for one of the four ele-
  ments than most. It might have been built with enchanted 
  alloys or house an elemental spirit within its chassis.
  NEW FEATURE
  Dual Affinity
  Internal Upgrade (0)
  Eff ect: You gain another Elemental Weakness and another 
  Elemental Resistance. This means you have two Weaknesses 
  and two Resistances, each to a diff erent Element. All of your 
  Elemental Weapons or Upgrades must be of one of your 
  two Resistances, but you may choose which Element to 
  use each time you activate it.
  Your Mecha knows no middle ground when it comes to the 
  known elements of magic. What it doe s not reject strongly, it 
  reacts to explosively.
  NEW SUPPORT UPGRADES
  Circle of Protection
  Separate Upgrade (5)
  Eff ect: You and all Allies within Range gain Resistance to one 
  Element of your choice for a Round. Multiple Resistances to 
  the same Element will stack.
  An incantation that spreads a wide magic circle of glowing 
  runes glowing in one of four colors. All friendly Mecha within 
  the circle are reinforced against magic.
  Elemental Amplification
  Separate Upgrade (10)
  Eff ect: One Enemy suff ers a Weakness to one Element of 
  your choice for a Round. Multiple Weaknesses to the same 
  Element will stack.
  An incantation that places a magic glyph on the target, 
  cursing them to suff er magnifi ed the eff ects of the elements.
  Elemental Transpatial Randomizer Table
  Roll Result
  Support Upgrade
  01-06
  Assisted Targeting
  07-12
  Circle of Protection
  13-18
  Dividing Field
  19-24
  Overcharge
  25-30
  Remote Hotfi x
  31-36
  Support Fire
  37-42
  Supply Delivery
  43-48
  Surprise Minefi eld
  49-54
  Targeting Disruption
  55-59
  Airstrike
  60-64
  Blue Screen Virus
  65-69
  Cryogenic Blast
  70-74
  Electromagnetic Detonator
  75-79
  Elemental Amplifi cation
  80-84
  Ensnaring Trap
  85-89
  Fire at Will
  90-94
  Gravity Manipulators
  95-99
  Jamming Barrage
  00
  Any Support Upgrade of your choice.
  
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  FORMING FACTIONS
  The PCs are more than a team, they’re a band that has gath-
  ered for a common purpose and stick together through thick 
  and thin, like a family. Their Squad has become more than 
  the sum of its parts, it is something that protects those they 
  hold dear and fights those that stand against its beliefs. The 
  Squad is now called a Faction.
  Your Faction is a representation of everyone aligned with 
  your PCs, not just those who do battle but also the people 
  who keep it running. You need a common goal to unite eve-
  ryone, even if it is something as simple as “To protect Sec-
  ond Home from Aliens.”. More elaborate goals like “Dethrone 
  the Space Emperor and transform the Galactic Empire into 
  the Galactic Federation.” are also viable.
  A Faction can be a private military company trying to keep 
  itself afloat or the armed forces that protect a city from gi-
  ant monsters. Your Faction does not include the whole of the 
  NPCs and territory you protect, but you are still responsible 
  for their safety. With their support, your Faction grows.
  Making a common Faction for the PCs consists of adding the 
  following Rules Modules to the game: Relationship Themes, 
  Collateral Damage, Faction Attributes and Faction Tests. You 
  don’t need to use all three of them, but they are designed to 
  work at their best together with each other.
  Relationship Themes are a replacement for the normal 
  Genre Theme rules. Instead of having a thematic character 
  trait to guide your roleplaying, instead you have an NPC that 
  you interact with on a regular basis.
  Collateral Damage comes into play when you fight within 
  your territory. Players who are not careful about minimizing 
  damage to the environment will have to make rolls on a table 
  to see just how bad the damage was.
  Faction Attributes are like Character or Mecha Attributes but 
  for the Faction that the PCs call home. There are three such 
  Attributes: Military, Holdings and Influence. The Attributes 
  are explained more in detail in the corresponding section.
  Faction Tests represent what the NPCs in your Faction do for 
  your cause. Each PC can delegate one such task per Episode 
  Arc to the NPCs in their Faction and they will carry it out to 
  the best of their ability.
  RELATIONSHIP THEMES
  Instead of using Reasons, Typecasts and Banes, you start the 
  game with three Relationship Themes.
  All NPCs part of a Relationship Theme are important to the 
  setting and have a role to play in shaping it. They do not 
  start as part of your faction, but you gain Genre Points when 
  trying to make them join you. Once you have successfully 
  convinced a Relationship Theme to join you, they increase 
  one of your Faction’s Attributes by 1 - you choose which one 
  to boost.
  Once you have recruited an NPC belonging to a Relationship 
  Theme, you may not gain more Genre Points from them. You 
  have to decide between having a loyal follower to make your 
  numbers go up or to keep the NPC at arm’s reach and use 
  the  friction in the relationship to earn Genre Points.
  As an alternative to recruiting NPCs into your Faction during 
  the course of a Season, you can start having some (or all!) 
  of your Relationship Themes made into bonus Attributes for 
  your Faction. If you do this, you’re not going to gain Genre 
  Points from them, so think about it carefully.
  Starting from the next page you will find twenty example 
  NPCs to use in Relationship Themes. Each one has its own 
  section describing how to use them. They are not, however, 
  complete characters - they don’t even have names! They are 
  functional templates to build upon and make your own NPCs 
  from them.
  Some of those NPCs won’t get along with each other, this is a 
  good excuse as any to modify and tweak them to suit your 
  game. With that said, keeping some NPCs around unrecruited 
  lets you earn some Genre Points in between Operations, so 
  that is not a bad idea.
  Regardless, if you find that a Relationship NPC is too conflic-
  tive to even work occasionally along the rest of your Faction, 
  you should replace them with a different one. This can be 
  a good way to make use of an NPC teetering on the edge of 
  becoming an antagonist - make them cross that line and get 
  a new Relationship Theme.
  Just because your default goal is to make the NPCs join 
  your Faction doesn’t mean they can’t already be part of 
  it. You could make the Relationship Theme’s story arc be 
  about inspiring enough loyalty in them to make them want 
  to stick around for more than a paycheck.
  
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  02:// CUSTOMIZING THE EXPERIENCE
  EXAMPLE RELATIONSHIP THEMES
  The Scientific Genius
  The Scientific Genius is the leading expert in their field. News 
  of their discoveries are met with high expectations, because 
  they can change the world. Unfortunately, their current pro-
  ject is at a standstill, and they have to cross many barriers in 
  order to make their next discovery... If they finish at all.
  Taking a personal interest in the pet project of the Scientific 
  Genius would let your faction develop new technologies, like 
  weapons or upgrades. Even if they won’t do that, they can 
  use it as a bargaining chip with other factions who are inter-
  ested in doing that. Other than that, the Scientific Genius can 
  help with most scientific endeavors. If you need an authority 
  in the scientific community, their word carries considerable 
  weight.
  The Scientific Genius is,... Well, they’re just one person, and 
  they can’t finish their project alone. They need like-minded 
  people they can brainstorm with, they need assistants to 
  help them running experiments and they need moral sup-
  port when things look bleak. If they fail to produce results, 
  the Scientific Genius will turn to more... Desperate means of 
  making progress. And that is when they risk turning into mad 
  scientists.
  You gain Genre Points when you...
  ...Praise, acknowledge or otherwise validate their genius.
  ...Help them with their experiments, get them additional 
  funding or spread the word of their findings.
  ...Provide constructive criticism or call them out when they’re 
  going too far, but without making things personal.
  Theme Advancement
  Whenever Collateral Damage affects them, by making their 
  personal life harder or pressuring them to finish their project 
  faster, the Scientific Genius is in danger of burying them-
  selves in their work further. Distancing themselves more 
  from other people means that they’re also more likely to 
  consider doing unspeakable science in order to get results.
  Should the Scientific Genius complete their project without 
  turning into a supervillain in the process, the faction will now 
  have a loyal scientist and their revolutionary technology at 
  its disposal. The best Attribute to represent this is Holdings.
  The Spiritual Healer
  A medical official in charge of taking care of the crew’s 
  bodies, minds and hearts. They’re reliable yet mysterious, 
  friendly yet distant, warm yet shy. They don’t like giving clear 
  answers but they also won’t abandon someone who needs 
  help. They don’t believe in universal answers to anything, 
  instead they hold firm that everybody must decide for them-
  selves what is and isn’t important. Personally, they’ve made 
  their choice
  Since you live a life of danger, it’d do you well to be in good 
  terms with the Spiritual Healer. Not to mention, you might 
  need their help off the record every now and then. Whether 
  it is emergency first aid, psychological therapy, or a shoulder 
  to cry on, the Spiritual Healer is always there in a time of 
  need.
  The Spiritual Healer’s problem is that everybody needs them 
  and they will always tend to others before themselves. With-
  out someone watching out for them, they end up caught in 
  the crossfire between the people they’re helping.
  You gain Genre Points when you...
  ...Personally come to them for help in secret, whether it is to 
  patch literal wounds or to ask for guidance.
  ...Assist them when they’re putting themselves on the line for 
  the welfare of others.
  ...Be there for the Spiritual Healer when they need someone 
  the way that others often need them.
  Theme Advancement
  Collateral Damage seriously overworks the Spiritual Healer, 
  especially when hospitals are overrun. They’re the most 
  likely person to not show any signs of being sick until they 
  come down crashing hard as well.
  Ideally, the Spiritual Healer would learn to better take care 
  of themselves and have some moderation. If you try to save 
  everyone, you end up saving no one. Should you help them 
  realize this, they will be even more efficient in the future. As-
  signing them as a field medic can represent a boost to Mili-
  tary but they can also work from the sidelines with Influence.
  
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  The Ambitious Officer
  The Ambitious Officer is the captain of a ship with a very 
  small but qualified Mecha squad. They’re a respected leader 
  of their crew, with a natural talent at strategy and tactics. 
  The Ambitious Officer will bow their heads as long as they 
  have to in order to secure a better position for themselves.
  A chessmaster with their own battleship and crew of giant 
  robots can contribute to your faction’s own operations. The 
  Ambitious Officer will not let themselves be used as decoys 
  or otherwise be the lesser in this relationship, however. As 
  long as you’re dealing with them, they will always be getting 
  the better end of the deal.
  What the Ambitious Officer looks for in their alliances is, of 
  course, people they can use in their ascension to power. 
  If you cross them or try to one-up them, they will hold a 
  grudge and pay it back double.
  You gain Genre Points when you...
  ...Give them supplies, capable workers or provide a useful 
  service for them for minimal payment on their end.
  ...Work with them on a job, which is to say, you work for them 
  on a job that benefits them more long term.
  ...Eliminate one of their rivals in a way that doesn’t incrimi-
  nate them.
  Theme Advancement
  The Ambitious Officer understands that war is messy and 
  that every fight is a calculated risk. They won’t take any 
  complications that arise from your failures as a personal af-
  front, but they will get more demanding with their requests. 
  They’re nothing if not practical.
  The Ambitious Officer’s story arc ends with them rising to 
  power until they’re satisfied with their position. This could 
  mean anything from establishing their own independent 
  merchant fleet to staging a coup d’etat and taking over their 
  country’s army. If you’ve helped them achieve this goal, their 
  alliance with you justifies an increase to your faction’s Mili-
  tary Attribute. Influence or Holdings are possible, but Military 
  makes the most sense.
  The Glamorous Celebrity
  A media darling and host of a talk show with the highest rat-
  ings for their timeslot. The Glamorous Celebrity is what any-
  body working in TV aspires to be. Just being close to them 
  guarantees a boost in popularity to anyone, and a good word 
  from them can open many doors.
  If you want good publicity for your faction, the support of the 
  Glamorous Celebrity is going to make much of the public see 
  you as heroes. One or two interviews can make anyone into a 
  celebrity overnight. If you’re on their good side they will offer 
  plenty of advice, whether you ask for it or not.
  What the Glamorous Celebrity asks for is simple - they want 
  to continue growing. They intend to make their own influence 
  grow from talk show host to owning multiple channels and 
  calling the shots about what goes and what doesn’t on TV.
  You gain Genre Points when you...
  ...Show up in public with the Glamorous Celebrity, attending 
  their TV show or a party they host.
  ...Speak of them as ‘the future of television’ or otherwise as-
  sist them in their end goal.
  ...Follow their advice, even if it might not end up working out 
  all that well.
  Theme Advancement
  The Glamorous Celebrity does not handle Collateral Dam-
  age well. It hurts their campaign and, worse, makes you a 
  political liability to them. You might have to double down on 
  your efforts to please them and, preferably, minimize further 
  instances of Collateral Damage. They will make sure you get 
  a good earful of all the “advice” they have to give on this 
  matter.
  Should you help them secure a position in managing media 
  as a whole, they will do their best to keep your relationship 
  mutually beneficial. This can be done working from within 
  the government or as part of a major media conglomerate. 
  Either way, they work best as a boost to Influence.
  
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  The Divine Leader
  Organized religion can help many people stay strong in these 
  trying times. The Divine Leader is the local head of those 
  efforts, fostering a sense of community to keep a divided 
  humanity from tearing itself apart while providing food and 
  shelter to those in need. 
  The Divine Leader is a humanitarian. Their organization goes 
  to great lengths to provide those alienated and marginalized 
  with a sense of belonging. Their organization also has been 
  around for long enough that it has allies in many places, and 
  could make for a formidable political ally.
  The Divine Leader is also a politician. They have to stand 
  for the worldly values of their religion and aren’t very flex-
  ible about them. Because of this, they will only officially join 
  foces with political entities that aren’t, say, violently atheistic.
  You gain Genre Points when you...
  ...Preach the values that the Divine Leader’s religion holds 
  dear and defend their importance.
  ...Practice said values and assist help those in need.
  ...Debate amiably and offer constructive criticism when their 
  rigid views aren’t offering a good solution to a problem.
  Theme Advancement
  Frequent instances of serious Collateral Damage give the 
  Divine Leader more work and their institution might not be 
  able to keep up. It is also an opportunity to assist them and 
  help them reach out to even more people in need of food 
  and shelter, though.
  Inevitably, their organization is going to have trouble with 
  all the people they disagree with, many of which will come 
  from within their ranks. Dousing those fires while helping 
  the Divine Leader guide the flock towards more progressive 
  stances justifies an easy extra Rank to Holdings.
  The Double Agent
  The Double Agent is a honey trap infiltration specialist, which 
  is to say, they seduce people to get information out of them. 
  They’ve got excellent acting skills, speak multiple languages 
  fluently, and are well accustomed to fitting in high society,
  As a contact, they can find information about... Pretty much 
  anything. They’ll infiltrate enemy ranks and give back juicy 
  intel or blackmail material. They can also make for a great 
  partner if you’re ever forced to attend a fancy party.
  The Double Agent’s flaw is that they’re used to a luxuri-
  ous lifestyle and to playing people like a fiddle. This means 
  they’re unlikely to ever tell anyone the truth and are prone 
  to siding with whomever pays them better. You know them 
  well enough to think they’re worth the risk, but there’s al-
  ways a niggling doubt they could be playing you...
  You gain Genre Points when you...
  ...Treat them to something nice or overpay them after a job 
  well done.
  ...Assist them with a dangerous mission in which there is a 
  nonzero chance of backstabbing on their part.
  ...Openly trust them when it ever looks like they could have 
  used or betrayed you.
  Theme Advancement
  The Double Agent doesn’t like having their lifestyle affected 
  by your mistakes during a battle and they will demand repa-
  rations if you cause them serious trouble. Not defusing that 
  tension quickly could lead to make them consider leaving 
  your faction temporarily or even permanently.
  Getting them to trust you on a personal level and getting 
  them to stick with your faction for good is best represented 
  as an Influence bonus.
  
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  The Cutthroat Hotshot
  An allied ace pilot with the current top score of enemies shot 
  down. The Cutthroat Hotshot is competitive, hotheaded, and 
  impulsive. They’re really protective of that distinction, and 
  aggressively look for easy kills to fatten their scoreboard. 
  There’s a possibility he may have accidentally shot down 
  enemies who had surrendered or were noncombatants at 
  some point.
  As a highly skilled pilot of renown, they’ll make a great 
  backup during a joint operation. The Cutthroat Hotshot is a 
  glory-hog, however, and greatly prefers to be in the role of 
  the reinforcements that save the day in the eleventh hour.
  What they need is, of course, an enabler. They’re loyal allies 
  but they can’t be #1 without someone around to be their 
  #2. They’re not above escort missions, and can make for a 
  pretty good bodyguard, as long as there are opportunities to 
  show off, of course.
  You gain Genre Points when you...
  ...Set them up with some kind of edge for future battles, like 
  an upgrade for their Mecha or a high-end new weapon.
  ...Point them the way to a battle with plenty of numbers for 
  their scoreboard, preferably with you doing the heavy lifting.
  ...Stroke their ego outside of the battlefield, such as by 
  spreading the word of their skills or letting them beat you in 
  a duel.
  Theme Advancement
  The Cutthroat Hotshot is an NPC that should make their own 
  Collateral Damage rolls. They’re trigger happy and thus liable 
  to complicating things with every deployment they make. 
  One of these days their actions will make them have to look 
  someone they’ve hurt in the eye, and that will hit them like a 
  sledgehammer at terminal velocity. They will need someone 
  to pick up the pieces when their glass castle shatters.
  The Cutthroat Hotshot will probably be publicly shamed, 
  tried for a war crime, or have their life targeted at some 
  point. If they come out of it feeling sorry for what they’ve 
  done and you’ve convinced them to redeem themselves, 
  your faction will have obtained an ace pilot of unbending 
  loyalty. A Military boost is in order.
  The Shield of the Just
  War isn’t good, clean fun. Accidents happen, bad calls are 
  made, people die, and sometimes people commit these 
  things called war crimes. The Shield of the Just is the one 
  who stands on the side of those who are to be put on trial 
  for such crimes, likely as a consequence of having made one 
  too many bad calls that resulted in loss of life. 
  After a bad fight, the Shield of the Just can be the difference 
  between being sentenced to prison or not. If your faction has 
  made political enemies, especially within supposed military 
  allies, this could be critical.
  The Shield of the Just is a fair and impassionate pursuer of 
  justice and the greater good, for the most part. But their job 
  is a hard one, and they’ve had to defend some really dubious 
  cases, usually followed with copious amounts of alcohol. Try 
  not to destroy their liver.
  You gain Genre Points when you...
  ...Go out of your way to minimize collateral damage.
  ...Uphold both the letter and spirit of the law.
  ...Be there for the Shield of the Just after a case that has left 
  them in the dumps.
  Theme Advancement
  Collateral Damage has random consequences, some of which 
  are more manageable than others, but it all adds up. A 
  Squadron that does not take a lot of care to keep Collateral 
  Damage to a minimum is liable to be made responsible for 
  it at some point. The Shield of the Just is the one who can 
  legally defend you when that happens.
  Ultimately, the Shield of the Just should get the PC or PCs to 
  walk out in one way or another. Nobody wants to play an in-
  carceration simulator while the rest of the table gets to ride 
  their giant robots. Once this battle has been won and you’ve 
  convinced the Shield of the Just that they’re doing what is 
  right, they’ll assist your faction in any legal way they can. 
  This can represent a Holdings or Influence bonus.
  
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  The Reclusive Sage
  A scientist of renown in a field of relevance to the stranger 
  side of the setting, such as metaphysics or archaeology. The 
  Reclusive Sage lives away from society and rarely leaves their 
  house. They’re an academic through and through, content 
  with a life of research. They grow their own food and don’t 
  watch TV, but keep up with news via the world wide web.
  The one thing they love as much as learning is teaching. The 
  Reclusive Sage is a great mentor to those who bother reach-
  ing out to them. They value curiosity, honesty and independ-
  ent thinking in their students. Those who want to stay a 
  while and listen will be rewarded with the kind of knowledge 
  that comes with a lifetime of expertise. The Reclusive Sage 
  sometimes asks riddles or otherwise tests those they teach. 
  They’re the arrogant sort, wanting their students to prove 
  their ability to pay attention or to think outside the box 
  every now and then.
  The Reclusive Sage is not just a loner, they’re also a very 
  curious type. The saying says that curiosity killed the cat, 
  and it is likely that the Sage will find themselves in trouble 
  at some point. The world needs their knowledge, but they 
  personally need someone looking out for them.
  You gain Genre Points when you...
  ...Take their tests and riddles patiently, failing to succeed 
  does not mean failing to progress.
  ...Bring to them research material related to their field of 
  interest during a visit. 
  ...Come with them when they are about to explore aban-
  doned laboratories, ancient ruins, or other places where 
  things could very easily go horribly wrong.
  Theme Advancement
  The Reclusive Sage is unlikely to be affected by Collateral 
  Damage since they live away from other people... Unless an 
  Operation takes place distinctively near them. They can’t 
  really do their job in peace if their house is in shambles, so 
  they’ll need assistance from other people.
  After you’ve done each of the Reclusive Sage’s three Genre 
  Point options in the list once, they could be convinced to 
  change their isolated lifestyle. Once made to join your faction 
  for good they’ll grant an Attribute rank to Holdings courtesy 
  of their wealth and scientific knowledge.
  The Angel of Karma
  The Angel of Karma is a professional hitman that assassi-
  nates targets from a distance with a sniper rifle. They prefer 
  to take jobs where the target is the culprit of heinous crimes. 
  However, they will still kill someone who is, as far as anyone 
  can see, innocent. They’ll just charge more for it.
  The Angel of Karma has their own Mecha for those times 
  when there is no other way to bring down a target. His Mecha 
  is equipped with the best stealth equipment money can buy 
  and can shoot an armor-piercing bullet from beyond the ho-
  rizon. It just, well, it tends to cause a lot of collateral damage.
  The Angel of Karma is something of a romanticist and a vigi-
  lante. If allowed to, they’re the kind of people who are eager 
  to discuss how all humans are horrible people and he’s just 
  speeding up the process of delivering them to their next life.
  You gain Genre Points when you...
  ...Generously overpay them after a low-paying job against a 
  cackling supervillain of a target.
  ...Debate with them about the rightfulness of taking lives that 
  may or may not be actually guilty of any proven crimes.
  ...Talk them out of a job in which he would be ultimately do-
  ing more harm than good, such as after trying to kill some-
  one else you know.
  Theme Advancement
  The Angel of Karma is rarely affected by Collateral Damage... 
  Well, maybe they are, but you just don’t know who they are 
  and they won’t show it if they are, so it doesn’t really matter. 
  What the Angel of Karma does, however, is probably cause 
  one or two instances of additional Collateral Damage by 
  hurting more people than just their target. It is also probable 
  that repeated instances of Collateral Damage on the PC’s 
  part will make someone hire the Angel of Karma to get their 
  revenge.
  The end of the Angel of Karma’s story arc is learning that 
  they can be a good person and it is worth it to try being one. 
  Should you succeed at making this happen, they will gladly 
  assist your faction for a minimum cost. They won’t abandon 
  the life of a hitman so easily, but... Baby steps. The Angel of 
  Karma is best used as a Military Rank increase.
  
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  The War Veteran
  A war hero of a previous conflict who chose to retire rather 
  than continue their career. The War Veteran keeps their 
  identity hidden to avoid attention, wanting nothing more to 
  do with giant robots these days. However, their moves and 
  tactics are considered part of the modern foundations of 
  Mecha warfare.
  If found out, they’ll be glad to provide tactical or strategic 
  advice to officers or even train a pupil in the way of their 
  legendary combat techniques. They know stories involving 
  important people and places, and they could surely convince 
  a few of them with a well placed word or two. 
  You don’t doubt they could kick all sorts of butt if they were 
  to sit in a mecha’s cockpit or a captain’s chair once more. 
  They don’t want to have to fight again, though. In fact, even 
  their advice will lean towards looking for peaceful resolu-
  tions. Whatever it was that happened that convinced them to 
  retire, it made a war hero into one of the greater detractors 
  of war the PCs know. Just being listened to and sharing their 
  wisdom can be enough to help them deal with it. Who knows, 
  they might even participate in a final battle during the elev-
  enth hour if their active participation is absolutely necessary.
  You gain Genre Points when you...
  ...Take their training or learn their famous tactics and moves 
  straight from the source. 
  ...Insist they can do a lot of good to help the current conflict 
  end sooner with less loss of life, even without picking up 
  another weapon or giving the order for a single shot.
  ...Make others in need of their worldly wisdom, not their 
  experience with war, seek them out.
  Theme Advancement
  The War Veteran is used to Collateral Damage and won’t 
  blame your faction for it. They will, however, be disappointed 
  and it is not going to bring them any closer to joining you.
  Gaining Genre Points with each of the three options and 
  keeping Collateral Damage to a minimum means the War 
  Veteran can be convinced to join your faction. They make 
  a really tough but exceptional drill instructor with a Military 
  bonus.
  The Idealistic Journalist
  A daring reporter that makes journalists who get death 
  threats think they’re conservative with their lifestyle. The 
  Idealistic Journalist is a loner with a deep curiosity, they’re 
  not very good with people but they do like informing others.
  The Idealistic Journalist is not a very good writer, but they’ve 
  got really good instincts for finding a scoop and getting to 
  the bottom of it. While the public at large ignores them, the 
  more prestigious journalists often credit them as a source. 
  Call them if you want someone to look into a secret and for 
  the truth to be spread far and wide.
  Deep down, the Idealistic Journalist doesn’t know how to get 
  along with others, and they could use someone to talk to 
  about the simple things in life... Like politics, religion, the 
  meaning of truth and if freedom of the individual is possible.
  You gain Genre Points when you...
  ...Act as their source for insider info on what your faction is 
  up to these days.
  ...Help them access a restricted area or other facility to help 
  them on a case.
  ...Sit down and have a chat with them about being more 
  careful in the future.
  Theme Advancement
  Collateral Damage that personally affects the Idealistic Jour-
  nalist will slow them down but not stop them. They’ll soldier 
  through it and continue their investigations, keeping an eye 
  open particularly for anything suspicious about your faction. 
  Repeated instances of this will make them turn an eye to 
  your incompetence, turning public opinion against the PCs if 
  it wasn’t already leaning that way.
  The Idealistic Journalist is going to try bringing dangerous 
  people to light and will have someone try to kill them at 
  least once. Assuming you’re there to save their life when it 
  happens, or that they survive on their own, you can convince 
  them to work with you instead. They can represent a bonus 
  to your faction’s Influence.
  
