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Mecha and Monsters Rules

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0% found this document useful (0 votes)
837 views50 pages

Mecha and Monsters Rules

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Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 50

A minimalist science fiction tabletop

role-playing game by Alan Bahr.


A GALLANT KNIGHT GAMES production
In association with NOCTURNAL MEDIA directed by ALAN BAHR
“TINY FRONTIERS: MECHA AND MONSTERS” starring MARIE BRENNAN ROBERT
DENTON STEVE DIAMOND ROB WIELAND ELIZABETH CHAIPRADIKUL castingby ALAN BAHR
Executive Special Effects Additional
Producer ERIN BAHR by DREW WENDELL Casting MONJONI OSSO DIANNA GUNN
AMY VEERES DARREN PEARCE DAVID ANNANDALE RICHARD AUFFREY NICK SHARPS
JONATHAN M THOMPSON JOHN KENNEDY with STEWART WIECK
by Gallant Knight Games
First Edition
Copyright © 2017 by Nocturnal Media
ISBN: 978-0-9977768-1-2

Dedications:
Dedications are always the hardest part to write. So I’ll keep it
simple this time.
This book is dedicated to Zachary Hill, who was always willing to
engage me in spirited conversation about giant robots and stompy
monsters. You are missed.

2
Table of Contents
Introduction .....................................................................Page 4
Chapter One: How to Play..................................................Page 5
Chapter Two: Jockey & Mecha Creation .........................Page 12
Chapter Three: Kaiju Creation ....................................... Page 22
Chapter Four: For the Game Master ...............................Page 30
Chapter Five: Enemies ....................................................Page 33
Chapter Six: Outriders, Combiners,
& Transforming Mecha & Kaiju ......................................Page 38
Chapter Seven: The Devastation Gauge
& City Creation ................................................................Page 44

Micro-Settings
The Avalon Protocol by Alan Bahr..................................Page 50
Zeta Wars by Amy Veeres................................................Page 56
Eye of the Storm by D.W. Pearce......................................Page 61
The Cauldron by David Annandale.................................Page 66
The Abandoned Space Station by Dianna Gunn..............Page 71
Call Into the Deep
by Elizabeth Chaipraditkul.............................................Page 76
Deus Ex Monstrous by Joey Batts....................................Page 82
Little Giants by John Kennedy.........................................Page 88
Mecha and Monoliths by John Kennedy..........................Page 94
The Air Cavalry Vs. The Metal Menace
by Jonathan M. Thompson.............................................Page 101
The Grand Prize by Marie Brennan...............................Page 106
The Titan Wars by Monjoni Osso...................................Page 111
Island of the Techno Titans by Nick Sharps..................Page 116
Hyakki Yagyo by Richard Auffrey..................................Page 122
Mecha Chef by Richard Auffrey.....................................Page 128
Monday Night Brutalus by Rob Wieland.......................Page 132
Violence Monopoly by Robert Denton III......................Page 140
Cities on the Run by Steve Diamond..............................Page 147
Second War of the Worlds by Steward Wieck...............Page 153

3
Introduction Mecha, mech,
robot, and more
Tiny Frontiers: Mecha and Monsters is a are terms used
minimalistic tabletop roleplaying game. to refer to giant
Part of the goal of Tiny Frontiers: Mecha robots, piloted into
and Monsters was to create a giant action combat by sentient
packed Robot RPG that didn’t require and fleshy beings.
pages of chassis, tables for combat, Throughout this
thousands of mechas, and convoluted FTL book, we use the
travel. We want a system that can handle term mecha, but
any kind of mech story in a science fiction they all mean the
setting while promoting interesting ideas same thing.
and characters.

You will not find traditional RPG components classes, levels,


or experience points in Tiny Frontiers: Mecha and Monsters –
instead, you will find a system that has been stripped down to
the bare essentials for giant stompy robot action. A system that
is designed to be a toolkit for telling any type of giant robot story
you might want. While Tiny Frontiers: Mecha and Monsters does
assume its players are familiar with the tabletop roleplaying genre,
newcomers and veterans alike should be able to easily understand
the basic mechanics of the game.

