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Page 1: Metal Frontiermetalfrontier.net/downloads/Metal_Frontier_WebRules.pdfScaling Encounters: 64 ... Welcome to Metal Frontier, ... After years of developing near-light-speed transport

1

Metal Frontier

Team Simple Machine

Page 2: Metal Frontiermetalfrontier.net/downloads/Metal_Frontier_WebRules.pdfScaling Encounters: 64 ... Welcome to Metal Frontier, ... After years of developing near-light-speed transport

Metal Frontier © 20122 3

Table of Contents Table of Contents

Introduction 5Required Materials 5

The Check System 8Acing Rolls: 8

The Pilot 9Attributes 9Traits and Quirks 9Skills 9Skill Table: 9Backgrounds 10Building a New Pilot 10Spending Experience Points 10Leveling 10Pilot Trait List: 11Pilot Quirk List: 12

Initiative and Starting Combat: 15Team Initiative: 15

Turn Phases: 171: Logistics Phase 172: Movement Phase 173: Action Phase 17

Basic Combat: 181: Hit Roll: 18

For Ranged Attacks: 18For Melee Attacks: 18

2: Hit Location Roll: 18Hit Location Table: 18Attack Ranges: 183: Damage: 19

Damage and Destroying Riggs: 20Destroying Parts: 20

Scrapping Parts: 20Disabling and Scrapping Riggs: 20

Riggs Exploding: 20Salvage Rules: 20

Critical Malfunction Table: 21

Pilot Wounds & Ejection Rules: 22Pilot Wounds: 22Ejecting: 22

Ejecting from an Exploding Rigg: 22

Advanced Combat Maneuvers: 23Engaging and Disengaging from Melee Combat:

23

Called Shots: 23Unarmed Combat: 23Prone: 23Using Rigg Key Features (Abilities): 23Using Equipment: 23

Cover and Rough Terrain: 24Cover Rules: 24Rough Terrain & Obstacles: 24Cover Bonus Table: 24Terrain Chart: 24

Hacking: 25Hacking Rules: 25

Hacking Rounds & Access Levels: 25Hacking Range Penalties: 26

Hacking Table: 26Negative Access Levels & Backfiring: 26Hacking Range: 26

Rigg Customization 27Building Riggs & Swapping Parts: 27Adding Equipment: 27Repairing Riggs: 27

Earthborn Rigg 29

Chassis Briefing 29Phalanx 30Part Cost: 30Argrest 31Part Cost: 31Dostchef 32Part Cost: 32Hoplite 33Part Cost: 33Dragoon 34Part Cost: 34Ghast 35Centurion 36Barghest 37Revenant 38Foxfire 39Kodiak 40Stormbringer 41Earthborn rigg Summaries 42Head Types: 43Arm Types: 44Torso Types: 45Leg Types: 46Engine and Booster Types: 47

ContentsArmory 48

Arming Riggs & Weapons: 49Primary Weapons: 49Weapon Stats: 49Special Weapon Effects: 49Area of Effect Weapon Rules: 50

rigg Weapons: 51rigg Equipment 52Pilot Weapons and Equipment: 53

Data Archives 54The City of Sigmus 55

Notable Districts: 55 Mysteries of the Frontier 57Factions - Earthborn 59

Notable Corporations 59Military 59Prominent Mercenary Groups 60

Factions - Founders 61

Game Master’s Handbook: 62Planning a Campaign: 62Planning Encounters: 62Role-Playing Checks: 62

Role-Playing Rolls in Riggs: 62Role-Playing Rolls Outside of Riggs: 62

Roleplaying DC Table: 62Between Sessions: 63

Awarding EXP, Skill Points and Credits: 63Buying and Selling: 63Scrap Rules: 63

Background Bonus Table: 63NPC (Tier 0) Riggs: 64Making NPC Characters: 64Scaling Encounters: 64

Stock Missions 67Stock Mission #1: Mind The Gap 68Stock Mission #2: Good Old Espionage 78

Player vs. Player Combat: 84Building a Rigg Squad: 84

Pilot Rules: 84Standard Game Modes: 84

Glossary: 85

Appendix A: Useful Tables 87Hit Location Table: 87Attack Ranges: 87Terrain Chart: 87Cover Bonus Table: 87

Hacking Table 88Hacking Range Penalties: 88Critical Malfunction Table: 89

Appendix B: Character Sheets 90Pilot Sheet 91rigg Sheet 92NPC rigg Sheet 93Bulk NPC rigg Sheet 94

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Metal Frontier © 20124 5

Forward Forward

IntroductionWelcome to Metal Frontier, a science-fiction adventure that combines elements of a pen-and-paper role-playing game (RPG) with those of a tabletop wargame. Players customize their own mechanized battle suits (known as “riggs”) to wage war against one another, or to play together with a Game Master (GM) that sets the stage with narrative-based campaigns, as players explore the volatile world of Gliese.

In the RPG, players will create and control a single pilot character, while building, maintaining, and upgrading an arsenal of riggs. By design, the customization system is as involved or as simplified as the player wants. Pilots can either purchase a pre-built chassis, or extensively customize their own rigg to fit their personal tastes and combat preferences.

Required Materials• Several sets of dice (d4, d6, d8, d10, and d12)• A hexagonal mat or other gameboard, (Whiteboards or dry-erase surfaces work best)• A ruler• Tokens, markers, or miniatures to represent players• (Optional) Hit Location dice (D12)

A Game By

Team Simple Machine

www.metalfrontier.net

Special Thanks to:

Jesse SchellRob DaviauColby DauchRuth Comley

Chris KlugKris Brakke

Illustrations by Evan Brown, Peihong Tan, Jade Bynoe

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Metal Frontier © 20126 7

Forward Forward

2340 -- The Present DayCorporations clamor for unclaimed resources on Gliese, mercenary companies have begun installing headquarters on the planet, and the government is establishing a powerful presence. Friction between Founder settlements and new colonists is increasing steadily. Mechanized suits are now referred to as riggs, and they constitute the majority of heavy combat vehicles on the battlefield. Their pilots are a diverse array of soldiers, daredevils, and explorers seeking to unravel cosmic mysteries that have gone unsolved for thousands of years.

Welcome to the Metal Frontier.

2210 -- The Sigmus Expedition Leaves Earth for Gliese 581d

The planet Earth is riddled with widespread overpopulation, combined with a critical lack of natural resources. After years of developing near-light-speed transport technology, several major governments negotiate to establish the third international attempt at offworld colonization. A small fleet of ships is assembled over the course of a decade, tasked with making a 50 year journey to Gliese 581d. The plan, based off of earlier attempts on Mars, is to construct a set of paired relays, enabling rapid transit between two distant points in space. Like its cousin, the Olympus relay between Mars and Earth, the Sigmus Relay would allow mass colonization of Gliese. A world beset by overpopulation looks on anxiously as the fleet departs.

2263 -- Projected Arrival of the Colonization Fleet

The Gliesan settlers establish rudimentary bases and begin to explore their new home. Initial reports back to Earth, though time-delayed, are alarming. Relayed data shows videos and images of abandoned structures on the planet’s surface, allegedly made by some alien species. No clues are left behind regarding this race’s current whereabouts. Scientific data suggests the structures had been abandoned for some thousands of years. Shortly after arriving on Gliese, the new residents begin reporting illnesses related to Gliese’s atmospheric compounds. Plans for terraforming the hostile atmosphere are laid.

2264 -- Terraforming Begins on Gliese

A new organic substance is engineered, capable of absorbing Gliesan atmosphere and converting it into thin, but breathable oxygen. The substance grows in branching, tree-like structures, and these “artiforests” are planted across the landscape to aid in transforming the inhabitable wasteland into livable territory.

2267 -- All Communications from Gliese Stop

2268 -- The expected date of Relay activation. On Earth, billions of people wait to hear the communication from their Gliesan brethren, but the receivers only murmur static. The Sigmus Relay cannot detect its twin, and the governments of Earth fear for the worse. Tensions arise, as the already overcrowded planet has no backup plan and no place to run to. The quality of life declines sharply, sowing the seeds for a terrible conflict.

2272 -- The Third World War

Thousands of people lose their lives as the battles rage, making Earth an even less survivable place than it was before. With cramped spaces and a greater need for mobility, the military begins to make use of mechanized combat suit technology over bulkier army tanks and artillery.

2280 -- A New Era for Earth

The Third World War ends, and from the rubble rises a new global power: the International Republic of Earth (IRE), a collective of all the nations’ leaders that will make Earthwide decisions via diplomatic means.

2314 -- The Sigmus Relay Activates

The Sigmus Relay suddenly receives coordinates from its other half, stationed not far from Gliese. The gates are synchronized, and Earth convoys can now travel to Gliese and back. The people of Earth are shocked by what they find on Gliese; the Founders have changed into something else entirely. Their eyes are completely dark, their anatomies have been elongated, and their skin is mottled in alien hues. They allow the new colonists on Gliese without incident, but many of the Founders are cold or unfriendly. There is clearly still a split opinion on letting the new immigrants onto the planet.

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Metal Frontier © 20128 9

Core Rules Core Rules

The core element of Metal Frontier is the Check System. Any action that involves a measure of skill will have a dice-based “Check” associated with it. If you are playing the game as an RPG, you can ask your Game Master if an action your pilot is taking requires a check. Lots of actions are trivial, like opening a door or picking up an object, and don’t need a check to determine if you succeed or not. Other more complex actions, like firing upon an enemy rigg or hacking into a computer network, should require a dice check.

There are two kinds of checks:

-- A Standard Check (often known as simply a check) is made against a flat number known as a Difficulty Check (or DC). The more difficult the task at hand, the higher the DC will be. Meeting or surpassing that number with a dice roll means the player has succeeded at the action, while falling lower than that number indicates failure.

-- An Opposing Check occurs when a player’s action is in direct conflict with the skills or abilities of some other sentient character or force. For example, firing upon an enemy rigg calls for a dice roll from the player to test their marksmanship, but also calls for a dice roll from the enemy to measure how nimble they are while dodging the incoming attacks. In this case, the player and the enemy both roll dice, and whoever has the highest number wins the check.

Acing Rolls:If during any Check, you roll the maximum value for the die, you score an ace. Immediately re-roll the die, and add the result to the previous roll.

Example: You roll 1d6 for an Aim check to hit an enemy, and get a 6. You re-roll and get a 3. So your Aim check result is: 6+3 = 9.

The Check SystemIn the world of Metal Frontier, players are represented by rigg pilots, versatile men and women that have been trained in the basics of rigg control and combat. What their specialties are, how they acquired those skills, and what they were doing with those skills before arriving on Gliese are entirely up to you.

AttributesEvery pilot has four attributes, the values that reflect their natural inclinations for operating a rigg.

• Logistics -- The pilot’s mental alertness and analytical ability. Inside of a rigg, this attribute measures adeptness with a rigg’s sensors, tactical software, and communications arrays. Logistics checks are made when detecting concealed enemies, hacking into riggs, or defending against enemy hacking attempts.

• Strength -- The pilot’s martial prowess. Inside of a rigg, this attribute measures the ability to get the most out of a rigg’s bulk. Strength checks are made to strike enemies at close range, to defend against such attacks, and to alter a terrain or structure through brute force.

• Aim -- The pilot’s ability to hit targets with firearms, thrown weapons, and other projectiles. Inside of a rigg, this attribute measures precision with a rigg’s targeting systems. Aim checks are made when using ranged weapons.

• Handling -- The pilot’s dexterity and hand-eye coordination. Inside of a rigg, this attribute measures proficiency in maneuvering a rigg. Handling checks are made to avoid enemy fire, traverse dangerous terrain, and steady a rigg after being unbalanced.

Traits and QuirksTraits and quirks are effects that give a pilot a unique personality, flavor, and style. Traits offer small bonuses, while quirks impose situational penalties.

SkillsSkills are the areas of expertise and topics of knowledge that are too specialized to be resolved with a simple Attribute check. A pilot’s proficiency with any skill is measured in ranks, which can be purchased using skill

points that are awarded at every level. When making a check for any skill, the player adds the number of ranks invested in that skill to the roll.

The Pilot

Skill Table:Skill Name Description

AthleticsSwimming, climbing, long-distance running, and other physically demanding tasks.

MettleAbility to ignore anything that distracts, disrupts or deteriorates the state of mind.

Perception Seeing hidden objects and people, or hearing muffled noises.

StealthSneaking around and remaining hidden from enemy eyes and ears.

TrackingDetermining information about someone from the scene they leave behind.

GeographyKnowledge of one’s surroundings, and the whereabouts of notable locations.

Foreign Cultures

Knowledge of foreign languages, customs, and rituals.

Mechanic Understanding of circuitry, hydraulics, and basic engineering.

Medicine Knowledge of first aid and basic anatomy.

Science Knowledge of physics, chemistry, and other hard sciences.

SurvivalAbility to live in the wilderness without modern conveniences or technology.

Intimidate Influencing other people with fear tactics and bullying.

Persuade Influencing other people with smooth talking and tact.

PoliticsFamiliarity with government agencies and their respective procedures.

Street Smarts

Familiarity with criminal organizations and their respective procedures.

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Metal Frontier © 201210 11

Core Rules Core Rules

Building a New PilotAll pilots are created with:

• 5 Experience Points (Bringing them from level 0 to level 1)

• 5 Skill Points• 2 Traits• 1 Quirk• 1 Background

In a typical game, the GM will provide players with starting riggs, or allow players to purchase starting equipment. It’s strongly recommended for new players to be given a pre-built rigg, and then customize that rigg as they feel more comfortable with the system.

Spending Experience PointsEvery pilot sheet has 4 tracks for spending experience points on: Logistics, Strength, Aim, and Handling. Every experience point the pilot gets allows them to fill in one space on the track. As pilots progress up each track, they gain new titles and increase the bonus they get to their pilot’s Attribute-based checks.

LevelingPilots gain 1 level every 5 experience points they gain. Every 5 levels (or 25 experience points), a pilot may pick a new trait. Every level, pilots also gain 1 additional skill point.

Former Action Movie StarFormer TV PersonalityDisgraced Politician (Framed)Disgraced Politician (Totally Deserved It)Ex-Military (Chose Country)MechanicScrap EnthusiastComputer HackerNetwork AdministratorConstruction WorkerAcademic (Student)Academic (Professor)SalesmanDaytraderWhite Collar CriminalSon of a...Mysterious Past (Amnesia)Mysterious Past (Wont Tell)Fallen BusinessmanSocialiteElusive HobbyistDoctor (Lost License)Doctor (No License)Former AthleteComedianPhysicistBiologistChemist

Example Backgrounds

BackgroundsNot every, mercenary, and corporate thug was born with the dream of piloting a rigg. Many fall into the role, some unwittingly. A pilot’s background is a rough estimate of how the pilot spent their time before the present day.

Backgrounds by themselves don’t give any stat bonuses, but are instead a roleplaying based explanation of the character’s past that a Game Master can use to help integrate a character into a story. In some specific situations, a background can offer situation skill bonuses at the GM’s discretion.

Players are encouraged to invent their own backgrounds if they prefer.

Crack Shot

If the pilot hits a rigg with aweapon that has less POWERthan the rigg has durability, therigg still takes a minimum of 1damage to the location hit.

SturdyOnce per battle, a pilot's rigg canignore a "knocked prone" effect.

Gun Nut

Pilot may custom-tune 1 non-AoEranged weapon in his rigg'sinventory. That weapon gains +1POWER. Only one weapon maybe tuned at a time.

Old Fashioned

Pilot may custom-tune 1 meleeweapon in his rigg's inventory.That weapon gains +1 POWER.Only one weapon may be tunedat a time.

Tactician

The Pilot may choose to save 1Movement point, and use it at theend of their action phase.

Wiley

The pilot (and the pilot's rigg) gain+1 to any dodge rolls they makeagainst riggs within 5 spaces.

BrawlerThe pilot deals +1 Power withmelee weapons outside of a rigg.

Defensively Minded

If an attack would deal more than5 Damage to the pilot's rigg (afterdurability is subtracted), it deals 1less damage than it would.

RTS Gamer Pilot gains +3 to all initiative rolls

6th Sense

Pilot gains +2 to checks related toperception checks out of a rigg,and sensor checks inside a rigg,including detecting cloaked unitsand ambushes.

Demolitions ExpertThe pilot's AoE weapons have +1POWER.

Good with Machines

Pilot can choose to tweak theirrigg between sessions to haveeither -1 Durability and +1 to anattribute, or -1 to an attribute, and+1 to Durability.

Good with Computers

Pilot can tweak their rigg betweensessions to have +1 to Logistics,but -1 to any other attribute.

Martial ArtistThe pilot (and rigg) gain +2 todefense checks in melee combat.

Determined

Pilot can sacrifice their next turnto add +2 to any one roll theymake, even if the dice havealready been rolled.

Level-Headed

Once per battle, the pilot canignore an effect that would skipthe pilot's action phase. (Ignoreonly the portion of the effect thatskips the action phase. All otherpenalties apply.)

Good ReflexesThe pilot (and rigg) have +1 tohandling rolls.

Split-FocusThe pilot (and rigg) can target upto 2 separate enemies in a turn.

Trait Name Effect

Crack Shot

If the pilot hits a rigg with aweapon that has less POWERthan the rigg has durability, therigg still takes a minimum of 1damage to the location hit.

SturdyOnce per battle, a pilot's rigg canignore a "knocked prone" effect.

Gun Nut

Pilot may custom-tune 1 non-AoEranged weapon in his rigg'sinventory. That weapon gains +1POWER. Only one weapon maybe tuned at a time.

Old Fashioned

Pilot may custom-tune 1 meleeweapon in his rigg's inventory.That weapon gains +1 POWER.Only one weapon may be tunedat a time.

Tactician

The Pilot may choose to save 1Movement point, and use it at theend of their action phase.

Wiley

The pilot (and the pilot's rigg) gain+1 to any dodge rolls they makeagainst riggs within 5 spaces.

BrawlerThe pilot deals +1 Power withmelee weapons outside of a rigg.

Defensively Minded

If an attack would deal more than5 Damage to the pilot's rigg (afterdurability is subtracted), it deals 1less damage than it would.

RTS Gamer Pilot gains +3 to all initiative rolls

6th Sense

Pilot gains +2 to checks related toperception checks out of a rigg,and sensor checks inside a rigg,including detecting cloaked unitsand ambushes.

Demolitions ExpertThe pilot's AoE weapons have +1POWER.

Good with Machines

Pilot can choose to tweak theirrigg between sessions to haveeither -1 Durability and +1 to anattribute, or -1 to an attribute, and+1 to Durability.

Good with Computers

Pilot can tweak their rigg betweensessions to have +1 to Logistics,but -1 to any other attribute.

Martial ArtistThe pilot (and rigg) gain +2 todefense checks in melee combat.

Determined

Pilot can sacrifice their next turnto add +2 to any one roll theymake, even if the dice havealready been rolled.

Level-Headed

Once per battle, the pilot canignore an effect that would skipthe pilot's action phase. (Ignoreonly the portion of the effect thatskips the action phase. All otherpenalties apply.)

Good ReflexesThe pilot (and rigg) have +1 tohandling rolls.

Split-FocusThe pilot (and rigg) can target upto 2 separate enemies in a turn.

Trait Name Effect

Florentine

When wielding one ranged andone melee weapon in each hand,the pilot's rigg gains +1 to hit witheach weapon.

Tough Sunnova-Bitch

The pilot can remain consciouswith 4 wounds. 5 Wounds stillleaves the pilot unconscious anddying.

Digital Concentration

The pilot may skip theirmovement and action phases tomake an additional hackingattempt in their logistics phase.

BrawnyOutside of their rigg, the pilot hasa D8 Strength dice, instead of D6.

Agile

If the pilot successfully dodges anattack when prone, they (or theirrigg) may immediately stand up.