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  The Transhuman Merchant
  Someone who suffered a grievous accident and only survived 
  thanks to a surgery involving copious amounts of cybernetic 
  implants. The Transhuman Merchant was always a shady 
  businessman who dealt in illegal weapons and other goods of 
  dubious nature. These days the Transhuman Merchant also 
  deals in cybernetic enhancements and can arrange surgeries 
  that are illegal in most countries.
  If you need tech or supplies that can’t be obtained through 
  legal means, the Transhuman Merchant can get them for you. 
  Just... Be careful with the side effects of any implants. There’s 
  a reason they’re illegal.
  The Transhuman Merchant considers themselves something 
  of a born-again cyborg. What does not kill you makes you 
  stronger, and they legitimately think they are doing a good 
  thing with their extremely unsafe surgical procedure service.
  You gain Genre Points when you...
  ...Make a deal with them for some kind of cybernetic surgery.
  ...Help their business by smuggling goods across the border 
  or outright stealing experimental tech and giving it to them.
  ...Keep the authorities away from them.
  Theme Advancement
  Collateral Damage that doesn’t directly hurt the Transhu-
  man Merchant is beneficial to them - in fact it is good for 
  business! Again, they live by the rule that what does not kill 
  others makes them stronger, so they won’t mind too much 
  until someone close to them gets hurt. That’s when their 
  conscience might start making them uncomfortable. They 
  will bring this up with someone they hold responsible for 
  said Collateral Damage, and this is your chance to try and 
  make them be... Less financially-minded, let’s say.
  Prove them they can trust you by earning Genre Points with 
  all three options and make them reconsider their lifestyle. 
  They will slowly change their business to something less 
  morally and legally reprehensible. This grants your faction a 
  bonus to Holdings.
  The Pacifist Negotiator
  The Pacifist Negotiator is a senator or ambassador working 
  towards a peaceful end to the current conflict. Armed with 
  the patience of a saint and a lot of good will, the Pacifist Ne-
  gotiator just wants everybody to get along.. or at least to try 
  nonviolent methods of conflict resolution.
  But, as an individual player, they lack the influence to make 
  other people sit down and listen to them - or to each other. 
  Even if they can’t make things end peacefully entirely by 
  themselves, their voice still carries some weight, and they 
  could make for a useful contact.
  As an ally to your faction, the Pacifist Negotiator could use 
  some manpower or promotion of their cause. In return, they 
  will do their best to make all but the most inflexible of par-
  ties reach for a compromise.
  You gain Genre Points when you...
  ...Assist their campaign during a protest, making a public 
  speech, or otherwise help them gain followers.
  ...Go out of your way to spare the lives of your enemies.
  ...Convince others to try and solve problems without violence 
  even when that seems like the simplest solution.
  Theme Advancement
  The great contradiction about the Pacifist Negotiator is that 
  provoking Collateral Damage actually helps their cause. 
  The more people that get hurt by armed conflict, the more 
  people that will agree with them. Personally hurting them will 
  temporarily slow them down but afterwards they will come 
  back fighting even more strongly for the cause. 
  Doing each Genre Point option at least once is enough to 
  convince them they can trust you. The Pacifist Negotiator 
  represents a Holdings or Influence bonus.
  
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  The Rebel Commander
  The Rebel Commander leads a band of freedom fight-
  ers, which is to say, he’s considered a terrorist. As radical 
  anarchists, they’re willing to get do anything it takes to get 
  what they want, and what they want is to topple the current 
  system to establish... Well, they haven’t said anything about 
  rebuilding, honestly.
  For good or ill, the Rebel Commander doesn’t have any Mecha 
  for their militia, but they’ve got enough pilot-scale weapons 
  and equipment to seize and control key locations.
  Internally, they have a lot of trouble unifying their vision 
  beyond blowing stuff up. If you’re looking to make them your 
  allies, you may want to help the Rebel Commander calm 
  their people down a little and to establish some order in the 
  ranks.
  You gain Genre Points when you...
  ...Provide them the supplies, ammunition and weaponry to 
  keep their operation running.
  ...Pass them information that can help them hit their targets.
  ...Help the Rebel Commander to unify his troupe and giving 
  them a purpose towards a more constructive end.
  Theme Advancement
  The Rebel Commander causes just as much, if not more, Col-
  lateral Damage with their actions as you do. However, they’re 
  far less organized than your faction and are barely holding 
  themselves together. When Collateral Damage inevitably af-
  fects their members, internal strife is going to escalate until 
  the group fractures if left to their own devices.
  Helping the Rebel Commander keep their most stable 
  members or outright keeping them all in line can convince 
  their band to turn from radicals to moderates. They won’t 
  officially join you, but they’ll be there as allies which is about 
  the next best thing. The Rebel Commander and their militia 
  represent a Military bonus.
  The Hand of Chaos
  The Hand of Chaos is a hacktivist that most think of as a re-
  bel without a cause. The Hand of Chaos targets corporations 
  and politicians to expose their crimes. Usually, the targets 
  have enriched themselves by exploiting others, but the Hand 
  of Chaos doesn’t care about leaving hundreds on the streets 
  when they make companies close. As a result, they’re a con-
  troversial figure to say the least.
  Infamous all over the undernet as one of the best informa-
  tion brokers around, they can find out pretty much anything 
  that needs finding... At a price. Other than that, they could 
  be convinced to lend their assistance for a cause against cor-
  rupt, centralized powers.
  The Hand of Chaos never makes deals in person. They won’t 
  even speak with people over the phone. They hide under 
  myriad proxies and are, to summarize, extremely paranoid. 
  Should you find out who they are, try not to take advantage 
  of them because they know how to hold a grudge.
  You gain Genre Points when you...
  ...Grant them access to the network of a juicy target.
  ...Free other hacktivists or otherwise cause mayhem to the 
  institutions they despise.
  ...Skip on an opportunity to look into their secret identity or 
  lead someone doing so in the wrong direction.
  Theme Advancement
  The Hand of Chaos is seemingly unaffected by Collateral 
  Damage. Their true identity is a secret and they’re paranoid 
  enough to not give any hints when something’s wrong.
  A good business relationship with them is mostly a thing 
  of professionalism. The Hand of Chaos needs to be proven 
  they can trust you and that you want to make things better, 
  even if you’re not as extreme as they are. Convince them of 
  this and they will help you free of charge with an Influence 
  bonus.
  
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  The Golden Hero
  A self-styled superhero riding a giant robot that shows up 
  “wherever the strong are oppressing the weak”. The Golden 
  Hero crashes battles between warring factions to fight “for 
  great justice”, whatever that means. Ridiculous posing and 
  speeches about love and justice are frequent.
  If you know of the Golden Hero’s alter ego, you can tip them 
  off about some wrong that needs righting and they will hap-
  pily take care of it. They’re a competent pilot with a custom-
  ized unit and can take care of themselves.
  The Golden Hero is not a real superhero, though. Sometimes 
  they overextend and need bailing out, other times they make 
  mistakes and cause more collateral damage than the enemy.
  You gain Genre Points when you...
  ...Help the Golden Hero bring criminals to justice, protect the 
  innocent, or just plain ask them for help.
  ...Provide them with the resources they need to sustain their 
  one-man operation.
  ...Keep your own allies from trying to stop, capture or hurt 
  “that annoying verbose jerk” who  “keeps getting in the way”.
  Theme Advancement
  Like any good defender of justice, the Golden Hero is not 
  friends with Collateral Damage. This provides an easy start-
  ing point to develop them, because they’re going to cause 
  quite a bit of it eventually. Eventually, they’ll realize that act-
  ing on their own tends to make things worse.
  If you’d like to convince them to join your faction after this 
  happens, they’ll make a good boost to Military.
  The Cultist Aristocrat
  The Cultist Aristocrat is a well-off pampered young adult 
  from an old money family. Also, they have the hobby of 
  worshipping things that most people would consider best not 
  to speak of. Small detail, that one. Depending on the setting, 
  these could be either imagined evils or actual monsters that 
  promise them they will spare those who swear servitude. 
  As a cultist, they have inside information on the doings of 
  their group and some pull with them. As an aristocrat, they 
  have plenty of wealth and manpower at their disposal.
  The Cultist Aristocrat is a distrustful and manipulative per-
  son who, ultimately, lacks the self-esteem to stand on their 
  own and is just looking for validation.
  You gain Genre Points when you...
  ...Don’t personally judge them for their fanatical belief in 
  things that may or may not want to eat their soul.
  ...Help them develop a skillset that could lead them to be a 
  productive member of society.
  ...Introduce them to people who they can fit in without, like, 
  doing the cult thing.
  Theme Advancement
  For the most part, they’re unaffected by Collateral Damage.
  The Cultist Aristocrat thinks of it as a bothersome setback as 
  long as it is only kept to material losses. This is when having 
  a group of friends that aren’t rich cultists would be good to 
  have, because they can’t bounce back from those problems 
  as easily as the Cultist Aristocrat can. This will begin to 
  erode some of the cult’s influence on them.
  If you’ve helped them to be less of a deluded fanatic, the 
  Cultist Aristocrat’s substantial wealth is a direct boost to 
  Holdings.
  
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  The Resplendent Candidate
  A senator running for president with a long career in politics 
  who, somehow, still looks and acts as if they were twenty 
  years younger. They know how to work up a crowd and don’t 
  mince words, which has made them a ‘love or hate’ candi-
  date. Supporters say they’re optimistic, lively and straight-
  forward. Oppositors say they’re arrogant, melodramatic and 
  vain.
  Like any politician, the Resplendent Candidate has friends 
  in many places. Their word carries a lot of weight right now, 
  and will continue doing so even if they don’t win the presi-
  dential race. And it looks like they stand a good chance of 
  winning.
  The only question you should ask yourself before asking 
  them for a favor is if you can pay them that favor back. Sure, 
  they seem like a nice enough person, but who knows how 
  many shady deals their associates are involved in? You may 
  want to think twice before you get too tangled up with them.
  You gain Genre Points when you...
  ...Openly support their campaign during at least one act, 
  interview, or some other public showing.
  ...Decry or act in secret against one of their competitors.
  ...Stand up for them, or for their political allies, even when 
  they’re doing something you don’t approve of.
  Theme Advancement
  Collateral Damage is not good publicity and the more of it 
  that you cause, the more the Resplendent Candidate will 
  want  to cut ties with you. Keep it to a minimum and they 
  will be a lot happier with you.
  Once the elections are over, and if you did your best to help 
  them during the course of them, the Resplendent Candidate 
  will pay you back for all that they owe you. An extra Rank of 
  Influence is a fitting reward.
  The Seer of Many Paths
  A tarotist and fortuneteller that has amassed a great for-
  tune as the advisor of many. Military officials, corporate 
  executives and rising politicians alike come to them for their 
  advice. If there’s aliens in human form or, at least, psychics 
  in the setting, then the Seer of Many Paths is one of them.
  Whether you believe in fortunetelling or not, the results 
  speak for themselves though. It is hard to deny that they’re 
  an influential person whose skills have made them a fortune. 
  They claim to have no allegiance, so people of all walks of life 
  continue lining up on their busy schedule.
  The Seer of Many Paths is, however, rather impersonal. They 
  don’t open up easily and won’t speak about themselves if 
  they can avoid it. They do like the topic of destiny and de-
  bating just how much of the future is set in stone... If you pay 
  for the conversation time out of your pocket, that is.
  You gain Genre Points when you...
  ...Follow their advice even if doing so looks like a bad idea or 
  makes things worse for you in the short term.
  ...Debate with them about the benefits of taking sides, more 
  specifically, yours.
  ...Convince someone else to set up a session with them and 
  then to follow their advice.
  Theme Advancement
  The Seer of Many Paths is affluent and detached enough 
  from others that Collateral Damage is not really much of a 
  problem to them. Sure, they’d rather there not be any of it, 
  but they understand that these things happen.
  If your faction has at least 15 Ranks in Attributes distributed 
  between them and you’ve earned Genre Points with them 
  using each of their three options, the Seer of Many Paths can 
  be convinced to join your faction. Destiny has its eyes on 
  you, and they are intrigued to see where that takes them. 
  Both Holdings and Influence are good matches for this NPC.
  
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  COLLATERAL DAMAGE
  Collateral Damage represents the consequences of battles within the borders of your home city, space colony, or other such 
  location you are trying to protect. After each Operation that puts the community at risk, check the list of triggers below 
  to see if the place was damaged and how much. Every PC who triggered one of the following conditions rolls 1d100 on the 
  table below. All NPCs mentioned around the middle of the table need to be chosen among one of the PC’s three Relationship 
  Theme NPCs. If an NPC (including Enemies) triggered Collateral Damage, the GM makes the roll and chooses any PCs or NPCs 
  that the result needs to affect. The GM makes only one roll for all NPC triggers.
  Collateral Damage Triggers
  -Using a Line or Blast (Weapon or otherwise).
  -Creating Extreme Terrain.
  -Defeating an Enemy without Suppressing them.
  -Being defeated or using Live Another Day. (PCs only)
  Collateral Damage Consequences Table
  Roll Result
  Collateral Damage Consequence
  01-03
  A school is struck by stray projectiles and several of its students go missing.
  04-06
  Electromagnetic disturbances ruin most civilian communications until the equipment is replaced.
  07-09
  Many have been wounded and local hospitals are closer to being overrun each day.
  10-12
  Major roads and streets are left completely unusable. Traffic is an absolute nightmare for several days.
  13-15
  The warehouses of major food providers are destroyed and there is a shortage of food for a month.
  16-18
  Great damage to the business district. Business owners close shop and leave for greener pastures.
  19-21
  A local media celebrity is dead and the news won’t shut up about it for at least a week.
  22-24
  The site of a crash or the crater of a blast is made into a touristic resort
  25-27
  Citizens take to the streets protesting against... Everything, really. They’re just angry.
  28-30
  Supply shortage. Buildings keep their downed business signs and broken windows for weeks. 
  31-33
  Looters have raided the home of an NPC (and several others) after they left for the shelters.
  34-36
  The family member of an NPC suffered an injury during the battle.
  37-39
  A cave-in traps an NPC underground for a few days. They are unhurt, but it was a tough experience.
  40-42
  Evacuation train taking an NPC to a shelter derails. They suffer a minor injury. Others are not so lucky.
  43-45
  An apartment complex where an NPC lives is declared structurally unsound and must be demolished.
  46-48
  Major damage to power lines everywhere. An NPC will lack most public utilities for days.
  49-51
  Fires break out. An NPC’s home is almost consumed entirely by flames.
  52-54
  People left homeless occupy an NPC’s home and the authorities must use force to make them leave.
  55-57
  An NPC is exposed to hazardous materials. They spend a week in the hospital afterwards.
  58-60
  Abusive evacuation personnel demanded payment from an NPC in order to let them stay at a shelter.
  61-63
  Your home was destroyed by a stray projectile.
  64-66
  Your Mecha is short of spare parts, ammo, and other supplies. You’ll be only just able to redeploy.
  67-69
  You accidentally expose yourself to something hazardous and are bedridden for days.
  70-72
  The newspapers decide the damage is your fault and begin a smear campaign against you.
  73-75
  Maintenance suffers personal complications. Your Mecha is going to feel... Deathtrappy for a while.
  76-78
  You’re pretty sure that you’re being tailed now. Those could be bodyguards, but you can’t really tell.
  79-81
  Rioters threaten to overwhelm the police and you’re called to help control the situation.
  82-84
  You come back to a flooded home thanks to a ruptured pipe.
  85-87
  Your favorite place to eat out at was completely destroyed. 
  88-90
  Budget cuts for damage control mean a salary reduction for you this month.
  91-95
  You choose one other result from the list.
  96-00
  The GM chooses one other result from the list.
  
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  FACTION ATTRIBUTES
  Your Faction’s Attributes distinguish them from each other. 
  Some Factions have vast armies of NPCs, others back the 
  actions of the PCs with copious resources, while a select few 
  may be invisible information networks. The Attributes are 
  very abstract and give you plenty of wiggle room to describe 
  their effects however you wish.
  Other factions in the game don’t have Attributes and don’t 
  use the Faction rules (notice the capitalization!). All organized 
  groups of NPCs are just that - a group of NPCs.
  Below are the three steps to assigning Faction Attributes.
  Step 2: Assign Starting Attributes
  Each PC member gets to assign one Attribute Rank to the 
  Faction that goes to any of its three Attributes. This does not 
  necessarily represent that the PCs are responsible for them. 
  With that said, the PCs are the ace pilots of the organization 
  and possibly its leaders, so they are key members.
  Step 3: Power Level Adjustments
  Factions grow over time and the actions of the PCs will make 
  the process faster. The Faction increases all of its Attribute 
  Ranks by 1 for each Power Level above 0. 
  Step 4: Relationship Theme Adjustments
  Whenever a Relationship Theme NPC is recruited or the 
  Theme’s story arc otherwise ends, the corresponding Player 
  chooses one Faction Attribute and increases its Rank by 1 
  point. PCs can opt to start having already ‘crossed off’ one 
  or  more of their Relationship Themes this way, giving the 
  Faction a generous Attribute boost from the beginning at 
  the cost of not earning any Genre Points from the chosen 
  Themes. 
  Example
  So a Power Level 2 Faction with four PCs who want to go all 
  in on a single Attribute will start with that Attribute at Rank 
  4. Then every Attribute gets a boost of 2 from the Faction’s 
  Power Level, making its final Attribute Array of 6, 2, 2. The 
  PCs want to keep their Relationship Themes to earn Genre 
  Points from them so they don’t increase Attributes any 
  further.
  Military
  Military is a measure of the Faction’s warring potential. This 
  covers the Faction’s available troops, their organization, 
  equipment and even their morale. Military is an abstract 
  measure, a militia corps with a handful of Mecha can have 
  the same Military score as a single ace backed by a well-
  prepared support crew.
  Rank 0: Nonexistent
  The Faction lacks any kind of meaningful fighting force. Even 
  if its men and women were to pick up arms, it is not like 
  there are any qualified leaders to direct them.
  Rank 1 or 2: Meager
  One or two poorly-equipped low-tier Mecha, with at most 
  one potential ace among all the pilots.
  Rank 3 or 4: Middling
  The Faction can have good Mecha, well-trained pilots, or 
  quantity of either. Pick two.
  Rank 5 or 6: Thriving
  The Faction is notable for its martial prowess and has more 
  than likely made a name for itself already. Morale is excel-
  lent, with everybody taking pride in their dedication to the 
  cause. 
  Rank 7 or 8: Exceptional
  Tough veterans with excellent leadership and well-off techs 
  backing them. A handful of aces with customized personal 
  units adorn the ranks. 
  Rank 9 or 10: Elite
  A legitimate army that could defend or topple government 
  with its raw power. With proper support, they could fight 
  -and likely win- a prolonged war.
  Rank 11 and Beyond: Superpower
  A seemingly unstoppable elite force with undying loyalty that 
  can accomplish pretty much anything it sets out to do. The 
  favorites of would-be supervillains that need the raw muscle 
  to help them take over the world.
  
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  Holdings
  Holdings represent the Faction’s available budget and what-
  ever reserves they have, as well as the territory and work-
  force that helps them grow. Holdings can originate from your 
  Faction’s raw treasury, the goods that it does business with, 
  and fertile land it protects. Holdings is, arguably, the most 
  important Attribute for a Faction because it is the one that 
  directly gives people warm meals and a roof to sleep under.
  Rank 0: Nonexistent
  The management is so bad and there’s so little room for it 
  to grow that all it would take is a small setback for it to col-
  lapse. Frankly, it is a miracle the Faction is still together.
  Rank 1 or 2: Meager
  The Faction is visibly struggling, but it has a few ways to 
  make ends meet and is somehow milking them for all they’re 
  worth. This can be a small-sized business or a single space-
  ship with its crew.
  Rank 3 or 4: Middling
  Fitting for a space colony or a small fleet of planetary 
  merchants. Can be modest and efficient or sizeable but with 
  clear areas that give it losses.
  Rank 5 or 6: Thriving
  The Faction is a prosperous one, growing in the quantity of 
  its people as well as in their quality of life. They can now 
  take more business risks and afford to fail them, meaning it 
  is only going to get better from hereon.
  Rank 7 or 8: Exceptional
  The Faction’s deep reserves can keep a small army fed and 
  marching, though they would still be aiming for a quick vic-
  tory. This can represent a prominent region within a first 
  world country or an alliance of wealthy space colonies.
  Rank 9 or 10: Elite
  If the Faction does not directly represent a country, then 
  it is practically considered to be one. If it hasn’t declared 
  independence from whoever supposedly runs the territory it 
  occupies, it most likely will soon. 
  Rank 11 and Beyond: Superpower
  A world power that whole nations turn to for financial sup-
  port.
  Influence
  Influence is the most abstract of all Faction Attributes, repre-
  senting political power and espionage skills. It measures how 
  well it knows about current events and how many strings it 
  can pull to control things behind the scenes.
  Rank 0: Nonexistent
  The Faction has no political relevance whatsoever. At best, 
  they’re aware of this. At worst, they will just be taken advan-
  tage of a lot.
  Rank 1 or 2: Meager
  The Faction has people who follow and keep track of politi-
  cal going-ons. They know who’s in power and the gist of how 
  they got there, but even if they were to get in touch with a 
  major player, they’re highly unlikely to be heard.
  Rank 3 or 4: Middling
  The Faction has sources working with people in important 
  places... And with their rivals, both visible and invisible.
  Rank 5 or 6: Thriving
  A number of spies and advisors keep the Faction updated of 
  events, reading connections between people and events like 
  an open book. Its important players know exactly who to call 
  in a given situation to get something done. 
  Rank 7 or 8: Exceptional
  Whenever something big is going to happen, the Faction’s 
  sources have probably heard of it and preparations have 
  been taken. The Faction is regarded with respect for its in-
  formation network and most players want to stay on its good 
  side.
  Rank 9 or 10: Elite
  The Faction has a vast and wide network that can pull strings 
  everywhere and more than enough dirty laundry on anyone 
  to run a nation behind the scenes.
  Rank 11 and Beyond: Superpower
  With friends like these, who needs enemies? The Faction’s 
  political power and information network is the kind of thing 
  that paranoid nuts make up conspiration theories about... 
  Except real.
  
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  FACTION TESTS
  As key members of your Faction, you can delegate tasks for the others to complete in your stead. Each Player Character can 
  request no more than one task during an Episode Arc this way. At the end of any Episode you can give your subordinates a 
  goal and Test the Faction’s Military, Holdings or Influence. Said subordinates will spend the rest of the Episode Arc working 
  towards that goal. At the end of the current Episode Arc, they will report back to you with their results.
  This Module is meant for complex tasks that require considerable manpower and take a while to complete - more specifi-
  cally, until the end of the current Episode Arc. Faster tasks that require only one person should still be made with Resources 
  Tests as normal. Use the examples given in this page as a guide.
  You can decide what you want your NPCs to do at any time during the Episode Arc, but sooner is better. At the end of each 
  Episode, you can reroll the Faction Test for your current order and keep the new result. If your original Test had any Advan-
  tages or Disadvantages, the rerolls also keep them.
  You can also change the order you’ve given to your subordinates, but that means starting a new job from scratch when 
  they’ve already spent resources on the previous one. Changing your mind on the orders you’ve given means the new Test 
  suffers a Disadvantage. Disadvantages imparted this way to your Faction Tests stack, but do not apply to the Faction Tests 
  of other Player Characters. Once the current Episode Arc ends and the job is completed (or not), all such Disadvantages are 
  cleared and you can give a fresh new order as usual.
  Remember that Factions increase their Attributes by going up a Power Level or by your recruiting of Theme NPCs into their 
  ranks. Even if your Faction takes over a Mecha production facility, that is only a temporary gain that won’t count towards 
  their Military Attribute, though it could grant an Advantage to another Might Test made in the near future.
  