Getting Started
You will need at least two players; one or more to act as the Jockeys,
and one to act as a Game Master. It is highly recommended to have
at least three players acting as Jockeys in a game. Each player will
also need three six-sided dice, or d6, called a Dice Pool. You can
make do with a single d6 by rolling
it multiple times, but it’s easier to
If you like Tiny Frontiers: have three dice to roll at once when
Mecha and Monsters, and
needed.
you haven’t seen its sister
games, Tiny Dungeon and Tiny You will also want to have some
Frontiers yet, you should check paper and a pencil to write down
those out. Tiny Dungeon has a your Jockey’s information and notes.
similar ruleset, but focused on A plain index card generally has
a fantasy genre, and can be
enough space on it to be an adequate
found at: www.nocturnalmedia.
com. Tiny Frontiers (a GKG character sheet, which simply lists
production, and a science all of your Jockey’s information,
fiction game) can be found at gear, and notes. Alternatively, there
www.gallantknightgames.com is a free PDF of a character sheet that
you can obtain from online from
www.nocturnalmedia.com

4
Game Masters will usually require more tools in order to keep
their thoughts and plans in order, as well as information on Non-
Player Characters, or NPCs, the Jockeys will encounter. Finally, if
the Game Master deems it necessary for complex situations, the
Game Master will want a grid maps and some sort of token or
miniature to make sure everyone is on the same page.

5
Chapter One: How To Play
Welcome to the war. It’s time to learn how to play. Roleplaying
games are about storytelling, and Tiny Frontiers: Mecha and
Monsters is no different. Most of the game is played simply by
describing your Jockey’s or Mecha’s actions to everybody. When
describing these actions, you should explain what goal your Jockey
is trying to accomplish. It is the Game Master’s job to react to these
actions and describe the outcome. Simple actions are typically
resolved automatically with the Game Master’s consent.
To resolve Tests, we use dice. Tiny Frontiers: Mecha and Monsters
uses six-sided dice (like the sort you find in board games or bundled
in local game stories). Each player will want three of these dice
(called d6s from here after). When we refer to dice in multiples,
we put the number of dice first (such as 2), the “d” to indicate dice
second (2d), and the sides of the dice last (6, so 2d6 means two six-
sided dice).
Tiny Frontiers: Mecha and Monsters will sometimes use d6s to
generate other results. If we refer to a d2, simply roll a d6, and
divide the result by 3 rounding up. This means a 1, 2, and 3 count
as a 1, and a 4, 5, or 6, count as a 2.

6
When the rules state a d3, we use a similar idea, but 1 and 2 count
as a 1, 3 and 4 count as a 2, and 5 and 6 count as a 3.
The core Mechanic that runs Tiny Frontiers: Mecha and Monsters
is called a Test, which is a roll of 2d6 from your Dice Pool. For
complex actions, the Game Master will usually require you to
make a Test to determine if you succeed at what you’re doing. Tests
are considered to be successful if you roll a 5 or a 6 on any of the
dice rolled in your Dice Pool, unless otherwise noted by the Game
Master.
The Game Master, and certain systems selected at Jockey Creation,
can grant you Advantage in some situations. This will allow you to
roll 3d6 from your Dice Pool instead of 2d6 for that particular Test,
increasing the odds of success!
Other situations, at the Game Master’s discretion, may put you
at a Disadvantage. When at a Disadvantage, you will only be able
to roll 1d6 to resolve your Test. If the Game Master declares you
have Disadvantage situationally, it reduces your Dice Pool by one.
Your Dice Pool can never be reduced to zero dice. Disadvantage
overrides Advantage in this game.
As an important reminder: When you have both Advantage and
Disadvantage on a roll, you must roll only a single 1d6. Disadvantage
overrides Advantage.

Obstacles
Obstacles are challenges that usually require you to make a Test
to succeed in overcoming the challenge. Obstacles may include
attempting to barter with a merchant, hack a control panel, search
a room for a hidden item before the guards come, or resolve a
conflict with words rather than swords.
The Game Master may determine your roleplaying is sufficient
in overcoming the Obstacle and grant you an immediate success
without having to Test; however, in most situations, a Test will be
necessary to determine the outcome.

Save Tests
Obstacles may arise that require you to make what’s called a Save
Test in order to prevent something bad from happening to your
Mecha. For example, you need to successfully dodge out of the way
as a kaiju spews electromagnetic acid, or you’re climbing into the
sky, when a rocket booster goes out and you could plummet to your
doom, or or even duck behind cover to survive a fiery explosion.
Save Tests are also used to stabilize yourself if you begin a turn at
0 Health.
7
Save Tests are just like regular Tests, and unless otherwise noted
by the rules or the Game Master, you roll 2d6 to resolve your Test.
A 5 or 6 on any of the rolled dice represent a successful Save and
your Jockey and Mecha survives the danger unscathed.
Some Save Tests can be a life or death scenario – these are called
Save or Die Tests. Should you fail the Save Test, your Mecha is
destroyed, and if you rolled a “1”, your Jockey is killed. Period.
There is no preventing it. Hopefully these situations will be few
and far between.