Intimidating

The pilot gains +2 to intimidationchecks, but -1 to persuasionchecks.

PersuasiveThe pilot gains +2 to persuasionchecks.

Good Lookin'

The pilot gains +3 to Persuasionchecks vs. targets attracted to thepilot's gender.

Really Good Lookin'(Requires "GoodLookin'")

The pilot gains an additional +3 toPersuasion checks vs. targetsattracted to the pilot's gender.(Stacks with Good Lookin')

Rich

The pilot begins with 10,000additional credits, and receivesan additional 1000 credits at theend of every session.

Obscenely Rich(Requires "Rich")

The pilot begins with an extra10,000 additional credits, andreceives an additional 1000additional credits at the end ofevery session (Stacks with Rich).The pilot takes a -3 penalty toblending in in a crowd.

Hidden Background

Pilot can choose a secondprevious profession. Thisprofession may be kept secret.

Good with Money

When buying items, round theprice down to the nearestthousand credits.

Trait Name Effect

Florentine

When wielding one ranged andone melee weapon in each hand,the pilot's rigg gains +1 to hit witheach weapon.

Tough Sunnova-Bitch

The pilot can remain consciouswith 4 wounds. 5 Wounds stillleaves the pilot unconscious anddying.

Digital Concentration

The pilot may skip theirmovement and action phases tomake an additional hackingattempt in their logistics phase.

BrawnyOutside of their rigg, the pilot hasa D8 Strength dice, instead of D6.

Agile

If the pilot successfully dodges anattack when prone, they (or theirrigg) may immediately stand up.

Intimidating

The pilot gains +2 to intimidationchecks, but -1 to persuasionchecks.

PersuasiveThe pilot gains +2 to persuasionchecks.

Good Lookin'

The pilot gains +3 to Persuasionchecks vs. targets attracted to thepilot's gender.

Really Good Lookin'(Requires "GoodLookin'")

The pilot gains an additional +3 toPersuasion checks vs. targetsattracted to the pilot's gender.(Stacks with Good Lookin')

Rich

The pilot begins with 10,000additional credits, and receivesan additional 1000 credits at theend of every session.

Obscenely Rich(Requires "Rich")

The pilot begins with an extra10,000 additional credits, andreceives an additional 1000additional credits at the end ofevery session (Stacks with Rich).The pilot takes a -3 penalty toblending in in a crowd.

Hidden Background

Pilot can choose a secondprevious profession. Thisprofession may be kept secret.

Good with Money

When buying items, round theprice down to the nearestthousand credits.

Trait Name Effect

Pilot Trait List:

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Metal Frontier © 201212 13

Core Rules Core Rules

Combat Related QUIRKS:Near-Sighted -2 to AIM rolls beyond 12 spaces Hard of seeing.One-Eyed -2 to AIM rolls inside of 5 spaces Lost an eye!

Permanent Injury -1 to an attribute. (Pick one)You've hurt something beyondrepair.

Hard of Hearing-2 to Handling Checks whenattacked from behind

Speak up! You can't hear toowell!

DeafPilot has -2 to perception relatedchecks. You can't hear at all!

HonorablePilot cannot attack mechs frombehind.

You have a strict code of honor,and you'll follow it no matter thecost.

Post TraumaticStress Disorder

Pilot must roll 1d6 if hit by an AoEweapon. On the roll of a 1, thepilot loses their next action phase.

You've got more than just scarsto show for your service.

Bad withTechnology

When defending against a hack,the pilot has -2 logistics.

You and Computers aren'tfriends.

Luddite

When combat begins, roll 1d12.On the roll of a 1 or a 12, the pilotloses their action phase indisgust.

Just because you pilot a lump oftechnology, doesn't mean youhave to like it.

GamblingAddiction

The pilot cannot use cover if theyhave attacked during theirprevious turn.

You're certain you'll win big onthe next hand.

Chain SmokerPilot has -2 to Strength rollsbeyond the first each turn.

You are perpetually in flavorcountry.

Strange Hobby

Pilot's mech has -1 Durability, andgains some strange but uselessfeature.

Your spare time is spent doingsomething... odd.

Irrational Phobia

Pick a mundane object orcreature. The pilot is terrified ofthis thing.

You're scared of something thatsnot actually scary.

Short Fuse

The pilot must attack the lastsource to deal damage to them atleast once their next turn.

You aren't known for your calmand serenity.

O.C.D

Pilot can only move an evennumber of spaces on thebattlefield. Even numbers only, please.

Scares Easily-1 to all Handling Checks againstranged weapons Don't look behind you.

Timid-1 to all Strength Checksdefending in melee combat Susceptible to Intimidation.

Bruised EasilyPilot becomes unconscious at 3wounds

You prefer to think of yourself asa bruiser.

Quirk Name Effect Description

Pilot Quirk List:

Roleplaying QUIRKS:

Annoying Voice

The pilot takes penalties to roleplayingactions that involve talking a lot, and takea -1 to persuasion and intimidation checks.

Don't even get me started aboutyour laugh.

AbrasivePersonality

The pilot takes takes a -3 penalty topersuasion checks. Cannot have this with"friendly" or "popular" trait.

You don't get along with people.You're pretty sure you're perfect,though.

Bad with Money

The pilot just can't help it. Each sessionthey must spend at least 1000 credits (ifthey have it) on something random,relating to the character's interests.

You seem to spend money at thefirst opportunity.

SilentThe pilot can only speak three times persession, at most. ...

Someone's Out toGet Me! (Paranoia)

The pilot must consider that someone isout to get them. They cannot choose tobelieve NPCs. (-3 To Mettle checks)

You're worried that someonesout there, following you!

Someone's Out toGet Me! (ForREAL)

Roll 1d6 at the start of the game. On a 6,let the Game Master know.

There is someone out there,following you!

Kinda Ugly

The pilot is hard to trust, or like, based onappearance at first. -2 to Persuasionchecks, and the pilot is recognizable. Nothing pretty to look at.

Damn Ugly

The pilot is so ugly, it's actually frightening.(Physically deformed in some way, -3 toPersuasion checks, +1 to Intimidationchecks.) Frankenstein's Monster.

Outlaw

The pilot is wanted for some reason, andmust avoid arrest by law enforcement inthe area. You're a wanted man.

Nationalist

The pilot is an activist for their faction(Earthborn or Founder), and must reactnegatively to a character of the oppositefaction. DON'T TREAD ON YOU.

Gullible

The pilot is not suspicious. They take a -2penalty to Mettle and are predisposed tobelieve things they hear. You believe just about anything.

Famous (in thebad way)

The pilot is well known for having donesomething embarassing, or unpopular.This makes it difficult to stay hidden inpublic places. You did something kind of dumb

Overly LoyalThe pilot is very unlikely to switch sidesonce decided.

You stand by your friends, evenif they're stabbing you in theback.

Quirk Name Effect Description

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Metal Frontier © 201214 15

Core Rules Core Rules

Initiative and Starting Combat:Combat begins the moment someone tries to take an action that a character would want to anticipate and react to before it happens. This could be shooting, grabbing, or any other significant action.

Once this happens, every character present makes a Logistics check. The highest roll goes first, then the second highest, etc.

The only exception to this is rigg combat with more than 6 riggs. Then, it’s faster and cleaner to use Team Initiative.

Team Initiative:When using Team Initiative, everyone rolls their Logistics score and the team of the person with the highest roll goes first, as a team. Players can decide whether or not they want to use Team Initiative before combat begins.

Since riggs were originally designed for scientific research and exploration, the first close-combat tests were sluggish and unwieldy. Repeated physical exertion would cause the rigg to overheat, so each model would have to pause for several seconds between movements. Until more refined coolant-delivery systems were implemented, riggs were relegated to long-distance roles similar to light tanks.

Striking from melee range was a supported feature, but required several seconds for the hydraulics to pull a rigg’s arm back into position from a swing. As a sarcastic jab at their functionality, many engineers would refer to their melee attack rate as SPH, or “strikes per hour.”

Excerpt from “The Metal Man: From Tanks to Titans”

Snakes and CentipedesAs Marshall Wilcox strode down the length of the rigg hangar, he turned the packets of ostensibly nutritious sludge over in his hands. One said “Oriental Cuisine” on the back, while the other read “Sicilian Delight”. He squeezed the second one, its consistency not unlike old syrup. Delightful indeed, Marshall thought.

The military hangar was a smoky building, some of it actual smoke and some of it just a layer of dust and soot that got kicked up into the air by mechanics, swirling in torrents and eddies beneath the fluorescent lights. A maintenance crew used to come through every three days to keep the place remotely breathable, but inspections revealed that the air quality would worsen again within a matter of hours anyway, so the crew was docked to once a week.

Marshall found his new co-worker, a young mechanic named Clyde, sitting on the bench in front of an old Dragoon model. Clyde’s wavy red hair and freckled cheeks gave him a boyish cast, but his eyes were always staring off into the distance, as though he was thinking a great many things. Marshall worried for his safety, since he’d known engineers that got contemplative while working and lost fingers, toes, or worse.

“Brought the lunch special,” Marshall said, holding up his two prizes. “Your choice. Chinese or Italian?” Clyde shrugged and extended a hand forward. “All right, I’m taking the Oriental one then. Word to the wise, never take Sicilian Delight.”

“I’ll keep that in mind,” Clyde said. As Marshall took his seat and handed over the packet, he noticed a small book in Clyde’s lap, opened to a page with an archaic illustration of a snake.

“First thinking on the job, now reading on the job,” Marshall said, as he poked a straw through his meal. “Both of those are expressly forbidden under my command, you know that.”

“Apologies, sir.” Clyde quickly closed the book and placed it at his side.

“Kidding, come on. What’s your book about?”

“It’s a collection of stories. That one was about a snake and a centipede.”

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A player’s turn in combat consists of three phases. The Logistics Phase, the Movement Phase, and the Action Phase. These phases cannot be re-ordered.

1: Logistics PhaseThe player makes any Logistics checks related to observation and detection (for spotting objects and characters relevant to the campaign, or revealing concealed enemies). Players may swap out their primary weapons for holstered ones, and can make hacking attempts against enemy targets. (See the Hacking section for further information.)

2: Movement PhaseThe player can move up to the number of spaces indicated by their rigg’s Speed, with no penalty. Alternatively, the player can choose to use their rigg’s Booster, if the rigg is equipped with one. A Booster adds a fixed amount to the rigg’s Speed, and enables the rigg to move vertically, or jump over obstacles without penalty. However, riggs cannot attack and boost in the same turn.

The player can declare that they are recovering from prone, disengaging from melee, or placing their rigg behind Cover. (See Advanced Combat Maneuvers for further information.)

A rigg may only be rotated during their Movement Phase.

3: Action PhaseThe player may choose to Attack a player in either Ranged or Melee combat or make Role-Playing Checks (at the GM’s discretion). Typically, someone cannot attack AND perform a role-playing related action in the same turn.

Turn Phases:

“Greasing the joints and whatnot is great for keeping the rigg running smooth, but every once in a while you gotta just wash the damn thing. We got hoses in the hangar you can use to just spray off the grime, which I personally recommend. Anything more involved than that, and you’ll end up like Sparkle over there. What’s his actual name? Hell if I know.

He got the brilliant idea in his head to lay his rigg down flat and send it through the car wash. Got it waxed and all, and when it came out the other end, it shone like a mirror. You could have put that thing on top of a lighthouse and had it steer incoming ships back home. It was ridiculous. So we call him Sparkle ever since. Does he mind? Of course he minds, but as far as nicknames goes, there’re worse ones to be stuck with, trust me.

--Ogden “Squeeks” Stern

IRE Pilot Log Entry #98014

“Like one of them fable-type things, right?”

“Not exactly. This one lacks a concrete lesson. The snake asks the centipede how it can move with all of those legs, and the centipede replies that it’s never really thought about it before. The centipede asks the snake how it can move with no legs, and the snake replies that it never thinks, it merely acts. After the dialogue, the centipede becomes conscious of its many legs for the first time. It loses the ability to walk, and is forced to crawl on its belly back home.”

“Huh.” Marshall slurped and wiped his mouth with his sleeve. “Sure as hell don’t know what the moral is there.”

“Do you think about what we do very often, Wilcox, sir?” Clyde asked.

“First of all, just Marshall will be fine. Second of all, I don’t think that much at all, if I can help it. I hear it’s carcinogenic.”

“Funny. I don’t mean about riggs, I mean about what we do. We maintain and repair machines that are fabricated solely for the purpose of interplanetary conquest.”

“Actually, riggs were originally meant to be hazardous-environment vehicles, made by...”

“I am aware of the history, sir,” Clyde interrupted. “But we’re not responsible for that. We directly contribute to a process that seeks to cannibalize this planet, much as we did to our home, and either dominate or persecute the people here.”

“What got you on this kick all of a sudden?” Marshall asked. “You had years to roll these questions around in your head before enlisting. Now’s a funny time to get sentimental.”

“Look at the Dragoon before us,” Clyde said, as he motioned towards the reclining rigg. Its slender frame and polished exterior offset the rusty infantry riggs flanking it on either side. The only note of decay on the machine was its left hand, as something had deeply corroded the metal covering its fingers. “This Dragoon belongs to one Lieutenant Augustine, a celebrated hero.” Marshall sighed and chewed the inside of his lip; he knew where this was going.

“So you heard about how he got that hand banged up,” Marshall said.

“Is it true?” Clyde asked. “I heard he stole madstone from a Founder village and injured some of the innocent villagers who tried to stop him. Is that exaggerated?”

“Wasn’t there, was I?” Marshall replied. “It’s all hearsay. I can at least tell you that nothing peels the finish off a rigg like that, except madstone. So at least some part of it’s true.”

“And the Founders were simply protecting their village, from what they thought was an attack,” Clyde said. “You see, sir, we’re the ones keeping the machines running, keeping the guns loaded. We enable things like this to happen.”

“Here’s something you oughta think about between the snakes and the centipedes. If you didn’t load Augustine’s gun, he’d kill someone with the rigg’s bare hands. You could unscrew all the nuts and bolts, and they’d find somebody to put them all back in. This whole picture’s bigger than you and me, and making a stand here isn’t gonna change a damn thing.” Marshall slapped his empty packet on the bench. “If all this still turns your stomach, then find another post. Ain’t no skin off my back. But you stick around long enough, and you’ll fix some riggs of good people, decent people, who save lives. I’ve seen it. But sometimes you gotta take the bad with the good, and that means patching up the good Lieutenant’s hand. All right?” Clyde frowned. “Look, if it makes you feel any better, I can take this Dragoon from here. That way you don’t gotta feel like you’re a part of it somehow. All right? Go oil the Argrests or something.”

“Thank you, sir, but for now I think I ought to find a restroom. The Sicilian Delight doesn’t seem to be sitting well with me.”

“It don’t sit well with anybody,” Marshall confessed as Clyde got up and walked away briskly.

After Clyde disappeared, Marshall rose from the bench and examined the Dragoon’s burned hand. The madstone radiation had even seared the wiring; this wasn’t going to be an easy job. Marshall had seen only a few wounds like this before, what mechanics called “heartseeker’s hand”, and he knew that it didn’t happen from just one chunk of madstone. It happened when somebody tore the cores from Founder riggs repeatedly in a very short frame of time, in the kind of operations where DEIS just wanted a lot of refined madstone in a hurry. Why refine it yourself when the Founders had tons of it, just beating within metal hearts? Of course, Founders didn’t give it up easy, so the military would have to make up an excuse, say the village started a fight with a border patrol. And then they’d kill every pilot in the zone, along with any witnesses.

Marshall thought those operations were over, but this was clear evidence he was wrong. He clicked his tongue, shook his head, and walked back to the bench where Clyde’s half-full Sicilian Delight still sat.

Delightful indeed, Marshall thought. Delightful indeed.

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During the player’s Action Phase, a rigg may attack a target with any number of weapons currently equipped. Weapons that are holstered (carried, but not equipped) may not be used. A rigg cannot attack more than one target in a turn. Every weapon has a Shot count that is the number of times that weapon attacks in one turn. (An assault rifle has 2 Shots, so it can attack twice in one turn.)

Attacking a player has three parts:

1: Hit Roll:For Ranged Attacks:The attacking pilot checks to make sure that they have an unobscured Line of Sight (LoS) to the target, and that the target is within Range of the equipped weapon (counted in Spaces). So long as there are no major terrain features or obstacles between the pilot and their target, the Line of Sight is considered to be unobscured. Objects or structures of varying sizes may provide some degree of cover to the target, adding a defensive bonus to the target’s rolls. (See Cover Rules for more information.)The attacking pilot declares which weapons they are attacking with. The defender makes a Handling check to determine their Dodge Rating for that turn. Then the attacker makes one Aim check for each attack, that must meet or beat the result of the defender’s Handling roll.

NOTE: The Defender only makes one Handling check in a turn. That roll counts as the rigg’s Dodge Rating against all attacks from that attacker for that turn.

(Eg: A rigg attacks with 3 separate weapons, and makes 3 separate Aim checks, one for each weapon. The defender makes one Handling check that is the target number for all three attacks that turn.)

If the check beats the defender’s Handling roll by 10 or more, the attack’s Power is raised by 5 points. (Against infantry and pilots, Raises add +2 Power instead of +5.)

The attack can only hit if the target is within the weapon’s maximum range. This can be checked by counting Spaces on a board, or by measuring in inches with a tape-measure in a tabletop setting.

For Melee Attacks:The attacking pilot moves into range and declares which weapons they are attacking with. The attacker and defender both make opposing Strength checks. As with ranged attacks, if the attacker attacks more than once in a turn, the defender only rolls once.

The defender receives a penalty to this check if they are Prone (-5). Unlike Ranged attacks, Melee attacks always affect Front Durability.

As with ranged attacks, if the attacker’s Strength roll beats the defender’s Strength roll by 10 or more, the attack’s power is raised by 5 points.

At the end of an Action Phase in melee combat, the attacker can declare to be engaged in melee combat with their target. (See: Engaging in Melee in the “Advanced Combat Maneuvers” Section)

2: Hit Location Roll:If the attacker did NOT declare a Called Shot, then the defender rolls the Part Die, a 12-sided die with different parts of the rigg’s body colored in red. The attack hits the part of the rigg’s body that the Part Die indicates.

If the red “Explosion” symbol comes up, the attack

Hit Location Table:1 2 3 4 5 6 7 8 9 10 11 12

Head Left Leg

Right Arm

Right Arm

Torso Torso Torso Torso Left Arm

Left Arm

Right Leg

Raise +5 Pwr

Attack Ranges:Short Medium Long Very Long

6 Spaces/Hexes 12 Spaces/Hexes 18 Spaces/Hexes 24 Spaces/Hexes

Basic Combat:scores a critical hit, raising the Power of the hit by 5. Immediately re-roll the location dice to determine where it hits. Multiple raises can stack.

(Note: If you do not have a “Part Die” use a normal d12, and the “Hit LocationTable” included below and in the back of the book. Alternatively, you can also make your own Part Die by cutting out the template included in the same section.)

3: Damage:The overall strength of the weapon is its Power. The damage done to the rigg’s part is equal to the weapon’s Power, minus the rigg’s Durability from the direction it was facing.

(NOTE: Melee Attacks always use front Durability, regardless of the direction the target is facing in.)

Ex: A rigg is hit by a Rifle (Power 10), in its left arm. The rigg has a Durability of 4. So the damage dealt is 10-4 = 6. The defender then fills in 6 spaces on the Damage Track for the Left Arm.

Players keep track of damage to a rigg by filling in the

Damage Track. If the damage passes the “Shattered” marker on the track, the player must roll on the Critical Damage chart for that part. If the part is completely destroyed, the rigg automatically takes the maximum effect on the critical chart.