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  Military Tests
  Your Faction mobilizes the bulk of its forces against its enemies. This can be a series of raids against supply lines, making a 
  push to recover territory that your enemy has occupied, or a series of skirmishes meant as a diversion while the PCs pre-
  pare for an ambush during the next large engagement.
  Possible Advantages: Enemy has a weaker armed force, the PCs have recently struck a considerable blow against the enemy, 
  Fighting defensively in controlled territory.
  Possible Disadvantages: Enemy has a stronger armed force, the actions of the PCs have put the enemy in a stronger posi-
  tion, or the PCs have just failed their Military Tests during the last Episode Arc and are thus in bad shape.
  Sample Military Tests: Distracting or dividing enemy forces to make them start the next Operation in unfavorable Terrain or 
  out of position (DN 10), Assisting the PCs during Operations as Reinforcements of the same Level for a whole Episode Arc (DN 
  15), Taking over the enemy’s capital, mothership or equivalent while the PCs handle the Rival or Boss tier antagonists (DN 20).
  Holdings Tests
  Your Faction manages its resources the best it can to fix whatever problem has recently arisen - and there’s always more of 
  those showing up. This way you can amend the consequences of collateral damage to those hurt by it or even boost other 
  Attributes with additional funding.
  Possible Advantages: Ask a third party for a loan, Turn assets like bonds or stock shares into hard cash, Tighten all other 
  budgets and possibly even delay the payment of salaries.
  Possible Disadvantages: Your Faction has done any of the above three things during the previous Episode Arc and now has 
  to pay its debts.
  Sample Holdings Tests: Fixing Collateral Damage (DN 10), Hiring mercenaries or throwing a big fancy party for an Advantage 
  to another Military or Influence Test made during this Episode Arc (DN 15), Develop a new kind of technology that can win the 
  war once it is applied en masse. (DN 20)
  Influence Tests
  Your Faction can keep up with enemy plots, stop the enemy from doing the same to you and find out what the people 
  around you are really thinking. When using Influence you ask the GM a question and get an answer of up to thirty words. You 
  can ask for a better or worse answer in exchange for Advantages or Disadvantages to the Test.
  Possible Advantages: The answer is a simple yes or no.
  Possible Disadvantages: The answer also comes with a hint from the GM regarding what you can do about it.
  Sample Military Tests: Find out if there is dissent within your Faction or where are the local enemy cells, Figure out what 
  any neutral parties to the ongoing conflict are up to or if you could earn their support, Gather intel on the enemy’s plans for 
  any big upcoming operations or secret projects. (DN 10, 15 or 20)
  
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  INSANITY AND MENTAL TRAUMA
  In a game using this Module, PCs that emerge victorious from battle may not necessarily be in good shape afterwards, not 
  even if they are invincible on the battlefield. Characters using these rules get more and more messed up in the head with the 
  passage of time, in contrast to how they usually would only get braver, stronger and mature over time.
  But Battle Century G is still an action-centric game of heroic Mecha combat. At most, PCs might experience fits of anxiety, 
  suffer repeated nightmares, or wish to take over the world. Things like amnesia or multiple personality disorder just wouldn’t 
  work well for someone who is supposed to ride a giant robot into battle consistently.
  The PCs are heroes, they can face the worst the world has to offer and hold themselves together. Well, for the most part, 
  anyway. When a wound cuts deep, it leaves a permanent scar. That’s when trauma gets to them, forcing the characters to 
  readjust their beliefs and way of life in the face of things greater than themselves.
  Any time your character is defeated as a consequence of Plot Armor Damage, you accrue one Insanity Rank per 
  Layer lost this way. This is most common as a consequence of physical violence, but it will also happen if you fail to protect 
  hundreds of innocents from a giant monster or your significant other betrays you after revealing they have been a spy all 
  along. In a game of BCG using these rules, all PCs will make Willpower Tests much more often.
  Willpower Test Examples
  Difficulty Number 5:  
  Traumatic
  Facing an alien monster for the first time.
  Watching another person be tortured in front of your eyes.
  Barely getting out of the way of a giant robot that almost carelessly steps on you.
  Being locked up with no human communication for days.
  Difficulty Number 10: 
  Nightmarish
  Being responsible for the death of an innocent directly or indirectly.
  Watching an enemy murder a friend of yours.
  Spending a week in solitary confinement.
  Being sold out by someone you thought a friend.
  Difficulty Number 15: 
  Life-Warping
  Losing your whole family in a tragic accident.
  Realizing the people you believed in and fought for your whole life don’t care about you.
  Massacring dozens of innocents unable to defend themselves.
  Being mind controlled into causing the death of your significant other.
  Difficulty Number 20: 
  Mind-Breaking
  Watching a monster torture and eat your children. 
  Having a loved one die in your arms after you failed to save them.
  Killing another human being and eating their corpse to survive.
  Causing the death of a hundred or more innocent lives.
  
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  TRAUMA THEMES
  Your Character does not start with any Genre Themes, 
  instead they pick up Trauma Themes in their place at 
  Insanity Ranks 1, 4 and 7. Trauma Themes are much like 
  regular Themes, but they behave somewhat like Anomalies in 
  that they have a positive and negative side to them.
  Insanity Ranks start at 0 and usually don’t go higher than 10, 
  measuring just how well your character is holding up to all 
  they’ve gone through. An Insanity Rank of 1 leaves you just 
  a tad more unhinged than you used to be, but at Rank 10 
  you’re visibly out of touch with reality. 
  If your PC ever gets to Rank 10 or above, they’re so far gone 
  that they must be retired. This retirement is either perma-
  nent or until the character heals back to Rank 9 - or prefer-
  ably under that. At the end of each Episode Arc you Test 
  your Insanity, removing one Insanity Rank plus another 
  Rank per each multiple of 5 met with the result of the 
  Test.
  When your Insanity Ranks go lower than the Rank where 
  you got a Trauma Theme, you don’t lose the Theme but you 
  don’t gain a new one if your Insanity goes up again either.
  Like with all other Themes, you can pick your Trauma from a 
  list of examples or come up with your own. Trauma Themes 
  can give you Genre Points like any other Theme, but the GM 
  may also make them come up when they think it is a good 
  time to make your PC act like a crazy person.
  You can get one Genre Point from your Trauma Theme (or 
  Themes, if you have more than one) the usual way. But the 
  GM also can use them by their own hand. Once per Episode 
  the GM may say you have to roleplay the Trauma’s effects, 
  and you can choose to either ride it out or fight it. If you 
  choose to ride it, your character must roleplay the 
  Trauma as appropriate, but you gain one Genre Point out 
  of it - even if you already gained one Genre Point from this 
  Theme in the same Episode. If you choose to fight it, then 
  you must make a Contested Test of Willpower against 
  the GM Testing your Insanity, should you win then you 
  compose and maintain control of yourself for the time be-
  ing... But should the GM win, you lose control of yourself 
  to the Trauma Theme and play it out without gaining any 
  Genre Points for it.
  When you create your Character, you may choose to give 
  them between one to three Trauma Themes. If you start with 
  more than one Trauma Theme, you only gain more of them 
  as your Insanity Ranks go up until you have three Trauma 
  Themes in total.
  CHOOSING YOUR THEMES
  You should choose appropriate Themes according to what 
  happened to your Character that granted them those Insan-
  ity Ranks. If you were beaten within an inch of your life, it 
  would make sense if you became afraid of violence. If your 
  mentor turns out to having been using you all along, it would 
  behoove you to be suspicious of everybody around you. Al-
  ternatively, you could grow dependent of others around you 
  to keep you safe and make all the hard calls now that you 
  feel so vulnerable. If it sounds like a fun thing to roleplay, try 
  it out.
  If you decide to start with Trauma Themes instead, then you 
  should make them part of your character’s backstory. What 
  happened before that made them this way?
  The next few pages have many example Trauma Themes for 
  you to use. Remember that the examples given  are not an 
  accurate description of mental illness, much in the same way 
  that the rest of this game also does not represent realistic 
  combat between giant robots.
  Alternatively, you can leave it up to the will of the dice gods. 
  As long as you can justify the result in a way that makes 
  sense for your character, might as well spice things up with 
  that little bit of extra randomness, no?
  Random Trauma Themes Table
  Roll Result
  Support Upgrade
  01-05
  Any Trauma Theme of the GM’s choice.
  06-11
  Addict
  12-17
  Afraid
  18-23
  Alienated
  24-29
  Cursed
  30-35
  Dolorous
  36-41
  Grandiose
  42-47
  Haunted
  48-53
  Hero
  54-59
  Hyper
  60-65
  Indecisive
  66-71
  Lonely
  72-77
  Monster
  78-83
  Paranoid
  84-89
  Pyro
  90-95
  Visionary
  96-00
  Any Trauma Theme of your choice.
  
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  EXAMPLE TRAUMA THEMES
  Addict
  Rank 1-3 (Mild): You have an addictive personality and you just need that rush you get from your chosen activity or sub-
  stance. Whether it is gambling, smoking or even videogames, (and be honest, you probably have more than one) these 
  activities are more than just a hobby to you: they are part of your lifestyle. Skipping on an opportunity to indulge makes you 
  nervous - you get cranky, feel tired, and can’t stand still.
  Rank 4-6 (Moderate): You’ve started taking medication - legally or otherwise - to deal with all the crap that happens around 
  you. Sure, the intervals between your doses keep getting shorter, but it is nothing you can’t handle. The withdrawal periods 
  don’t last too long, so you should be fine... Right?
  Rank 7-9 (Severe): If you didn’t feel ashamed of your addictions before, now you do. The moment that the medication wears 
  off, you already feel desperate and want to abandon whatever it is you are doing, all so you can feel better again. Any other 
  addictions are getting to the point where they’ve consumed your life and probably left you in deep debt.
  Rank 10+ (Extreme): It has officially gotten out of control. The short lived rush of instant gratification is all you live for any-
  more. You’re too deep in to get out of this by yourself, and it is going to take a lot of time and effort to be functional again.
  Afraid
  Rank 1-3 (Mild): You feel very, very vulnerable when outside of your giant robot. Being witness to violence (or the threat of 
  violence) makes you uneasy. If it ever looks like you’re going to be subject to it, it is really hard to not cave in to whatever 
  demands are made of you to get out of it.
  Rank 4-6 (Moderate): You really don’t like it when people have weapons in their hands, not even if it is part of a perfor-
  mance. The mere sight of blood is enough to make your skin crawl and put you on alert. Sometimes you have nightmares 
  about recent  violent events you’ve seen happen.
  Rank 7-9 (Severe): When you close your eyes you often see scenes of violence, real or otherwise. The nightmares are fre-
  quent, and this has made you jumpy, any loud noise makes you think you could be attacked. You frequently imagine what 
  would you do if people around you were to attack you without notice.
  Rank 10+ (Extreme): Your fight or flight instinct only has one option available nowadays. Whenever you don’t have your giant 
  robot to protect you, you freeze or run away from any and all threats to you.
  Alienated
  Rank 1-3 (Mild): Your own actions puzzle you sometimes, but you try not to think about it. You make promises that you 
  intend to keep but break them afterwards anyway. Whatever morals you supposedly uphold, you don’t really know how to 
  defend them from criticism, and will change your mind to get others off your back. Perhaps you do those things because you 
  want to figure out what you really care about.
  Rank 4-6 (Moderate): You’re aware that you’re a fake and can still fool some people still, but your irregular behavior will 
  start to get the better of you and make others start to lose their trust in your character. You might be good at justifying what 
  you do, but a lot of what you do still seems to be just a random whim and important choices paralyse you with doubt. Right 
  now, the only thing you can be reasonably sure of is that you kind of hate yourself for being like this.
  Rank 7-9 (Severe): At this point you live by going through the motions. You actively avoid responsibility, because you will 
  botch anything that requires you to stay consistent. By this point you don’t even know how you feel deep down about those 
  closest to you, and they can probably tell that you can’t really be trusted. You agree with them, making the guilt unbearable.
  Rank 10+ (Extreme): You don’t even have a favorite food by now, so any kind of questioning of your character leaves you 
  stunned and you don’t really know how to respond. In fact, you don’t really believe in anything anymore, so having to make 
  choices at all seems like a Herculean labor. You need other people to take care of you, because otherwise your deppression 
  will slowly kill you via inaction.
  
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  Cursed
  Rank 1-3 (Mild): You consider yourself unlucky and are more than a little bit superstitious about it. But it is not a big deal, 
  after all it would be hubris to believe we can dismiss the paranormal without evidence. You’re just keeping your mind open. 
  And you like being well informed, so you also make sure to stay up to date on your horoscope. And try not to walk under 
  ladders. And are afraid of disrespecting the dead because their ghosts might come back to haunt you. Look, nobody’s per-
  fect, alright?
  Rank 4-6 (Moderate): You have recurring nightmares about things you cannot explain, which makes you further interested 
  in learning about all sorts of occult lore. Naturally, this only makes you even more certain that there’s supernatural forces 
  involved in your life.  
  Rank 7-9 (Severe): You hear and see things that nobody else does. Shapes around the corner of your eye, voices in the 
  wind, someone or something following you. Watching you. That nobody believes you only isolates you further, making you an 
  easier target and making it harder to sleep at night.
  Rank 10+ (Extreme): You never sleep well, if you can call your short naps sleeping at all. You’re always tired, but can’t afford 
  to let your guard down, because they will get you. The cockpit is the only place in which you feel safe anymore... But they 
  can’t let you ride the way you are.
  Dolorous
  Rank 1-3 (Mild): When under stressful conditions, your body often cries for help in the form of a crippling headache. This is 
  a defense mechanism in response to extreme situations or when confronted about a subject you wished to avoid. 
  Rank 4-6 (Moderate): The headaches are worse, getting painful enough to leave you unable to do anything but sit in a cor-
  ner for several minutes. The list of triggers for them also gets worse as you experience more traumatic events, making them 
  more frequent.
  Rank 7-9 (Severe): By now the headaches are much more than that, often accompanied by blindness or outright paralysis. 
  They often leave you dizzy and off-balance for the rest of the day afterwards, and the ever-growing frequency of them makes 
  it really hard to go about your daily life. With enough medication, you can still go out and fight.
  Rank 10+ (Extreme): Without a lot of tightly regulated medication you can’t even go a single day without an episode. It is 
  unbearable to be like this and a part of you just wants to end it all. You’re going to be institutionalized.
  Grandiose
  Rank 1-3 (Mild): You consider yourself a born winner, often acting with recklessness and arrogance whenever your pride is on 
  the line. It doesn’t help that it takes little to no provocation to threaten your delusions of grandeur. As if that weren’t enough, 
  your hyperactivity and lack of concentration make you go seek out ways to get in trouble, just to prove how great you really 
  are. You don’t take failure well, either, shifting blames and getting angry when confronted with it.
  Rank 4-6 (Moderate): Criticism of all sorts is no longer appreciated, making you immediately get defensive and project your 
  insecurities on others. Everybody ought to respect you, or else, you will rightfully respond with hostility. If questioned, you 
  will prove to have an amazing ability to come up with excuses that explain how everything is actually other people’s faults 
  and everybody who disagrees is obviously a moron.
  Rank 7-9 (Severe): Touchy does not even begin to describe you. Offhand comments will strike a nerve and construed acts of 
  sabotage become increasingly improbable. You will prove yourself to be better than them - you must prove it.
  Rank 10+ (Extreme): You are a perpetually rolling little ball of insecurity lashing out in anger at whoever you blame for your 
  woes. You are a danger to yourself and others, being kept away from your giant robot and restrained in short order.
  
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  Haunted
  Rank 1-3 (Mild): You suffer occassional hallucinations in the form of people that should be dead. The ghost or ghosts remind 
  you of your flaws and often give you advice that you probably shouldn’t follow. The people who show up are usually those 
  you’ve hurt - directly or indirectly - though a dejected old friend or disappointed mentor from your past are also applicable. 
  You can tell these illusions are not real, but they’re really hard to ignore.
  Rank 4-6 (Moderate): Now there’s one or more new ghosts that have joined up with the old ones to harass you. Your ability 
  to recognize what is and isn’t real decreases as the hallucinations happen more often, giving even harsher criticism or goad-
  ing you to even worse courses of action.
  Rank 7-9 (Severe): Your mind now creates new people for you to hallucinate. This means you’re often seen talking to your-
  self or, worse, arguing in a heated way and yelling at nobody in particular. Even if you unmask these phantoms as figments of 
  your imagination, they will still follow you around.
  Rank 10+ (Extreme): Your hallucinatory episodes now involve living friends and acquaintances. You have considerable diffi-
  culty telling apart dreams from reality now, always waking up without being sure if what happened was just your imagination 
  or if you passed out in the middle of an episode. This makes it basically impossible for you to live as you once did.
  Hero
  Rank 1-3 (Mild): You hold yourself as an example that others must look towards imitating. This makes you righteous and 
  a moralist, but you’re always trying your best to help people (within reason) so it tends to work out for you. From a less 
  friendly perspective, you just want praise and recognition, which makes you very weak to flattery and criticism both.
  Rank 4-6 (Moderate): You go to greater lengths to live up to your idealized version of yourself. Wherever there is a wrong, it 
  must be righted. Wherever somebody needs help, you selflessly go to do whatever is needed. This is going to wear you out 
  even if it goes smoothly, and it probably won’t, so there will be many days in which you feel like a failure.
  Rank 7-9 (Severe): You start to take all praise (or lack thereof) personally, legitimately expecting others to bask in your glow 
  with any of your accomplishments. Should you feel taken for granted you’ll immediately redouble your efforts and start act-
  ing suicidally heroic to make sure you receive the recognition you deserve.
  Rank 10+ (Extreme): Perhaps the only way you can really live up to your standards is with a heroic sacrifice. Why, yes, that’s 
  genius! Then everybody will sing praises of your name forever and reminisce longingly for how you were such a great inspira-
  tion to them all. Clearly this is a perfect plan.
  Hyper
  Rank 1-3 (Mild): You suffer from a mental imbalance that provokes in you a need to be constantly doing something. This 
  means you’re pretty much always energetic, and few things make you as tense as being forced to stay quiet and wait patient-
  ly for long periods of time. You might come across as impulsive or impatient sometimes but it is nothing serious... Yet.
  Rank 4-6 (Moderate): You sometimes undergo manic episodes. During these you become even more hasty and inattentive 
  than before. When this happens you feel like you must immediately busy yourself for a period of time that can go up to an 
  hour, turning into a chatterbox for the duration. You have trouble getting a full night’s sleep.
  Rank 7-9 (Severe): If things looked manageable before, they certainly don’t look manageable to others who look at you now. 
  The episodes grow in frequency and make your behavior erratic, careless and borderline self-destructive. You don’t put a lot 
  of thought into whatever it is you feel like doing, you just see a thing and want it now. This can lead you to try experimenting 
  with dangerous combinations of substances and alcohol, jumping off a fifth floor into a swimming pool, or going on a massive 
  shopping spree until you’re neck-deep in debt.
  Rank 10+ (Extreme): You can’t even sleep for more than a few minutes at a time before you jolt awake with the need to do 
  something. Your episodes are severe and frequent enough that there is no telling what you will do if left alone, so everyone 
  would rather not take that chance and leave you in the care of professionals.
  
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  Indecisive
  Rank 1-3 (Mild): You’re not comfortable with responsibility and are always afraid that you will always make an irreparable 
  mistake whenever you need to take the initiative. It doesn’t get in the way of your day to day activities yet, but you shirk 
  making decisions to others whenever possible.
  Rank 4-6 (Moderate): You actively avoid having to make important decisions and outright tell your most trusted close ones 
  to make them for you. As if that weren’t enough, you will also blame them if something goes wrong. It is not enough to make 
  you want to be accountable for your actions, but it is enough to irritate those you ask for help.
  Rank 7-9 (Severe): You’re now exceedingly clingy of the person who can put up with your crap the most. You leave most of 
  the decision making to them, but whenever you’re under pressure anyone else will do. It is a good thing that the chain of 
  command exists, because otherwise you wouldn’t be able to go out and battle at all.
  Rank 10+ (Extreme): High-maintenance does not even begin to describe you, as you require having someone looking over 
  your shoulder constantly to reassure you. You now desperately look to anyone else for support and any kind of responsibility 
  forced on your person stuns you like a deer caught in the headlights. You can’t even fire a beam rifle without asking how to 
  do it, if you did it well, and if you will have to do it again.
  Lonely
  Rank 1-3 (Mild): You’re a little shy with people and take any kind of criticism a little too hard, but you don’t have any glaring 
  personality flaws otherwise. It just means you put a lot of effort into pleasing everyone... Without trying to be a bother. You 
  may even let some people take advantage of your kindness every now and then. 
  Rank 4-6 (Moderate): You feel a little lost in a crowd and it makes you nervous when you can’t locate anyone that you can 
  stick to. When presented with someone new, you try really hard to make a good first impression, and feel very glad when a 
  new acquaintance does not reject you.
  Rank 7-9 (Severe): You’re always around people, even if they ignore you, because loneliness is unbearable. If you’re not in 
  contact with anyone for a period of more than a few hours, you suffer an episode that makes you enter a state of panic. You 
  start sweating, your breath becomes uneven and you desperately seek close ones to calm yourself down.
  Rank 10+ (Extreme): You need some kind of company within sight or hearing even to sleep at night, and probably aren’t fond 
  of silences at all. By this point you will even cling to television or radio personalities who can keep you company. Your panic 
  episodes are more frequent and even getting briefly lost in a crowd when someone lets go of your hand will trigger them.
  Monster
  Rank 1-3 (Mild): You love seeing others in pain, whether it is physical or emotional. You don’t necessarily pursue opportuni-
  ties to cause said pain, but you’re way too comfortable with the suffering of others. You’re still self aware enough to keep the 
  subject of your fascination to yourself.
  Rank 4-6 (Moderate): Opportunities to hurt others sounds more enticing every day, you just don’t want to get caught. Allow-
  ing others to do the deed themselves is much easier to justify, and in fact you think provoking them to be your instruments 
  of pain is a pretty neat idea. You really should not be allowed near a giant robot.
  Rank 7-9 (Severe): You like to make your obsession a subject of casual conversation and see yourself as an artist of sorts. 
  You might even start comparing hurting others to brewing tea or to finger painting and it is clear to everyone that you’re a 
  ticking time bomb.
  Rank 10+ (Extreme): You throw caution to the wind and go too far in indulging your sadism by your own hand. If this does 
  not end in your death, it will probably get you locked up for a very long time or make you an outcast for life at the very least.
  
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  Paranoid
  Rank 1-3 (Mild): You tend to isolate yourself, needing to be alone with your thoughts when under pressure, You don’t like 
  most people and have trouble trusting strangers, believing anyone you don’t know only wants to approach you with ulterior 
  motives.
  Rank 4-6 (Moderate): You doubt casual acquaintances as well. You have your guard up with everyone except your closest 
  friends and family, believing anyone can be a potential threat. This makes it really hard to cooperate with others, and if pos-
  sible you’d like to do everything yourself and not have to rely on anyone.
  Rank 7-9 (Severe): You are not really sure who your allies are anymore. Sure, someone that saved your life is trustworthy, 
  but what if someone is pretending to be them over the phone? What if they are being coerced to hurt you against their will? 
  You have to doubt everyone and must work alone. There is no other choice.
  Rank 10+ (Extreme): Everybody is out to get you, and you have to watch out for threats at all times of the day. The first 
  thing you do when you wake up is check the cameras you’ve set up and make sure everything is where you left it. You’ve 
  come up with a vast and complex web of conspiracies to explain how things came to be this way, and anybody who tries to 
  dismiss your theories without a very good reason is obviously one of them.
  Pyro
  Rank 1-3 (Mild): You feel a compulsion to light fires as a way to relieve yourself of stress. Lighting a fireplace or even a small 
  piece of paper will do, you know how to keep it under control. You don’t actually want to set everything on fire. Large fires 
  fascinate you, and you often stand there watching them in a daze.
  Rank 4-6 (Moderate): You now start lighting fires when so much as just bored and will take any excuse to let existing ones 
  spread as long as safely possible. Sooner or later it is going to get out of hand. You request a flamethrower, napalm, or other 
  such weaponry for your giant robot, if you don’t already have it.
  Rank 7-9 (Severe): You have taken a liking to using fire as a solution to your problems whenever the opportunity arises. En-
  emy in front of you? Use fire. Can’t find a person hiding in a building? Set the whole place on fire and they’ll come out. Need 
  to take out the garbage? Set it on fire instead. You are also really insistent that your way is the best one as well.
  Rank 10+ (Extreme): It is impossible to talk you out of setting things on fire on a daily basis and you actively stop others 
  from trying to put them out. Most people don’t like having their person or their possessions going up in flames, so they will 
  do their best to stop you, by force if they have to.
  Visionary
  Rank 1-3 (Mild): You have your own framework to make more sense of this nonsensical world. There is a grand plan and you 
  are witness to its inner workings. You don’t need to share your vision with others - you know they won’t understand anyway, 
  but every now and then your need to prove yourself right surfaces... And usually ends in you looking like a fool.
  Rank 4-6 (Moderate): The plan is getting more vast and intrincate, there is much at stake and things look grim... But you 
  have a role in it to play. Yes, you will convince the others to see things the way you do. And once they do, you can fix all that 
  is wrong with this broken world together. All as is laid out in The Grand Plan.
  Rank 7-9 (Severe): WHY WON’T THEY UNDERSTAND!? Either you stand WITH the GRAND PLAN or AGAINST it, and you are the 
  only one who can keep them all safe! It is just so frustrating, because they refuse to see the truth! But you will do your job 
  and will make your friends understand, removing the obstacles that blind them with force if you have to.
  Rank 10+ (Extreme): You see yourself as the world’s savior, thereby justifying all of your actions. By this point you can’t keep 
  yourself from babbling incoherently about the grand conspiracy, desperately seeking to convince others by all means neces-
  sary. Your outbursts of violence against perceived threats are frequent enough and usually unprovoked, so odds are you’ll be 
  confined until you have changed your mind somewhat.
  
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  The next two Rules Modules add a grittier flavor to the game, 
  focusing on long term resource management and short term 
  territorial control. The long term resource management part 
  is done via a houserule from Battle Century G, reproduced in 
  the sidebar to the right for your convenience.
  The other Module involves PCs fighting enemies over impor-
  tant Zones of Terrain, called Energizing Terrain. These Zones 
  can be used to repair and resupply Mecha without spending 
  Restorations, mitigating the difficulties of long term resource 
  management.
  It is optional, but recommended, to give every PC the new 
  Tethered Design Flaw. The new flaw makes PCs reliant on 
  Energizing Terrain even more and grants 10 more MP, just 
  enough to pay for one of the better Restoration Upgrades 
  which everyone is going to need.
  Having at least one Support-oriented Unit is recommended 
  as well. The new Support Upgrades can create Energizing 
  Terrain and make it easier to circumvent the positioning 
  complications of the Tethered flaw. 
  The end result is Battle Century G set to Extra Hard dif-
  ficulty. It works well at making the PCs feel more vulnerable 
  and emphasizing the importance of having proper support in 
  order to fight a prolonged conflict. 
  Usually Mecha are fully repaired between Operations and 
  Pilots also have their stock Genre Points refreshed. The 
  rules of the game are written assuming that you’ll have 
  one Operation each Episode with everyone at peak ef 
  ciency, because you want the game’s challenge to be in 
  having tough Enemies, not in the PCs getting weaker over 
  time. But if you want a game that is grittier and gets pro-
  gressively harder, you might want to try this rule.
  Mecha don’t restore their Threshold automatically 
  between Operations, only between Episode Arcs. Any re-
  sources with a limited number of uses per Operation use 
  Episode Arcs instead. Genre Points don’t refresh between 
  Episodes, they do between Episode Arcs as well. You get 
  the idea. Don’t give the PCs Genre whenever they lose a 
  Threshold Level in combat either, but do give them three 
  Genre Points at the beginning of each Episode Arc.
  This means One Shot Weapons can only be used once per 
  Episode Arc without abilities like Resupply to grant more 
  uses, but Resupply itself can only be used a few precious 
  times throughout the entire Episode Arc instead of every 
  Operation. They can use those resources out of battle, for 
  example they don’t have to wait until a new combat starts 
  to use Jury Rig. The Biological Feature should not be al-
  lowed for Player use since it circumvents these complica-
  tions altogether.
  ATTRITION AND ENERGIZING TERRAIN
  Time heals all wounds, but you have to stay out of trouble 
  to make the healing stick. At least get in trouble with 
  enough Willpower to keep yourself from suffering another 
  breakdown. 
  Because the Test uses Insanity as a pseudo-Attribute, you 
  lose more Insanity Ranks the more insane you are. It is 
  easy to keep yourself functional at high Insanity- getting 
  rid of a good three or more Insanity Ranks per Arc is likely 
  more than enough to take you back to the game even if 
  you went over the magic number of 10. The caveat is that 
  it is really hard to lose those last few Insanity Ranks.
  The modified Jaded Trait makes it so your character hard-
  ens pretty quickly to traumatic experiences. It is powerful 
  enough that you are extremely unlikely to ever stay over 
  Rank 10 after an Episode ends. But there is a catch: You 
  will no longer heal naturally over time. Once you have 
  been hardened - once you have desensitized yourself - 
  you will keep those last few Insanity Ranks for the rest of 
  your life.
  MODIFIED TRAITS
  Jaded
  Anomaly Trait (0)
  Effect: Instead of Testing Insanity to remove Insanity Ranks 
  at the end of an Episode Arc, you do it at the end of every 
  Episode in which you have gained any of them. When you 
  remove Insanity Ranks, you remove one less Rank from nor-
  mal, to a minimum of zero.
  You are largely desensitized to things that others would f nd
  shocking or worse, and you’ve probably had more than your
  fair share of awful circumstances. Cynicism and a nihilistic
  outlook on life are obligatory.
  Special: You can take this Trait at any time between Epi-
  sodes. It is not compatible with the Enhanced Human Trait.
  
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  Attrition Transpatial Randomizer Table
  Roll Result
  Support Upgrade
  01-06
  Assisted Targeting
  07-12
  Dividing Field
  13-18
  Energy Distribution
  19-24
  Overcharge
  25-30
  Remote Hotfi x
  31-36
  Support Fire
  37-42
  Supply Delivery
  43-48
  Surprise Minefi eld
  49-54
  Targeting Disruption
  55-59
  Airstrike
  60-64
  Blue Screen Virus
  65-69
  Cryogenic Blast
  70-74
  Electromagnetic Detonator
  75-79
  Ensnaring Trap
  80-84
  Fire at Will
  85-89
  Gravity Manipulators
  90-94
  Improvised Fortifi cation
  95-99
  Jamming Barrage
  00
  Any Support Upgrade of your choice.
  NEW TERRAIN
  Energizing Terrain
  An instance of Energizing Terrain is a concentration of power 
  related to whatever it is that your giant robots (or equivalent) 
  are made of. That could mean energy crystals, a node of ley 
  lines, or a good old fashioned supply cache. Whatever it is, it 
  can prove to be a vital resource in the middle of a battle.
  Energizing Terrain is charged with one Restoration that 
  any Unit standing on it can use with its own Restoration 
  Upgrades. After any Unit uses up this Restoration charge, the 
  instance of Energizing Terrain is now Plain Terrain.
  NEW DESIGN FLAW
  Tethered
  Design Flaw (+10 MP)
  Eff ect: For as long as you are farther than 5 Zones from your 
  Base Unit or from Energizing Terrain, you lose all benefi ts 
  from Tension and each point of Energy you spend deals 1 
  Damage to yourself.
  Your Mecha needs a connection to a source, via physical 
  cables to feed it power or a wireless link to its carrier unit 
  keeping all systems functional. Without this link, use of 
  Element G critically damages the Mecha’s internals, losing 
  function of individual limbs until none can function anymore.
  NEW SUPPORT UPGRADES
  Energy Distribution
  Separate Upgrade (5)
  Eff ect: You and all Allies within Range ignore the drawbacks 
  of the Tethered Design Flaw for a Round. That includes taking 
  Damage from spending Energy in order to use this Upgrade.
  You scatter a series of emitters around yourself to act as a 
  relay between nearby allies and a power source, mantaining 
  all units functional.
  Improvised Fortification
  Separate Upgrade (10)
  Eff ect: A single Zone turns into Energizing and Defensive Ter-
  rain. When the Restoration charge is used up, the Defensive 
  Terrain also fades into Plain terrain.
  You deploy a few energy barrier projectors along with some 
  supplies for an ally’s benefi t. 
  
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  EXPANDING THE RULES //:01
  02:// CUSTOMIZING THE EXPERIENCE
  CIRCUMSTANCES OF WAR
  If your game features a large war fought on many fronts, only one of which the PCs can cover at a time, then the table below 
  is for you. The table itself is fairly setting-agnostic as long as the war is between humans, or humanlike enough, factions. 
  Each result in this table is the name of an event, the details of the event itself are explained in next few pages. Some of these 
  events are circumstances that make things more difficult (like supply shortages or clever enemy plans) while others are just 
  plot developments that may (or may not) change the course of the war. A few of them are even helpful to the PC Squad! This 
  way you can use them to plan your next Episode (or Episodes) for you or just read them as inspiration. 
  The results that affect Operations directly have a Power Rating Modifier next to them. This is so you know just how much 
  easier or harder they’re making things as a whole and can adjust the Enemy lineup accordingly. All results also have a 
  Recommended Duration in Episodes. Some of them can take a while to resolve and could need the PCs themselves to fix it, 
  others shouldn’t last more than one Episode.
  Circumstances of War Table
  Roll Result
  Circumstance Name
  Power Rating Modifier
  Recommended Duration
  01-04
  Times are Tough
  +1 PR per PC.
  1 Episode.
  05-08
  Hack the Planet
  +1 PR per PC.
  1 or 2 Episodes.
  09-12
  Stovepiped
  +2 PR per PC.
  1 or 2 Episodes.
  13-16
  Patchwork Fixes
  +2 PR per PC.
  1 or 2 Episodes.
  17-20
  WHO COMPILED THIS CRAP!?
  +2 PR per PC.
  1 or 2 Episodes.
  21-24
  Crossed Wires
  +2 PR per PC.
  1 or 2 Episodes.
  25-28
  Devious Infantry
  +2 PR.
  2 or 3 Episodes.
  29-32
  DrainVirus.exe
  +2 PR.
  2 or 3 Episodes.
  33-36
  Forced March
  --
  1 or 2 Episodes.
  37-40
  Took a Wrong Turn
  --
  1 Episode.
  41-44
  Under the Sea
  --
  1 Episode.
  45-48
  Dog Fight
  --
  1 Episode.
  49-52
  Who Needs Air Supremacy?
  --
  1 Episode.
  53-56
  Forced Assistant
  -1 PR.
  2 or 3 Episodes.
  57-60
  Favored by Command
  -6 PR.
  2 or 3 Episodes.
  61-64
  Time to Go
  -10 PR.
  1 or 2 Episodes.
  65-68
  Supply Grab
  -1 PR per PC.
  1 Episode.
  69-72
  Dirty Laundry
  --
  1 Episode.
  73-76
  Smile for the Camera
  --
  2 or 3 Episodes.
  77-80
  In the Navy
  --
  1 Episode.
  81-84
  Monsoon Season
  --
  As the plot demands.
  85-88
  Merry Christmas
  --
  As the plot demands.
  89-92
  Horrors of War
  --
  As the plot demands.
  93-96
  Long Live the King
  --
  As the plot demands.
  97-00
  The Beginning of the End
  --
  As the plot demands.
  
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  Times are Tough
  It has been a while since the last time you resupplied, and 
  the exhaustion is evident. There’s shortages of fuel, parts 
  and food. You don’t even remember the last time you had a 
  full night’s sleep. All PCs start the Episode with one less 
  Genre Point.
  Hack the Planet
  The enemy is attacking communications systems, satellite 
  uplinks and detection or targeting apparatus of the PCs and 
  their allies. This shutdown is believed to be part of a larger 
  offensive, though it is one that is unlikely to involve the PCs. 
  While everybody at HQ works on a solution, the PC Squad 
  only gains half benefit from Tension unless the bonus 
  would be of 5 or higher.
  Stovepiped
  Weapons systems have been “upgraded” by “experts” who, 
  through faulty engineering, uncompatible software, and 
  general incompetence have made things much harder for the 
  PCs until the problem is fixed. The PC Squad’s Units have 
  their Might halved.
  Patchwork Fixes
  A series of bad parts, bad mechanics, or just bad deci-
  sions have led to numerous shoddy repairs and upgrades of 
  dubious nature and quality on the unit’s machines. The PC 
  Squad’s Units have their Guard halved.
  WHO COMPILED THIS CRAP!?
  There’s a massive bug in standard military software that 
  somehow made it all the way out to Mecha out in the field. 
  The PC Squad’s Units have their Systems halved.
  Crossed Wires
  Fumbles in communication led to an overabundance of the 
  wrong replacement parts for the Players’ Mecha. Entire legs 
  need to be repurposed and movement OS systems must be 
  reprogrammed to even let these things move, let alone react 
  quickly. The PC Squad’s Units have their Speed halved.
  Devious Infantry
  There’s been a resurgence of opposition in the area from 
  militants and rebels propped up under some no-neck war-
  lord and they will assist whoever the PCs fight next. They 
  don’t have any Mecha, but they’ve mined the whole battle-
  field with remote detonation bombs and are going to keep 
  placing more until forced to retreat. At the beginning of 
  each Round in which Tension is odd, choose one of the 
  PCs and turn the Zone they’re in into Extreme Terrain 
  for a Round.
  DrainVirus.exe
  The enemy is trying out their latest cyber-warfare project. 
  The PC Squad would do well to keep the enemy from com-
  pleting their project before it can be employed en masse. 
  At the beginning of each Round in which Tension is even, 
  choose one of the PCs. That PC does not regenerate En-
  ergy during their next Turn.
  Forced March
  The campaign has led to supply lines being stretched thin, 
  and now conserving and protecting food has become as 
  major a priority as fighting off the enemy. Nerves are frayed 
  and tempers are flaring, but you can’t afford to rest right 
  now. Tension starts at 5 instead of 1.
  Took a Wrong Turn
  The PCs made some errors in navigation and let the enemy 
  commander corner them into a nearly undefensible position. 
  Now it is raining after a dry spell and they’re going to have 
  to fight uphill to get out of there. All Terrain during this 
  Episode is Difficult, Sliding, or both.
  Under the Sea
  Either natural weather patterns or careful ploys by the op-
  position have inundated the lands with water, slowing the 
  momentum of battle considerably. All Terrain during this 
  Episode is Difficult and every Might Test made with a 
  Beam Weapon against targets who aren’t flying suffers a 
  Disadvantage.
  Dog Fight
  This battle is fought along a mountain range and is entirely 
  aerial. There is no other way to traverse this territory at a 
  decent speed, and Units need either some kind of flying 
  ability or a Base Unit that can fly in order to participate. 
  Anybody who loses the ability to fly during the Operation 
  will plummet to their defeat and be left behind.
  Who Needs Air Supremacy?
  Recon units report that recent disappearances of flying 
  Mecha are owed to a massive mobile array of lasers that 
  shoot down anything in sight, and the PCs are ordered to 
  shoot it down. The array is a sitting duck against ground at-
  tackers, but is heavily guarded. The whole of the battlefield 
  is covered in Anti-Air Extreme Terrain.
  Forced Assistant
  A reporter has been attached to the unit, with one major 
  caveat: they must accompany one of the PCs into battle, and 
  be around the Players at all times until the end of the arc. 
  On the plus side, the PC gets an additional Genre Point 
  and Genre Power of your choice from this NPC.
  
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  Favored by Command
  After having re-crunched some numbers, the powers that 
  be no longer find the PC Squad’s force allocations adequate. 
  Luckily for them, this means they intend to help them out 
  rather than take away some of their stuff. The PC Squad 
  now has access to Reinforcements of Level 1. If they al-
  ready had access to Reinforcements, increase their Level 
  by 1.
  Time to Go
  An allied ace pilot has decided it’s time to end everything. 
  The PC Squad now has access to Reinforcements of Level 
  3. If they already had access to Reinforcements, replace 
  them with these. These Reinforcements will alternate 
  between using Barrage and the Overwhelm Actions until 
  their likely demise. If the PCs can keep this character alive 
  through the course of the Operation, they could be talked 
  out of it.
  Supply Grab
  A supply convoy or vehicle was ambushed and wrecked 
  in the middle of No-Man’s Land. During the next combat 
  encounter, designate one Zone as the location of the wreck. 
  The PCs must attempt to secure this wreckage, either by 
  taking an Action to do so while being on top of the corre-
  sponding Zone, or by starting and ending a whole Turn on it. 
  When the PCs secure this wreckage, an instant morale 
  boost grants every PC Squad Unit one Genre Point each.
  Dirty Laundry
  The PC Squad happens to witness how a secret unit belong-
  ing to their faction attacked enemy economic centers, indus-
  trial bases, resourcing operations and military strongholds 
  with extreme prejudice. The actual impact on fighting ability 
  may be questionable, but the humanitarian collateral is not. 
  The PCs are ordered to pretend they saw nothing. Or else.
  Smile for the Camera
  A superior officer, news reporter, military policeman, or 
  morale officer is on their way to get the ‘real boots on the 
  ground perspective.’ In other words, they’re going to spy on 
  the PC Squad. Command wants everyone on point. Let’s see 
  how well that works out.
  In the Navy
  The Players are being forcibly taken off-duty for a weekend 
  of rest and recuperation, mere hours before the next huge 
  mission.
  Monsoon Season
  Natural disasters have struck multiple countries in an ex-
  tremely short timespan, including the belligerent factions. 
  Whether or not the PC Squad is redeployed to help with 
  recovery, resources are sure to be strained by the efforts... 
  As well as those of the enemy, providing a rare opportunity 
  should the PCs capitalize on it.
  Merry Christmas
  Through some unclear methods, the belligerent factions 
  have all agreed to a two-week truce to coincide with a major 
  shared holiday. Give the Players some time for self-reflection, 
  interaction, opening letters from home, and, just perhaps, 
  talking with the enemy.
  Horrors of War
  It’s recently come to light that the civilian casualty toll is 
  some three times greater than what either side had re-
  ported. While it is up to you whether this affects the Players’ 
  families or friends in any way, this should absolutely color 
  the mood within the unit for at least the remainder of the 
  arc, or until a new option is rolled which could rival its emo-
  tional intensity.
  Long Live the King
  The president was targeted for assassination. The attempt 
  failed, but the consequences involve your side of this conflict 
  going in a particularly paranoid direction. Paranoia, purges, 
  nationalist fervor, aggressive changes in tactics - yours or 
  theirs - and everything in between are all on the table, here.
  The Beginning of the End
  Somebody on the other side set off a weapon of mass de-
  struction! It could be nuclear warheads, biological or chemi-
  cal weapons, or even a giant satellite laser. Whatever it was, 
  the PC Squad is going to take part of a large scale Operation 
  to guarantee this does not happen again... And if that means 
  making a desperate push to end the war earlier than previ-
  ously thought feasible, so be it.
  Results like Forced March and Under the Sea don’t have any Power Rating modifiers attached to them. This is because it is 
  assumed you’re going to use them fairly and make them hinder the Enemies just as much as it hinders the PCs, while al-
  lowing the PCs and their Enemies both to take advantage of the Terrain at the same time.
  For example: If you’re using Dog Fight, you should feel free to use Anti-Air Missiles but also allow your Grunts to be de-
  stroyed by an Ensnaring Trap, and don’t throw a Boss with Souls Bound by Gravity at the PCs. If you’re using Forced March, 
  don’t make every single Enemy a Technique user, but you can include some of them.
  Depending on how much more benefit the Enemies get from the result you’ve given them, the Power Rating modifier could 
  go up to +4 PR per PC if you make it hard enough. If you seriously want to use these rules to create a nightmare battle for 
  the PCs, then use that modifier as a guideline.
  
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  ODDS AND ENDS FOR THE GM
  This section has some tips for making the best of the last 
  few Rules Modules as a GM. To the right there is also the Full 
  Transpatial Randomizer Table in case you want to combine 
  the Hardcore Difficulty rules with the Element System.
  A FEELING OF DREAD
  A game of BCG using the rules for Insanity and Trauma is 
  harder for the PCs. They have less Genre Points and take Plot 
  Armor Damage from experiencing or witnessing things that 
  should be relatively common.
  On average, each PC should be gaining 1 Insanity Rank every 
  Episode. This is best achieved by mixing and matching the 
  following methods:
  -At least one DN 5 or 10 Willpower Test per Episode. Increase 
  the DN to 15 or 20 starting at Power Level 3.
  -A Willpower Test of DN 15 every two or three Episodes. 
  Increase the DN to 20 starting at Power Level 3.
  -Give all Enemies the Invasive Feature during Episodes in 
  which you didn’t feature any Willpower Tests.
  Pacing your Willpower Tests is important. You should start 
  out every Episode Arc hard, shaking things up with some-
  thing traumatic. Then slow down and slowly ramp things up 
  on the way to the finale, when you go all out again.
  Full Transpatial Randomizer Table
  Roll Result
  Support Upgrade
  01-05
  Assisted Targeting
  06-10
  Circle of Protection
  11-15
  Dividing Field
  16-20
  Energy Distribution
  21-25
  Overcharge
  26-30
  Remote Hotfix
  31-35
  Support Fire
  36-40
  Supply Delivery
  41-45
  Surprise Minefield
  46-50
  Targeting Disruption
  51-55
  Airstrike
  56-60
  Blue Screen Virus
  61-65
  Cryogenic Blast
  66-70
  Electromagnetic Detonator
  71-75
  Elemental Amplification
  76-80
  Ensnaring Trap
  81-85
  Fire at Will
  86-90
  Gravity Manipulators
  91-95
  Improvised Fortification
  96-00
  Jamming Barrage
  MANAGING ENERGIZING TERRAIN
  Every battlefield needs a few Zones of Energizing Terrain in it, and their use is a balancing factor for the difficulty of the game 
  as a whole. The suggested number of Energizing Terrain Zones per Operation is noted below:
  Operation Variables
  Number of Energizing Terrain Zones
  Base number of Enegizing Terrain per battlefield.
  +5 Zones
  For each PC with the Tethered Design Flaw.
  +1 Zone
  For each Enemy with one or more Restoration Upgrades.
  +1 Zone
  If the battlefield is 10x10 Zones or larger.
  +1 Zone
  For each Power Level above 0 of the PC Squad.
  -1 Zone
  For each PC with at least half their Restorations available*.
  -1 Zone
  * If the PC’s Systems Attribute is 0 and they have no Restorations whatsoever, it still counts as a -1.
  Example: Taking the base number (5), you have four PCs but only one of them has the Tethered Design Flaw (+1), there are no 
  Enemies with Restoration Upgrades (+0), the battlefield is 15x20 Zones (+1), the PC Squad has a Power Level of 3 (-3) and two 
  of them have spent Restorations below half their maximum (-2). You calculate the total (5+1+0+1-3-2=4) and you get a total of 
  2 Energizing Terrain Zones for this battlefield.
  Energizing Terrain can still be used after an Operation ends for as long as it is not spent. This means that, after securing the 
  battlefield, PCs can stick around to use all remaining Zones of Energizing Terrain with their available Restoration Upgrades. 
  Since battle itself has already ended, Tension will not continue to increase and instead will stay at whatever number it was 
  when the PCs achieved victory. This is particularly relevant for Jury Rig users with Power Conversion, who can get a lot of 
  repair work done between battles thanks to their Energy bonus and the effectiveness of the Jury Rig Upgrade.
  
  73
  EXPANDING THE RULES //:01
  The transport craft loitered, gentle and precise, into the Earth Or-
  bit, as planned by her crew. Deep within the Gear hangar’s recesses, 
  Pilot-Underclassman Lonnie Caldon drifted along with it, his tan 
  limbs hanging as loose and gravity-free as his headphone cables and 
  black hair tuft.
  The cassette tape ground to a halt; he peeled his eyes open, took in 
  the Earth view through the hangar’s transparent-alumina bay doors. 
  Just some ten meters away sat the massive blue-metal casing wrapped 
  around his Gear, occluding maybe forty percent of the view. He 
  blinked a few times, reached down and hit the rewind button on the 
  cassette player, almost worn smooth, like all the other buttons and 
  adjustors. He ran a finger along their surfaces, recalled the various 
  controls, smoothed and jagged, in his monster. He had been told, of 
  course, that the Childhood Department did not, nor had it ever seen 
  fit to grow its Gears from Cryptid samples, but that did little to 
  assuage his fears, did little to remove the constant, pungent iron-
  flesh scent within the cockpit.
  The tape finished rewinding with another sharp clack. He let the 
  song surge through his ears as he closed his eyes again. The song’s 
  spirit spoke, and Lonnie, with all his soul, sought to believe. Be-
  lieve what?
  Two sharp knocks sounded from the bulkhead Lonnie rested against. 
  His eyes snapped open, darted over to the new arrival. “Oh, Cap.”
  The Captain - her uniform read ‘Captain-Upperclassman Ellie Rigor’ - 
  rolled her broad shoulders, pulled her stout, sturdy legs into her 
  torso as she drifted next to Lonnie. “That song again?”
  Lonnie shrugged, “It fits our unit pretty well.”
  
  74
  01:// EXPANDING THE RULES
  “Yeah, still don’t hear what you mean by that. Still, thanks for 
  sharing it with me the other day.” She stares at Earth for a good 
  minute. “You’ve seemed distant these past few days. I mean, excep-
  tionally distant, even for you.”
  Lonnie let out a small sigh, turned his gaze to the Earth as well. 
  “You joined the Department when there were still Cryptids around, 
  right? Did...well, did what you were doing at least seem to make 
  sense, then?”
  “Caldon, we’ve already talked about these orders.”
  “No, Cap, that isn’t what I mean --”
  “Wagner took something from us, something that we would’ve traded to 
  them. They killed our boys, and that’s not gonna stand. I know your 
  family’s got relatives --”
  “You know what, fuck all that, ma’am.” Lonnie turned his wide, brown 
  eyes to the Captain. “I’ve done the training. I know I’m the young-
  est Underclassman ever made a pilot, but I did the training. We did 
  the winter huddles on Verne-2, we kept each other alive on Verne-1. 
  I’m not going to flush this family on the off chance that some of my 
  other one is on the wrong side.”
  The Captain’s eyes hardened. “You watch yourself when you talk to an 
  officer, Caldon.”
  “I’m sorry, ma’am. I really am. I just meant that...I mean, I signed 
  up to stop Outsiders and Cryptids. I dunno if I’m ready to -- to be 
  on Earth, let alone fight humans.”
  