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Destroying Parts:If the damage to a rigg part passes the Critical Damage marker on the Damage Track, the player must roll once on the Critical Effect table. If the pilot rolls a 6, the part is destroyed.If a part is ever brought to 0 hit points or below, the part is also automatically destroyed. Treat this as though the pilot automatically rolls a 6 on the Critical Effect chart. If enough damage is done to a part to both bring the part below the Critical Damage marker and destroy it, apply only the effect of the “6” on the chart.

A destroyed part can still be salvaged and repaired between sessions.

Scrapping Parts:If a part ever takes enough damage to be brought to -10 hit points or below, the part is permanently destroyed, or scrapped. Scrapped parts are gone forever.

Disabling and Scrapping Riggs:If the Torso or both Legs of a rigg are destroyed, the rigg is disabled. It doesn’t explode, but it stops functioning. Surviving parts on the rigg can be salvaged and repaired after combat.

If the Torso takes 10 points of damage beyond what it takes to destroy it (-10 hp), the rigg detonates in a fiery explosion, immediately scrapping all parts, weapons, and equipment attached to the rigg. The pilot must eject or be killed by the blast. (See Ejection Rules below for further information.)

Riggs Exploding:When a rigg explodes, the power generator inside of the rigg detonates, dealing damage to adjacent riggs. riggs that would be hit by the blast may make a Handling check, DC 8, to avoid the damage. All riggs hit by the blast take a Power 1d8 hit to each part.

Salvage Rules:If only one Arm or Leg on a rigg is scrapped, then the remaining part can be salvaged and sold for

Damage and Destroying Riggs:scrap. (See Buying, Selling & Scrap Rules for further information.) However, the surviving part cannot be used on a rigg until a matching Arm or Leg of the same type is bought (half the cost of both Arms or Legs).

1 Pilot Shaken Penetrating Hit Knocked Prone Knocked ProneThe Mech's control systemsshort circuit and shock the pilot,stunning them. (The pilot losestheir next action phase.) Thepilot takes 1 Wound

The pilot takes 2 Wounds, and losestheir next action phase.

The force of the attack knocks theMech prone.

The force of the attack knocks the Mechprone.

2 Aim Subsystem Failure Activated Ability Reset Fumble Weapon Knocked Prone (Severe)The Mech suffers a -3 penalty toall Aim Rolls for the duration ofthe battle.

All Activated Abilities are disableduntil the end of the Pilot's next turn.

The Mech drops its currentlyequipped weapon to the ground.

The Pilot is caught by surprise and isknocked prone, taking 2 AP Damage tothe Torso, Head, and both Arms. Thepilot takes 1 Wound.

3 Strength Subsystem Failure Passive Ability Reset Detonate Ammunition HobbledThe Mech suffers a -3 penalty toall Strength Rolls for theduration of the battle.

All Passive Abilities are disableduntil the end of the Pilot's next turn.

The ammunition stored by the armsexplodes, causing 3 AP Damage tothe Torso.

Normal movement speed is cut in half.This effect persists until the mech isrepaired.

4 Logistics Subsystem Failure Activated Abilities Offline Burst Hydraulics MaimedThe Mech suffers a -3 penalty toall Logistic Rolls for the durationof the battle.

All Activated Abilities are disabledfor the duration of the battle.

The hydraulics in the arm areruptured, causing a -3 penalty to allStrength Rolls for weapons involvingthat arm. This effect persists until themech is repaired.

Normal movement speed is cut in halfand the Mech to suffers a -3 penalty toall Handling Rolls. This effect persistsuntil the mech is repaired.

5 Handling Subsystem Failure Passive Abilities Offline Servo Malfunction CrippledThe Mech suffers a -3 penalty toall Handling Rolls for theduration of the battle.

All Passive Abilities are disabled forthe duration of the battle. The pilottakes 1 Wound

The motor control for the arm is hit,causing a -3 penalty to all Aim Rollsfor weapons involving that arm. Thiseffect persists until the mech isrepaired.

Normal movement speed is reduced to 1and the Mech suffers a -3 penalty to allHandling Rolls. This effect persists untilthe mech is repaired.

6 Head Destroyed Critical Mass Arm Destroyed Leg DestroyedThe Head is destroyed, causingthe Mech to suffer a -3 penaltyto ALL Rolls for the duration ofthe battle. The pilot takes 2Wounds. The mech cannotmake hacking attempts.

The Torso is destroyed, shutting theMech down. If the damage dealt tothe Mech would bring its Healthbelow -5, the Torso creates an AOE1 Power 6 explosion, DC 8.

The Arm is destroyed, causing it todrop whatever was currently held inthat hand. For the rest of the battle,that arm cannot be used, and 2handed weapons cannot be used.The pilot takes 1 Wound.

The Leg is destroyed, causing the Mechto be knocked prone. The Mech alsoloses its movement phase for the rest ofthe battle. The pilot takes 1 Wound.

Roll Head Torso Arm Leg

Critical Malfunction Table:

“On the Phalanx models there’s a coolant valve under the back of the left shoulder. It’s hard to hit in combat, but it only takes one round to knock it out. Chuck’s rigg happened to be one of the last to have the valve there. It got dinged and he never knew it.

The route we were on had a bunch of skink drones planted in the sand the day before. They popped up around him, and he opened up with a gatling gun, that 35mm Blackburn model. He had to choose between letting them tear his rigg apart, or ignore the heat. Worst 5 minutes of my life... listening to Chuck being cooked alive over the field channel.”

-Corporal Harper, 3rd Armored

Excerpt from Debrief #21-902 “Wildfire Incident”

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Pilot Wounds & Ejection Rules:Pilot Wounds:A pilot’s hardiness is measured in Wounds, which reflect serious injuries. Every pilot can take up to 3 Wounds, and remain conscious. At 4 Wounds, the pilot is unconscious for 10 minutes game-time. At 5 Wounds, the pilot is considered seriously wounded and must receive medical treatment to survive. At 6 or more Wounds, the pilot is dead.

Ejecting:A pilot can eject from a rigg only if they are conscious (3 or less Wounds). Ejecting from a rigg immediately destroys that rigg’s Torso. (It drops to 0 on the Damage Track.)

A pilot can eject from a functional rigg at any time. The ejection seat shoots upwards and back d12 spaces from the back of the rigg. At the beginning of that pilot’s next turn, the seat lands and the pilot is considered outside of the rigg, but still on the battlefield.

Ejecting from an Exploding Rigg:If a rigg explodes, the pilot rolls 1d6. On a 5 or 6, the pilot suffers 1 Wound, and ejects safely. On a 2, 3 or 4, the pilot suffers 2 wounds, but successfully ejects. On a 1, the ejection system fails to initialize in time and the pilot dies in the explosion.

Engaging and Disengaging from Melee Combat:If a rigg ends its turn in the melee range of a target, facing them, and holding a melee weapon, the rigg and its target are engaged in melee combat.If the target tries to move out of melee range (or disengage) from a rigg that has engaged it, the engaging rigg gets one free attack with their melee weapon, making a Strength check vs. the defender’s Handling check.

Called Shots:During the Action Phase, a pilot can declare that they are attacking a specific part of a rigg. (Head, Torso, etc.) The rigg suffers a -3 penalty to hit with that attack. If the attack hits, the player skips the Hit Location roll entirely.

Unarmed Combat:A rigg’s fists and feet count as melee weapons with Power equal to the rigg’s Strength dice level. However, a rigg punching or kicking another rigg will take a hit to their Arm or Leg with a Power equivalent to the Durability of the rigg they hit. (It’s probably not a good idea to try and punch a heavy rigg.)

Prone:If a rigg is hit by a weapon with the Knockdown effect, or suffers a critical hit to their Leg, they may be knocked prone. Prone riggs suffer a -5 penalty to defend against melee attacks, cannot boost, and may only crawl 1 Space in a turn.

A rigg can recover from being prone by spending their entire Movement Phase standing up. The rest of their turn proceeds normally.

Being prone acts as a +3 cover bonus against ranged attacks at long range (13+ Spaces). This bonus does not stack with environmental cover. Choosing to go prone can be declared at any point during the player’s Logistics Phase.

Using Rigg Key Features (Abilities):Each of a rigg’s main parts (Head, Arms, Legs, Torso) comes equipped with a unique active or passive ability. Passive abilities are constant effects that always apply to the rigg.

Active abilities are more powerful, and can be activated when the pilot chooses. Each time the ability is activated, it costs the rigg a certain amount of Energy. Different Engines control how much Maximum Energy a rigg can have. Activated abilities can only be used once per turn, and only during the player’s turn, unless the ability says otherwise in its description.

Once gone, Energy does not replenish until the rigg has had a change to recharge after the fight, or unless a new set of Energy Cells is salvaged or equipped during combat.

Using Equipment:Equipment are items that a rigg can carry in their Socket spaces on the Torso. Equipment is relatively inexpensive to buy, but is used up once activated. Equipment can also be salvaged from the battlefield mid-combat, provided the equipment was never used.

Advanced Combat Maneuvers:

“Thank you for using BlastSafe™ Ejector Seat to ensure your maximum safety and comfort. Here at BlastSafe™, we take customer satisfaction and survivability in the highest regard. Please understand that prolonged gunfire, extreme heat, concussion from explosions, electromagnetic pulses, and some wavelengths of radiation may affect the operation of the system, and that any of the aforementioned incidents can and will void the BlastSafe™ warranty. We thank you for your understanding, and hope that our award-winning ejection technology launches you into clear skies.”

--writing on the underside of BlastSafe™ Ejector Seat

Due to their incredible mechanical strength, riggs are capable of turning virtually any hard object into a bludgeon of devastating force.

One of the more well-documented incidents involves one Lieutenant Alexander Cartwright, a pivotal figure in the later stages of the Third World War. He famously ended the Battle of Angstrom by impaling the opposing commander’s rigg with a steel beam, and to this day, finishing an adversary with an impromptu weapon is known as “cartwrighting”.

IRE Pilot User Manual, p52, paragraph 9

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Cover and Rough Terrain:Cover Rules:At the end of the Movement Phase, a player can declare themselves as taking Cover, which gives a bonus to dodging ranged attacks. Cover is directional, so a cover bonus applies to attacks that must pass through the cover to hit. If a source of damage comes from a direction not blocked by any cover, then the rigg receives no dodging bonus.

Rough Terrain & Obstacles:Riggs will often come in contact with challenging terrain that could not be navigated by a vehicle, but can be traversed with some difficulty by a rigg.

Movement:

Rough Terrain typically costs 2 Speed per space, though some extremely impassable terrain (like climbing vertically) can take 3 per space.

Line of Sight:

Additionally, some Rough terrain blocks Line of Sight (LoS) between units on either side of it. Units inside the cover have LoS out of it, and units outside the forest have LoS to units inside the forest. Line of Sight is only blocked for units on opposite sides of the cover.

Handling Checks:

Some terrain (such as icy ground) isn’t just difficult to pass quickly, but is potentially dangerous for a rigg to cross. A rigg that travels onto this type of terrain must make one Handling check for that turn. DCs are listed on the chart below. If the pilot fails the check, they lose the rest of their Movement Phase.

Hacking:

Riggs benefit from a wide array of satellite uplinks, geographic sensors, and targeting computers to function efficiently on the battlefield. Unfortunately, such advanced software also provides avenues for digital attacks against the rigg’s onboard systems.

Hacking is a risky move, but can be made by any pilot. Lots of would-be ace pilots neglect their Logistics, and may build riggs that are physically sturdy, but weak against hacking attempts.(When played as a role-playing game, characters that normally could not hack rely on automatic systems built into the rigg.)

Hacking Rules:The goal of hacking is to bypass the rigg’s digital defenses, and gain access to different parts of the rigg’s systems.

A pilot can declare a hacking attempt during their Logistics phase, at the cost of 1 Energy. The pilot may only make one such hacking attempt per turn, though one attempt may contain many “rounds” of hacking.

After each round of hacking, the hacker evaluates their Access Level to determine which hack they want to inflict on their target, or if they want to spend an additional Energy Cell to advance to the next round of hacking.

Hacking Rounds & Access Levels:

In a round, both the attacking and defending pilot make opposing Logistics checks. The hacker’s Access Level is equal to the attacker’s check, minus the defender’s check.

After determining the Access Level, the hacker checks the Hacking Chart to see which effects are available to them. They can select any effect up to and including the effect for the Access Level they currently have.

If they are unhappy with their current Access Level, they can try to boost their score by spending another 1 Energy. If they do, the attacker and defender make another round of Logistics checks, take the difference, then add or subtract the resulting score to the hacker’s Access Level from the previous round. Every time a hacker advances to a new round of hacking beyond the first, the hacker takes a cumulative -1 penalty to their Logistics check, as the system adjusts to their presence.

Hackers should be careful with letting a hack attempt go on too long. Access Levels can go negative, and a negative Access Level in a subsequent round will still subtract from the total Access Level.

The penalty to logistics resets at every attempt, and doesn’t carry over between rounds.

Example:• A hacker declares a Hacking attempt, and makes a Logistics

Check: 1d10+2, and gets a 7.• The defender makes an opposing Logistics Check, (1d6+1)

and gets a 3.

The hacker’s access level is now 4. (7 - 3 = 4)

• The hacker is unhappy with this, and spends another energy cell to add another round of hacking. He makes another logistics check (1d10+2 -1) and gets a 6.

• The defender rolls 1d6+1, and gets a 5.

The new score (6 - 5 = 1) is added to the previous score (4), making the new total Access Level 5.

• The hacker is happy with this, and may choose any effect on the Hacking table at, or below, Access Level 5.

Cover Bonus Table:+1 to Dodge

Rolls+2 to Dodge

Rolls+3 to Dodge

Rolls+4 to Dodge

Rolls+5 to Dodge

RollsEnvironmental

Cover (Tall Grass, Smoke, Darkness)

Light Cover(Wood, Fence,

Rubble, Forests, Fog)

Medium Cover(Cement / Stone- Waist High Cover)

Heavy Cover(Chest high Walls,

Metal/Cement)

Total Cover(Bunkers, etc.

Almost no target visible)

Terrain Chart:Forest Hills Rocky Mud/

SwampHeavy Snow Ice Water Water

(Deep)½ Moves ½ Moves ⅓ Moves ⅓ Moves ½ Moves ½ Moves ½ Moves ⅓ Moves

LoS: No** LoS: No LoS: Yes LoS: Yes LoS: Yes LoS: Yes LoS: Yes LoS: No

Handling Check: No

Handling Check: No

Handling Check: 6

Handling Check: 8

Handling Check: No

Handling Check: 10

Handling Check: No

Handling Check: 6

**If one unit is in a forest, and the other is not- both units have line of sight to one another.

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Negative Access Levels & Backfiring:

If a hacker ends their hacking attempt with a negative Access Level, the hack backfires and they automatically suffer a penalty that corresponds to their negative Access Level on the Hacking chart.

If the hacker does not want to end their hacking attempt in the negative, they may either continue to spend Energy to try and gain access, or cut their losses and accept the penalty.

Hacking Range Penalties:Short(6) Medium(12) Long(18)

No Penalty -1 To Hack -3 to Hack

UH OH -3 and below Hacking attempt fails. The hacking Rigg loses itsAction Phase rebooting the system.

Accidental Shutdown -2 Hacking attempt fails. The hacking Rigg loses itsMovement Phase.

System Lockout -1 Hacking attempt fails. The hacking Rigg takes 4damage to its Head. (Ignores Durability.)

Entry 0 (START)(No Effect)

Targeting Malfunction 1 Until the end of the hacked Rigg's next turn, it maynot make Called Shots.

Overdrive Servo 2Hacked Rigg automatically takes 1 damage(Ignores Durability) to a part of the hacker'schoosing.

Deactivate Abilities 3Pick one ability on the hacked Rigg. Until the endof that Rigg's next turn, de-activate that ability.

IFF Swap 4One of the hacked Rigg's ranged weapons(chosen by the hacker) cannot fire on enemytargets this turn.

Leg-Lock 5 - 6 The hacked Rigg loses its next Movement Phase.

Turn the Tables 7 - 8 The hacked Rigg immediately turns 180 degreesand faces the opposite direction.

Ratchet Servos 9 - 10 The hacked Rigg takes 4 damage to an Arm orLeg selected by the hacker. (Ignores Durability.)

Robo-Mortis11 - 12

The hacked Rigg loses its next Logistics Phase.(May not swap weapons or make hackingattempts).

Shocking Revelation 13 - 15

The hacker picks an Attribute. Until the end of thetarget's next turn, every time the pilot chooses toroll a check of that type, they take 1 Wound. Thepilot can choose not to make the roll (take a 0) toavoid this.

Cascade Failure 16+ The hacked Rigg shuts down, and loses its nextturn.

Program Name Access Level EffectHacking Table:

Hacking Range:A rigg is hacked by tapping into their wireless communications systems (without which the pilots could not communicate or operate the riggs). The closer a rigg gets, the stronger the signal strength between the riggs, and the easier it is for a hacker to bypass the system.

By default, Hacking may be made at Short (6 Spaces), Medium (12), or Long (18) range.

Rigg Customizationriggs can be bought as pre-built packages, but a stock rigg won’t always have the exact specifications for a discerning pilot. Pilots will often want to retrofit their rigg into a machine of their own design.

Building Riggs & Swapping Parts:There are 6 major parts that can be swapped out on a rigg: The Head, Torso, Arms, Legs, Engine, and Booster.

• The Head controls the rigg’s base Logistics dice level.

• Arms control the rigg’s Strength dice level.• Legs control the rigg’s Handling dice level.• The Torso controls the rigg’s Aim dice level, and

the number of Equipment Sockets.• The Engine controls the rigg’s base Output,

Speed, and maximum Energy Cells.• The Booster affects the rigg’s Boost Rate, and

Back Durability.

In addition to the four core “Attributes”, a rigg has six other important statistics to know:

• Durability: The measure of the rigg’s total resilience. Durability is subtracted from any incoming damage from the front of a rigg. Add together all the Durability values of a rigg’s Head, Arms, Legs, and Torso to find the rigg’s total Durability.

• Back Durability: Equal to half the rigg’s Durability rating (rounding down), and counts as the rigg’s Durability when shot from behind. Boosters modify the rigg’s Back Durability with a bonus or penalty depending on the booster.

• Speed: The number of spaces the rigg can move on the battlefield in one turn. The rigg’s Speed is determined by subtracting the Engine Drain of all the rigg’s parts from the Engine’s Output.

• Boost: The number of spaces the rigg can move while using its Booster. It is calculated by adding the rigg’s Speed to the bonus given by the Booster.

• Energy Cells: The number of Energy Cells that the engine comes equipped with. Energy is expended when using a rigg’s active abilities or hacking, so more Energy allows a rigg to use its abilities more in one battle.

• Sockets: The measure of a rigg’s inventory space. A certain number of Sockets are automatically taken up by the rigg’s Engine, but any spare Sockets can be used to store disposable equipment.

Good engineers understand that the key to building a deadly rigg is finding the right balance of Durability, Speed, and functionality to suit the pilot.

Adding Equipment:A rigg’s Torso has a certain amount of space on it, measured in Sockets, that determines how much additional equipment the rigg can carry. The rigg’s Engine takes up a certain number of Sockets automatically, but any leftover Sockets can be filled with a variety of useful equipment.

Repairing Riggs:Unless a part is completely destroyed, it may always be repaired. In a role-playing setting, the repair rules are usually left up to the Game Master. In some campaigns it might not make sense for the players to be paying their own repair costs, or to even have regular access to a repair facility.

By default, a pilot pays to repair their parts on a per-hit point basis. Higher tier parts use more expensive materials, and are more difficult to repair.