  75
  EXPANDING THE RULES //:01
  Captain Rigor sighed and slapped a reassuring hand against Lonnie’s 
  shoulder. “Guess what, kid? Nobody’s ever ready for it. Nobody’s ever 
  ready to fight a Cryptid, either. You just do your damndest, and get 
  it done. If you fall, we’ll pick you up. We know you’ll do the same. 
  Just get it done. Just feel lucky you chose to join. Hell, I didn’t 
  get that choice, I was forced to deal with it.”
  “Cap, you really know how to...help without helping,” Lonnie hesi-
  tated, almost spoke up again to correct himself, until the Captain 
  laughed and he allowed himself a smile. Rigor opened her mouth to 
  speak again, when the lights all shifted to a dull orange and the 
  klaxon sounded twice. “Looks like we’re in position. You ever done a 
  combat drop before, Caldon?”
  “Only Lunar, ma’am.” He wrapped his headphone cables around the cas-
  sette player and shoved off toward the gangway. The Captain joined 
  him, and the pair floated off towards the ready-room.
  “You should be fine. The O-Field will handle pretty much all of the 
  friction force, so just keep your eye on the alt-indicator so you 
  know when to slow yourself down. Oh, and if they have any airships, 
  or flyers that try to stop us? Leave ‘em to me and the XO, we’ve got 
  our ways. You just focus on landing and getting the mission done.”
  “I’ll keep that in mind, cap. Thank you.” Lonnie stopped himself 
  right at the ready-room door. He snapped off a sharp salute to his 
  Captain, who returned it, then blinked a few times.
  “Do you ever wonder how long you’ll live, Captain?”
  “Nah, not worth thinking about. No one lives forever, anyway.” The 
  two pilots shared a smile, without quite knowing why, and joined 
  their readying compatriots.
  
  76
  01:// EXPANDING THE RULES
  RAMPING THE DIFFICULTY //:03
  Having trouble challenging your Players? Don’t have time to spend creating enemies? This section has a list of powerful 
  enemies of every Power Level ready for use in your games. If that is not enough, here are a few dirty tricks to make your 
  enemies even stronger. Be warned that while these strategies are very much within the rules, they are bordering on unfair 
  and sort of break their spirit a little. Still, it is preferable to accidentally make things too hard and have to dial down than to 
  struggle to provide a proper challenge to your PCs, so these tricks are yours to use if you think you could use them.
  For Grunts
  At a high Power Level, Grunts have enough MP that a PC needs to make the most out of their Genre Powers in order to beat 
  two optimized Grunts working in tandem. However, the scariest thing you can do with Grunts is use them in swarms of 
  slightly lower Power Level than that of the PCs. 
  You don’t need high stats to use debuffing Supports or One-Shots effectively, so you can mix and match them with stronger 
  Grunts, Rivals or Bosses. Example options for Grunts that run interference are  Electromagnetic Detonator, Ensnaring 
  Trap, Finger Net and Radiation Bomb while Grunts meant for duking it out with the PCs are at best with Weapons like 
  Pressure Point Attack, Bombardment, Incinerator and Lux Cannon.
  In defensive terms, look to Invincible Alloy and Expansion Pack to increase the survivability of all your Grunts to make 
  them last at least two hits (barring Weapons that do bonus Damage like Rocket Sword or Resonance Cannon) while also 
  serving all your antimaim needs. If you want another easy bump to endurance, Terrain Specialist is a Disadvantage to all 
  attacks without much of a drawback against PCs who don’t play around with Extreme Terrain.
  What you should not do under any circumstance is use Grunts with Combination Upgrades. If you want to play around with 
  Combiners, read below...
  For Rivals
  To make Rivals that are easily comparable to a Boss what you have to do is make two of them, one a regular Rival meant 
  to fight one or more PCs and another a Universal Component to boost its Attributes and give it an extra Utility Action 
  every Round. The Component Rival is a steady source of GP with which to spam repeatable Powers like Try Again and I 
  Don’t Think So, while also Maneuvering every Turn to more or less double the Combined Rival’s Defense.
  If you really want to make a single Superboss-tier Enemy, consider either attaching a Universal Component to a Boss or 
  outright making an Invincible Super Combination. The latter might be too much trouble to be worth it considering that the 
  former is an absurd power boost to Bosses (we’re talking an easy +7 Defense and access to Powers and Upgrades they usu-
  ally don’t get to use like Signature Weapon and Internal Fortification) for minimal effort, but Invincible Super Combination can 
  be fun to pull once.
  Be careful with this last option. All Combiners are extremely powerful and you could accidentally create an invincible foe 
  when you slap a Rival with Universal Component on top of a Boss of Power Level 4 or above. If you use this strategy, do it 
  with extreme care and try to stay away from the Boss Upgrades with the most raw power like It Keeps Coming Back and 
  Caustic Touch.
  For Bosses
  Replacing Not so Fast with I Don’t Think So or grabbing the Oldtype Feature is very useful for Bosses, making it much 
  easier to withstand focus fire from optimized, well coordinated squads of PCs. Of all the tricks in this page, this is by far 
  the least overpowered of the whole lot and is almost necessary against PCs who prioritize offense before everything else.
  Only one step above it in the ladder of unfairness is the Parting Shot Power. Most Bosses - and many Rivals for that 
  matter - have no use for the Live Another Day Power and Parting Shot lets them get one last attack in after being downed, in 
  case the battle wasn’t over the moment they got beaten.
  The ultimate dirty trick to pull on PCs is to use the Unstable Reactor Feature. Not only will the Boss (or Rival) get free 
  Energy, but they also explode on death taking out with them PCs that were low on Threshold. High Energy and Threshold 
  builds with Limit Engine are best for exploiting this. This kind of build breaks the spirit of the rules though, so don’t do it 
  more than once.
  03:// Ramping The DifficUlTy
  
  77
  EXPANDING THE RULES //:01
  KNIGHT GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  5
  0
  0
  4
  5
  1
  4
  5
  5
  4
  0
  4
  20
  2
  5
  5
  5
  4
  0
  4
  45
  3
  6
  6
  7
  4
  0
  4
  50
  4
  6
  6
  8
  6
  0
  6
  50
  5
  8
  8
  8
  6
  0
  6
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  0
  Dueling Blade
  1
  Absolute Barrier
  Assassin Blade
  2
  Duelist Model
  Nanopaste Skeleton
  3
  4
  5
  User’s Guide
  The Knight Grunt has a simple battle plan: Engage the PCs and keep them that way. They even have Assassin Blade to make 
  ganging up against the same PC a viable strategy. They only have moderate Speed and no way to attack beyond a Range of 1, 
  so they work best in small battlefields or as surprise reinforcements.
  Use your Knight Grunts to disrupt PC battle plans by locking down ranged attackers. The PCs will probably intercept with 
  melee-oriented characters, which is why you use Assassin Blade to overwhelm them. Remember to activate Absolute Barrier 
  for the maximum amount of Energy available every Turn, except when you need to use Nanopaste Skeleton. Knight Grunts 
  are some of the most universally useful to have around in your NPC lineups because they’re threatening but straightforward. 
  They do a good job as annoyances to pester the PCs and keep them from blasting your more important NPCs to smither-
  eens.
  If you want to make them tougher to kill or don’t feel like having to use Nanopaste Skeleton, you can replace it and Absolute 
  Barrier with the Squadron Feature, two Custom Defenses and Dispersion Aura. This makes them immune to Maiming, ups 
  their defense against regular attacks and covers their weakness to Blasts, Bursts and Lines with a very effective barrier they 
  can share with Allies. 
  03:// RAMPING THE DIFFICULTY
  
  78
  01:// EXPANDING THE RULES
  ARCHER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  6
  4
  4
  0
  3
  2
  10
  1
  6
  4
  4
  3
  4
  2
  20
  2
  6
  5
  5
  3
  5
  2
  35
  3
  8
  5
  5
  3
  5
  2
  50
  4
  8
  7
  7
  4
  5
  2
  50
  5
  9
  8
  8
  5
  5
  2
  50
  Abilities
  Power Level
  Upgrades
  Weapons
  Weapons
  0
  Sniper Rifle
  Assault Rifle
  1
  Shielding Aura
  2
  Sniper Model
  3
  Nanopaste Skeleton
  4
  5
  User’s Guide
  Archer Grunts provide excellent support fire for their Allies from long distances. They can pack quite a punch for Grunts, 
  thanks to their Sniper Rifles, but that requires them to Aim before firing. Otherwise, Assault Rifle is their go-to Weapon of 
  choice to use. They have little to no movement range, though, so they have to be careful with their positioning.
  The average Archer Grunt isn’t much of a threat unless it is combined with Knight and Buffer Grunts. A walking shield that 
  keeps PCs distracted while the Archer Aims or, even better, the constant benefits of Aim without having to waste a Turn on it 
  first represent a huge spike in power. Their barriers aren’t very strong, but can be shared with others, which is good to keep 
  in mind when other Units are taking the hits in their stead. 
  Possible modifications for your Archer Grunts would be replacing their Sniper Rifle with a more reliable Weapon like the Su-
  perheavy Machinegun or the Rail Bazooka. Long range is key to their survivability and usefulness against select targets, and 
  the ability to inflict Disadvantages or attack in an area can compensate for the loss of raw attack power. Nanopaste Skeleton 
  and Shielding Aura can be replaced by Squadron, Dispersion Aura and the Electronic Cloaking System to drastically increase 
  their toughness.
  RAMPING THE DIFFICULTY //:03
  
  79
  EXPANDING THE RULES //:01
  LASER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  2
  3
  1
  4
  10
  1
  6
  4
  4
  3
  2
  4
  20
  2
  6
  4
  4
  4
  2
  4
  20
  3
  6
  4
  4
  4
  2
  4
  50
  4
  8
  5
  5
  4
  2
  5
  50
  5
  8
  6
  6
  4
  5
  6
  50
  Abilities
  Power Level
  Upgrades
  Weapons
  Weapons
  0
  Squadron
  Burnout Edge
  Point Singularity Projector
  1
  Dispersion Aura
  2
  Experimental Reactor
  Gravity Knuckle
  Lux Cannon
  3
  4
  5
  User’s Guide
  Laser Grunts are powerful and can attack in many ways, but are also frail and entirely reliant on their Energy reserves. 
  They’re what you would call a glass cannon, who can dish out Damage but can’t take much of it. Avoid Withering Terrain like 
  the plague and you should be good when using them. 
  The Laser Grunt’s Primary Weapon, at least from Level 2 onwards, is the Lux Cannon. While Lux Cannon is on cooldown, they 
  use whatever else is more appropriate. They can debuff PCs, knock them around like bowling pins, or even buff the attacks of 
  their Allies. Having one or two of them around to complement the rest of your NPCs can work well, preferably with someone 
  who can undo stat-halving in case they eat a debuff to their Energy.
  Laser Grunts can be modified by reducing some of their Speed or Systems in exchange for more Energy, which they can then 
  use to fuel better Active Defenses or even Invincible Alloy - forsaking Squadron and its drawbacks entirely. Their repertoire 
  of Weapons can work well with the Beam Ripper (to alternate with the Lux Cannon) or the Incinerator and Double Blaster for 
  a multitarget capability.
  03:// RAMPING THE DIFFICULTY
  
  80
  01:// EXPANDING THE RULES
  HYBRID GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  4
  0
  0
  4
  10
  1
  5
  5
  5
  0
  0
  5
  20
  2
  6
  6
  6
  1
  1
  5
  30
  3
  8
  6
  6
  2
  2
  6
  35
  4
  8
  6
  6
  5
  3
  6
  50
  5
  8
  8
  8
  5
  3
  6
  50
  Abilities
  Power Level
  Upgrades
  Weapons
  Weapons
  0
  Squadron
  Stun Rod
  Riot Weapon
  1
  Versatile Model
  2
  Dispersion Aura
  3
  Reactive Booster
  4
  Learning Computer
  Pressure Point Attack
  Radiation Bomb
  5
  User’s Guide
  The Hybrid Grunt is like a mini Player Character Unit - well rounded with no obvious weaknesses. They’re a bit fragile and 
  lack reach before Power Level 2, but after that they make up for it with a good loadout that can supplement the rest of the 
  NPCs very well. The worst you can say about them is that they lack firepower, but Pressure Point Attack and Radiation Bomb 
  can make up for that without much problem.
  Hybrid Grunts are best used as a distraction. It is useful to think of them as Knight Grunts that can use ranged weapons and 
  can shield other NPCs. They’re fairly tough to kill for Grunts and two of them can make use of the Paired Attack Action to 
  guarantee those Pressure Point Attacks land a solid hit. They are best used in conjunction with NPCs that resupply their One 
  Shots.
  Because of their versatility, you can do a lot to them and they will still be useful. Consider dumping some redundant Active 
  Defenses for more points in Might or Stun Rod and Riot Weapon for other useful One Shots like Great Crusher and Lockdown 
  Missile. If they will only live for a few Turns, you don’t have to worry about conserving ammo. Just make those hits count.
  RAMPING THE DIFFICULTY //:03
  
  81
  EXPANDING THE RULES //:01
  DEFENDER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  2
  2
  5
  2
  3
  20
  1
  0
  4
  4
  5
  5
  4
  20
  2
  0
  5
  5
  5
  5
  4
  40
  3
  0
  6
  6
  7
  5
  5
  40
  4
  0
  6
  6
  8
  6
  6
  50
  5
  0
  8
  8
  8
  6
  6
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  0
  Squadron
  Guardian of Steel
  1
  2
  Dispersion Aura
  Power Conversion
  3
  4
  Stealth Field
  5
  User’s Guide
  The Defender Grunt is one of the nastiest you can spring on your PC Squad, because they can turn the simplest of Opera-
  tions into a puzzle that they have to solve. And the key to said puzzle is how to get rid of the Defender Grunt before the rest 
  of their Enemies blow them to bits. Just plop one of them in the middle of your back line, where all the fragile glass cannons 
  are sitting, and Maneuver every Turn to give them a humongous Defense boost.
  The natural weakness of this strategy are, of course, high-damage Blasts. Dispersion Aura can mitigate the Damage to their 
  Allies but Squadron means that the Defender Grunt is still very vulnerable to them. Remember to Maneuver using Systems in 
  place of Speed when the inevitable Blasts that debuff Speed come down. Also, keep in mind that Stealth Field only applies to 
  the Defender Grunt, not to the Allies they defend with Guardian of Steel.
  The Defender Grunt can make use of an Absolute Barrier, Absorbing Armor, or just plain more Guard and Threshold... The 
  real question isn’t what to get but what what to give up for any of those. You can sacrifice Power Conversion and the extra 
  points in Energy, but that means being unable to use Guardian of Steel if your Energy gets reduced. You can sacrifice Sys-
  tems and just use Speed to Maneuver, but then you’re more susceptible to Difficult Terrain and their ilk.
  03:// RAMPING THE DIFFICULTY
  
  82
  01:// EXPANDING THE RULES
  BARRAGE GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  2
  2
  1
  5
  2
  25
  1
  0
  2
  2
  2
  5
  3
  50
  2
  0
  4
  5
  4
  5
  4
  50
  3
  0
  4
  5
  4
  9
  4
  50
  4
  0
  4
  9
  4
  9
  4
  50
  5
  0
  5
  10
  5
  10
  4
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  Upgrades
  0
  Fire at Will
  Reload
  Commander Type
  1
  Ensnaring Trap
  2
  Early Warning and Control
  3
  Surprise Minefield
  4
  5
  User’s Guide
  A strong if not very versatile Enemy Grunt. The Barrage Grunt excels at dealing Damage without directly attacking the PCs. 
  Instead, they do Damage via Fire at Will or Surprise Minefield. The good news is that this kind of attack is impossible to 
  dodge entirely for most builds, the bad news is that their Damage is below what you can get with most Weapons.
  After Power Level 2, they should use Ensnaring Trap and Fire at Will in the same Turn, then Reload to recharge Ensnaring 
  Trap and follow up with that plus Surprise Minefield. Teams of Barrage Grunts can deal considerable, almost guaranteed 
  Damage with multiple Fire at Wills aimed at the same PC after an Ensnaring Trap. As one of the squishiest Grunts out there, 
  they’ll need Knight or Hybrid Grunts to tank for them or a big bad like the Exploder Boss that draws the PC’s attention away.
  Losing some points in Threshold in exchange for some Energy can allow the Barrage Grunt to use an Active Defense like the 
  Absolute Barrier. It would also mean they can use Resupply to refill all their Supports at once. This makes them even more 
  reliant on Energy to, well, do anything but that was always a problem with them. 
  RAMPING THE DIFFICULTY //:03
  
  83
  EXPANDING THE RULES //:01
  BUFFER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  2
  2
  5
  2
  1
  25
  1
  0
  2
  2
  9
  2
  1
  25
  2
  0
  4
  4
  9
  4
  4
  25
  3
  0
  5
  5
  9
  5
  4
  40
  4
  0
  7
  6
  9
  6
  4
  45
  5
  0
  8
  7
  10
  6
  4
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  Upgrades
  0
  Assisted Targeting
  Early Warning and Control
  Commander Type
  1
  2
  3
  Remote Hotfix
  Overcharge
  Supply Delivery
  4
  Support Fire
  5
  Surprise Minefield
  User’s Guide
  Nearly useless on their own but extremely powerful when combined with other NPCs, the Buffer Grunt is one of the most 
  dangerous and difficult to use. Starting from Power Level 1, their vast Energy reserves let them use two Support Upgrades per 
  Turn without having to spend either of them. This means they can give two users of Shooting Weapons the benefits of the 
  Aim Action every Turn right there, and after Power Level 3 their utility value just skyrockets.
  Between boosting available Energy, resupplying One Shot Weapons, making Weapons Crippling and even fixing Maims in a 
  pinch there’s very little they can’t do for their team. All in all, Buffer Grunts are one of the easiest ways to make your teams 
  of other Grunts extremely threatening. They even have Surprise Minefield if they absolutely MUST defend themselves without 
  relying on a different NPC to take down the PCs.
  Regarding modifications, you can give them Slippery Chassis to let them walk away from Duels. If you only intend to use one 
  of the Support Upgrades (like only using Assisted Targeting or only using Supply Delivery) then you can drop the others in 
  place of Power Conversion and Absolute Barrier to make them tougher to kill too.
  03:// RAMPING THE DIFFICULTY
  
  84
  01:// EXPANDING THE RULES
  DEBUFFER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  3
  3
  1
  3
  3
  25
  1
  0
  4
  4
  2
  3
  3
  45
  2
  0
  5
  5
  2
  6
  3
  50
  3
  0
  5
  6
  2
  8
  5
  50
  4
  0
  6
  9
  2
  8
  5
  50
  5
  0
  9
  9
  2
  8
  6
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  Upgrades
  0
  Ensnaring Trap
  Commander Type
  Reload
  1
  Electromagnetic Detonator
  Gravity Manipulators
  2
  Surprise Minefield
  3
  4
  5
  User’s Guide
  This is a Grunt that the PCs will grow to hate should it appear often enough, because it is a really annoying one. Ensnaring 
  Trap is universally irritating to every PC, or at least those who don’t want to get blown up. Electromagnetic Detonator is 
  either vaguely troublesome or crushingly crippling to deal with. Gravity Manipulators don’t look like much but they’re brutal 
  with special Terrain conditions floating around - particularly Extreme Terrain. They can only use one Support Upgrade each 
  Turn, but they’re so powerful that it should be all they need.
  Debuffer Grunts really need someone that draws fire away from them, because their defenses are average at best. Grunts, 
  Rivals and Bosses with a focus on Melee engagements are preferable but not obligatory. Users of Guardian of Steel combo 
  particularly well with them too. Mixed troops with several Debuffer Grunts are one of the easiest ways to ramp up the diffi-
  culty of your game, because two of them are all it takes to nerf a PC into a Grunt.
  Debuffer Grunts are built with the rare mineral known as explodium and next to useless at actually doing Damage them-
  selves. Trading some Guard and Threshold for Energy and Absolute Barrier can give them the survivability they need to en-
  dure anything worse than a mean look. The problem with buffing their survivability is that flight-enabled PCs may just figure 
  out that all they need to do is overpower the other Enemies and then the Debuffer Grunt will have their battle plan reduced 
  to harsh insults and hurting the PC’s feelings in lieu of actually trying to win. Consider giving them Fire at Will in place of 
  some Speed to remedy this.
  RAMPING THE DIFFICULTY //:03
  
  85
  EXPANDING THE RULES //:01
  SKIRMISHER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  5
  4
  4
  0
  0
  4
  5
  1
  5
  5
  4
  4
  0
  4
  20
  2
  5
  5
  4
  4
  0
  5
  45
  3
  7
  6
  5
  4
  0
  6
  45
  4
  8
  8
  5
  4
  0
  7
  45
  5
  9
  8
  7
  4
  2
  7
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  0
  Squadron
  Boosted Lance
  1
  Slippery Chassis
  Reactive Booster
  2
  Overbooster
  Skirmisher Frame
  3
  4
  5
  Hook Launcher
  User’s Guide
  Skirmisher Grunts are most defined by their Speed, which allows them to do considerable Damage every Turn with Boost-
  ed Lance. They need to make use of that Speed, meaning they need large battlefields and are weak to Speed debuffs. The 
  Squadron Feature also means they’re vulnerable to Blasts, Bursts and Lines.
  The Skirmisher Grunt is hardly worth talking about before Power Level 2 and should be used primarily from then onwards. 
  They make for good distractions because of all the Damage they do but they don’t play well with other melee-oriented NPCs. 
  Hook Launcher has great utility value for disrupting Guardian of Steel or Defensive Terrain formations, or even for pulling PCs 
  into harmful Terrain created by your other NPCs. 
  If you want to tweak the Skirmisher Grunt, you can start by boosting Speed a little more in place of Guard or Threshold to 
  make them more of a glass cannon. They won’t live long, but with the Damage they can put out, they won’t need to. For a 
  more  resilient variant, you can ditch the Hook Launcher, Squadron, a point of Might and all two points in Systems to gain 20 
  MP for Invincible Alloy. This way, you lose a minimum of offense and utility value for a decent boost to your defenses.
  03:// RAMPING THE DIFFICULTY
  
  86
  01:// EXPANDING THE RULES
  BLASTER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  4
  0
  0
  4
  10
  1
  6
  4
  4
  3
  2
  4
  20
  2
  7
  5
  5
  3
  3
  4
  30
  3
  7
  5
  5
  4
  6
  6
  30
  4
  9
  5
  7
  4
  6
  6
  30
  5
  10
  5
  7
  4
  6
  6
  50
  Abilities
  Power Level
  Upgrades
  Weapons
  Weapons
  0
  Squadron
  Kamaitachi
  Rail Bazooka
  1
  Reactive Booster
  Magneburst
  2
  Expert Support
  3
  4
  5
  Artillery Frame
  User’s Guide
  The Blaster Grunt’s battle plan is to slam the Enemy with area attacks while creating Interference Terrain. They work very 
  well in tandem with each other and can represent a considerable headache for some PCs... And to their own Allies lacking in 
  area Weapons. Their other big flaw is that, between Squadron and the use of Interference Terrain as a substitute for Guard, a 
  good Blast can take out a good chunk of their health pool if not outright kill them.
  Magneburst is their best Weapon, the other two are best used only when that is somehow unusable or tactically unviable. 
  This also means that it is best to use Blaster Grunts starting from Power Level 1 onwards and preferably not at all before 
  then. As for potential teammates? A whole Squad consisting of nothing but users of Blasts, Bursts or Lines can make for an 
  interesting Operation. They have Expert Support so they should be fine if you use them sparingly even with other kinds of 
  Enemies along for the ride.
  You can modify the Blaster Grunt to focus on Blasts in place of Magneburst. Charge Cannon and Bombardment are good 
  replacements for Magneburst and Kamaitachi respectively. You can also lose two points of Might and two points of Systems 
  for one of Energy, Superior Integration, and Great Crusher. This way you don’t need Squadron and have one more activation 
  of Reactive Booster each Turn, buffing the Blaster Grunt’s toughness with a small loss in offensive power.
  RAMPING THE DIFFICULTY //:03
  
  87
  EXPANDING THE RULES //:01
  DUELIST RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  4
  4
  0
  4
  50
  1
  5
  5
  5
  5
  0
  4
  60
  2
  7
  6
  6
  5
  0
  5
  60
  3
  7
  8
  8
  5
  0
  5
  60
  4
  8
  8
  9
  5
  0
  7
  60
  5
  8
  9
  9
  7
  0
  8
  60
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  Powers
  0
  Duelist Model
  Custom Defense
  Dueling Blade
  Extreme Body
  Custom Defense
  Boosted Lance
  1
  Overbooster
  Believe in Myself
  2
  Gotta go Fast
  3
  Mind Over Matter
  4
  I’m Breaking Through
  5
  My Defense is Impregnable
  User’s Guide
  The Duelist Rival is one of the most useful ones you can deploy in your Operations. They’re resilient, have the mobility 
  needed to get to their targets in time, and hit hard. Just charge in using Gotta go Fast plus the Overbooster and do as much 
  Damage as you can with Boosted Lance, then use the Dueling Blade afterwards. Do keep in mind that they are best used as 
  a distraction, using Extreme Body and their Genre Powers aggressively to do as much Damage as possible with their limited 
  lifespan.
  With all that said, versatility is not their strong suit. They only know how to do one thing, and while they do that very well, 
  you’re wasting your time if you charge straight at another meleeist PC. Aim for their most vulnerable Units, preferably Sup-
  port users if there are any. Snipers are the second priority, and anybody who looks like they can take a hit and fight well in 
  melee is better ignored.
  Possible modifications to the Duelist Rival could include a Stun Rod and Great Crusher in place of their current Weapons to 
  make them better at playing interference. Extreme Body can turn into Pulling Field using a similar logic.
  03:// RAMPING THE DIFFICULTY
  