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Core Rules Rigg Briefing

Earthborn Rigg Chassis Briefing

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PhalanxEven though the Phalanx design is based off one of the first attempts to militarize rigg technology, the model has aged remarkably well, as it still forms the backbone of most defense forces. The Phalanx is a favorite among rookies and veterans alike for its adaptability, its keen targeting systems, and its reputation for shrugging off grievous wounds that would fell riggs of lesser resolve.

Tier 1 Rigg Chassis ArgrestA nimble scout and a deadly skirmisher, the Argrest eschews bulky armor in favor of increased mobility and sharper sensor arrays, making this model an ideal choice for aspiring infiltrators, hackers, and other intelligence gatherers. Its lithe frame also affords a high degree of physical flexibility, allowing the pilot to make use of cover that larger models could never fit behind.

Tier 1 Rigg Chassis

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 2,000 5

Arms 4,000 8

Torso 10,000 7

Legs 5,000 6

Engine 12,000 7

6

6

4

2

d6d6d8d6

6

6

8

6

1 -5

1 -6

1 -5

1 -7

Rerout Power -- Activate (4):Activate at any time. The rigg gains +3 to all Strength checks or +3 to all Aim checks for the rest of the turn.

Ambidextrous -- Passive:If the rigg has a disabled Arm or is missing an Arm, it may still use Two-Handed weapons with no penalty.

Dynamic Servo-Lock -- Activate (2):The rigg has no Movement Phase this turn. Its first attack is a Called Shot with no penalty To Hit.

Resistive Armor -- Passive:If the rigg takes more than 8 damage (after Durability), that damage is reduced to 8.

6

Phalanx 303 10

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 2,000 5

Arms 3,000 6

Torso 11,000 6

Legs 4,000 5

Engine 12,000 6

13

13

1

0

d10d4d8d10

10

4

8

10

0 -4

1 -2

0 -2

0 -4

Gambit -- Activate (1)Re-roll any check. If the check fails, Gambit drains 3 additional Energy. The re-roll fails if the new result is lower than the original roll.

Augment Systems -- Activate (4):Activate at any time. The rigg gains +3 to all Aim checks or +3 to all Handling checks for the rest of the turn.

Collapsible Frame -- Passive:When in any kind of cover, the rigg gains a +2 Dodge bonus in addition to whatever bonus the cover normally provides.

Ablative Armor -- Passive:Armor Piercing attacks against this rigg have one-half the Power.

8

Argrest 302 12

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DostchefThe Dostchef was originally intended to be a stationary artillery platform, and it retained many of its fortress-like qualities even after being redesigned as a rigg. An impregnable bastion of carbon steel, the Dostchef is virtually incapable of being unbalanced or thrown to the ground, as its lower body more resembles the foundation of a house instead of actual legs.

Tier 1 Rigg Chassis HopliteAgile, vicious, and tremendously strong for its size, the Hoplite is a model constructed with a single tactic in mind: getting within close range to enemy units as quickly as possible, then tearing them to shreds. Agents from the DN were tasked with designing its combat maneuvers, and the Department’s penchant for cold efficiency is immediately apparent as the Hoplite eviscerates downed opponents with merciless ease.

Tier 1 Rigg Chassis

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 3,000 6

Arms 5,000 8

Torso 12,000 9

Legs 3,000 8

Engine 12,000 8

3

3

7

4

d6d8d6d4

6

8

6

4

2 -6

1 -7

2 -8

2 -7

System Bypass -- Passive:If the rigg would suffer a roll on the Malfunction Chart, make a Logistics check, DC 5. If successful, ignore the effect.

Magnum Charges -- Activate (4):On this turn, targets hit by the rigg’s ranged attacks are knocked prone.

Immovable -- Passive:The rigg is immune to all Tripped, Knockback, and Knockdown effects, including those from critical hits.

Juggernaut -- Activate(2):Activate when the rigg moves into melee range with a target. Both riggs roll opposed Handling checks. If the attacking rigg wins, both riggs take Power 10 hits, and the defender is knocked prone.

12

Dostchef 365 8

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 2,000 6

Arms 5,000 10

Torso 11,000 8

Legs 3,000 7

Engine 13,000 7

8

8

5

3

d4d10d4d8

4

10

4

8

1 -1

1 -7

2 -5

1 -7

Backup Servos -- Activate (2):The rigg may re-roll a failed Strength check.

Coup de Grace -- Activate (3):The rigg makes only one attack this turn. This attack is at +1 To Hit and +3 Power. Against a prone enemy adjacent to the rigg, this bonus is doubled.

Reinforced Servos -- Passive:The rigg is immune to all effects that give penalties to Speed, unless a Leg is destroyed.

Counter Strike -- Passive:If this rigg successfully defends against a melee attack by 5 or more, the attacking rigg is knocked prone. This effect may only occur once per turn.

10

Hoplite 285 10

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DragoonMixing the blinding speed of scouting models with the combat prowess of fighter riggs resulted in the Dragoon, an elite warrior that often leads entire squadrons into battle. A wise pilot will be wary of a Dragoon at any distance, as they are notorious for clearing entire battlefields with one mighty leap, and putting their weight behind an earthshattering strike on the way down.

Tier 2 Rigg Chassis GhastDesigned by Aphelion Industries, the Ghast is governed by advanced decision-optimization software combined with Aphelion’s state-of-the-art communications technology. Pilots routinely switch control of combat systems over to the Ghast’s formidable auto-pilot, as it will oftentimes calculate better options than a mere human mind ever could. The model is almost completely unarmored, as layers of plating would interfere with the uplinks to Aphelion’s satellite network.

Tier 2 Rigg Chassis

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 14,000 14

Arms 16,000 16

Torso 30,000 22

Legs 16,000 16

Engine 18,000 12

13

13

2

1

d8d10d8d10

8

10

8

10

0 -4

1 -7

1 -2

0 -3

Predictive Maneuvers -- Activate (3):Activate when making any Handling check. Make a Logistics check, and adds the result to the Handling check.

Agile -- Passive:If the rigg succeeds a Handling or Dodge check by 5 or more points, it gains +2 Speed on its next turn for each attack dodged. This effect stacks.

Leaping Strike -- Activate (3):The rigg’s next melee attack has +1 Power for every 2 spaces that the rigg moved this turn, up to a maximum of +5.

Heartseeker -- Passive:The rigg’s Called Shots have +2 Power.

6

Dragoon 302 10

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 10,000 10

Arms 22,000 20

Torso 28,000 19

Legs 16,000 16

Engine 18,000 14

15

15

0

0

d12d6d8d12

12

6

8

12

0 -7

0 -4

0 -4

0 -5

Holofield -- Activate (5):The rigg can choose to skip its next Logistics and Action Phase to become untargetable for one turn. During this turn, the rigg has +10 Speed.

Auto-Aim -- Activate (3):The rigg makes its next attack (melee or ranged) using Logistics instead of Aim or Strength for its To Hit roll.

Conductive Plating -- Passive:The rigg gains +2 to all Logistics checks.

Satellite Uplink -- Activate (2):The rigg loses their Movement Phase, but gains + 1d4 Logistics for this turn. This roll cannot be aced.

13

Ghast 337 12

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Rigg Briefing Rigg Briefing

CenturionThe Centurion is the default unit deployed by members of DEIS, due to its versatility and its generous energy cell capacity. This model’s surgically precise aim coupled with its uncanny reloading speed makes for an unparalleled marksman that incapacitates threats before they know the fight has even started.

Tier 2 Rigg Chassis BarghestAn armored goliath of melee ferocity, the Barghest’s massive frame belies surprising agility as it lopes across a battlefield in search of prey. Even more terrifying still is when a skilled pilot combines this model’s hulking mass with its powerful sprint, generating a warpath of momentum that takes the Barghest from one enemy to the next, leaving piles of smoldering steel in its wake.

Tier 2 Rigg Chassis

Visual Data Unavailable

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 16,000 16

Arms 18,000 18

Torso 28,000 24

Legs 20,000 20

Engine 18,000 15

7

7

5

3

d8d6d10d6

8

6

10

6

1 -5

1 -5

2 -7

0 -5

Careful Aim -- Activate (3):The rigg only makes one attack (melee or ranged) this turn, but the attack is made at +3 To Hit, and +3 Power.

Live Round Storage -- Activate (4):Pick one weapon on the rigg. That weapon fires twice the number of shots this turn.

Extra Capacitor -- Passive:The rigg has +4 Maximum Energy Cells.

Deflection -- Activate (2):Activate when being hit. The rigg’s pilot may choose to change the location hit to any other location. This ability cannot be used against Called Shots.

8

Centurion 283 9

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 14,000 14

Arms 18,000 18

Torso 31,000 31

Legs 14,000 14

Engine 19,000 12

11

11

8

4

d4d8d8d6

4

8

8

6

2 -4

2 -4

2 -5

2 -8

Reinforced Cockpit -- Passive:The rigg cannot lose Action Phases or Movement Phases from Malfunction effects, and the rigg’s pilot takes 1 less Wound from the Malfunction table than they otherwise would.

Powered Strikes -- Activate (3):Activate at the beginning of the turn. The rigg has -3 Speed for that turn, but adds 1d6 to each of their Strength-based rolls (Re-roll for each check). The roll cannot be aced. This effect does not stack.

Deadly Momentum -- Passive:If an attack disables or destroys an enemy’s part, the rigg can immediately move up to 6 spaces in any direction and make one free attack with any one weapon.

Brute Strength -- Activate (3):The rigg makes a Strength check against the target’s Handling check in melee range. If the attacker wins, the target takes 5 damage to an Arm of the attacker’s choice. This damage ignores Durability.

10

Barghest 325 10

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Rigg Briefing Rigg Briefing

RevenantThe Revenant is a model shrouded in mystery, since no manufacturer will take credit for its original prototype. Some theorize that the secretive organization Gnostikos made a single foray into rigg design. Whoever created the Revenant outfitted it with the latest in experimental technology, including a comlink launcher that allows a pilot to hack riggs via wire, and a cybersecurity device that backtraces hacking instantaneously and responds with a localized electromagnetic pulse to deter any future attempts.

Tier 3 Rigg Chassis

Visual Data Unavailable

FoxfireThe model that would become the Foxfire was a classified government weapon for many years, used only in specialized operations requiring “long-distance tactical containment.” Its blueprints were eventually leaked, and a modified rendition, the Foxfire, was born. Stories abound of pilots being fatally shot inside their cockpits while waiting behind cover, or hostile riggs being disabled as the pressure hoses on their legs are severed by gunfire from afar.

Tier 3 Rigg Chassis

Visual Data Unavailable

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 33,000 33

Arms 36,000 36

Torso 66,000 44

Legs 33,000 33

Engine 30,000 30

12

12

4

2

d12d10d10d10

12

10

10

10

0 -5

1 -4

2 -5

1 -5

Feedback Pulse -- Activate(2):If any enemy makes a hacking attempt against any target, the rigg and the hacker make opposed Logistics checks first. If the enemy loses the check, they take a Power 10 hit to their Head, and the hacking attempt ends automatically.

Acquisition -- Passive:The rigg gains +3 To-Hit against any targets that it won Logistics checks against (offensively or defensively) during this round of combat. This effect does not stack.

Utility Compartments -- Passive:The rigg has +4 Sockets, and may activate up to 2 pieces of equipment per turn, instead of 1.

Wireshot Hacking -- Activate (3):The rigg makes an Aim check at short range (6 Spaces) against the target’s Handling check. If the rigg wins, it gains +4 to all Logistics rolls against the target this turn. This effect does not stack.

13

Revenant 314 12

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 33,000 33

Arms 39,000 33

Torso 72,000 48

Legs 37,000 36

Engine 45,000 35

18

18

1

0

d10d8d12d12

10

8

12

12

0 -2

1 -2

0 -5

0 -3

Multi-Spectrum Imaging -- Passive:The rigg gains +4 To Hit against prone units. Enemy units may not use cover bonuses against the rigg.

Suppressive Shot -- Activate (3):The pilot makes their next ranged attack with +6 Power. If the attack hits, the defending pilot can choose to avoid the damage by immediately dropping prone. Riggs that are already prone do not have this choice.

Integrated Supports -- Passive:When the rigg is prone, it gains +3 to all Aim checks, and +3 Power to its ranged attacks.

Deadly Precision -- Activate (4):The rigg loses its Movement Phase, and may only make one attack. This attack is a Called Shot, and hits automatically.

10

Foxfire 304 16

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KodiakThe indisputable heavyweight champion, the Kodiak has oftentimes been described as an army tank with claws, which handily sums up the model’s overall design. With a reinforced frame that can withstand explosions and nanoshear claws engineered to rip through armor plating, a single Kodiak is capable of decimating entire squadrons of riggs.

Tier 3 Rigg Chassis

Visual Data Unavailable

StormbringerA marvel of Quantumex ingenuity, the Stormbringer is one of the newest experimental models in production. It utilizes a plasma-splitting energy source to rout power to any system or appendage, allowing it to adopt any role necessary for the situation at hand. Gifted with immense strength and lightning reflexes, the Stormbringer is quickly becoming one of the most feared models on the planet.

Tier 3 Rigg Chassis

Visual Data Unavailable

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 39,000 39

Arms 42,000 40

Torso 69,000 51

Legs 36,000 35

Engine 39,000 28

4

4

9

5

d10d12d8d8

10

12

8

8

2 -6

2 -9

3 -7

2 -8

Threat Marking System -- Passive:The rigg gains +2 To Hit against any enemy that attacked it last turn.

Powered Claws -- Activate (3):Activate at the beginning of the turn. The rigg has -4 Speed, but its unarmed attacks gain “Armor Piercing” for the turn.

Blitzkrieg -- Activate (2):Activate at the beginning of the turn. The rigg can boost and take its Action Phase this turn.

Armored Behemoth -- Passive:Armor Piercing attacks against this rigg have -2 Power.

10

Kodiak 366 12

Part Cost:Part: Cost

(Credits):Cost

(Favors):

Head 41,000 33

Arms 33,000 34

Torso 63,000 46

Legs 33,000 33

Engine 41,000 31

10

10

5

3

d10d12d12d10

10

12

12

10

1 -4

1 -7

2 -6

1 -5

Omni-Boost -- Activate (3):Activate at the beginning of a turn. The rigg gains +3 to any one type of Attribute check (Logistics, Aim, etc.) of the pilot’s choice until the beginning of its next turn. Activate only once per turn.

Target Acquired -- Activate (2):Activate after successfully hitting a target with an attack. If the next attack hits, it automatically hits the Location that was damaged in the previous attack.

Storm Shield -- Activate (4):Activate at any time. The rigg gains +2 Durability, and a shield that absorbs up to 15 points of damage from any location. These bonuses last for one full round of combat, or until the shield is destroyed. Does not stack with itself.

Opportunist -- Passive:The rigg gains +3 Power when attacking targets that are not in cover.

8

Stormbrngr 336 14

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42 43Rigg

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Brie

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Chassis Name WeightClass Description Typical Roles Durability Logistics Strength Aim Handling Speed Net

SocketsTotal Cost(Credits)

TIER ONE

Phalanx Medium

A very popular medium Rigg. Althoughdated, its parts are famously resilient andreliable for their price and weight class.

Well-roundedshock unit 4 D6 D6 D8 D6 6 6-3 = 3

33000

Argrest Light

An affordable, well-rounded light Rigg withgood sensor suites. Ideal for forwardscouting. Light scout 1 D10 D4 D8 D10 13 8-1 = 7

32000

Dostchef Heavy

A walking pile of armor. Slow, heavilyarmored, and a good ranged weaponsplatform.

Defense, Longrange fire support 7 D6 D8 D6 D4 3 12-6 = 6

35000

Hoplite Medium

A medium Rigg built for melee combat.Less armored than the Phalanx, but withmore offensive capacity at close range.

Flanking, mediummelee 5 D4 D10 D4 D8 8 10-5 = 5

34000

TIER TWO

Dragoon LightA light, but relatively well-armored Riggdesigned for melee combat.

Harassment, LightMelee 2 D8 D10 D8 D10 13 6-2 = 4

94000

Ghast LightAn agile, but extremely fragile Rigg withsophisticated sensor suites.

Sabotage,Ambush, TacticalDominance 0 D12 D6 D8 D12 15 16-7 = 9

97000

Centurion Medium

A solid, long-range medium Rigg. Tradesarmor for functionality. Excellent forassault sniping. Medium sniper 5 D8 D6 D10 D6 7 8+2-7 = 3

102000

Barghest Heavy A heavily armored, fast-moving Rigg.OffensiveDamage-soak 8 D4 D8 D8 D6 11 7-5 = 2

96000

TIER THREE

Revenant MediumA versatile medium Rigg with experimentalsensor technology.

Medium assault,StrategicDominance,Shock 4 D12 D10 D10 D10 12 14-4 = 10

198000

Foxfire LightAn ultralight sniper with unparalleledfirepower at range on the battlefield.

Assassination,Search andDestroy 1 D10 D8 D12 D12 18 12-4 = 8

230000

Kodiak HeavyA slow, heavily armored colossus.Terrifying in melee combat.

Vanguard, Heavymelee support 9 D10 D12 D8 D8 4 10-10 = 0

225000

Stormbringer HeavyA heavy Rigg that sacrifices armor forsheer functionality.

All purpose heavysupport. Adapts tomost situations 5 D10 D12 D12 D10 10 8-6 = 2

203000

Earthborn rigg Summaries

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44 45Rigg

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Head Types:Head Type Tier Weight Class Durability Engine Draw Logistics Key Feature (Ability) Cost

(Favors)Cost

(Credits)

Phalanx 1 Medium 1 -5 D6

Rerout Power -- Activate (4): Activate at any time.The Rigg gains +3 to all Strength-based rolls or +3 toall Aim-based rolls for the rest of the turn. 5 2000

Argrest 1 Light 0 -4 D10

Gambit -- Activate (1): Re-roll any check. If the checkfails, Gambit drains 3 additional Energy. The re-rollfails if the new result is lower than the original roll. 4 2000

Dostchef 1 Heavy 2 -6 D6 System Bypass -- Passive: If the Rigg would suffer aroll on the Malfunction Chart, make a Logistics check,DC 5. If successful, ignore the effect.

6 3000

Hoplite 1 Medium 1 -1 D4 Backup Servos -- Activate (2): The Rigg may re-roll afailed Strength check.

6 2000

Dragoon 2 Light 0 -4 D8 Predictive Maneuvers -- Activate (3): Activate whenmaking any Handling check. The pilot makes aLogistics check, and adds the result to the Handlingcheck.

14 14000

Ghast 2 Light 0 -7 D12 Holofield -- Activate (5): Activate at any time. TheRigg can choose to skip its next Logistics and ActionPhase to become untargetable for one turn. Duringthis turn, the Rigg has +10 Speed.

10 10000

Centurion 2 Medium 1 -5 D8 Careful Aim -- Activate (3): The Rigg only makes oneattack (melee or ranged) this turn, but the attack ismade at +3 AIM, and +3 Power.

16 16000

Barghest 2 Heavy 2 -4 D4 Reinforced Cockpit -- Passive: The Rigg cannot loseAction Phases or Movement Phases from Malfunctioneffects, and the Rigg's pilot takes 1 less Wound fromthe Malfunction table than they otherwise would.

14 14000

Revenant 3 Medium 0 -5 D12 Feedback Pulse -- Activate (2): If any enemy makes ahacking attempt against any target, the Rigg and thehacker make opposed Logistics checks first. If theenemy loses the check, they take a Power 10 hit totheir Head, and the hacking attempt endsautomatically.

33 33000

Foxfire 3 Light 0 -2 D10 Multi-Spectrum Imaging -- Passive: The Rigg gains+4 To Hit against prone units. Enemy units may notuse cover bonuses against the rigg.

36 37000

Kodiak 3 Heavy 2 -8 D10 Threat Marking System -- Passive: The Rigg gains +2To Hit against any enemy that attacked it last turn.

39 39000

Stormbringer 3 Medium 1 -4 D10 Omni-Boost -- Activate (3): Activate at the beginningof a turn. The Rigg gains +3 to any one type ofAttribute check (Logistics, Aim, etc.) of the pilot'schoice until the beginning of its next turn. Activateonly once per turn.

41 33000

Arm Types:Arm Type Tier Weight Class Durability Engine Draw Servo

Strength Key Feature (Ability) Cost(Favors)

Cost(Credits)

Phalanx 1 Medium 1 -6 D6

Ambidextrous -- Passive: If the Rigg has a disabled Arm oris missing an Arm, it may still use Two-Handed weaponswith no penalty. 8 4000

Argrest 1 Light 1 -2 D4

Augment Systems -- Activate (4): Activate at any time.The Rigg gains +3 to all Aim-based rolls or +3 to allHandling-based rolls for the rest of the turn. 6 3000

Dostchef 1 Heavy 1 -7 D8Magnum Charges -- Activate (4): On this turn, targets hitby the Rigg's ranged attacks are knocked prone. 8 5000

Hoplite 1 Medium 1 -7 D10

Coup de Grace -- Activate (3): The Rigg makes only oneattack this turn. This attack is at +1 To Hit and +3 Power.Against a prone enemy adjacent to the Rigg, this bonus isdoubled. 10 5000

Dragoon 2 Light 1 -8 D10

Agile -- Passive: If the Rigg succeeds a Handling or Dodgecheck by 5 or more points, it gains +2 Speed on its nextturn. This effect stacks. 16 16000

Ghast 2 Light 0 -3 D6

Auto-Aim -- Activate (3): The Rigg makes its next attack(melee or ranged) using Logistics instead of Aim orStrength for its To Hit roll. 20 22000

Centurion 2 Medium 1 -5 D6

Live Round Storage -- Activate (4): Pick one weapon onthe Rigg. That weapon fires twice the number of shots thisturn. 18 18000

Barghest 2 Heavy 2 -4 D8

Powered Strikes -- Activate (3): Activate at the beginningof the turn. The Rigg has -3 Speed for that turn, but adds1d6 to each of their Strength-based rolls (Re-Roll for eachcheck). The roll cannot be aced. This effect does notstack. 18 18000

Revenant 3 Medium 1 -4 D10

Acquisition -- Passive: The Rigg gains +3 To-Hit againstany targets that it won Logistics checks against(offensively or defensively) during this round of combat.This effect does not stack. 36 36000

Foxfire 3 Light 1 -2 D8

Suppressive Shot -- Activate (3): The pilot makes theirnext ranged attack with +6 Power. If the attack hits, thedefending pilot can choose to avoid the damage byimmediately dropping prone. Riggs that are already pronedo not have this choice. 33 39000

Kodiak 3 Heavy 2 -9 D12

Powered Claws -- Activate (3): Activate at the beginning ofthe turn. The Rigg has -4 Speed, but its unarmed attacksgain “Armor Piercing” for the turn. 40 42000

Stormbringer 3 Heavy 1 -7 D12

Target Acquired -- Activate (2): Activate after successfullyhitting a target with an attack. If the next attack hits, itautomatically hits the Location that was damaged in theprevious attack. 34 33000

Torso Types:Torso Type Tier Weight Class Durability Engine Draw Sockets Aim Key Feature (Ability) Cost

(Favors)Cost

(Credits)

Phalanx 1 Medium 1 -5 6 D8

Resistive Armor -- Passive: If the Rigg takes morethan 8 damage (after Durability), that damage isreduced to 8. 7 10000

Argrest 1 Light 0 -2 8 D8Ablative Armor -- Passive: Armor Piercing attacksagainst this Rigg have one-half the Power. 6 11000

Dostchef 1 Heavy 2 -8 12 D6

Juggernaut -- Activate(2): Activate when the Riggmoves into melee range with a target. Both Riggsroll opposed Handling checks. If the attackingRigg wins, both Riggs take Power 10 hits, and thedefender is knocked prone. 9 12000

Hoplite 1 Medium 2 -5 10 D4

Counter Strike -- Passive: If this Rigg successfullydefends against a melee attack by 5 or more, theattacking Rigg is knocked prone. This effect mayonly occur once per turn. 8 11000

Dragoon 2 Light 1 -2 6 D8Heartseeker -- Passive: The Rigg's Called Shotshave +2 Power. 22 30000

Ghast 2 Light 0 -4 13 D8

Satellite Uplink -- Activate (2): The Rigg losestheir Movement Phase, but gains + 1d4 toLogistics for this turn. This roll cannot be aced. 19 28000

Centurion 2 Medium 2 -7 8 D10

Deflection -- Activate (2): Activate when being hit.The rigg's pilot may choose to change thelocation hit to any other location. This abilitycannot be used against Called Shots. 24 30000

Barghest 2 Heavy 2 -5 10 D8

Brute Strength -- Activate (3): The Rigg makes aStrength check against the target's Handlingcheck in melee range. If the attacker wins, thetarget takes 5 damage to an Arm of the attacker'schoice. This damage ignores Durability. 31 31000

Revenant 3 Medium 2 -5 14 D10

Wireshot Hacking -- Activate (3): The Rigg makesan Aim check at short range (6 Spaces) againstthe target's Handling check. If the Rigg wins, itgains +4 to all Logistics rolls against the targetthis turn. This effect does not stack. 44 66000

Foxfire 3 Light 0 -5 10 D12

Deadly Precision -- Activate (4): The Rigg losesits Movement Phase, and may only make oneattack. This attack is a Called Shot, and hitsautomatically. 48 72000

Kodiak 3 Heavy 3 -7 10 D8Armored Behemoth -- Passive: Armor Piercingattacks against this Rigg have -2 Power. 51 69000

Stormbringer 3 Heavy 2 -6 8 D12Opportunist -- Passive: The Rigg gains +3 Powerwhen attacking targets that are not in cover. 46 63000

Leg Types:Leg Type Tier Weight Class Durability Engine Draw Handling Key Feature (Ability) Cost

(Favors)Cost

(Credits)

Phalanx 1 Medium 1 -7 D6

Dynamic Servo-Lock -- Activate (2): The Rigghas no Movement Phase this turn. Its first attackis a Called Shot with no penalty To Hit. 6 5000

Argrest 1 Light 0 -4 D10

Collapsible Frame -- Passive: When in any kindof cover, the Rigg gains a +2 Dodge bonus inaddition to whatever bonus the cover normallyprovides. 5 4000

Dostchef 1 Heavy 2 -7 D4

Immovable -- Passive: The Rigg is immune to allTripped, Knockback, and Knockdown effects,including those from critical hits. 8 3000

Hoplite 1 Medium 1 -7 D8

Reinforced Servos -- Passive: The Rigg isimmune to all effects that give penalties toSpeed, unless a Leg is destroyed. 7 3000

Dragoon 2 Light 0 -3 D10

Leaping Strike -- Activate (3): The Rigg's nextmelee attack has +1 Power for every 2 spacesthat the Rigg moved this turn, up to a maximumof +5. 16 16000

Ghast 2 Light 0 -5 D12Conductive Plating -- Passive: The Rigg gains +2to all Logistics checks. 18 19000

Centurion 2 Medium 1 -3 D6Extra Capacitor -- Passive: The Rigg has +4Maximum Energy Cells. 20 20000

Barghest 2 Heavy 2 -8 D6

Deadly Momentum -- Passive: If an attackdisables or destroys an enemy's Part, the Riggcan immediately move up to 6 spaces in anydirection and make one free attack with any oneweapon. 14 14000

Revenant 3 Medium 1 -5 D10

Utility Compartments -- Passive: The Rigg has+4 Sockets, and may activate up to 2 pieces ofequipment per turn, instead of 1. 33 33000

Foxfire 3 Light 0 -3 D12

Integrated Supports -- Passive: When the Rigg isprone, it gains +3 to all Aim-based rolls, and +3Power to its ranged attacks. 36 37000

Kodiak 3 Heavy 2 -6 D8

Blitzkrieg -- Activate (2): Activate at thebeginning of the turn. The rigg can boost andtake it's Action phase this turn. 35 36000

Stormbringer 3 Heavy 1 -5 D10

Storm Shield -- Activate (4): Activate at any time.The rigg gains +2 Durability, and a shield thatabsorbs up to 15 points of damage from anylocation. These bonuses last for one full round ofcombat, or until the shield is destroyed. Does notstack with itself. 33 33000

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Rigg Briefing Armory

Engine and Booster Types:

Engine Type Tier Weight Class Engine Power Socket Cost Energy CellsCost

(Favors)Cost

(Credits)Phalanx 1 Medium 30 3 10 7 12000Argrest 1 Light 25 2 12 6 12000Dostchef 1 Heavy 36 5 8 8 12000Hoplite 1 Medium 28 5 10 7 13000Dragoon 2 Light 30 2 10 12 18000Ghast 2 Light 33 7 12 14 18000Centurion 2 Medium 28 3 9 15 18000Barghest 2 Heavy 32 5 10 12 19000Revenant 3 Medium 31 4 12 30 30000Foxfire 3 Light 30 4 16 35 45000Kodiak 3 Heavy 36 6 12 28 39000Stormbringer 3 Heavy 33 6 14 31 41000

Founder Engine(Light) 2 Light 26 4 14 14 24000Founder Engine(Medium) 2 Medium 31 4 10 15 26000Founder Engine(Heavy) 2 Heavy 36 6 12 17 29000

Booster Type Description Weight Class Back Durability Engine Draw Boost Rate Cost (Favors) Cost (Credits)

No BoosterFor short sorties and urban combat, somepilots choose not to equip boosters at all. N/A +0 +0 0 0 0

DoSD Stock Issue Booster

The standard issue booster equipped by allstandard Earthborn military units. Massproduced by the Department of StrategicDefense in the decade following colonization. Medium +0 -2 8 4 7000

Aphelion Light Class Booster Light -2 -1 8 10 14000DoSD Heavy Class Booster Heavy +0 -3 12 13 13000Defensive Booster Heavy +3 -3 7 12 12000Quantimex "Dash" Booster Medium -1 -5 17 14 14000

Armory

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Armory Armory

Arming Riggs & Weapons:Primary Weapons:A rigg can store two sets of weapons. A set consists of either two One-Handed weapons, such as a pistol and sword, or one Two-Handed weapon, such as a rifle.

The first set is held in the rigg’s hands, and the second set is strapped to the rigg’s back for easy access. A rigg can swap between weapon sets at any point during their Logistics Phase.

At any Phase in their turn, a rigg can drop a weapon to the ground without taking up a Phase, but they can only pick up weapons off the ground during their Action Phase, and a rigg cannot pick up a weapon and attack with it in the same turn.

Weapon Stats:Weapons have a specific set of basic stats that control how the weapon is used in combat. These stats can be found in the “Armory” section of the rulebook.

• Range: The range of the weapon. If the distance between the attacking and defending rigg is greater than the range, the weapon cannot be used.

• Power: The overall strength of the weapon. This stat controls, effectively, the amount of raw damage the weapon can do.

• Class: The kind of weapon. Mostly for flavor, this helps to distinguish, logically, why a certain weapon should behave the way it does. (For example, “Mortar” weapons tend to have the same special attributes.)

• Type: The way the weapon can be equipped. Weapons can be 1H (One-Handed), 2H (Two-Handed), or Socket (takes up equipment Sockets instead of set space).

• Shots: The number of times the weapon can attack in one turn.

• Special: The list of special rules associated with the weapon. The “Special Weapon Effects” list below explains what the different special effects are.

• Bonuses: Some weapons give miscellaneous bonuses to a rigg. Generally, To Hit bonuses apply only to attacks made with that weapon, and Handling penalties affect the rigg whenever the weapon set is active.

Special Weapon Effects:

• ArmorPen: The weapon pierces through armor and ignores durability. Targets will always take full damage from these weapons.

• AoE X: AoE Weapons hit a location instead of a target, and hit all targets within “X” hexes (or inches) of the location. (See AoE Weapon Rules for further information.)

• Scatter: A single hit results in 3 Part rolls for the rigg, and each part takes damage. One part can be hit more than once. Weapons with Scatter cannot use Called Shots.

• Destroy Cover X: Destroys all cover in the path of the shot with a rating of up to and including “X”, and ignores cover bonuses at X or below. The cover is destroyed even if the shot misses.

• Indirect: Does not require Line of Sight, only range.

• Knockdown X: riggs hit by a weapon must roll a handling check, DC X, or be knocked prone.

• Minimum Range X: The weapon is unwieldy and cannot be aimed reliably within X spaces of the rigg. (-10 to Aim/To-Hit rolls with this weapon inside this range).

• Consumable: The weapon is disposable, and can only be used once ever. After one use, the weapon is gone (such as grenades).

Area of Effect Weapon Rules:Area-of-effect (or AoE) weapons strike at targets with a powerful blast that affects multiple Spaces at once. AoE weapons do not target a specific rigg, and cannot be aimed with a Called Shot. Instead, the pilot declares a target location (a Space on the battlefield). The attacker then rolls to see if they can land the shot. The attacker makes an Aim check, with a DC equal to the distance between the rigg and the target location. If the attacker wins the roll, the shot lands perfectly.

If the attacker fails the roll, the shot misses the intended point, but still detonates. Instead, the blast lands d6 spaces (or inches) away in a random direction. (If you do not have an “arrow” dice, spin a pencil or a d10 to indicate the direction the shot scatters in.)

Weapons marked as AoE will also have a number attached to the AoE tag. This is the radius of the explosion. (Eg: AoE 2). All targets within that many spaces of the centerpoint of the explosion are automatically hit. Rules for hit part and damage are normal from this point on.

“Keeping a rigg’s knife sharp is a royal pain in the ass, seeing as how the so-called knife is bigger than our fridge. That’s why I’ve always hung onto the head of a Dragoon I trashed about 20 kilometers north of Sigmus. It’s just about the same size as the sharpening wheel we had back in the Academy, and it ain’t nearly as noisy.”

“Nah, I’m just pulling your leg. A Dragoon noggin would never keep an edge. The head’s from a Dostchef.”

--Ogden Stern

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Armory

50Arm

ory

Name Store Type Class Range Type Power Special Attacks Bonuses & Notes Cost (Favors) Cost (Credits)Combat Knife Melee Melee - 1 Hand 8 1 +1 to Defense rolls against melee attacks. 1 4500Sword Melee Melee - 1 Hand 11 1 4 7000

Spear Melee Melee - 1 Hand 8 1+1 Power for every 2 spaces moved that turn in aconsecutive straight line. (Maximum Bonus: +5) 5 9000

Lance Melee Melee - 2 Hand 10 1+1 Power for every 2 spaces moved that turn in aconsecutive straight line. (Maximum Bonus: +7) 5 10000

Powersword (AP) Melee Melee - 1 Hand 4 ArmorPen 1 6 12000

Energy Lance (AP) Melee Melee - 2 Hand 4 ArmorPen 1+1 Power for every 2 spaces moved that turn in aconsecutive straight line. (Maximum Bonus: +7) 12 24000

Tankslayer Sword(AP) Melee Melee - 2 Hand 8 ArmorPen 1 -3 To Hit 15 30000Pulse Pistol (AP) Ranged Pistol Short 1 Hand 2 ArmorPen 1 6 12000Machine Pistol Ranged Pistol Short 1 Hand 7 1 4 8500Magnum Pistol Ranged Pistol Medium 1 Hand 12 1 -2 To Hit 5 10000Submachine Gun Ranged Rifle Medium 2 Hands 10 2 8 15000Rifle Ranged Rifle Long 2 Hands 9 2 +1 To Hit 6 12000Carbine Ranged Rifle Medium 2 Hands 7 3 6 12000Pulse Carbine (AP) Ranged Rifle Medium 2 Hands 3 ArmorPen 3 -1 To Hit 8 16000Flak Cannon Ranged Shotgun Short 2 Hands 4 Scatter 1 -2 To Hit 9 18000Combat Shotgun Ranged Shotgun Short 2 Hands 8 Scatter 1 10 20000Glascow MK1 Ranged Sniper Rifle Long 2 Hands 14 Destroy Cover 1 1 Minimum Range 5, -3 Speed When Equipped 7 15000Glascow MK2 Ranged Sniper Rifle Long 2 Hands 11 2 Minimum Range 5, -3 Speed When Equipped 12 25000

Glascow MK3 Ranged Sniper Rifle Long 2 Hands 15Knockdown 7,Destroy Cover 2 1 Minimum Range 6, -6 Speed When Equipped 18 36000

Heavy Missile Pack Socket Missile Medium 4 Sockets 13 Indirect 1 +2 To Hit, Can't use Called Shots 8 15000Missile Pack Socket Missile Medium 2 Sockets 8 Indirect 1 +2 To Hit, Can't use Called Shots 4 8500Delayed DetonationMissiles (AP) Socket Missile Medium 4 Sockets 4 ArmorPen, Indirect 2 Can't use Called Shots 7 14000Cutting Laser (AP) Socket Ranged Short 2 Sockets 2 ArmorPen 1 3 5500

Artillery Speciality Ranged VeryLong Booster 16

AoE 3, Indirect,Destroy Cover 2,Knockdown 10 1

Minimum Range 10, -4 Speed When Holstered, -8 SpeedWhen Equipped 55* 120000

Gatling Gun Speciality Ranged Medium 2 Hands, Booster 9 4 Speed -3 (Always), Can't use Called Shots 45* 75000

RPG (AP) Speciality

RocketPropelledGrenade Long 2 Hands 13

Consumable,ArmorPen, DestroyCover 3,Knockdown 8 1 -2 To Hit, Can't use Called Shots 10* 12000

EMP Rifle Speciality Rifle Medium 2 Hands 4 1 On Hit: Drain 3 Energy 50* 90000

Frag Grenade Grenade Grenade Medium 1 Socket 6

AoE 2,Consumable,Destroy Cover 2 1 Double Power vs. units in Cover 1 1000

Incendiary Grenade Grenade Grenade Medium 1 Socket 10AoE 2,Consumable 1 1 1500

Plasma Grenade (AP) Grenade Grenade Medium 1 Socket 5AoE 1, ArmorPen,Consumable 1 2 2500

Specialty Shield - 1 Hand - - - Absorbs up to 15 points of damage (Durability 0) 6 14000Shield (Energy) Specialty Shield - 1 Hand - - - Absorbs 2 hits with less than 12 power, then deactivates 6 12000Riot Shield Specialty Shield - 1 Hand - Heavy - Absorbs up to 25 points of damage (Durability 2) 10 20000

Rigg Weapons:

Name Socket Use Cost (Favors) Cost(Credits)

Sensor Boost 1 Sockets+3 to detecting cloaked/hidden objects and units for oneturn. (Consumable) 1 800

Large Sensor Boost 2 Sockets+6 to detecting cloaked/hidden objects and units for oneturn. (Consumable) 2 1100

Energy Field 3 Socket

Projects a field around the Rigg that protects only itself andanything directly under it. The shield has 20 Hit Points, and0 Durability. It does not protect against melee, or rangedweapons in melee range. It lasts for 3 rounds, or untilbroken.(Consumable) 4 2200

Heavy Energy Field 5 Sockets

Deploys a Shield generator at the Rigg's current location,that protects its location and all surrounding hexes. Theshield has 40 Hit Points and 0 Durability. Does not protectagainst melee, or ranged weapons in melee range. Lastsfor 3 rounds or until destroyed. (Consumable) 5 4000

Auxuillary Battery 3 SocketsRigg regains +5 Energy. Using this equipment takes theRigg's entire Action Phase. (Consumable) 1 1500

Jamming Beacon 2 SocketsEnemy Riggs on the map have -4 to Logistics Checks thisturn. (Consumable) 2 1600

Firewall 1 SocketActivate when being hacked. This turn, gain +3 todefensive rolls against hacking attempts. (Consumable) 1 800