  88
  01:// EXPANDING THE RULES
  SNIPER RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  5
  4
  4
  5
  4
  4
  30
  1
  5
  5
  5
  5
  4
  4
  50
  2
  5
  5
  5
  5
  4
  4
  50
  3
  9
  9
  5
  5
  4
  4
  50
  4
  9
  9
  9
  5
  4
  4
  50
  5
  10
  10
  10
  5
  4
  4
  50
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  Powers
  0
  Commander Type
  Assisted Targeting
  Sniper Rifle
  Early Warning and Control
  1
  Sniper Model
  Superheavy Machinegun
  Believe in Myself
  2
  My Pain is your Pain
  3
  I’m Breaking Through
  4
  My Defense is Impregnable
  5
  You are Already Dead
  User’s Guide
  The Sniper Rival is characterized by two things: A very long attack range and a very high attack power. The secret to its 
  success is the use of Assisted Targeting to buff itself every Turn. It does not spare much MP in the way of defenses other than 
  with raw Attributes, so its Allies should try to shield it whenever possible.
  They can make for a formidable enemy that has both raw strength plus tough defenses. Without proper positioning, however, 
  they are a sitting duck that duelists will gobble up and spit them out unceremoniously. Superheavy Machinegun gives them 
  something to do when under Withering Terrain or a similar debuff. Deploy Duelist Rivals or Knight Grunts to give the Sniper 
  Rival some breathing room and they should get their job done.
  If you want to modify the Sniper Rival, you can start with losing some of those 10’s in Attributes plus a little bit of Systems for 
  more Energy to use Custom Defense with. Trading You are Already Dead for I Cannot be Defeated can often buy the Sniper 
  Rival another Turn of life to keep shooting, hopefully for more than 5 Damage.
  RAMPING THE DIFFICULTY //:03
  
  89
  EXPANDING THE RULES //:01
  BEAMSPAM RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  6
  5
  5
  4
  2
  3
  30
  1
  8
  5
  5
  4
  2
  3
  45
  2
  8
  7
  7
  4
  2
  4
  45
  3
  8
  10
  7
  4
  3
  4
  45
  4
  9
  10
  9
  4
  4
  4
  45
  5
  9
  10
  10
  4
  4
  4
  65
  Abilities
  Power Level
  Upgrades
  Weapons
  Weapons
  Powers
  0
  Absorbing Armor
  Burnout Edge
  Powered Rifle
  Absorbing Armor
  Ground Zero
  Reactor Overdrive
  1
  Experimental Reactor
  My Style is Impetuous
  2
  Believe in Myself
  3
  Mind Over Matter
  4
  My Pain is your Pain
  5
  Superior Integration
  I’m Breaking Through
  User’s Guide
  The Beamspam Rival is a monster of a fighter. They hit hard, they have high defenses, and their Genre Powers support both 
  things to make them a target that just cannot be ignored. It has two Techniques, both of which are likely to hit more than one 
  PC when used, so they’re probably going to down at least one PC if they’re not focused on immediately.
  All this adds up to make an Enemy that, even with their multiple defensive Genre Powers, is probably going to be priority 
  target number one when the PCs figure out just how dangerous they are. Your job, therefore, is to add other annoying Ene-
  mies that make taking the Beamspam Rival down harder and buy off at least a fourth Turn for them. Director Rivals, Debuffer 
  Grunts, or Striker Bosses all make good teammates.
  You can give the Beamspam Rival different Weapons like Incinerator and Double Blaster in place of the Techniques and 
  replace My Style is Impetuous with I Cannot be Defeated. This trades offense for defense, but paradoxically means you may 
  accidentally hurt yourself. Whatever you do, keep Mind Over Matter because you need to keep those debuffs away.
  03:// RAMPING THE DIFFICULTY
  
  90
  01:// EXPANDING THE RULES
  BESTIAL RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  4
  4
  0
  4
  50
  1
  4
  4
  4
  4
  0
  4
  80
  2
  5
  5
  5
  5
  0
  4
  90
  3
  7
  6
  6
  5
  0
  4
  90
  4
  9
  7
  7
  5
  0
  4
  90
  5
  9
  9
  9
  5
  0
  4
  90
  Abilities
  Power Level
  Upgrades
  Upgrades
  Upgrades
  Powers
  0
  The Beast
  Expansion Pack
  Absolute Barrier
  1
  Limit Engine
  Antigravity
  I Cannot be Defeated
  2
  Overbooster
  My Defense is Impregnable
  3
  I am your Opponent
  4
  Mind Over Matter
  5
  Can’t let you do That
  User’s Guide
  The Bestial Rival is, quite possibly, the strongest member of their Squad. They start off strong and only get stronger after 
  that, becoming an unstoppable monster if they can hold themselves together at their last Level of Threshold. Overbooster 
  and Antigravity add a way to get around harmful Terrain and reach their targets quickly. Their Powers are all defensive in 
  nature, with some of them even intended for use in protecting Allies. Its primary means of attack is CQC, and they should try 
  to always be in a Duel with someone else.
  The weakness of the Bestial Rival is that, if ignored, it is only a moderate threat instead of the terrifying nightmare that it 
  becomes once it has lost a few Threshold Levels. Paradoxically, it is also weak to focus fire, and it is possible for a team of 
  coordinated PCs who know what’s coming to make the Bestial Rival go boom before it gets to use its buffed up Absolute Bar-
  rier. A Squad of mixed troops is the best course of action to prevent either scenario from happening, with other meleeists to 
  draw away fire and support Mecha to protect with Genre Powers.
  You could add Pulling Field in place of the Mobility Upgrades and Invincible Alloy in place of Expansion Pack, adding some 
  more Attributes here and there. This makes the Bestial Rival less capable of choosing its target, but said target won’t be able 
  to take its eyes away from it.
  RAMPING THE DIFFICULTY //:03
  
  91
  EXPANDING THE RULES //:01
  ARTILLERY RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  4
  4
  0
  4
  50
  1
  4
  4
  4
  4
  0
  4
  80
  2
  5
  5
  5
  5
  4
  4
  80
  3
  9
  5
  5
  5
  4
  4
  80
  4
  9
  9
  5
  5
  4
  4
  80
  5
  9
  9
  9
  5
  4
  4
  80
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  Weapons
  Powers
  0
  Custom Defense
  Invincible Alloy
  Whirlwind Attack
  Rail Bazooka
  Custom Defense
  Finger Net
  Bombardment
  1
  Artillery Frame
  Expert Support
  My Style is Impetuous
  2
  My Defense is Impregnable
  3
  I’m Breaking Through
  4
  I Cannot be Defeated
  5
  Twin Strike
  User’s Guide
  Few things make the PCs break formation like a good Artillery Rival. Expert Support and Artillery Frame combine very well 
  to let its Blast Weapons have a huge radius while minimizing just how much they can hurt Allied NPCs. Custom Defense and 
  Invincible Alloy add considerable survivability to what would otherwise be a very frail build... But they still need somebody to 
  tank for them, mostly because otherwise they’ll end up shooting at just one target and more or less wasting their talents.
  The opening move of the Artillery Rival should be Rail Bazooka, followed by Bombardment (with My Style is Impetuous), then 
  another use of Rail Bazooka. After three Turns, odds are there will be one or more enemies in melee range, which is when 
  it should use its Twin Strike combo of Finger Net into Whirlwind Attack. Debuffer Grunts with Gravity Manipulators to keep 
  duelists Disengaged are ideal Squadmates.
  You can also add Slippery Chassis and Expert Support in place of some Attribute points to do this without Ally backup. Other 
  Weapons that can work well when used as part of a Twin Strike combo are the Great Crusher, Radiation Bomb and Super-
  heavy Machinegun. 
  03:// RAMPING THE DIFFICULTY
  
  92
  01:// EXPANDING THE RULES
  TECHNICIAN RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  5
  5
  5
  4
  0
  5
  30
  1
  9
  5
  5
  4
  0
  5
  30
  2
  9
  5
  5
  4
  0
  5
  60
  3
  9
  5
  5
  4
  0
  5
  90
  4
  9
  6
  6
  7
  0
  5
  90
  5
  9
  8
  8
  7
  0
  5
  90
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  Weapons
  Powers
  0
  Defensive Technician
  Master Technician
  Zweihander
  Missile Massacre
  1
  My Style is Impetuous
  2
  Limit Engine
  Absolute Barrier
  Believe in Myself
  3
  Invincible Alloy
  Antigravity
  I Cannot be Defeated
  4
  Pierce the Heavens
  5
  I am Helping!
  User’s Guide
  The Technician Rival is similar to the Bestial Rival, but more dependent on Energy and less reliant on getting beat up before 
  it can start putting the hurt on the PCs. It should open up with My Style is Impetuous and Pierce the Heavens if it is available, 
  then charging towards the same PC and engage them until one of either duelist is defeated.
  A proper Technician always uses both of its namesake Upgrades, prioritizing Master Technician if energy constraints force 
  them to only use one. Its Powers are to be used aggressively, because a competent Squad of PCs will try to destroy this jerk 
  before its Technique spam turns unbearable.
  If you’d like to modify the Technician Rival, you can start by giving it Mind Over Matter so that it won’t roll over and die when 
  an Electromagnetic Detonator comes its way. Antigravity keeps the Technician Rival safe from Extreme Terrain, which hurts 
  quite a bit when Limit Engine is going into Overdrive, but you can trade it for Versatile Model if you’d like a little more offense.
  RAMPING THE DIFFICULTY //:03
  
  93
  EXPANDING THE RULES //:01
  CONTROLLER RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  5
  3
  2
  4
  3
  60
  1
  0
  5
  5
  5
  5
  4
  60
  2
  0
  5
  5
  5
  9
  4
  60
  3
  0
  5
  5
  5
  10
  4
  80
  4
  0
  5
  9
  5
  10
  4
  80
  5
  0
  5
  10
  5
  10
  4
  100
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  Powers
  0
  Expansion Pack
  Fire at Will
  Resupply
  Ensnaring Trap
  Commander Type
  1
  Dont Give Up
  2
  The Tacticool Approach
  3
  Electronic Cloaking System
  Stumbling Fists Style
  Take Cover!
  Electrosapper Pods
  4
  This is my Battlefield
  5
  Airstrike
  Cryogenic Blast
  I Cannot be Defeated
  User’s Guide
  The Controller Rival is one of the most annoying Enemies you can make your PCs face. What they do is deal Damage with-
  out needing to Test Might first or spread debuffs among the PCs, but they can use their Weapons to defend themselves in a 
  pinch. Electronic Cloaking System makes them hard to hit and Take Cover! compensates for its weakness.
  The Controller Rival starts out with three shots of the Ensnaring Trap plus Fire at Will combo at Power Level 0 and only gets 
  stronger from there. This is my Battlefield can create Extreme Terrain to make this combo even deadlier. Cryogenic Blast and 
  Airstrike make better opening moves though, if they’re available. 
  You can build a sturdier Controller Rival by replacing Electronic Cloaking System with Absolute Barrier and its Weapons with 
  Power Conversion. The Tacticool Approach is no longer a good Power option to take then, so you can replace it with Mind 
  Over Matter to help yourself and other Allies against enemy debuffs. You can also take Antigravity in place of another Sup-
  port Upgrade, like Airstrike, to resist the harmful instances of Terrain you will be creating.
  03:// RAMPING THE DIFFICULTY
  
  94
  01:// EXPANDING THE RULES
  DIRECTOR RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  4
  4
  5
  5
  4
  40
  1
  0
  4
  4
  5
  5
  4
  70
  2
  0
  5
  5
  5
  5
  4
  90
  3
  0
  6
  5
  6
  7
  5
  90
  4
  0
  8
  5
  8
  7
  5
  90
  5
  0
  9
  7
  8
  8
  5
  90
  Abilities
  Power Level
  Upgrades
  Upgrades
  Upgrades
  Powers
  0
  Commander Type
  Assisted Targeting
  Surprise Minefield
  Early Warning and Control
  Remote Hotfix
  Supply Delivery
  1
  Power Conversion
  Organic Barrier
  Jury Rig
  I’ll Patch you Up
  2
  Invincible Alloy
  Dont Give Up
  3
  Believe in Myself
  4
  I Cannot be Defeated
  5
  Take Cover!
  User’s Guide
  The one thing worse than an Enemy who is really hard to kill is an Enemy that is always being healed. The Director Rival is, 
  you guessed it, the jerk responsible for keeping that Enemy healed. Armed with a series of buffs on top of its Threshold res-
  toration skills, the Director Rival can distribute over 60 Threshold points with as little as four Actions and four Genre Points. 
  Doing this is far from ideal, because distributing uses of Assisted Targeting and Supply Delivery to Allies takes priority... But it 
  is nice to know you have that much extra HP to give out if you need it.
  You should be using one Support Upgrade every Turn with Commander Type and then either spend your Action using Jury 
  Rig, Maneuvering, or another Support if you have another 4 Energy available to restore it after use. Organic Barrier is your 
  Energy sink whenever you don’t have anything else to use it on or whenever you’re threatened. Who knows, you may just end 
  up banking 15 Energy or so into a single Turn’s Jury Rig for 30 Threshold with a Genre Point.
  The Director Rival is a not a build that leaves much room for changing things around. Absolute Barrier makes you more dura-
  ble, Support Fire works better with duelist Allies and Mind Over Matter makes the whole Squad immune to Attribute debuffs 
  and to Maiming. They’re small changes, but you might just find something that makes the NPC work much better for you.
  RAMPING THE DIFFICULTY //:03
  
  95
  EXPANDING THE RULES //:01
  SHIELD RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  0
  4
  4
  5
  4
  5
  40
  1
  0
  5
  5
  5
  5
  5
  55
  2
  0
  5
  5
  9
  5
  5
  55
  3
  0
  5
  5
  9
  9
  5
  55
  4
  0
  5
  9
  9
  9
  5
  55
  5
  0
  5
  10
  9
  10
  5
  60
  Abilities
  Power Level
  Upgrades
  Upgrades
  Weapons
  Powers
  0
  Guardian of Steel
  Absorbing Armor
  Stealth Field
  Absorbing Armor
  1
  Nanopaste Skeleton
  Mind Over Matter
  2
  Come at me Bro
  3
  Take Cover!
  4
  I am your Opponent
  5
  Stumbling Fists Style
  Believe in Myself
  User’s Guide
  Of all the Enemy NPCs in this section, probably none come close to the Shield Rival in terms of changing the flow of battle 
  and forcing PCs to adapt to them. A Shield Rival simply parks itself around a bunch of Enemies and grants them up to 10 
  Defense points every Turn. Naturally, it has a selection of Genre Powers to protect itself and its allies plus a lot of Threshold, 
  an Active Defense, and Stealth Field to stick around.
  Mind Over Matter lets the Shield Rival defend itself from the debuffs that otherwise would cripple it and Take Cover! protects 
  it and its Allies from extreme area of effect attacks. It has basically only one weakness, and that is forced movement. There 
  is nothing it can do to prevent Gravity Manipulators and their ilk from making its efforts useless. On the other hand, it means 
  that any PC Squad who doesn’t have access to those is going to have to overpower the Shield Rival somehow. Be careful, you 
  do not want to accidentally make the Operation impossible.
  The Shield Rival is not one you can change much about. You could trade Stealth Field, Stumbling Fists Style and some Speed 
  Points for some points in Guard to make them even bulkier. Nanopaste Skeleton can be replaced with Invincible Alloy for a 
  similar reason as well.
  03:// RAMPING THE DIFFICULTY
  
  96
  01:// EXPANDING THE RULES
  COMPONENT RIVAL
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  4
  4
  4
  4
  40
  1
  5
  5
  5
  5
  5
  5
  40
  2
  6
  6
  6
  5
  6
  6
  40
  3
  6
  8
  8
  5
  6
  6
  40
  4
  6
  8
  8
  5
  8
  8
  40
  5
  9
  8
  8
  6
  8
  8
  40
  Abilities
  Power Level
  Upgrades
  Upgrades
  Upgrades
  Powers
  0
  Universal Component
  Stealth Field
  1
  Mind Over Matter
  2
  Lightspeed Assault
  3
  Believe in Myself
  4
  I Cannot be Defeated
  5
  Dont Give Up
  User’s Guide
  The Component Rival is one of the most deceptively powerful Enemies in this section. Just choose another Rival and make 
  them combine. The result will be the same Unit as before but with a truckload more Genre Points (and Powers) and a huge 
  boost to its Defense from the constant Maneuvering with Stealth Field on. Combined Rivals can be even stronger than Bosses 
  in some circumstances.
  Good partners for the Component Rival include the Duelist, Sniper, or Beamspam Rivals due to their straightforward nature. 
  Bestial Rivals might be too difficult to harm to effectively attract enemy fire, but Technicians work pretty well. You can attach 
  a Universal Component to a Boss, but this creates a nasty Enemy only to be used against experienced Players who know 
  what they’re doing.
  Component Rivals are best when their Attributes are tailored to a particular partner. Raise some Attributes, lower others, 
  and make it so they average into something that works for you. Remember to increase Might, Guard, Systems and Speed by 1 
  point afterwards. Mind Over Matter is the most useful Genre Power to a combiner, because their Defense bonus from Maneu-
  vering is the key to their survivability.
  RAMPING THE DIFFICULTY //:03
  
  97
  EXPANDING THE RULES //:01
  SPEEDSTER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  5
  6
  7
  0
  5
  6
  1
  5
  6
  7
  5
  5
  6
  2
  5
  6
  7
  5
  5
  8
  3
  5
  7
  8
  5
  5
  8
  4
  5
  8
  8
  6
  5
  8
  5
  5
  8
  9
  7
  5
  8
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  You are too Slow
  Needle Storm
  Oldtype
  1
  Three Times Faster
  2
  Terrifying Attack
  3
  Useless!
  4
  Rules of Nature
  5
  The Ultimate Shield
  User’s Guide
  The Speedster is like a red comet, designed around the Three Times Faster Upgrade and using it to single out a PC to cripple 
  them with Needle Storm and beat them one by one. Power Levels 2 and 3 don’t offer a lot to this Boss, but Levels 4 and 5 are 
  a tremendous boost in allowing them to easily overpower any singular PC at a given time.
  Save You are too Slow for attacks that are either likely to miss when forced to reroll or when positioning is key, such as when 
  a PC just Engaged you. Aim for the PC who is most like a glass cannon to weaken them with Needle Storm and Rules of Na-
  ture. Keep Useless! active at all times unless you’re being actively ignored, for whatever reason.
  The most customizable aspect of the Speedster Boss is its Weapon selection. Merge and Antimatter Shot hit harder and 
  could do an even better job of keeping the Boss alive. Marked for Death can be a decent alternative to Useless! if there are 
  more Enemies around, especially if you have The Ultimate Shield available to mitigate the extra heat that it will attract.
  03:// RAMPING THE DIFFICULTY
  
  98
  01:// EXPANDING THE RULES
  TENTACLE BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  6
  6
  6
  0
  6
  5
  1
  6
  6
  8
  0
  6
  5
  2
  8
  6
  8
  0
  6
  5
  3
  8
  6
  8
  0
  8
  5
  4
  8
  6
  9
  0
  8
  6
  5
  9
  7
  9
  0
  8
  6
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  I Believe This is Yours
  Tentacle Lash
  Oldtype
  1
  It Keeps Coming Back
  2
  Whirling Death
  3
  I Believe This is Yours
  4
  Caustic Touch
  5
  Colossus
  User’s Guide
  The Tentacle Boss has a very simple concept that is no less deadly in its execution than more complex ones. The idea is to 
  attack as many PCs every Turn as humanly (or inhumanly, as the case may be) possible. Use Whirling Death whenever it is 
  available and Tentacle Lash while it is on cooldown.
  If you’re of at least Power Level 4, try to save your Genre Points until after losing at least one Threshold Level to make sure 
  your attacks get to benefit from Caustic Touch. At Power Level 5 the reach of your Bursts will be humongous and Oldtype 
  should keep you alive long enough to spread chaos and disorder for a good while. What is especially good about this ap-
  proach to mass attacks is that Bursts don’t cause friendly fire, so you can use Knight or Hybrid Grunts to keep PCs in place.
  Good alternate Powers for a Tentacle Boss Colossus include You are too Slow and Useless! to let you reposition and stall as 
  long as possible while your large body deals its extra Damage. Souls Bound by Gravity can have a similar effect, as could the 
  Flyer Feature. Just be careful about that last one, as being the target of an Ensnaring Trap will render you immobile.
  RAMPING THE DIFFICULTY //:03
  
  99
  EXPANDING THE RULES //:01
  MEGAPARTICLE BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  5
  7
  8
  4
  0
  4
  1
  6
  7
  8
  5
  0
  5
  2
  7
  8
  8
  5
  0
  5
  3
  7
  8
  9
  5
  0
  6
  4
  8
  8
  9
  5
  0
  7
  5
  8
  9
  9
  6
  0
  7
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  Behold my True Power
  Overfreeze
  Oldtype
  1
  Power of Despair
  2
  Ultrabeam Cannon
  3
  Useless!
  4
  It Keeps Coming Back
  5
  Energy Drain
  User’s Guide
  The Megaparticle Boss is one of the most brutal Enemies you can unleash on your PCs. Overfreeze and Ultrabeam Cannon 
  are going to hit really hard once Power of Despair kicks in. Until Power Level 3, when you unlock Useless!, you don’t have 
  much else to do with your Genre Points though, so you will be bit frail.
  Power Levels 3 and 4 help a bit with the durability issue, but it is Power Level 5 that makes you a complete powerhouse. Not 
  only does that cripple one PC out of their Energy reserves, but it also makes Power of Despair exceedingly strong... Moreso 
  with Behold my True Power. Just be careful around Electromagnetic Detonators, they can make you accidentally blow yourself 
  up if you’re not careful.
  You can tweak the order in which you gain the Powers and Weapons to trade raw power for reliable endurance. Nanoskin 
  Shell can be a good replacement to It Keeps Coming Back against PC Squads with Electromagnetic Detonator users as well.
  03:// RAMPING THE DIFFICULTY
  
  100 01:// EXPANDING THE RULES
  EXPLODER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  4
  4
  5
  0
  10
  4
  1
  4
  5
  6
  0
  10
  4
  2
  4
  6
  7
  2
  10
  4
  3
  4
  7
  8
  2
  10
  4
  4
  4
  8
  9
  2
  10
  4
  5
  4
  9
  9
  4
  10
  4
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  Catch me if you Can
  Technoleeches
  Oldtype
  1
  Bullet Hell
  2
  Suicide Swarm
  3
  Useless!
  4
  Eye for an Eye
  5
  The Ultimate Shield
  User’s Guide
  The Exploder Boss is one of the trickiest to use right. You have to try and get as many PCs within the range of your Bullet 
  Hell as possible, meaning you want to use Suicide Swarm when you’re in the middle of their bunch and Technoleeches plus 
  Useless! the rest of the time. 
  Because of your nature as a a time bomb against yourself, you should have a few other buddies around - preferably snipers 
  of some kind. If you can take out one or two PCs with the large amounts of Damage you do, your job with the Exploder Boss 
  is pretty much done. Eye for an Eye is your best option to finish off that second PC.
  If you’re fine with an even more suicidal Exploder Boss, you could add Die for Me! in place of Useless! Perhaps replace Catch 
  me if you Can with You are too Slow for a slightly more defensive build. Ultimate Bomb can be an useful replacement for 
  Technoleeches if you think you’ll be having trouble catching up to the PCs. 
  RAMPING THE DIFFICULTY //:03
  
  101
  EXPANDING THE RULES //:01
  TEMPO BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  0
  7
  9
  6
  0
  3
  1
  0
  8
  9
  7
  0
  3
  2
  0
  8
  10
  7
  0
  4
  3
  0
  9
  10
  7
  0
  4
  4
  0
  10
  10
  8
  0
  4
  5
  0
  10
  10
  10
  0
  4
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  Behold my True Power
  Final Beam
  Oldtype
  1
  We are Many
  2
  Assimilation Sweep
  3
  I Accept your Offering
  4
  Nanoskin Shell
  5
  The Ultimate Shield
  Repair Drone
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Upgrades
  0
  4
  4
  4
  4
  0
  Jury Rig
  User’s Guide
  The Tempo Boss is a very big Damage sponge that continuously blows up the whole of the battlefield, including itself, and 
  is designed to outlast you. That’s the short version. the long version is that it alternates between charging its overpowered 
  laser, firing it, and cooling down afterwards... With some short interrupts every now and then to use Assimilation Sweep if 
  there’s a need for it. An Operation with a Tempo Boss has its own rhythm and PCs would do well to adapt themselves to it, 
  lest the Final Beam destroy them.
  The trick that makes the Tempo Boss work is that it spawns Repair Drones as it loses Threshold Levels. These Repair Drones 
  will use Jury Rig to (hopefully) restore the 16 Threshold points they can afford with 4 Energy and 4 Systems. But 16 is not 
  enough, the Tempo Boss must use I Accept your Offering to sacrifice more of them and, hopefully, raise that number over 20. 
  Behold my True Power must be used before every firing of the Final Beam, no matter how much it will hurt to yourself.
  Modifications to the Tempo Boss could start with Tyrant of Lost Souls in place of The Ultimate Shield. The Threshold it re-
  stores probably won’t even come remotely close to the amount of Damage that the barrier would prevent, but it does extra 
  Damage and discourages focusing on other Enemies first. That will not Work Again can be a good replacement to I Accept 
  your Offering, as the Tempo Boss is tanky enough to restore some Threshold points out of it.
  03:// RAMPING THE DIFFICULTY
  