HCM: Hacking Counter-Measures 2 Sockets

Activate when Hacking or being Hacked. Automaticallysets the access level to 0, and ends the hacking attempt.(Consumable) 2 1400

Virus (Access Level) 3 Sockets

When equipping, pick an Access Level and write it down. Ifa hacker reaches or passes that access level, theyautomatically take a hit to their rigg's Head with Powerequal to that level. (Consumable) 2 1600

Task ManagementSystems 1 Socket

The Rigg may make an additional hacking attempt thisturn. This attempt does not have to be against the sametarget as the previous. (Consumable) 2 2000

Signal Booster 1 SocketThe Rigg ignores the penalties to hacking attempts atmedium and long ranges this turn. (Consumable) 1 800

Range Augmentation 1 SocketsExtends all non-melee weapon ranges by one level (6spaces) for this turn. (Consumable). 2 1600

Targeting Systems 2 Sockets The Rigg gains +3 Aim for this turn. (Consumable) 2 1200

Torque Multipliers 3 SocketsThe Rigg gains +2 Strength and +2 Power to melee attacksfor this turn. (Consumable) 1 1200

Reinforced Stabilizers 3 SocketsThe Rigg gains +2 Aim and +2 Power to ranged attacks forthis turn. (Consumable) 1 1200

Flyweight Triggers 3 Sockets +3 Handling for this turn. (Consumable) 1 1200High-Yield Transistors 3 Sockets The Rigg gains +3 Logistics for this turn. (Consumable) 2 1200

Light Cloaking Field 2 Sockets

Enemy riggs must make a Logistics Check, DC 6, or loseline-of-sight on the rigg. This does not protect againstIndirect fire weapons or hacking attempts. Lasts for 2Turns. (Consumable) 3 2400

Heavy Cloaking Field 4 Sockets

Enemy riggs must make a Logistics Check, DC 10, or loseline-of-sight on the rigg. This does not protect againstIndirect fire weapons or hacking attempts. Lasts for 3 turns.(Consumable) 4 3200

Rigg Equipment

Name Store Type Class Range Type Power Special Attacks Bonuses & NotesCost(Favors) Cost (Credits)

Combat Knife(Infantry) Melee Melee - 1 Hand 1 1 +1 to defensive Strength Checks in melee 100Machete Melee Melee - 2 Hand 2 1 300Energy Blade Melee Melee - 1 Hand 1 ArmorPen 1 2000Pistol (9mm) Pistol Ranged medium 1 hand 2 1 250Assault Rifle (infantry) Rifle Ranged medium 2 Hand 2 2 1200Sniper Rifle (Infantry) Rifle Ranged long 2 Hand 3 1 Minimum Range 3 2400Shotgun Rifle Ranged short 2 Hand 4 1 2000Rocket PropelledGrenade (Infantry) Speciality Ranged long 2 hand 8

ArmorPen,Consumable 1 -2 To Hit vs. Infantry 6000

Hand Grenade Grenade Grenade Medium 1 Hand 4 AoE 2,Consumable,Demolish 2

1 1 1000

Ballistics Vest Armor Armor - - - - -Absorbs 3 points of damage (Durability 1) thenbreaks. 1 1000

EPSG: EmergencyPersonal ShieldGenerator Consumable Consumable - - - - -

Activates if the pilot would be killed by an attack.Roll 1d6. On a 2-6, the EPSG activates and thepilot drops to 5 wounds. After this, the devicebreaks. On a 1, the device fails. 3 4000

Pocket Digital Device Gadget Gadget 6 1 Hand - - -Allow the pilot to make out-of-mech Logistics rolls,at a D6. 1 500

Backpack Gadget Gadget - Back - - -Allows the pilot to carry 4 additional objects. (TwoHanded weapons count as two objects). 1 100

Pilot Weapons and Equipment:

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Data Archives

The City of Sigmus

What was once just a humble outpost at the Relay site has evolved over time into a nexus of manufacturing, commerce, and military activity. The city is most immigrants’ first stop on Gliese, and with unfriendly Founder villages and untamed wilds not too far away, Sigmus is about as far as most immigrants get. Sigmus is ostensibly governed by a mayor instated by the IRE, although the mayor is more of a figurehead than a genuine legislator. True power belongs to the IRE, who hands down any and all political decisions from Earth. Law enforcement in the city is rather lax, with the exception of the local military installment, which is under constant surveillance.

Sigmus holds many points of interest for rigg pilots, including a rigg black market, government labs, and a myriad of corporate and mercenary interests willing to pay for reconnaissance and manhunt operations.

Temperance The shadier side of Sigmus, Temperance once held many factories and plants, but Quantumex swiftly put any competitors out of business, leaving the neighborhood a haggard slum. It’s said that anything can be bought in Temperance, up to and including human lives.

Several mercenary forces have their stations located in Temperance, such as the detective agency known as the Hounds of Lelaps. Rumor has it that Blackburn operates out of somewhere in the area as well, although their secretive nature makes it difficult to verify such information.

South Temperance is well-known for its Bazaar, a black market of fenced technology and illegal rigg parts. How it has yet to be shut down by the local government remains unclear, but people suspect that Bazaar money is lining some DEIS pockets.

Operating Factions in the Area --Hounds of Lelaps --Blackburn

Notable Districts:

Atropos-9 As soon as the Sigmus Relay had been re-activated, the Department of Earth Intelligence and Security had an installment in the area, even before most of the city had sprung up. The militarized zone keeps to itself for the most part, but there is a well-known tendency for anyone of too high a criminal profile to suddenly disappear, without warning or provocation. Atropos-9 is guarded around the clock by combat personnel, sometimes even inside their squad-issue riggs. They are given express orders to subdue anyone that could potentially “incite a troublesome situation”, and their standards for troublesome situations are set fairly low. Even wandering near a soldier is enough to have them ask for your identification, promptly followed by a series of questions regarding your occupation and residence on Gliese. Lingering around a soldier after answering those questions is a quick route to arrest or worse. Quantumex is also understood to have laboratories within the confines of the installment, although little information is to be discovered regarding the labs’ experiments, research, or business practices.

Operating Factions in the Area --DEIS --DSD --DN --Quantumex

Parsonage ParkThis neighborhood’s pristine skyscrapers make for an oddly scenic gem, in an otherwise ruddy and industry-choked city. Parsonage Park is the corporate district of Sigmus, home to all the business giants and their respective offices.

Quantumex and Vitruvius are extremely secure, with very little traffic in and out aside from direct employees and important clients.

Aphelion, on the other hand, is strangely accepting of visitors, especially anyone willing to join their Infocom network. All they ask for is information, in substantial amounts. Information about where you were born, your favorite foods, your aspirations in life, your irrational fears. Submission of all this information, though bizarre and unnerving, grants you virtually unlimited access to a computerized data network faster and more powerful than anything else on the market.

Operating Factions in the Area --Quantumex --Aphelion (Gnostikos) --Vitruvius

Heb Kushai Recently, the less xenophobic Founders have started to collect in the southwest portion of the city, for it is not far from Sigmus’ southern end that a Monolith hums its crystal song to all those who would listen. Some suspect that the Founders are performing a sort of scouting mission and reporting back to their superiors regarding Earthborn technology and behavior, although such claims have not been substantiated. The entire neighborhood is a perfectly transplanted slice of Founder culture. Charms of madstone sway in the wind, hanging from apartments and streetlights. Founders that make the move to Sigmus rarely stray very far from Heb Kushai, as the level of intergalactic culture shock is almost too much.

The Founders that live in Sigmus are frequently shunned by their former villages, as those who would coexist willfully with the Earthborn are perceived to have faulty allegiances. Some of the Heb Kushai population will make an expedition to a less conservative village from time to time, to bring resources and goodwill. They always appreciate a helping hand to escort their caravans across bandit-riddled wastes.

Operating Factions in the Area --Founders, Emissaries --Founders, Gatekeepers

“Personally, I try to keep all business with the Founders down to a real tiny minimum. You hear any of them stories? About how they open up their own kind, pop a madstone inside, and then zip ‘em back up? There ain’t nothing natural about that. If we’re speaking freely here, there ain’t nothing natural about them at all, not one bit. I don’t mind the way they look so much, I’ve fought alongside men much uglier than Founders.

But it’s the way they think. It’s how their eyes don’t rest on you the same way other people’s do. Something in their brain software glitched between all those years cuddling up to madstone. No matter what the IRE spits at you about how we gotta ‘hold the hands of our long-lost cousins’, don’t believe a word of it. They ain’t our cousins. They ain’t even related anymore. They’re a whole other animal now.”

--Sgt. Thomas Bauk, 2nd Armored Division

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Mysteries of the Frontier

Madstone Its proper name is tetrasilicate psymerald, but recent colonists have taken to calling the luminescent mineral “madstone”, as the radiation it emits is known to affect human neurochemistry, triggering intense hallucinations, dementia, and worse. Founders appear to be immune to its harmful effects, with the exception of an unlucky few. (See Mysteries of the Frontier: The Hunters for more information.) In fact, many Founder communities have discovered that refined madstone can act as a makeshift power source, providing energy for appliances, weapons, and riggs. Madstone is also frequently seen in Founder jewelry and house ornamentation. Many research enterprises, such as private corporations as well as the IRE, are willing to pay for information regarding whereabouts of significant madstone deposits.

The Monoliths Across all of known Gliese, towering spikes of madstone crystal dot the landscape, adorned with strange harnesses. These Monoliths emit extremely powerful bursts of radiation along the surface of the planet, although this energy is of a different nature than normal madstone, or else new colonists everywhere would suffer the mineral’s ill effects. (See Mysteries of the Frontier: Madstone for more information.) This alternate form of madstone radiation is believed to be responsible for the original settlers’ mutation into what is known today as Founders, although a host of other environmental factors make it difficult to attribute the change to any one influence. The Founders’ relations to the Monoliths varies greatly from family to family. Some ascribe a sort of spiritual significance to them, while others fear them for the prospect of Hunters. (See Mysteries of the Frontier: The Hunters for more information.) Regardless of community perspective, however, it is worth mentioning that virtually all Founder settlements are within close proximity to a Monolith. Those Founders who venture too far away claim to feel a peculiar coldness in their bodies, that never goes away until they return.

The Rite of Sealing Among the Founders’ stranger rituals is the Rite of Sealing, the procedure by which a bead-sized fragment of madstone is surgically implanted beneath the skin. Stranger still is how veins and nerves swiftly re-rout their paths through pores in the fragment, as though it were an organ. With some practice, a Founder can subtly manipulate the wavelength at which the implanted stone emits

radiation. There is some speculation that a skilled rigg pilot can synchronize the wavelength of their personal stone with that of their rigg’s power source, enabling a deeper connection between the two. Studies to prove this phenomenon have been inconclusive so far.

The Silent More than one expedition returning from Gliesan ruins tells stories of towering statues, springing to life as intruders approach. Aside from their hulking frames and mechanical gait, their most haunting feature is the complete and utter quiet that accompanies them, soaking up all nearby sound like a sponge. Some theorize their construction is a feat of forgotten technology, designed by whatever occupied Gliese before the Founders. Others believe that they are a natural byproduct of madstone deposits warping and animating the stone itself. Whatever their origin, the voiceless warriors known as the Silent guard most Monolith sites, with eternal vigilance and eerie calm.

The Hunters Of the entire Founder population, there is an extremely small subset who suffers from a subtle genetic defect. Most Founders can endure substantial amounts of madstone radiation with virtually no effect to their physiology or health, but those who carry this defect respond to the madstone’s energies with a sudden and frightful transformation. Normal muscle tissue will twist and wind into powerful sinew, as the victim’s strength, stamina, and agility are all magnified to superhuman levels. Unfortunately, the change also amplifies aggression and violent tendencies, while effectively disabling the parts of the brain responsible for empathy and social interaction. The result is a deranged killing machine, with an insatiable thirst for destruction and the abilities to slaughter anyone who would stand in their way. A Hunter retains all technical faculties they had prior to the transformation, including skill with firearms, vehicles, and piloting riggs. Every so often, one will hear stories of crazed riggs in the Gliesan wasteland, running on all fours like a beast, or collecting wrecked parts to form a sort of macabre nest. The first Hunter transformations are completely unrecorded, and information on subsequent incidents is sparse and difficult to find. Founders are loath to release any data on the subject, as one would expect from a people that had to kill their kinsmen who suffered the curse. Rumor has it that the Rite of Sealing (see Mysteries of the Frontier: The Rite of Sealing for more information) is actually a way of weeding out those would become Hunters at an early age, but others dismiss the idea for its unnecessary cruelty.

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Factions - EarthbornNotable Corporations-- Quantumex Originally a defense contractor, Quantumex changed their mission statement in a hurry after their particle-cleaving technology stumbled across the answer to folding lines of space-time, making interstellar travel possible. After developing the Sigmus Relay, Quantumex turned its public activities to more humanitarian pursuits, and how their wondrous innovation would champion the cause of science, not war. They maintained this stance until the start of the Third World War, when the company promptly resumed its weapons development. Once the war was over and the Sigmus Relay was activated, Quantumex shifted its focus yet again, this time to Gliesan expansion and control of the Founders’ enigmatic energy source. Seeing as how Quantumex employees constructed the Relay, the owners of the company believe they are entitled to a certain part of Gliesan territory, but the Founders have other ideas. The pilots that work for Quantumex have a knack for using unfamiliar weapons and technology, due to their careers of testing experimental prototypes.

-- Aphelion Industries Aphelion was a small telecommunications company that managed a meager existence through decency to clients and honorable business practices. Between insurmountable competition and widespread economic depression after the war, the company teetered on the brink of collapse. Members of Gnostikos approached them with an offer: Gnostikos would use its mysterious influence to save the company, provided that their organization had complete and unhindered access to Aphelion’s satellite network. Not knowing what to expect, the Aphelion executives agreed. Across the world, government agencies suddenly received massive troves of evidence linking the chairmen of telecommunication giants to all sorts of criminal activities and illicit transactions. Further investigation revealed that all of the leads were true; not a single shred of evidence had been forged or fabricated. Since the incident, Aphelion Industries has been the foremost provider of communicator devices and data management systems on both Earth and Gliese. Aphelion’s pilots are constantly well-informed and well-connected, and their experience with the company has rigorously trained them in the use of computerised systems, wireless transmissions, and the manipulation of either.

-- The Vitruvius Corporation When former deep-sea biologist Daisuke Murai and former geologist Herschel Klein patented the original rigg design over a century ago, they saw a step forward for the exploration and excavation of hostile environments, such as the deepest trenches on the Earth’s surface, or beneath volcanoes. The two of them could never have predicted the countless applications and models that would develop as a result. Their descendants now run the Vitruvius Corporation, the company that was started by Murai and Klein years ago to facilitate construction. The corporation still manufactures riggs for exploratory use, and they still stand by their decision to not sell any models with weapons or what they deem “violent” technology attached. Pilots that come from the Vitruvius Corporation are much more adept at maneuvering their riggs around difficult terrain, since the bulk of Vitruvius pilot training is for purposes of research in hazardous areas.

Military-- Department of Earth Intelligence and Security After the creation of the International Republic of Earth, all of the world’s intelligence agencies were fused together into a single bureau. The Department of Earth Intelligence and Security (DEIS) combines the planet’s best talent and technology in the fields of data analysis, cryptography, and espionage. For years, the Department devoted its time to domestic threats and crime, but with more civilian and corporate immigration taking place, DEIS has begun operations on Gliese to stay ahead of any threats to Earth’s well-being that may develop from afar. Pilots that work for DEIS are usually tight-lipped regarding their work or their missions, but their expertise in codebreaking and communication interception make them especially suited for missions of a more covert nature.

-- Department of Strategic Defense The Department of Strategic Defense (DSD) is a conglomerate of all the Earth’s military might, an international army of immense power. Stationed across the globe and now on Gliesan installments, the soldiers of Earth are heavily armed and brutally conditioned for war. DSD personnel are renowned for a training regimen that comes just short of the

legal definition of torture, pushing men and women to their physical and psychological limits. Recruits are encouraged to adopt cybernetic implants, which are readily supplied courtesy of Quantumex. Pilots that were trained by the DSD display unmatched prowess in combat and marksmanship, and their battlefield experience lends them tremendous skill in making impromptu fixes to their rigg, even as bullets soar past their windshields.

-- Department of Negotiation Ethical complaints regarding the way soldiers were being reared in the DSD led to mass protests by human rights organizations, who claimed that the only way to survive the ordeal was with the implantation of cybernetic enhancements, paid for by corporate interests. To appease the people of Earth, the government slightly relaxed the military training program. At exactly the same time, a new Department sprung up, with the purpose of “schooling and supporting the finest diplomats Earth had ever seen.” The Department of Negotiation certainly came through on its stated promise, but the Department also housed a side program for training bodyguards of the diplomats. Those who emerged from the program were irrevocably changed, their mentality restructured for total pragmatism and mathematical analysis. A “Negotiator”, as they have come to be called, evaluates all decisions in terms of statistical probabilities, judges all relationships by economic incentives, and eradicates all potential dangers in order of their perceived “threat level”. Pilots that hail from the Department of Negotiation are rumored to be more machine than human, especially in light of their monotonous voices and coldly intense stares. Despite their interpersonal deficiencies, Negotiators are some of the deadliest fighters in the world, with incredible hand-eye coordination and lightning agility. They proceed in combat regardless of bodily wounds or pain; such distractions are deemed by a Negotiator to be of “an insufficient threat level to cease further containment activity.”

Prominent Mercenary Groups-- GnostikosGnostikos is an unorthodox organization, to say the least. They care little for power and they revile fame, for they go to to great lengths to stay out of the public eye. The only thing members of Gnostikos care for is knowledge, and to that end, information. They seek out new information obsessively, and they require information as well as monetary payment for their services. Some theorize that they are merely

data collectors who sell the most valuable information to the highest bidder, while others believe that they aggregate the data into a supercomputer for their own incomprehensible ends.

Agents of Gnostikos are a strange lot, oftentimes citing esoteric trivia as it pertains to a situation at hand. Their peculiar fascination with the amassing of knowledge comes in handy, as they seem to know something about virtually any topic, ranging from rigg design to classical music, from interplanetary politics to neurosurgery.

Anyone who works directly for Gnostikos introduces themselves as an employee of Aphelion Industries, so contacting Gnostikos can be difficult without knowing the proper channels.

-- The Hounds of Lelaps The Hounds of Lelaps are a vast network of private investigators and bounty hunters who are both relentless and resourceful in tracking, incapacitating, and escorting dangerous criminals. Occasionally, a Hound may be persuaded to take up standard-issue security work, but they often prefer the thrill of the hunt to what they consider to be more pedestrian forms of mercenary employment. Hounds tend to work in duos, with one partner that specializes in the detective work while the other provides the muscle. Pilots that are part of the Hounds are notorious for their tenacity in combat, as well as their ability to research a mark so thoroughly that they can predict their movements with uncanny accuracy.

-- Blackburn No one knows for certain how they were formed. The organization is home to an amoral assortment of thugs, cutthroats, and various sociopaths who are willing to raze settlements to the ground, ambush caravans of supplies, and kill just about anyone as long as the price is right. Their name comes from the terrifying trademark weapon that all of their riggs carry, a sort of modified welding torch. By firing a superheated particle beam, the weapon can sear the cockpit’s edge, effectively fusing a rigg’s hatch to the exterior and entombing the pilot inside. The pilots that operate under the banner of Blackburn are feared for their ruthlessness, their infamous welding gun, and their proficiency in disabling a rigg’s anatomy piece by piece.