  102 01:// EXPANDING THE RULES
  BOMBARDIER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  7
  5
  5
  0
  6
  6
  1
  7
  5
  5
  0
  6
  8
  2
  7
  7
  5
  0
  6
  8
  3
  7
  7
  7
  0
  6
  8
  4
  7
  7
  7
  5
  6
  8
  5
  7
  7
  7
  5
  6
  10
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  You are too Slow
  Ultimate Bomb
  Oldtype
  1
  Three Times Faster
  2
  Needle Storm
  3
  That will not Work Again
  4
  Phantom Predator
  5
  Hypersonic Striker
  User’s Guide
  The Bombardier Boss is one of the nastiest Bosses in this rogue’s gallery... But only after reaching Power Level 5. That’s 
  because it is designed around Ultimate Bomb, and that’s the kind of Weapon that really needs something like Hypersonic 
  Striker to get the most out of it. The plan is to spam Ultimate Bomb on the PCs while running away, which could very well last 
  forever unless there are limitations regarding battlefield size.
  As if its mobility and reach weren’t enough, it has Phantom Predator to bump up its Defense and That will not Work Again to 
  drastically reduce the effectiveness of the few Weapons that can reliably target it. You can use the Bombardier Boss before 
  Power Level 5 and reposition using Genre Powers, but it is not as effective. 
  If you’d like to tweak the Bombardier Boss, you could replace Phantom Predator and Ultimate Bomb with Assimilation Sweep 
  and It Keeps Coming Back. This makes it even more durable assuming it can Boost away to regenerate safely, but consider-
  ably less lethal to fight. Be careful using the Bombardier Boss, it is easy to accidentally design an unwinnable Operation with 
  it. If your PCs don’t have ways to lock down the Bombardier Boss or to trivialize its movement range with Speed debuffs, 
  Gravity Manipulators or Portal Generator, then keep the size of the battlefield down to 20x20 or under.
  RAMPING THE DIFFICULTY //:03
  
  103
  EXPANDING THE RULES //:01
  STRIKER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  7
  6
  6
  0
  0
  7
  1
  7
  6
  8
  0
  0
  7
  2
  8
  6
  8
  0
  1
  8
  3
  8
  8
  8
  0
  1
  8
  4
  8
  8
  8
  5
  1
  8
  5
  8
  8
  8
  6
  4
  8
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  Useless!
  Constrict
  Oldtype
  1
  Bloodlust
  2
  Whirling Death
  3
  You are too Slow
  4
  Afterimages
  5
  Aura of Misfortune
  User’s Guide
  The Striker Boss is the meaner, bigger brother of the Duelist Rival and Knight Grunt. It is as straightforward as the rest of the 
  family, charging into the fray and locking down and kicking the ass of one PC at a time until they’ve all been defeated. The 
  big difference between it and its siblings is that the Striker Boss is much harder to kill and its Capstone is much more danger-
  ous than Extreme Body.
  Power Level 5 is when this Boss really takes off, because Aura of Misfortune makes each Disadvantage from Afterimages and 
  You are too Slow that much stronger. Constrict works well with Bloodlust, but Whirling Death is a superior option if you’ve got 
  more than one PC within range.
  You could replace Afterimages with Caustic Touch and Aura of Misfortune with The Ultimate Shield, this makes you even 
  more lethal though you lose the ability to make most PC Weapons malfunction. Merge and Terrifying Attack are viable op-
  tions for this alternate build, if really like the brute force approach.
  03:// RAMPING THE DIFFICULTY
  
  104 01:// EXPANDING THE RULES
  OVERLORD BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  8
  6
  7
  0
  0
  5
  1
  8
  8
  7
  0
  0
  5
  2
  9
  8
  7
  0
  3
  5
  3
  9
  8
  8
  0
  4
  5
  4
  9
  9
  9
  0
  4
  5
  5
  10
  9
  9
  0
  5
  5
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  You are in my Sights
  Needle Storm
  Oldtype
  1
  We are Many
  2
  Antimatter Shot
  3
  Make my Monster Grow
  4
  Portable Battlefield
  5
  My Final Masterpiece
  Sniper Drone
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Upgrades
  Weapons
  6
  4
  4
  0
  1
  2
  Squadron
  Sniper Rifle
  Defender Masterpiece
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Upgrade 1
  Upgrade 2
  Upgrade 3
  0
  9
  9
  5
  0
  9
  Guardian of Steel
  Internal Fortification
  Stealth Field
  User’s Guide
  As the name implies, the Overlord Boss is a commander of vast armies... An army of seven Grunts. Look, the rest of their 
  forces were defeated before the PCs got to them, alright? Point is, this is a Boss unlike most others because it is not that 
  much of a threat by itself. The Drones it spawns, however, can pack quite a punch when they use Paired Attack and are 
  buffed by You are in my Sights. The Overlord Boss itself can do some decent Damage when it buffs itself, but it is not as 
  much as its six minions can dish out.
  But the real star of the show is the Defender Masterpiece. Unless you have additional Grunts around the battlefield (which 
  you probably should have), you have only two uses of Make my Monster Grow... One of which should go to your Masterpiece 
  when it is about to be defeated. After that, not only will the reach of its Maneuvering have increased considerably, but it will 
  also hurt any PCs trying to fight the Boss or the Drones in melee.
  You could try reversing the setup between the Drones and the Masterpiece. That means making the former the shields that 
  Maneuver to share Defense bonuses the old fashioned way and the Masterpiece the glass cannon that can assassinate PCs 
  with little difficulty.
  RAMPING THE DIFFICULTY //:03
  
  105
  EXPANDING THE RULES //:01
  LEECH BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  3
  6
  7
  5
  5
  5
  1
  3
  7
  8
  5
  5
  5
  2
  3
  7
  9
  6
  5
  5
  3
  3
  8
  9
  7
  5
  5
  4
  6
  8
  9
  7
  5
  5
  5
  7
  8
  9
  8
  5
  5
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  Useless!
  Assimilation Sweep
  Oldtype
  1
  Overheating Field
  2
  Technoleeches
  3
  Souls Bound by Gravity
  4
  Portable Battlefield
  5
  All Becomes Dust
  User’s Guide
  The Leech Boss is not much of a fighter, it is more of an obstacle that moves around and drains Energy. Use it alongside 
  strong Grunts or Rivals, because by itself it is mostly just an annoyance that happens to deal Damage sometimes. Good ideas 
  include the Beamspam or Technician Rivals, who can exert consistent pressure on PCs. Its ability to alter the battlefield is 
  barely a nuisance without others to benefit from the Defensive Terrain, after all.
  The Leech Boss should just skip the Power Levels between 1 and 5 unless you want a breather Boss. Power Level 1 is the 
  ‘base’ that makes it a relatively sturdy debuffer, while Power Level 5 is the one in which it becomes a halfway competent 
  combatant. All Becomes Dust is very strong when combined with Souls Bound by Gravity, moreso with an Assimilation Sweep 
  thrown in for good measure. Technoleeches are fine to use while Assimilation Sweep is on cooldown.
  You can modify the Leech Boss to be more like its Tempo Boss cousin. That would mean using Final Beam in place of other 
  Weapons while its passive Upgrades make it much harder to win the Damage race against it.
  03:// RAMPING THE DIFFICULTY
  
  106 01:// EXPANDING THE RULES
  ANNOYER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  6
  6
  7
  0
  5
  5
  1
  6
  6
  7
  5
  5
  5
  2
  8
  6
  7
  5
  5
  5
  3
  8
  8
  7
  5
  5
  5
  4
  9
  8
  7
  5
  6
  5
  5
  9
  9
  7
  5
  6
  6
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features
  0
  Marked for Death
  Needle Storm
  Oldtype
  1
  Phantom Predator
  2
  Terrifying Attack
  3
  Behold my True Power
  4
  Overheating Field
  5
  Possession
  User’s Guide
  True to its name, this is another Boss that is not going to win any prizes for making things simple on the PCs. Its general 
  tactics are to pick one PC and weaken them then Maneuver with Phantom Predator to make itself really hard to hit. At Power 
  Level 5, the Annoyer Boss gains the Possession Capstone which is what really makes its name. With Possession in the mix, the 
  Annoyer Boss can force one PC into a losing fight while making another beat up its own friends.
  The effectiveness of the Annoyer Boss spikes dramatically when there are one or more Units with The Beast in the PC Squad 
  to Possess. Without those around, you’re probably better off using another Boss instead. Otherwise, its best Power Level is 1 
  and you should stick to those unless you want a Boss with low attack power that isn’t much more than a distraction.
  Alternative builds for the Annoyer Boss can make use of other passive Upgrades in place of Overheating Field like Portable 
  Battlefield or Bullet Hell to mess with PC tactics. We are Many using Grunts that have a high attack power but low defenses 
  can complement its skillset nicely as well.
  RAMPING THE DIFFICULTY //:03
  
  107
  EXPANDING THE RULES //:01
  TRENCH WARFARE
  Overview
  This Operation places the Squad of PCs in a precarious 
  position. They must cross a long gulf of Difficult Terrain while 
  under fire to reach the Enemy on the other side. Said Enemy 
  sits comfortably on top of Defensive Terrain and will do their 
  absolute best to kick the PCs out of any defensible positions 
  they’re in.
  In terms of flavor, the most important thing about this Op-
  eration is how stacked the odds are against the PCs. It works 
  best as an ambush from a savvy commander or as a des-
  perate charge against a well-defended stronghold. A waste-
  land without much in the way of cover makes a pretty good 
  battlefield for this Operation, as does charging into a fortified 
  mountainside.
  The Enemy Grunts have Graviton Guns and Gravity Knuck-
  les, but a different kind of technology that can knock giant 
  robots around is an acceptable alternative if your setting 
  doesn’t have that tech level.
  How it Works
  The whole of the Battlefield, except for the Zones marked as 
  Defensive Terrain, are considered Difficult Terrain. The PCs 
  start in Defensive Terrain between 15 and 20 Zones away 
  from the Enemy’s Command Unit. The rest of the Enemy 
  forces are divided in two camps, with each one of them 
  placed in Defensive Terrain as well. These camps can be to 
  the side of the direct path between the PCs and the Com-
  mand Unit or one right in front of the other, forming two 
  barriers for the PCs to break through.
  The Enemy Command Unit is a Sniper Rival, able to shoot 
  from 18 Zones away for a lot of damage, but vulnerable once 
  forced into a direct battle. Each of the other two Enemy 
  camps consist of two modified Laser Grunts plus two Attack 
  Turrets each. The Attack Turrets have two attack modes. The 
  first is a Blast that creates Extreme Terrain, but cannot fire 
  into Defensive Terrain. The second is an anti-air precision 
  attack that ruins the day of anybody who dares to try and fly 
  over all that Difficult and Extreme Terrain everywhere. The 
  rules data for both Units is described in the next page.
  The Victory condition for this Operation is to defeat the 
  Enemy Command Unit or to defeat all other Units. Once the 
  Command Unit is shot down or forced to retreat, all other 
  Enemies will begin to Boost during their Turns trying to re-
  treat to safety - the Turrets will just cease to function when 
  left on their own. Should the PCs have captured the Com-
  mander via Suppression, the rest of the Enemies will sur-
  render instead. If all other Units are defeated, the Command 
  Unit simply retreats.
  Tactics
  The Enemies are sitting in the Zones most safe from bom-
  bardment and the Command Unit can snipe comfortably 
  from their position. They should be in no hurry to try and 
  change the status quo, either. The whole plan revolves 
  around the Attack Turrets, which should cover as much of 
  the battlefield around the PCs in Extreme Terrain as possible. 
  Even when the PCs are hunkering within Defensive Terrain, 
  you should lay waste to the area and let the Laser Grunts 
  push them out of it.
  Speaking of them, the Laser Grunts also have a key role in 
  this strategy. Their job is to push PCs out of Defensive Ter-
  rain with Gravity-based Weapons and use Burnout Edge or 
  Lux Cannon afterwards to cripple them.
  Last but not least, the Command Unit is the Enemy Squad’s 
  weak spot in their defenses. They have little in the way of 
  protection but it is effective in its simplicity - they are really, 
  really far away from the PCs. They should aim for whoever 
  can get around this protection, this can mean speedsters 
  capable of closing the distance quickly or snipers trying to 
  beat them at their own game.
  Tweaking the Operation
  This Operation is balanced around a Squad with 4 PCs of 
  at least Power Level 1, but preferably higher. Two Artillery 
  Turrets are the equivalent of a Grunt NPC of the same Power 
  Level and you can add or remove Turrets or Grunts as you 
  see fit. A greater diversity of Grunts to go with their numbers 
  can make things considerably harder for the PCs - Debuffer 
  Grunts in particular complement the existing ones very well.
  You can add more Defensive Terrain between the Enemy 
  camps and the PCs to make getting around the battlefield 
  easier.
  This Operation works well in games using the Attrition rules 
  Module. Just stack an instance of Energizing Terrain on top 
  of the Defensive Terrain for each Enemy camp. You can add 
  a Director Rival to one or more camps to go with it, if you’d 
  like to make the PCs have to fight over that resource.
  03:// RAMPING THE DIFFICULTY
  
  108 01:// EXPANDING THE RULES
  ATTACK TURRET
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  0
  5
  0
  0
  0
  4
  0
  1
  5
  5
  0
  0
  4
  0
  2
  5
  5
  5
  0
  4
  0
  3
  7
  5
  5
  0
  4
  0
  4
  9
  5
  5
  0
  4
  0
  5
  10
  5
  5
  0
  5
  0
  Abilities
  Power Level
  Feature
  Weapon 1
  Weapon 2
  All
  Immobile Attacker*
  Artillery Fire**
  Anti-Air Fire***
  *Immobile Attacker: Internal Upgrade. You do not lose any abilities allocated to your Areas from Maiming but can not Move 
  as part of your Actions or be Moved by other abilities.
  **Artillery Fire: Shooting Weapon. Blast (1), Long Range. This Weapon turns all Zones affected into Extreme Terrain for a 
  Round. 
  ***Anti-Air Fire: Shooting Weapon. Crippling, Long Range. This Weapon always gets a result of 10 when Testing Might. Anti-Air 
  Fire may only target Enemies with Flyer or using Antigravity.
  MODIFIED LASER GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  Spare MP
  0
  4
  4
  2
  3
  1
  4
  10
  1
  6
  4
  4
  3
  2
  4
  20
  2
  6
  4
  4
  4
  2
  4
  20
  3
  6
  4
  4
  4
  2
  4
  50
  4
  8
  5
  5
  4
  2
  5
  50
  5
  8
  6
  6
  4
  5
  6
  50
  Abilities
  Power Level
  Upgrades
  Weapons
  Weapons
  0
  Squadron
  Burnout Edge
  Graviton Gun
  1
  Dispersion Aura
  2
  Experimental Reactor
  Gravity Knuckle
  Lux Cannon
  3
  4
  5
  RAMPING THE DIFFICULTY //:03
  
  109
  EXPANDING THE RULES //:01
  Tactics
  Defeating the Enemy Grunts is the easy part of this Opera-
  tion. The real threat here is the time limit of 5 Rounds. The 
  Knight Grunts are the easiest to use correctly. Select a PC 
  with each of them, Engage and try to defeat them if possible. 
  The Laser Grunts with a PC in Melee reach should prioritize 
  Gravity Knuckle to knock them away from the remaining 
  Weak Points and Burnout Edge to halve Energy the rest of 
  the time.
  Squads of PCs without very coordinated teamwork are going 
  to have a really hard time meeting this Operation’s time 
  limit. The only thing that can potentially make it really easy 
  without considerable effort on their part are a multitude of 
  Blasts to blow up Grunts and Weak Points at the same time.
  Speaking of which, the PC Squad should be fitted, at least in 
  flavor only, with explosive or energy weaponry to justify do-
  ing this kind of structural Damage to the asteroid.
  Tweaking the Operation
  This Operation is balanced for a Squad of 4 PCs of any Power 
  Level. The next page has a table with suggestions of how to 
  adjust the difficulty to any Power Level. For larger or smaller 
  Squads, each PC corresponds to one Knight and one Laser 
  Grunt.
  This is a very difficult Operation, but its primary danger isn’t 
  to the lives of the PCs. It is ideal for a challenge that rais-
  es the stakes of the ongoing narrative without necessarily 
  meaning a bad end for the Season as a whole.
  If you’d like to make this Operation less of a “time attack” 
  challenge, you can make it a multi-stage battle. The destruc-
  tion of each Weak Point buys the PCs one more Round to fin-
  ish the job and NPC Allies show up at the beginning of Round 
  6 and destroy all remaining Enemy Grunts. The catch is that 
  a Technician Rival (of the same Power Level as the PCs) shows 
  up on the Enemy side as well. The allied reinforcements will 
  keep more Enemy Grunts from showing up, but now the PCs 
  have to deal with one last Enemy on top of taking down the 
  remaining Weak Points with whatever time they have left.
  ASTEROID DROP
  Overview
  In this Operation the PCs will have to stop a mining asteroid, 
  alien mothership, space colony or other suitably large object 
  from causing major damage to the Homeworld. The PCs must 
  destroy the asteroid’s Weak Points within a time limit. This 
  will split it into smaller fragments and alter their trajectory 
  to make the largest ones fall harmlessly in remote locations 
  without any discernible collateral damage to known popula-
  tion centers. Should the PCs fail to do so... Well, let’s just say 
  the last time something like this happened, the dinosaurs 
  went extinct. Obviously, there will be plenty of Enemies try-
  ing to make this already difficult task even harder.
  This is the kind of Operation that only works as a surprise 
  attack. Otherwise, the rest of humanity wouldn’t depend on 
  just the PCs to stop a threat of this magnitude... Not unless 
  the powers that be are actively trying to cause an extiction 
  event. 
  An Operation like this needs technology that makes space 
  travel relatively easy. If the ones behind this are other hu-
  mans, they need a way to get to their object of choice and 
  propel it towards the Earth. Even if it is the work of aliens, 
  the PCs need to get there ASAP.
  How it Works
  There is no Command Unit for the Enemy Squad in this Op-
  eration. Instead, there are seven Enemy Grunts: four Knight 
  Grunts and three Laser Grunts. The former are the first de-
  fense line against the PCs, while the others provide support 
  from the back. These will run interference as much as they 
  can to keep the PCs from destroying the Weak Points.
  The Weak Points are scattered all over the battlefield. To de-
  stroy a Weak Point the PCs can place Demolition Charges on 
  them or just plain attack them with their Weapons as if they 
  were Enemies. Placing Demolition Charges takes time, a PC 
  must stand over the Weak Point and either spend an Action 
  or start and end a whole Turn in the same Zone. Each PC has 
  two Demolition Charges. For PCs that want to try destroying 
  the Weak Points the hard way (and you should inform them 
  that they are very tough to destroy with conventional weap-
  onry), the rules data for the Weak Points is in the next page.
  The Victory Condition is to destroy all Weak Points in 5 
  Rounds. At the beginning of Round 6, all Demolition Charges 
  are detonated at the same time to maximize the damage 
  dealt. At this point the PC’s priority should be to get out of 
  there alive - if they can capture one or two of the people 
  responsible for this, that’s a bonus. For each remaining Weak 
  Point, one large fragment will impact the Earth causing an 
  explosion comparable to a nuclear detonation.
  03:// RAMPING THE DIFFICULTY
  
  110 01:// EXPANDING THE RULES
  WEAK POINTS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  5
  0
  10
  10
  0
  0
  0
  Abilities
  Power Level
  Feature
  All
  Stationary Object*
  *Stationary Object: Internal Upgrade. You can not take Actions and may not Move in any way, not even by other Units trying 
  to Move you. Halve all Damage you would usually take from anything that isn’t a Might Test. Whenever you lose a Level of 
  Threshold, all damage carrying over from the same instance of Damage to the next Threshold Level is halved.
  Power Level Enemy Squad Adjustments
  PC Power Level
  # of Weak Points
  # of Knight Grunts
  # of Debuff er Grunts
  Grunt Power Level
  0
  2
  4
  3
  0
  1
  3
  4
  3
  1
  2
  4
  4
  3
  2
  3
  5
  4
  3
  3
  4
  6
  4
  3
  4
  5
  7
  4
  3
  5
  RAMPING THE DIFFICULTY //:03
  
  111
  EXPANDING THE RULES //:01
  Tactics
  The Command Unit can only focus on one target at a time, 
  it will try to stay away from the PCs and shoot whoever is 
  farthest away from the Dimensional Anomaly with Needle 
  Storm. It will switch to Antimatter Shot against PCs who 
  aren’t even trying to fight back.
  If you add more Enemies to this Operation, they should try 
  to run interference with the PCs. Grunts with Support Up-
  grades who alternate between using them and Boosting away 
  from the Dimensional Anomaly are ideal.
  Make sure to put pressure on the PCs, because otherwise 
  they will easily Boost every Turn until they can just escape 
  to safety. You don’t have to make it impossible, but you have 
  to make it just as challenging as taking on the Boss. If they 
  decide to split up so that a few of them are guaranteed to 
  escape while the others stay behind, you can have the Boss 
  swoop in and capture the defeated PCs.
  Tweaking the Operation
  This Operation is balanced for a Squad of 4 PCs with a Power 
  Level of 2 - the Dimensional Anomaly is factored into the 
  Power Rating of 32. It is, however, a single Enemy against the 
  whole PC Squad and those tend to not last long against a 
  coordinated assault. You can make things easier or harder 
  on the fly by choosing where the Blast of Impassable Terrain 
  spawns as well.
  Making things harder for the PCs is simple, just add a Buffer 
  Grunt to make the Boss stronger and a Barrage Grunt if you 
  still need more firepower. Making things easier, however, is 
  trickier. The Boss needs to be of PL 5 to have the Hypersonic 
  Striker Capstone, so you’ll have to stat up your own Rival 
  with Reversible Thrusters if you want to make it happen. It 
  would not be fair to PCs of PL 0 or 1 to make them fight a su-
  perboss while expecting them to outrun the anomaly’s pull, 
  though, so this is not recommended.
  The most interesting change you can make to this Operation, 
  from a flavor standpoint, is to make this a chase scene. All 
  you need to do is replace the Dimensional Anomaly with an 
  Invincible Big Wall of Damage that advances 5 Zones every 
  Turn. You can even still make judicious use of Impassable 
  and Difficult Terrain to spice up this chase. You will need a 
  very long map for this, though.
  KEEP RUNNING
  Overview
  In this Operation the PCs are chasing after their enemy while 
  running from a Dimensional Anomaly trying to suck them in. 
  The pull of the Anomaly is constant over time, and while not 
  immediately lethal, it does considerable Damage. It is possi-
  ble to escape from its sphere of influence, but the antago-
  nists will not make it easy to do so.
  This Operation works best as the aftermath of another in 
  which things went catastrophically wrong - perhaps with 
  some kind of Boss Mecha made out of experimental technol-
  ogy being destroyed. Another possible take is to feature an 
  enemy capable of creating the Dimensional Anomaly in the 
  first place and ambushing the PCs with it.
  Obviously, you need a way to justify the Dimensional Anom-
  aly in your setting... Or you can come up with an alternate 
  take on it. You can make an Operation in which everybody 
  must run away from a lava flood or even an invincible giant 
  monster. Just have the threat chase the PC Squad instead of 
  trying to pull them towards itself.
  How it Works
  The PCs start with the Enemy Command Unit 10 Zones ahead 
  of them and with the Dimensional Anomaly 5 Zones behind. 
  The Dimensional Anomaly is a single Zone that drags all 
  Units in the battlefield 5 Zones towards itself. It has a fixed 
  Initiative of 0 and it deals 5 Damage to Units when they’re 
  dragged into it, when those Units start their Turns within it, 
  and when they end their Turns within it. This means that if 
  you’re sucked into it and don’t leave, you’ve taken 15 Dam-
  age total and are about to take 15 more - if you don’t even 
  bother trying to escape its pull, the Damage from that still 
  applies. The Dimensional Anomaly also pulls instances of 
  special Terrain that have been created by Units, but does not 
  affect affixed Terrain properties.
  To further complicate things, the Dimensional Anomaly 
  pulling things all over the battlefield also makes it harder to 
  move around. After it is done pulling things during its Turn, it 
  creates a Blast (1) of Impassable Terrain in the way of the PCs 
  that is also pulled in by the Dimensional Anomaly. This Im-
  passable Terrain turns into Difficult Terrain after one Round, 
  then disappears if it still hasn’t been pulled in somehow.
  As for the Enemies themselves, all this Operation needs to 
  work is a modified Speedster Boss of PL 5. This Boss can act 
  as a Command Unit for any other optional Enemies you may 
  have around. The modified Speedster Boss is in the next 
  page. The victory condition is to either defeat this Com-
  mand Unit (after which any remaining Enemies will run for 
  their lives) or to escape the pull of the Dimensional Anomaly. 
  That pull has a range of 20 Zones - which makes escaping no 
  small feat. If all the PCs escape, the Boss will use its remain-
  ing strength to get away from them.
  03:// RAMPING THE DIFFICULTY
  