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Factions - FoundersThe Heirs of Komadas

Not long after the Founders discovered what was left of the Lost Ones, a sizable portion of the population felt as though the Monoliths were speaking to them, with a faint echo resounding in their minds. For many of the Founders, the messages were hazy and dreamlike, but for others, the Monoliths’ sentiments were quite clear: to nurture and protect them no matter the cost. The recipients of that directive formed a sect, the Heirs of Komadas, and swore a holy vow to keep the Monoliths safe from any dangers, Gliesan or otherwise. The Heirs perceive not only the Hunters, but also all Earth citizens as a menace to the Monoliths’ safety, and they believe that any and all methods in the name of their sacred duty, including acts of terrorism and abject violence, are completely justified.

The current Preserver party is believed to have sprung from a less radical rendition of the Heirs’ philosophy, but the Heirs see them as no better than weak-willed apostates.

Preservers

One of the two major political parties governing the Founders, the Preservers maintain that the continued allowance of Earth immigrants onto Gliese is an economic, social, and environmental drain on Gliese and its resources. Of course, the Preservers’ true ideals are slightly more xenophobic than they will ever admit, but they never fail to turn up lots of statistics and research that prove the danger of allowing another population onto the planet. Fiercely defensive of the Monoliths and the ruins that hold them, Purists fight viciously to tighten the restrictions allowing Earth people access.

Despite their anti-Earth stance, they do not wish to see misfortune befall the humans or their endeavors. They merely wished for the Sigmus Relay to remain defunct, and now that it has been restored, they make no effort to veil their contempt for what they see as unwelcome trespassers infringing on their property.

Emissaries

The other political party of the Founders, the Emissaries believe that with the people of Earth come new opportunities for financial and cultural growth. They were not particularly thrilled to see the Sigmus Relay rebuilt, but now that Earth forces and interests

are beginning to accumulate along Gliesan outposts, they see little reason to not engage in trade and affable relations with the newcomers. Many theorize that the Emissaries reflect Gatekeeper influence seeping into Founder politics, but many others believe that the Emissaries actually represent the genuine opinion of the majority of the Founders, who don’t mind the presence of their Earth cousins.

The Gatekeepers

After the initial Sigmus Relay was dismantled, a small group of former Quantumex engineers convened in secret. Part of their contract with the company was to ensure the functioning of the Sigmus Relay to transport further colonists and resources. Without the Relay, these engineers had traveled a long way for little profit. They spent years planning how to go about creating another Relay, with significantly less money and technology. Over time, more Founders became involved in the project, for reasons more benevolent than Quantumex contracts. Many settlers had left families and lives behind on Earth that they wished to resume in some way, even though many years had passed.

Over time, the engineers’ motives were forgotten, and the organization evolved a new cause and a new name: the Gatekeepers, who would fight to keep the dream of Earth colonization alive.

After the Relay was reconstructed and reactivated, the Gatekeepers fell into a more passive role, as underground protectors of Earth settlements and funding Emissary candidates for the Founder parliament. Very rarely, a Gatekeeper will assume a sort of vigilante role and fight off violent Heirs or outspoken Purists, but most Gatekeepers seek peaceful resolutions to problems before resorting to more brazen methods.

Game Master’s Handbook:Planning a Campaign:Before beginning a campaign, it’s a good idea to look through the entire campaign, and consider the different directions the story could go in. Metal Frontier is designed to work best when the player characters are working together as a team, and makes the most sense when the team is flagged as a mercenary unit.

Consider whether or not you want the players to be able to join another mercenary or military faction, and plan your non-player characters (NPCs) accordingly. As long as you try to keep the party in a situation where they are able to receive assignments or jobs, it will be very easy to integrate your own campaigns with the premade campaigns set in the Metal Frontier universe.

When planning for your campaign, keep in mind a maximum number of players, and build your NPC teams accordingly. For the most part, it’s a good idea to use the premade NPC rigg sheets for the majority of your NPCs, and fully customize only your most important characters’ riggs.

Planning Encounters:When planning an encounter, keep in mind that how long a round of combat takes varies greatly depending on the number of players.

It can be very difficult for a GM to try and manage many NPC riggs in combat at once. Instead of increasing the number of enemies in an encounter, try using tougher riggs or “drones” (weak, AI controlled riggs) to get everyone involved in combat.

A typical encounter for a team of 4-5 players usually consists of: 5-6 drones, and 2-3 “tough” riggs. (Only the tough riggs use full character sheets).

Role-Playing Checks:Role-Playing Rolls in Riggs:Making a role-playing related check in a rigg should be done with one of the rigg’s four core stats. If this is done during combat, it takes up the player’s entire Action Phase. (The pilot cannot take a role-playing check and attack in the same turn.)

If a pilot wants to make a skill check inside a rigg or during combat, they roll their standard die (d6 + skill check), and the game proceeds normally, though this will cost their Action Phase.

Role-Playing Rolls Outside of Riggs:For rolls relating to combat, or relating to normal checks, use the guidelines outlined in the “Out of Rigg Combat” section. All pilots on the battlefield have: d6 in all Attributes (Strength, Aim, Handling, and Logistics), regardless of their Attributes when inside a rigg.

But for all other kinds of role-playing checks, pilots should use their skills to determine checks. A GM will tell the players which skills they can opt to use for a role-playing check (Persuasion, Intimidation, etc). These rolls are d6, plus the pilot’s skill bonus.

Separately, the GM should also decide on a Difficulty Check for the pilot’s roll to beat. This should be done only based off of the inherent difficulty of the action, and not the skill of the pilot.

Roleplaying DC Table:Trivial

(Restraining a small rabbit)

Easy-(Restraining a Weak person)

Moderate:(Restraining a strong, healthy normal person)

Challenging:(Persuasion Check on a

Lawyer)

Highly Unlikely:(Persuasion Check on a room full of Lawyers)

Lucky Shot-(Tossing a

grenade through the intake of a passing jet)

2 4 6 8 10 13+

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Depending on the type of roll, a pilot may also get a situational bonus based off of their background. This bonus is up to the GM to determine.

Between Sessions:In between sessions, encourage players to divide up their salvage and money, and use their funds to upgrade and customize their riggs.

Awarding EXP, Skill Points and Credits:A typical 2-3 hour roleplaying session is worth 5 experience points. A long encounter, or a session with more than one encounter can be worth 8-10.

Credits:On average, players will make about 10,000 to 15,000 credits per session through the early and midgame. (If players perform very well or very poorly, this is subject to GM interpretation.) At higher levels, players can make roughly 30,000 to 50,000.

Skill Points:Normally, players are awarded one skill point on level up. But GMs can reward clever role-playing and unorthodox solutions with additional skill points. (Generally, award 2-3 per session, split any way between those who performed notable actions.)

Buying and Selling:In most cases, pilots may only buy Tier 1 or Tier 2 parts from common sources. If you are running a campaign where the pilots wouldn’t have regular access to conventional arms dealers, be sure to restrict their purchasing options.

Tier 1 Parts are available from military surplus shops,

junkyards, mechanics, etc. Tier 2 Parts would require special connections to obtain, while Tier 3 parts are considered very rare and experimental.

Favors vs. Credits:In some campaigns, it might not make sense for the pilots to manage their own finances. Depending on the feel of the campaign, the GM also might not want the players to have too much wealth for role-playing concerns.

In these situations, rather than awarding the players with money, they may be awarded with favors. Favors represent IOUs from influential or connected people that the players can “call in” in exchange for new parts and equipment.

Buying/Selling:If a pilot owns a single part (eg: One Arm, or One Leg) and needs to buy a second, they can do so at ½ the cost of the set, but the same tier restrictions apply.

Similarly, pilots may sell off functioning parts for half their purchase price (half that again for selling off only one Arm or one Leg).

Scrap Rules:Broken riggs and rigg parts can be sold for scrap metal. It’s never as efficient as selling off an intact part, but allows pilots to make some money. It’s entirely up to the GM whether or not to ask that the pilots manually loot and carry back scrap they want to sell, or to give them all possible loot/scrap automatically.

Each rigg part’s worth of scrap (Arms and Legs each count as two parts) is worth a flat amount. 500 for Tier 1 rigg parts, 1000 for Tier 2 parts, and 3000 for Tier 3 parts. Scrapped drones are each worth 1000 for the entire drone.

NPC (Tier 0) Riggs:

Making NPC Characters:When making enemies for your players to fight, using the pre-assembled chassis is a good way to balance a squad with specialized roles (the hacker, the melee fighter, and so on). Feel free to assemble your own riggs from various parts for further customization, especially for important characters who may require an extra degree of individuality or style.

You also may consider using drones, unmanned robotic units that are either controlled by remote or by simple combat AI. Drones are a good way to pad encounters with light reinforcements, as even the toughest drones are relatively fragile by rigg standards. If you’re looking to create an encounter with large groups of disposable enemies, drones are often the best choice.

Drones never suffer Critical Malfunctions, as their construction lacks the complexity for things to go wrong without the units just frying on the spot. All drone parts have only 10 hit points each.

Scaling Encounters:In Metal Frontier, the quality of a rigg can have a strong influence on the outcome of a battle- but a good machine in the hands of a bad pilot is wasted. On the other hand, even a Cromwell in the hands of a skilled combat veteran is a threat.

Between levels 1-4, player parties should be fighting mostly tier 1-2 riggs, with Tier 3 riggs only being introduced as opponents once the group has played at least 2-3 sessions.

Chassis Name Weight Class Description Typical Roles Durability Strength Aim Handling Logistics Speed Net SocketsTIER ZERO

Gecko* Light

The Gecko is a Quantimex developedunmanned scouting drone. It is commonlyused for wide patrols of hostile environmentsoutside the terraformed zones of Gliese. Scouting, Espionage 0 D6-1 D6 D6+2 D6+1 14 0

Skink* Medium

Standard military-grade drone. These dronesare often remotely controlled from a securelocation, and used as vanguards for high riskoperations.

Vanguard, High riskAssault Missions 3 D6 D6+1 D6 D6 7 0

Komodo* Heavy

A heavy military drone, commonly used todefend outlying military bases. Their lowspeed and response times are offset by aheavily armored chassis, making them idealfor bolstering undermanned posts.

Unmanned heavy Rigg.Remote defense ofhazardous areas. 7 D6+2 D6+1 D6-2 D6-2 3 0

Cromwell* Medium

One of the first models of manned Riggs toever see combat. Though outdated, theCromwell is cheap to manufacture andmaintain, and are still used for low-priorityguard assignments and by local lawenforcement. Military Surplus. 4 D6+1 D6+1 D6 D6-1 7 0

Most of the scaling in an encounter should be done by scaling the levels (and attribute bonuses) of the enemy pilots. A “tough” or boss opponent should be set at about 2-3 levels above the player squad’s average level, while fodder pilots should be at or below the average level of the squad.

Because Metal Frontier has the heart of a tactics game, the difficulty of an encounter also depends heavily on the cleverness and teamwork of the squad, as well as the cunning of the Game Master.

Against very clever group of pilots that enjoy a challenge, Game Masters should not be afraid to scheme their own strategies, and build armies to a theme or combo.

Background Bonus Table:Counter-Intuitive

Unlikely Unrelated Related Trait / Quirk

Related Background

Specifically Related

Background-2 -1 0 +1 +2 +3

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Stock Missions

Recommended Pilot Levels: 1 - 3Pilot Squad Size: 3 - 5SynopsisFor the past several years, the central Sigmus branch of the I.R.E. has been dispatching supply convoys to Founder settlements along important roads near the city, as a show of good faith. Of course, these convoys are subject to much controversy, as many Earthborn groups and citizens believe that these are unnecessary expenditures for a culture that openly opposes their presence. A portion of these convoys regularly go missing or are bombed, as the result of extremists and/or mercenary companies employed by anti-Founder interests. Rumor has it that Blackburn has been taking these contracts in the past year, though the IRE has no means of proving it yet. The notorious criminal network takes their business of professional sabotage very seriously.This Mission can play out in two ways - the players will either be convinced to destroy a bridge with a convoy passing over it, or the players will be paid to defend the bridge to prevent that from happening. The encounters take place in a narrow valley, beneath one of the bridges leading away from Sigmus.

Hooks• Mercenaries/Outlaws - As mercenaries or

free agents, the players may be approached by a representative of the I.R.E. looking to hire bodyguards for a supply convoy heading to Founder settlements south of Gliese. Shortly after, they should also be contacted by a Blackburn operative, who makes a similar offer to destroy the bridge that the convoy would pass over. How the players choose to play the two sides is up to them.

• Military - The military has scrambled riggs to the scene, receiving warning there may be a possible terrorist / criminal attack on a bridge along one of the main highways. The players need to defend thie convoy at all costs, and preferably the bridge as well. The player’s division is assigned to scout the bridge ahead of the convoy and secure the area.After the mission starts, before enemies appear- they will be contacted by the representative of Blackburn, and offered a chance to defect in exchange for 10,000 credits apiece.

• Corporate/Other - If the players are attached to any one of the major corporate interests on Gliese, the hook can come from their corporate contact. Depending on the temper of the corporation, they

Stock Mission #1: MIND THE GAP

Stock Mission #1: Mind The Gap

may want the bridge destroyed or preserved (This is up to the Game Master). The players should still be able to influence this or make their own decision once the mission starts, even if it means betraying the corporation.

IRE Contact: Lieutenant Nathaniel WintersRigg: DostchefLieutenant Winters is the IRE’s contact, and the man in charge of the convoy. He is tall, clean cut, and will be straight to the point if the players have military affiliation. He will also have a respect for any pilot who’s background is associated with the Earthborn military. Otherwise, if the players are unaffiliated or mercenaries, he will treat them coldly, be terse, and look down on them. He is resentful for needing to ask for outside assistance to protect the convoy, as it is a sign of the IRE’s waning military strength. He will pilot the Dostchef against the players in Encounter 1a, if they choose to attack the bridge.

Blackburn Contact: Tobias “Crank” SaulRigg: HopliteTobias, the Blackburn contact, should be played as an easygoing character. He speaks casually, is friendly, and is absolutely rutheless beneath it all. He is the type of person that could discuss the morning news and what to do with the three dismembered bodies in the basement in the same breath, over breakfast, with a smile on his face and a song in his heart. He will approach the players, either through telecomms or in person in Sigmus, shortly after receiving the hook from the IRE. If the players choose to reject his offer and defend the bridge, he will be piloting the Hoplite.

Special Rules (Bombs)This Mission has the players (or NPCs) planting and disarming explosives. These need to be used to destroy the bridge.Planting an explosives takes one action phase. Once an explosive is planted, it takes one round to arm. After that point, whoever planted that explosive may choose to detonate it during their next action phase.The bombs will explode in an AOE 2 radius - Riggs caught within the blast must make a handling check of DC 8, otherwise they receive 15 damage on a random location.Whoever is defending will most likely want to disarm the bombs once planted. To disable them, the Pilot must pass a logistics check with a DC of 9, or the Pilot

may elect to use their action phase to ensure that it becomes disarmed.Once disarmed, it cannot be detonated until it is rearmed. To reactivate it, the Pilot will need to either make a logistics check (DC 9), or they can spend their whole action phase to ensure that it comes back online.

Special Rules (Caravan):The caravan arrives on the map at the beginning of the second round of combat. It consists of 4 supply trucks (Speed 4, Durability 5), with 10 hitpoints each. The trucks do not have hit locations.

Special Rules (Bridge Height):The bridge is approximately 35 ft above the bottom of a valley with a river. It is possible for a person to climb up access ladders on the bridge, but not for riggs to climb the bridge. Pilots may exit the map and spend 1 turn to move around the ravine and onto the bridge in a rigg.

Swapping SidesIf the party, as a group, decides to switch sides during the encounter (or any time after the board is set up) bring in the NPC riggs from the opposing faction to engage them. The NPCs for the side that the players are now allied with should withdraw from the board (State that they are peeling off to engage the reinforcements, and leave the current mission to the players).The opposing faction’s leader (Lieutenant Winters / Crank) will swear vengeance and engage.

Encounter 1A - Attacking the Bridge

Setting Up

The players may place their Riggs however they please in the Deployment Zones. The contractor / corporation will give 3 bombs to the players. Each explosive takes up 1 socket within the Rigg, so players will need to make sure they can carry them into battle.

Objective: Plant explosives on the support struts of the bridge before the convoy can cross the bridge. Destroy the bridge and the convoy.

Encounter DetailsThe players will need to plant the explosives and deal with the defenders before the convoy arrives, so they can time the explosion with the passing of the convoy.If the players defeat the enemy riggs before the convoy arrives, the players can plant theThe convoy arrives at the end of the second full round, and will begin crossing the bridge slowly. There are 4 trucks that each have a speed of 4, have a durability of 0, and have 10 hitpoints. Once in play, the players can target the trucks if players are not directly beneath the bridge. If the convoy makes it across, they will have failed the contract.On the second turn, Nathaniel Winters (the enemy Lieutenant) will radio that they are under attack. If he knows any of the players, he will inform the IRE and they will become wanted in Sigmus. Players may choose to Hack to block the communication [Logistics Check,

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DC: 10]. If they succeed, the enemy communication systems become jammed.

Opposition:3x Cromwell2x Phalanx1x Dostchef (Nathaniel)

Resolution A:If the players successfully attack and destroy the bridge and the caravan- they receive salvage rights on the riggs destroyed in combat, plus a 15,000 credit bonus from Tobias. If the bridge is destroyed, but the caravan escapes, he gives them only 7,000 credits. Either way, the party gains Tobias as a contact for future missions, and is a source of information in the underworld of Sigmus.If Nathaniel lives, or the players failed to block his communication to base in the mission, they will become wanted in Sigmus and gain the “Outlaw” quirk. If Nathaniel is killed and they successfully block the communication, then no one will ever know what happened at the bridge that day-- even if the players were originally part of the military.

Encounter 1B - Defending the BridgeSetting Up

The players may place their Riggs however they please within two hexes of the bridge - they can place their units anywhere under the bridge, too.

Encounter DetailsThe players have two rounds to explore the environment and use their sensors to see if anything comes up.If a player rolls a Logistics score of 8 or higher, they will detect a cache of infantry weapons (including some RPGs) near the southernmost support strut.If a player rolls a Logistics score of 10 or higher, they will the signals of the incoming drones, revealing that there are at least 3 incoming.If a player rolls a Logistics score of 14 or higher, they will reveal all incoming riggs and their intended entry points.After the enemies appear on the board- Tobias will immediately contact the players’ squad. He will offer them 10,000 credits to switch sides, or give them one last chance to take his offer if he’d already spoken with them. He’ll tell them that the supplies are going to Founder extremists that then use those supplies to organize ambushes against Earthborn civilians (He’s lying. It’s up to the players to determine if he is or not). If the players choose to accept his offer, switch to Encounter 1a, and see “Swapping Sides”. Otherwise, Tobias will engage them with his squad. If 4 or more enemy riggs are destroyed, Tobias will attempt to flee.

2x Argrests1x Hoplite (Tobias)3x Geckos

Resolution B:If the players defend the bridge until the caravan crosses, they succeed the mission, but still must fall back from the bridge or destroy all Blackburn units. If Tobias escapes or is captured, he will swear revenge against at least one player in the group, and they will gain the “Someone’s Out to Get Me (For Real)” quirk.If Tobias is killed, the players lose all conncetions to Blackburn. (In the event that Tobias is captured by IRE troops, the players receive news several days later that he was broken out of prison and is now at large).Either way, if the players succeed the mission they are given 9,000 credits or 12 favors each (player’s choice) and may keep the salvage they find from the Blackburn units.

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Recommended Pilot Levels: 2 - 5Pilot Squad Size: 3 - 5

SynopsisThis adventure is split into three separate encounters with an optional role playing encounter at the beginning. The first is a stealth mission where the party is tasked with infiltrating a corporate research facility. In the second they have to acquire some sensitive research data from a computer in the facility, and in the last they have to escape. In the optional role playing encounter, the party can have a conversation with two of the facility’s guards in an effort to gain access to the facility more easily. It is possible for these encounters to be run in the same initiative as each other.