  112 01:// EXPANDING THE RULES
  MODIFIED SPEEDSTER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  5
  7
  9
  9
  0
  6
  8
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features/Capstones
  5
  Catch me if you Can
  Three Times Faster
  Needle Storm
  Oldtype
  You are in my Sights
  Nanoskin Shell
  Antimatter Shot
  Hypersonic Striker
  RAMPING THE DIFFICULTY //:03
  
  113
  EXPANDING THE RULES //:01
  Tactics
  The Ninja Combiner’s Subpilot should use the Maneuver Ac-
  tion every Turn and activate Reactive Boosters against any 
  attack aimed in their direction. Between both Pilots they 
  have multiple uses of some of the best defensive Genre Pow-
  ers in the game. All of this on top of having Interference Ter-
  rain everywhere makes the Ninja Combiner a very tough foe.
  The Ninja Combiner spawns a good 10 Zones or so away 
  from the closest PC and their first Action should be using 
  Anti-Mecha Cannon on them. The PCs will most likely give 
  chase and attack, but moving at different Speeds and pos-
  sibly from or into different directions which is the opening 
  the Ninja Combiner needs to single out one of them for two 
  Turns of using Signature Weapon (Boosted Lance) then run-
  ning back into the shadows.
  Afterwards, and once the PCs have more or less cornered 
  the Ninja Combiner, it should start using Lightspeed Assault 
  and Rocket Sword to hit the whole lot of them. Your weak-
  nesses are halved Attributes, area-of-effect Weapons and the 
  Dividing Field, so your priority should be to defeat Support 
  Units first and artillery-types second.
  Tweaking the Operation
  This Operation is balanced for a Squad of 4 PCs with a Power 
  Level of 2. It will be hard, but not impossible, and you can 
  adjust the difficulty on the spot by making the Ninja Combin-
  er go all-out offensively with You Are Already Dead to secure 
  defeating at least one of the PCs early or go easy on them by 
  Boosting with the Subpilot instead of Maneuvering.
  You can increase the Power Rating of the encounter for larger 
  PC Squads or higher leveled ones with the addition of Artil-
  lery Grunts. The Artillery Grunts will try to hit as many PCs 
  as possible with each attack as is the norm for their kind. 
  The Interference Terrain tips the odds slightly in their favor 
  more than would be usual but not very much.
  Instead of a Combiner pulling close-range hit and run at-
  tacks, you can have two Sniper Rivals. Give them the Hunter 
  Feature and replacing some of their Attributes or Upgrades 
  with Reversible Thrusters and Slippery Chassis.
  FOG OF WAR
  Overview
  In this Operation the PCs are going through an area full of 
  Interference Terrain. In addition to the annoyance that poses 
  to anyone who wants to use single-target Weapons, this jams 
  all long-distance communications and makes most electronic 
  methods of enemy detection useless. Of course, Enemies will 
  make a series of hit and run attacks to confuse the PCs.
  This is a good Operation to spring on PCs who need to cross 
  a dangerous place that most factions won’t touch. Perhaps 
  this is the only route not patrolled by the enemy or the most 
  direct route to their destination and they can’t afford to 
  waste time. Whatever the case, the area is the territory of 
  brigands, monsters, or other sorts of hostiles. 
  This “no man’s land” can be an asteroid belt where space 
  pirates are said to dwell, the surroundings of an abandoned 
  laboratory where mysterious events take place, or a strange 
  area of the sea where it is almost always stormy. At some 
  point, sensors will detect activity in the vicinity and the PCs 
  should deploy in their Mecha.
  How it Works
  The entire battlefield is covered in Interference Terrain and 
  this carries the usual consequence of two Disadvantages to 
  any Weapons that aren’t Blasts, Bursts or Lines. But there 
  is another secondary effect: the Fog of War. No Units (PC or 
  NPC) can see beyond their Systems in range. The good news 
  is that all data is shared between PCs, so anything one PC 
  can see in their monitor is shared with all other PCs auto-
  matically. The bad news is that the Enemy Command Unit 
  ignores the effects of Interference Terrain entirely.
  Moving into unexplored Terrain is not recommended. Your 
  vision after Moving does not ‘refresh’ until after you’ve taken 
  the rest of your Action. If you run into any obstacles in the 
  middle of your Movement like Impassable Terrain or an En-
  emy, you’ll be stuck there and will have to carry out the rest 
  of your intended Action as best as you can. You can’t change 
  Actions, but you can change the specifics of your Action. 
  That means you can change who to target with your attack 
  or the Weapon you are going to use against the Enemy.
  The Enemy is the Ninja Combiner, a fusion of two Rivals that 
  favors hit and run tactics. The PCs can tell the general direc-
  tion the attack came from, but not fom how far away. Like-
  wise, they can tell in which direction the Ninja Combiner ran 
  away, but not if it changed directions after fading from view. 
  To achieve victory you must, of course, defeat this Command 
  Unit. The Ninja Combiner’s rules data is in the next page.
  03:// RAMPING THE DIFFICULTY
  
  114 01:// EXPANDING THE RULES
  NINJA COMBINER
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  5
  10
  8
  8
  6
  6
  10
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  5
  Believe in Myself (x2)
  Stealth Predator*
  Anti-Mecha Cannon
  I Cannot be Defeated (x2)
  Slippery Chassis
  Boosted Lance
  Lightspeed Assault (x2)
  Reactive Booster
  Rocket Sword
  Signature Weapon° (x2)
  Reversible Thrusters
  You are Already Dead (x2)
  °Signature Weapon: The chosen Weapon is Boosted Lance.
  *Stealth Predator: You are entirely unaff ected by the downsides of Interference Terrain. This includes the special “Fog of 
  War” rules for this Operation.
  RAMPING THE DIFFICULTY //:03
  
  115
  EXPANDING THE RULES //:01
  Tactics
  Between the Power Nodes’ barrier plus its own Powers and 
  Upgrades, the Boss is extremely resilient. It should, there-
  fore, prioritize offense as much as it possibly can during its 
  Turns. Use Marked for Death every Turn and Whirling Death 
  every other Turn. Without any other use for Energy, you 
  might as well use Afterimages against all PC attacks and see 
  how many times you can trigger Unreliable or Overheating. 
  Useless! Should be reserved for when you’re down at least 
  three Threshold Levels and Power Nodes together.
  The Power Nodes are glass cannons, Their priority is, of 
  course, to keep the Linked Defense System functional - 
  which they will do even if under an Electromagnetic Detona-
  tor. Their next priority is to try and use the Point Singularity 
  Projector to power up the Boss’ next attack. If they can’t do 
  that, they will just shoot someone with the Powered Rifle.
  A very obvious flaw in the Linked Defense System is that it 
  doesn’t prevent indirect Damage, so you should aim for the 
  heads of Support-oriented PCs first. Four members of this 
  lineup’s five are immobile and the Squad’s MVP is a melee 
  duelist, so taking down Units with movement control or abili-
  ties that can shove the Boss around is also a good idea.
  Tweaking the Operation
  This Operation is balanced for a Squad of 4 PCs with a Power 
  Level of 5. The battlefield should be large enough (like say, 
  a 10x10 board) to potentially pull the Boss away from one or 
  more (but not all) of its Power Nodes’ Linked Defense System.
  Adjusting the difficulty of this Operation up and down is as 
  simple as changing the number of Power Nodes. Each one 
  has the Power Rating of a Level 5 Grunt. You can try delev-
  eling the Boss or the Power Nodes... But this is meant to be 
  a fierce battle against a major antagonist, each Enemy Unit 
  should be as powerful as it can be.
  Of all the rules modules, this Operation thematically fits best 
  with a setting that makes use of Elemental rules. Make each 
  of the four Power Nodes to correspond with one of the four 
  Elements, resisting itself and being weak to its opposite. This 
  does not make as much thematic sense if if you have more 
  than four Nodes, however. Consider adding regular Grunts 
  instead, like other Knight Grunts to match their knightly Boss.
  THE FINAL BATTLE
  Overview
  This Operation pits the PCs against a foe against which most 
  Weapons backfire nearly all the time. The PC Squad will have 
  to destroy the Power Nodes sustaining the barrier protecting 
  the Boss then focus fire it before the Power Nodes repair 
  themselves.
  Conceptually, this is a fitting climactic fight against a big bad 
  that is cornered and must pull out all the stops to face the 
  PCs. It doesn’t work as an Operation to catch the PCs off-
  guard or ambush them since it is a single foe using stationary 
  Power Nodes to buff itself.
  The nature of the Power Nodes is best left vague and im-
  possible to reverse engineer - lest your PCs try to create 
  some of their own. All they do is power up a forcefield while 
  repairing themselves, so this Operation should be able to fit 
  easily in most settings using Battle Century G.
  How it Works
  The Boss, who is obviously the Command Unit for the Enemy 
  Squad, starts within 5 Zones of its Power Nodes, and each of 
  them already has its Linked Defense System up and running. 
  Each Power Node imparts a Disadvantage to all attacks made 
  against the Boss, adding up to four Disadvantages total. Suf-
  fice to say, trying to take on the Boss without knocking down 
  a few of them first is going to prove rather difficult.
  But the Power Nodes are far from defenseless themselves! 
  PCs within shooting distance will be attacked with energy 
  weapons and their range can go quite far indeed. Not only 
  that, but downed Power Nodes have a self-repair capabil-
  ity to ensure they can keep coming back to assist the Boss. 
  Power Nodes have their rules data in the next page.
  The victory condition is very simple: Defeat the Boss. The 
  Power Nodes may be capable of attacking, but they’re easy 
  to dismantle or otherwise permanently disable while on their 
  own. The Boss won’t retreat, making this the ideal time for 
  a decisive match between them and the PCs. The Boss is a 
  modified Striker Boss, with its rules data in the next page.
  03:// RAMPING THE DIFFICULTY
  
  116 01:// EXPANDING THE RULES
  MODIFIED STRIKER BOSS
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  5
  8
  8
  8
  4
  6
  8
  Abilities
  Power Level
  Powers
  Upgrades
  Weapons
  Features/Capstones
  5
  Marked for Death
  Bloodlust
  Constrict
  Oldtype
  You are too Slow
  Afterimages
  Whirling Death
  Aura of Misfortune
  POWER NODE GRUNT
  Attributes
  Power Level
  Might
  Guard
  Threshold
  Energy
  Systems
  Speed
  5
  8
  8
  8
  8
  6
  0
  Abilities
  Power Level
  Upgrades
  Weapons
  5
  Immobile Attacker*
  Powered Rifle
  Linked Defense System**
  Point Singularity Projector
  Linked Self-Repair System***
  *Immobile Attacker: Internal Upgrade. You do not lose any abilities allocated to your Areas from Maiming but can not Move 
  as part of your Actions or be Moved by other abilities.
  **Linked Defense System: At the beginning of your Turn you may spend 4 Energy to protect a Boss within a Range equal to 
  or lower than your Systems for one Round. Once active, each Linked Defense System imparts a Disadvantage to all attacks 
  made against the Boss, to a total of four Disadvantages once all Power Nodes have activated their Linked Defense Systems. 
  This does not count as an Active Defense, so it stacks with Afterimages and other similar abilities.
  ***Linked Self-Repair System: At the beginning of your Turn, if there’s one or more Power Nodes damaged, you may restore 
  8 points of Threshold to one of them. This can bring back a defeated Power Node back into the fight with exactly one fully 
  restored Threshold Level to work with.
  It is in your best interest as GM to make sure the PCs are rolling with Disadvantages at all times, in order to maximize the 
  effectiveness of Aura of Misfortune. Two net Disadvantages, so that the PCs roll three die and keep the worse result, is what 
  you’re going for. Any further Disadvantages are best used as a bonus of +2 to the Defense of the Striker Boss. Remember 
  that PCs of Power Level 5 can have anywhere from 2 to 4 Advantages to all their Might Tests, so don’t blindly trust the Linked 
  Defense System to do all the work and make the best of You are too Slow and Afterimages.
  RAMPING THE DIFFICULTY //:03
  
  117
  EXPANDING THE RULES //:01
  Alternative Power
  14
  Alien Anomaly
  13
  Anti-Air Terrain
  8
  Boost Power
  17
  Collateral Damage
  55
  Design Flaw
  24
  Elemental Weapon
  42
  Elemental Weakness
  42
  Elemental Resistance
  42
  Energizing Terrain
  67
  Expanded Miracles
  38
  Faction
  44
  Faction Attribute
  56
  Faction Test
  58
  Holdings
  57
  Hybrid Element Damage
  42
  Influence
  57
  Insanity Rank
  60
  Insanity Test
  61
  Interference Terrain
  8
  Limit Powers
  17
  Magic
  37
  Military
  56
  Relationship Theme
  44
  Remote Weapon
  25
  Restoration Power
  16
  Ritual
  37
  Rush Power
  16
  Sliding Terrain
  8
  Transpatial Randomizer Tables
  19, 43, 68
  Trauma Theme
  61
  Circumstance of War
  69
  Withering Terrain
  8
  04:// INDEX
  
  Dear Diary,
  It seems silly to keep a diary at my age. I never had one before, but I realized I needed to collect my thoughts somewhere. It’s been 
  difficult going at this alone. I haven’t been able to rest in what feels like years now. There are just these dreams every time I go to 
  sleep. They fade away when I wake up, but I’m left with this sense that there’s something real about them.
  The same dream every night for years. I hate it. Not exactly the same, really. I can barely keep my thoughts straight. The details 
  are different, but the basic idea is the same. I’m trapped somewhere. It feels like I’m sleeping inside my dream. Have you ever felt 
  that? Just totally helpless while things happen around me. I used to have this feeling when I was first waking up, like a lingering 
  dream paralysis.
  I get this feeling like ants are crawling around me, or in me, too. Sometimes even when I’m awake. Maybe that’s just because I’m 
  not sleeping right. I don’t want to talk to a doctor about this. Everyone’s on such high alert that even if I’m just having nightmares 
  I’ll probably be locked up. That’s what you’re for, diary. If I can just get things in order and write about them, I can stop dreaming 
  about them.
  Then I can rest.
  He stumbled down into the mine, his head pounding. He’d left the radiation badge behind him. It had started 
  beeping incessantly, and he didn’t want to be found by any of the mining drones, not that they ever came 
  down this deep. He was the first to venture this way, guided by a sense of direction that struck him with a 
  crystal clarity. He’d seen these walls before, with different eyes.
  Dear Diary,
  I’m writing to you in the middle of the night. My dreams are getting stranger. Tonight, in the dream, I was rushing through a tun-
  nel, not fully in control of myself. I felt almost like I was being carried along in a river, flowing towards some distant end.
  It wasn’t until near the end of the dream that I realized I was coming out from underneath the earth, ascending in search of escape. 
  It was a frantic dream, with the sense that I’d been searching for as long as I could remember.
  At the end of the dream, I felt something at the end of a long tunnel. I rushed through the dark, and I found myself standing there 
  in the corridor. Just as I reached for my own face with hands I could not see, I woke up.
  I know what I need to do, and I don’t think I can do it here.
  He coughed, blood leaking from his mouth as the coughing fit passed. He was already running a fever, had 
  been even before he’d come here. It didn’t matter. This was the most important thing in his life. It was the 
  most important thing he’d ever do, and he knew it to his core. He saw light around the corner. For a moment 
  he was afraid he had taken a wrong turn, or he had run into a bot that lost its way.
  He crept towards the glow, and his eyes went wide. A room covered entirely in glowing crystals. He remem-
  bered this. He knew where he was. A new strength filled him. He had to get there before it was too late and 
  his body gave out. If he made it, nothing that happened to him now would matter. If he didn’t... he didn’t 
  want to think about that. Would he be trapped down here for unknown ages in the dark, waiting for some-
  one else to hear his cries for help?
  He got to his weak feet and ran, the harsh light from the crystals too warm against his skin.
  
  119
  EXPANDING THE RULES //:01
  Dear Diary,
  I decided to speak to an expert today. It was foolish of me. I thought if I found someone who could understand what I’d seen, I’d 
  be better prepared for what I had to do. That there would be some kind of trick to it. He met with me in his office with an obvi-
  ous amount of skepticism, and I couldn’t blame him for that. Those who aren’t gifted don’t understand that we know the difference 
  between a vision and a dream, and when one becomes the other.
  I knew I’d been having visions. I knew what I had to do. What I was going to do. I thought he might help. He was supposed to be 
  an expert! If anyone should have sympathy for the Cryptids, it’s him.
  After I told him what I’d seen, what I was planning on doing, I could see it on his face. He thought I was insane. More than that, 
  he was going to stop me. It wouldn’t take much – even with my gifts, I’m only one person right now. A call to the police would 
  end my plans in a second, and might keep anyone from being able to follow in my footsteps.
  He had to be stopped. I wasn’t glad about it. I wasn’t happy to do it. No matter what the news says, it wasn’t some random, violent 
  crime. I did it because he was trying to keep my from my destiny, and there is nothing worse you can do to a man, not even 
  murder. I’ll have to live with that guilt, but it was my own choice.
  I’m leaving for the island in the morning.
  The tunnel had almost stopped, but he could feel it. It wasn’t much further. It had been easier in the dream. 
  This passage was almost collapsed, leaving little more than a crack between boulders that he had to crawl 
  between, even though the goal was just beyond. In the dream, this was always where it had started, just on 
  the other side of this barrier, flowing through the crack with his fluid form.
  In the dream he didn’t have to worry about his body getting in the way. In reality, he’d never felt more 
  tired. He was struggling to get through the crack, twisting and trying to get his shoulders and chest through a 
  tight spot where the rock dipped. He let out his breath, the rough rocks pressing into his torso, his ribs aching 
  from the pressure as he tried to force himself through.
  He felt himself slip forwards an inch, and scraped his back against a protrusion of rock like a spike between 
  his shoulderblades. He gasped, or tried to, the rock not letting him draw breath, crushing him. Stars started 
  to swim in front of his eyes as he squeezed forwards, growing weaker by the second, the tunnel closing tight 
  around him as his vision faded to gray.
  There was a popping sensation as one of his ribs broke, and he was suddenly free, drawing a deep, pain-
  ful breath. The stars faded, and color, what little of it he could see in this tomb, returned to the world. With 
  slow efforts, made slower by his broken rib making him stop and struggle for breath every few seconds, he 
  managed to get his hips through the dip.
  His head emerged from the other side of the crack, and he could see the vast cavern beyond, the walls lined 
  with cracks. There was something in the center, a vast crystal pulsing slowly with light, veins of Element G 
  growing from it and sinking into the rocks like arteries leading away from a heart. He tried to pull himself 
  free, his chest emerging from the crack, and his leg twitched as he banged his knee, kicking something. There 
  was a rumble.
  He didn’t have time to react before the boulder above him dropped down, crushing his lower body.
  Dear Diary,
  I am leaving this as a final entry. I’ve included my sketches and notes in the rest of this book, collected so that some day, someone 
  can make sense of this if I cannot. I won’t deny that I know that this is a dangerous, foolish path to take.
  If I succeed, everyone will know my name. I will transcend my weak human form, and blaze a path for those others who are wor-
  thy to follow me. They will awaken when I shake the bones of this old world.
  
  120 01:// EXPANDING THE RULES
  The man tried to cough, but something was broken inside him, and it only came out as a gurgling hiss. Blood 
  trickled from the rock, and he watched as it pooled under him, crawling along a groove in the floor. It start-
  ed to flow, curving around in a thin stream towards the crystal heart.
  It should have hurt. It didn’t feel like anything. He knew he was broken, but he just felt cold. Maybe he was 
  too badly broken to hurt. The blood crawled uphill, impossibly, towards the heart. It touched, and a spark 
  shot through the man. His body collapsed, a final breath leaving his lungs.
  An earthquake shook the island, the soil freeing itself as the entire island moved, waves crashing against the shoreline. It rose 
  up, a head of rock and crystal breaking free of its bonds, stretching and roaring with the force of a volcano. Something exploded 
  against the side of its face, near its great lens-like eye. The beast turned to see ranks of foes arrayed against it, pitiful things that 
  were as ants to it. The Others had come to stop them.
  The beast - their name was Hiva - roared. Somewhere deep inside its alien intellect, the man looked out, his disintegrating sense of 
  self awash in a torrent of power and joy. He was finally free. With a sweep of an arm like a landslide, the beast scattered the ranks 
  arrayed against it, explosions chipping away at its rocky body and exposing the framework of crystal below. It pulled itself free 
  from the earth, taking a first mighty step from the stone womb it had been born in. The earth shook around it, the shockwave car-
  rying some of the scattered enemies out to sea and knocking the rest from where they stood. They were nothing. Just toys and 
  twisted mockeries of the greatness that was them.
  He slammed a talon down, crushing one of his foes as they tried to escape. The great beast started to sing, the crystals in its maw 
  resonating and creating pure pitches like tuning forks. From somewhere beyond the sea, far away over the horizon, it could feel 
  a response, another song waiting to join his. The man inside the monster rejoiced, though there was little to distinguish them now, 
  their consciousnesses rapidly merging.
  A beam of intense heat and light slammed into the mountain of a beast, burning across its face and leaving a scorch mark of molten 
  stone, the beam straying into its mouth and shattering crystals, cutting off its song. The monster turned, enraged, to the being 
  that dared to strike it so. Just under the surface, a whirlpool of crystals circled a floating core, energy crackling between them, 
  holding them together in a matrix of energy and power. A bead of light grew in the focus of the spiral of shards before erupting 
  again, the heat of the beam momentarily splitting the ocean and burning the seawater into steam as it struck the geological mon-
  ster in the chest, carving out a deep crater.
  Hiva was angry. The man inside it remembered pain. Power welled up inside the beast as it let out a gutteral roar that ended in an 
  eruption of molten, radioactive rock, a pyroclastic flow directed at the Outsider that attacked it. The seawater offered no sanctu-
  ary from the blast, crystals blackening and shattering from the heat as the whirlpool of shards. The glowing core at the center of 
  the vortex pulled away, dragging the rest of the mass with it in an invisible web of force, quickly retreating down into the abyss.
  The island-beast watched it go, violet-tinged magma dripping from its jaw. It still remembered where it had felt the response to its 
  song. It would take time before the crystals in its mouth grew back enough to sing again, but it had time. The world was waking up, 
  one piece at a time, and its distant cousin would be the next part.
  Deep inside, the human part of its mind, little more than a distant whisper, remembered the name of the island they were striding 
  towards. Hiryu. That was it. There was something important about that island, but the fading mind was finding it difficult to recall, 
  the facts slipping away as the human mind burned away in the raging power around it.
  He was finally at peace as he evaporated like dew in the summer sun. The first peace he’d felt in too many years. Now he could rest, 
  in the belly of the beast.
  Hiva had risen and soon Hiryu would join both of them.
  
  121
  EXPANDING THE RULES //:01
  BATTLE CENTURY Z, the expansion to Battle 
  Century G, is packed with content for your games. In here 
  you will fi nd more toys for characters, tweaks, and hacks for 
  the general game rules, and enough premade content to 
  make running your own games a breeze.
  INSIDE THIS BOOK YOU WILL FIND:
  · More abilities for Characters, including Skills, Traits, and 
  over 20 Genre Powers.
  · More abilities for Mecha, with new Upgrades that  
     enable new builds and 30 new Weapons.
  · Over 10 abilities for Characters and Mecha designed by 
  Battle Century G fans.
  · Fantasy & Magic rules modifi cations to add the power 
  of Magic to your games and equip Mecha with Elemental 
  Weapons.
  · Faction Management rules modifi cations to run your own 
  Faction, recruiting NPCs to have them do your bidding 
  afterwards.
  · Hardcore Diffi  culty rules modifi cations to make the PCs go 
  insane and focus on long term resource management plus 
  short term territorial control. 
  · GM advice to design eff ective Enemies using all the new 
  content to create truly terrifying foes.
  · An extensive list of Enemies of every Power Level 
     that the GM can easily adapt to their needs.
  · Five Operation scenarios with custom unique rules.
  · And much more!
  This book is meant to be used with the Battle Century Core 
  game rules and requires the System Reference Document or 
  the Core Book.
  BATTLE CENTURY G
  IS BIGGER THAN JUST ONE BOOK.
  “By far the best mecha system I’ve ever 
  seen. (and I’ve seen a lot)” - Mega A.
  A game by Juan Herrera.
  http://gimmicklabs.blogspot.com/
  
SOURCE: textdata/thevault/Collections/Anime & Cartoon RPGs/3) Common Tropes & Themes/Mecha & Kaiju/Battle Century G/Battle Century Z.pdf