Hooks• Mercenaries/Other – A nameless contact will

use telecomms to get in touch with the party in Sigmus. They will try to remain anonymous- but a successful hack [Logistics; DC 12] or persuasion [Persuasion DC: 8] attempt will reveal that they are being hired by Aphelion Industries. A further Persuasion or Intimidation check [DC: 9] will reveal that they are stealing information on weaponizing

Stock Mission #2: GOOD OLD ESPIONAGE

Stock Mission #2: Good Old Espionage

madstone. If any of the party have favorable connections with Aphelion Industries, they will give this information freely to that person.• Military – If the party is part of a military unit, their squad would be called in for a classified briefing. They would be told about the nature of the madstone research being done, sworn to secrecy, and given the location of the facility. For this mission, their riggs will be unmarked, meaning if they get caught, the military will deny responsibility.• Corporate – If the players’ squad is associated with a company, the company will contact them. The company contact will state that they are attempting to steal the madstone research. Alternatively, if the GM does not want the company to seem cutthroat, they can assert that Quantimex stole the research from them to begin with, and they

are erasing it from the system.

Special RulesThe adventure will involve stealth both in and out of rigg. Consider issuing them heavy cloaking fields for the rigg and Silenced Pistols [Strength 2, Attacks 1, Special: +2 to stealth checks when firing, on a 6+: +2 to strength]. At least one party member needs a “pocket digital device” from the Pilot Armory.

Even if the players are discovered and the encounter turns into a combat, they may still complete the mission. Once the base is on alert, all infantry in the base will arm themselves.

Encounter 0 – Blowing off some steamThe party can go to a small dive bar on the outskirts of the town that the research facility is near. In addition to any other NPCs, there are two men there: Frank Dillenger and Mark Higgins. Both of these men work as night guards for the facility the party is attempting to invade.

Frank Dillenger - Late 40’s, bored with life. The job wasn’t what he expected. He wanted exciting encounters with bandits, what he gets is working 11-7 shifts guarding the least vandalized facility in this sector. He likes his drink.Mark Higgins – mid 20’s, still finds excitement on the job. Like what he is doing, and really feels that he is “Fighting the good fight”. He likes to keep himself health and alert for his 11-7 shift. He likes to keep a balanced diet, no alcohol before work.

The party can talk to either in any way they see fit. If they gain favor with them, likely by playing to their personalities, they will invite the party for a tour, or otherwise let them in in an effort to impress them. As they are in a bar, the Game Master is free to add any other bar goers as they see fit, but the main take away should be either information about the facility or entrance to it.

Encounter 1 – Entering the base4 - Sec Fodder(See map 1)There are four guards patrolling three entrances: one main entrance at the front, and two smaller entrances at either side. All the boxes are shipping containers, it is possible for the party to smuggle their riggs in such containers with either connections [Street Smarts 8+] or by convincing Mark and Frank [Persuasion 6+].The guards patrol in set patterns. They wait at each end for about a few minutes. They are not particularly attentive. If the party is in riggs attempts to sneak past are met by logistics checks, if they are on foot [Stealth 6+].

If the party does not secure a way to smuggle their riggs in to the base, the storage containers should be left open to hide the riggs in. After the party has entered the facility and has hidden their riggs, the next encounter beings.

Encounter 2 – Getting the goods6 humans, no mods to base d6(see map 2)In the garage, the party will find three out of commission riggs that are being tinkered with. There are two mechanics in this room. One is initially asleep, but if the party is being given a tour, or otherwise given access in a friendly way he will presumably wake up. The other mechanic is hard at work on a rigg. The party can sneak by with [Stealth 4+]

In the second level the party will see a lounge, with a kitchen, couch, and pool table. There are 4 labs on this level. Two of the labs have engineers working in them. They can be snuck past with [Stealth 6+] as they are quite focused on their work. Here the party can also try to stealth takedown a guard [Strength 6+] [Stealth 4+] or use the silenced pistols if you gave it to them [Aim +2 vs. handling][Stealth 6+].

The third level is mostly empty except for a lab tech working at each server station. The party can be fairly loud [Stealth 2+] and not be heard by the other room or upstairs. In either server room the party can collect the information, they can just hack the database [Logistics 8+] or convince the lab tech to let them have it [Intimidate 8+, +2 bonus if held at gunpoint]. If the party is not in combat either method is an auto success, as they can continue to roll until they succeed.

If they are discovered, all engineers arm themselves with pistols, and guards become armed with rifles. Additionally, nearby engineers will man the 3 riggs in the hangar. These riggs can be any type the GM sees fit.

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Encounter 3 – GTFO1 Security Chief1 AdvSec Ranged1 AdvSec Melee2 Sec Fodder

Once the party has acquired the information, they have to leave. If they are clever, they can sneak out of the base, or they can sneak back to the second floor and sneak out through the sewer from the bathroom. (They uproot the toilet or perhaps find the septic tank and escape that way).Alternatively, if the party assaulted the facility head-on, the battle should commence when they are discovered. It is possible for the escape to be a continuation of discovery in a prior encounter. The final encounter will feature three developed riggs in addition to security fodder riggs.

Resolution:If the players escape successfully and retrieve the data, they are paid 20,000 credits or 20 favors each, and are awarded 5 experience points.

If they remained undetected through the entire mission (no combat) they recieve a bonus of 5,000 credits, and 3 Skill points. Otherwise, if the players failed the mission or were caught, they still recieve 5 experience points, but no credits.

Because they must flee the scene, there is no opportunity for salvage on this mission.

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Player vs. Player Combat:Metal Frontier is designed as a tabletop RPG, but because of its strategic elements, it is possible to play Metal Frontier as a tabletop strategy game as well. When played as a competitive game, the players can select a win condition of their own, or follow one of several scenarios outlined in the “Standard Game Modes” section.

Building a Rigg Squad:There are three standard sizes for a squad in Metal Frontier. When building a squad, players should keep in mind the total cost (in credits) of their team. The objective is to build a team without going spending too much on parts, or rigg head-count. The three standard squad sizes are below:

Skirmish Grade:Max Credits: 200,000Max Rigg Count: 1-3Recommended Rules: No Artillery, Gatling Guns, Pilot Rules: Limited.

Conflict Grade:Max Credits: 300,000Max Rigg Count: 2-4Recommended Rules: No Artillery, Pilot Rules: Limited.

Campaign Grade:Max Credits: 400,000Max Rigg Count: 2-6Recommended: Pilot Rules: Off (Strongly Recommended).

It’s possible for players to agree on a custom credit cost or maximum rigg count. It’s strongly recommended, however, that players control no more than 6 riggs each, or the game may last too long.

Pilot Rules:Depending on the size of the game, and the amount of time players are willing to spend, it’s possible to play with or without pilot rules. Pilot rules control how pilots are handled when the game is played as a strategy game, and each player is responsible for more than one rigg.

Pilot Rules Off:When playing medium games with a shorter timespan or in large game, it’s best not to use pilot rules. Instead, pilots are considered KIA or rendered unconscious when their rigg is disabled or scrapped. Pilots have no attributes.

Pilot Rules Limited:This mode works best for small and medium sized games. Pilots do not have Traits, Quirks or Skills, but each do have 15 experience points to spend on Attributes. (If the players agree, they may each have a team “Captain” rigg that has 20-30 points).

Pilots that eject from their riggs are all counted as automatically unconscious.

Pilot Rules On:With pilot rules fully on, all pilots are counted as level 4 pilots the same way they are treated in the RPG game. Pilots each have 15 experience points, 2 Traits, and 2 Quirks. It’s strongly recommended not to play with full pilot rules if either team is using more than 2 riggs.

Standard Game Modes:Elimination:Elimination is the default game mode for Metal Frontier’s player versus player combat. Combat will continue until all of one team’s riggs have been destroyed, or one player surrenders.

Attrition:The Attrition game mode is similar to elimination, but works with a strict turn limit. This is better for larger battles, where a standard elimination battle might take too long. A typical Attrition game lasts for 6 turns. At the end of 6 turns, each player tallies up the total cost of parts and riggs destroyed in combat. The team that inflicts the most damage in credits (cost) is declared the victor.

VIP:VIP matches are played with two pilots declared as the team captains. The objective is to capture or kill the opposing team leader, or leader’s rigg. (Depending on if the game is being played with or without pilot rules).

Other game modes:It is possible to set up many viable non-symmetrical encounters. (Such as King of the Hill, Capture & Hold, Attack & Defense, etc.) The conditions, and team costs should be agreed upon by both parties before the start of combat.

Glossary:Access Level: An access level in Metal Frontier referrs to a hacker’s current level of intrusion into an enemy system. The higher the hacker’s “Access Level” the more options the hacker has for sabotaging or taking control of a system.

Ace: Whenever a dice check of any kind is made (see: Check), the roll is an ‘Ace’ if it is the maximum possible number for that dice level. When this happens, the player re-rolls the dice and adds the result to the original roll. This effect can stack multiple times.

Aim: The statistic on a rigg that reflects its ability to keep steady when aiming with ranged weapons.

AoE: Acronym for ‘Area of Effect’. Refers to blast weapons that damage an area.

AP: Acronym for ‘Armor Penetration’. Weapons that are armor penetrating ignore durability.

Attribute Points: A pilot’s ranking in the four main statistics of their rigg.

Boosting: A rigg can choose to use its Booster during its Movement Phase, instead of firing. The Booster gives a flat bonus to the rigg’s Speed when used.

Called Shot: When a player declares that they are aiming at a specific part of a rigg. Player takes a -5 penalty to hit, but automatically hits a part of his or her choice.

Check: The core mechanic of the game. A check refers to any time when an action needs a dice roll to determine whether or not the action was successful.

Cloak: A term for a rigg that has an active camouflage field around it. Cloaked riggs must be detected by Logistics checks in order to be fired upon in a turn.

Cover Rating: A number that conveys how tough a piece of cover is. The bigger the number, the more durable the object.

Damage: The amount of damage physically done to a rigg, after durability is subtracted from the power. (See: Damaging and Destroying riggs)

DC: Acronym for Difficulty Check. A common term used in role-playing games as the number that a Check needs to meet or beat to succeed.

(Eg: Make a Handling Check, DC 10. The Handling check succeeds if the player rolls a 10 or more.)

Disabled: When a rigg’s limb is brought to 0 hit points. or the large circle on the damage chart. The limb cannot be used until it is repaired.

Dodge: When a rigg makes a Handling check to avoid a ranged attack, instead of using cover.

Durability: The measure of how well armored a rigg is. Durability is subtracted from a weapon’s power, when determining how much damage the weapon will deal.

Equipment: Various items that are stored on a rigg. Stored in Sockets.

GM: Acronym for ‘Game Master’. A common title used in role-playing games for the person in charge of running the campaign, and playing the part of the antagonists for the party.

Hacking Attempt: A hacking ‘Attempt’ is a full attempt for one character or rigg to hack another, and consists of one or more “Hacking Rounds”. There can be many “Hacking Rounds” in a single hacking “Attempt”.

Hacking Round: A single round of hacking consists of two paired Logistics checks, (one attacking, one defending). The difference between the two is a hacker’s access level.

Handling: The Attribute on a rigg that reflects the rigg’s ability to dodge enemy ranged attacks, stay balanced, and navigate difficult terrain.

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Initiative: How quick a rigg is to react to events unfolding on the battlefield. Used to determine the order of player turns.

Logistics: The statistic on a rigg that reflects the quality of the rigg’s onboard computer systems. Governs sensor checks (vs. ambushes and cloaked riggs), hacking attempts, hacking defenses, and initiative.

NPC: Acronym for ‘Non Player Character’. A common role-playing term for characters controlled by a game master to support the story.

Opposing Roll: When a player rolls to meet or beat another player’s roll, instead of a static number.

Party: A common role-playing term for the player’s team.

Power: The measure of how much raw, destructive power a weapon or attack has.

PvP: Acronym for “Player versus Player”. It refers to any situation where two players (excluding a game master) engage in combat against one another.

Quirk: A strange personality trait that inhibits a pilot’s abilities in certain situations.

Raise: A term for when an attack roll beats the defending check by 10 or more, or when the “Raise” symbol is rolled on the to-hit dice. This raises the Power of the weapon by 5 for that attack.

Rigg: A mechanized armored suit. Riggs in the Metal Frontier universe stand at roughly 5 meters in height, and have replaced tanks as armored support units.

Round: (See also: Hacking Round). A round, in Metal Frontier, is when every single character involved in an initiative list (usually combat) takes a turn, including any non-player characters present.

RP: Acronym for “role-playing”. Common term used to refer to any rule that specifically applies to a role-playing game.

Scrapped: When a rigg’s limb is brought to -5 hit points or below, it is considered blown to scrap metal, beyond repair.

Socket: The number for the amount of space in a rigg’s torso for storing equipment.

Stack: A common term used to allow an effect to happen multiple times in a row.

Strength: The Attribute on a rigg that reflects the rigg’s raw servo strength. It controls the rigg’s reflexes in close combat, and raw arm strength when lifting.

To-Hit: A term to refer to any attack made by a rigg. (Can refer to ranged attacks or melee attacks).

Trait: A special ability that a pilot has, that positively impacts their ability to pilot a rigg.

Hit Location Table:1 2 3 4 5 6 7 8 9 10 11 12

Head Left Leg

Right Arm

Right Arm

Torso Torso Torso Torso Left Arm

Left Arm

Right Leg

Raise +5 Pwr

Attack Ranges:Short Medium Long Very Long

6 Spaces/Hexes 12 Spaces/Hexes 18 Spaces/Hexes 24 Spaces/Hexes

Cover Bonus Table:+1 to Dodge

Rolls+2 to Dodge

Rolls+3 to Dodge

Rolls+4 to Dodge

Rolls+5 to Dodge

RollsEnvironmental

Cover (Tall Grass, Smoke, Darkness)

Light Cover(Wood, Fence,

Rubble, Forests, Fog)

Medium Cover(Cement / Stone- Waist High Cover)

Heavy Cover(Chest high Walls,

Metal/Cement)

Total Cover(Bunkers, etc.

Almost no target visible)

Terrain Chart:Forest Hills Rocky Mud/

SwampHeavy Snow Ice Water Water

(Deep)½ Moves ½ Moves ⅓ Moves ⅓ Moves ½ Moves ½ Moves ½ Moves ⅓ Moves

LoS: No** LoS: No LoS: Yes LoS: Yes LoS: Yes LoS: Yes LoS: Yes LoS: No

Handling Check: No

Handling Check: No

Handling Check: 6

Handling Check: 8

Handling Check: No

Handling Check: 10

Handling Check: No

Handling Check: 6

**If one unit is in a forest, and the other is not- both units have line of sight to one another.

Appendix A: Useful Tables

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Hacking Range Penalties:Short(6) Medium(12) Long(18)

No Penalty -1 To Hack -3 to Hack

UH OH -3 and below Hacking attempt fails. The hacking Rigg loses itsAction Phase rebooting the system.

Accidental Shutdown -2 Hacking attempt fails. The hacking Rigg loses itsMovement Phase.

System Lockout -1 Hacking attempt fails. The hacking Rigg takes 4damage to its Head. (Ignores Durability.)

Entry 0 (START)(No Effect)

Targeting Malfunction 1 Until the end of the hacked Rigg's next turn, it maynot make Called Shots.

Overdrive Servo 2Hacked Rigg automatically takes 1 damage(Ignores Durability) to a part of the hacker'schoosing.

Deactivate Abilities 3Pick one ability on the hacked Rigg. Until the endof that Rigg's next turn, de-activate that ability.

IFF Swap 4One of the hacked Rigg's ranged weapons(chosen by the hacker) cannot fire on enemytargets this turn.

Leg-Lock 5 - 6 The hacked Rigg loses its next Movement Phase.

Turn the Tables 7 - 8 The hacked Rigg immediately turns 180 degreesand faces the opposite direction.

Ratchet Servos 9 - 10 The hacked Rigg takes 4 damage to an Arm orLeg selected by the hacker. (Ignores Durability.)

Robo-Mortis11 - 12

The hacked Rigg loses its next Logistics Phase.(May not swap weapons or make hackingattempts).

Shocking Revelation 13 - 15

The hacker picks an Attribute. Until the end of thetarget's next turn, every time the pilot chooses toroll a check of that type, they take 1 Wound. Thepilot can choose not to make the roll (take a 0) toavoid this.

Cascade Failure 16+ The hacked Rigg shuts down, and loses its nextturn.

Program Name Access Level Effect

Hacking Table1 Pilot Shaken Penetrating Hit Knocked Prone Knocked Prone

The Mech's control systemsshort circuit and shock the pilot,stunning them. (The pilot losestheir next action phase.) Thepilot takes 1 Wound

The pilot takes 2 Wounds, and losestheir next action phase.

The force of the attack knocks theMech prone.

The force of the attack knocks the Mechprone.

2 Aim Subsystem Failure Activated Ability Reset Fumble Weapon Knocked Prone (Severe)The Mech suffers a -3 penalty toall Aim Rolls for the duration ofthe battle.

All Activated Abilities are disableduntil the end of the Pilot's next turn.

The Mech drops its currentlyequipped weapon to the ground.

The Pilot is caught by surprise and isknocked prone, taking 2 AP Damage tothe Torso, Head, and both Arms. Thepilot takes 1 Wound.

3 Strength Subsystem Failure Passive Ability Reset Detonate Ammunition HobbledThe Mech suffers a -3 penalty toall Strength Rolls for theduration of the battle.

All Passive Abilities are disableduntil the end of the Pilot's next turn.

The ammunition stored by the armsexplodes, causing 3 AP Damage tothe Torso.

Normal movement speed is cut in half.This effect persists until the mech isrepaired.

4 Logistics Subsystem Failure Activated Abilities Offline Burst Hydraulics MaimedThe Mech suffers a -3 penalty toall Logistic Rolls for the durationof the battle.

All Activated Abilities are disabledfor the duration of the battle.

The hydraulics in the arm areruptured, causing a -3 penalty to allStrength Rolls for weapons involvingthat arm. This effect persists until themech is repaired.

Normal movement speed is cut in halfand the Mech to suffers a -3 penalty toall Handling Rolls. This effect persistsuntil the mech is repaired.

5 Handling Subsystem Failure Passive Abilities Offline Servo Malfunction CrippledThe Mech suffers a -3 penalty toall Handling Rolls for theduration of the battle.

All Passive Abilities are disabled forthe duration of the battle. The pilottakes 1 Wound

The motor control for the arm is hit,causing a -3 penalty to all Aim Rollsfor weapons involving that arm. Thiseffect persists until the mech isrepaired.

Normal movement speed is reduced to 1and the Mech suffers a -3 penalty to allHandling Rolls. This effect persists untilthe mech is repaired.

6 Head Destroyed Critical Mass Arm Destroyed Leg DestroyedThe Head is destroyed, causingthe Mech to suffer a -3 penaltyto ALL Rolls for the duration ofthe battle. The pilot takes 2Wounds. The mech cannotmake hacking attempts.

The Torso is destroyed, shutting theMech down. If the damage dealt tothe Mech would bring its Healthbelow -5, the Torso creates an AOE1 Power 6 explosion, DC 8.

The Arm is destroyed, causing it todrop whatever was currently held inthat hand. For the rest of the battle,that arm cannot be used, and 2handed weapons cannot be used.The pilot takes 1 Wound.

The Leg is destroyed, causing the Mechto be knocked prone. The Mech alsoloses its movement phase for the rest ofthe battle. The pilot takes 1 Wound.

Roll Head Torso Arm Leg

Critical Malfunction Table:

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Appendix B

Appendix B: Character Sheets

Pilot Sheet

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rigg Sheet NPC rigg Sheet

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Bulk NPC rigg Sheet