Combat
The Game Master will usually announce when Combat is about to
begin by requesting an Initiative Test. Jockeys will roll a standard
2d6 Test and sum up both of the rolled dice.
Likewise, the Game Master will roll Initiative for any enemy
combatants the Jockeys will be
facing. The highest roller will have the first turn in the Initiative
Order, followed by the next highest, and so on. If there is a tie
between an Jockey and an enemy, the Jockey always goes first. If
there is a tie between two or more Jockeys, the tying Jockeys can
reroll for that position until the tie is broken.
Combat is strictly turn-based in order to keep things running
smoothly. A round of combat begins at the top of the Initiative
Order, and ends at the bottom. The next round of combat then
begins, starting again at the top of the same Initiative Order. This
continues until the Jockeys have defeated their enemies, completed
some objective determined by the Game Master, or until the Jockeys
have been killed.
While it can take some time for players to get through an entire
round of combat, in-game, a full round of combat is equal to
roughly five or six seconds. During your turn in the Initiative
Order, you have two Actions. You can choose to move, attack, or do
other things with these Actions. If you move, that is one Action. If
you attack, that is one Action. You can use both Actions to move, or
use both Actions to attack if you wish. You can also use an Action
for drawing a weapon, holstering a weapon, grabbing an item, or
giving an item to an ally.
Attacking is the most important aspect of Combat. Attacking is
just another type of Test, and the Obstacle is your enemy. You are
considered to be at a Disadvantage for Attack Tests while wielding
unarmed and improvised weapons.

8
On a successful Attack Test, you deal 1 point of damage to your
enemy, unless your Game Master or your Weapon system says
otherwise. Game Masters are encouraged to reward roleplaying at
all times, so a particularly detailed description of an attack may
score more than 1 point of damage to your enemy. Some systems
will also modify this.
There are four special Actions you can perform in Combat: Focus,
Evade, Suppressing Fire, and Cover.
• When you choose to Focus, the next time you Test, your Test
is successful on a roll of 4, 5, or 6, increasing your chances
of hitting the enemy. Your Focus Action remains in effect
until you choose to Test, so the Action can carry over to other
turns. There is no benefit to stacking Focus Actions.

• When you choose to Evade, until the start of your next turn,
you can Test 1d6 when you are successfully hit by an enemy.
If your Test is successful, you evade the attack and do not
take damage.

• Suppressing Fire lets you make a basic Ranged attack Test at


Disadvantage every time a designated ally is attacked. Unless
the individual doing the suppressing fire is in Hiding, any
enemies are aware of this action.

• When you take Cover, all enemy attacks from one direction
gain Disadvantage.

Movement Sometimes, players


When mecha are moving, and GMs want more
everything seems to stand still. detailed movement rules. If
For slow, ponderous robots, they you are using a square grid
are capable of surprising bursts of (available at your FLGS and
speed and agile responses. A Mecha online), a Mecha or Kaiju can
can move usually 60 meters as a move 6 squares on the grid
single action. Movement is designed as an action. If they spend
to help tell a story, and getting a Fuel or Energy, they may
bogged down in details isn’t always move an additional two
fun. Game Masters, if it’s cool to see squares. There’s no limit to
a mecha charge through a building how much fuel or energy
to punch a Kaiju, just let the Jockey they may spend to gain
do it. extra movement.

9
Weapons
As mentioned earlier, there are two categories of weapons in Tiny
Frontiers: Mecha and Monsters – Melee and Ranged. You can still
attack while unarmed, or even with improvised weapons such as
a building or a vehicle, but these are not classified as weapons. As
a note: Your mecha is never considered unarmed (giant metal fists
go a long way to keeping a fight going).
Melee Weapons have the benefit of being reliable and never
running out of ammunition. You can also take one hand off of your
weapon, allowing you to do other things with your free hand, such
as injecting a medkit, wielding a pistol, or holding an armshield.
You must be adjacent to an enemy, or within arm’s reach, to
attack with a Melee Weapon. Examples of Melee Weapons include
daggers, swords, clubs, drills, laser swords, and electro-fists.
Ranged Weapons treat all targets on the field as being within
range for attack, unless the Game Master declares they are being
protected by some form of cover or are just too far away to hit with
that type of ranged weapon. In Tiny Frontiers: Mecha and Monsters,
unless otherwise noted by the Game Master, it’s assumed you’re
always carrying enough ammunition for your Ranged Weapon
in the current fight. This keeps the game moving quickly, and not
bogged down by counting bullets. At the end of every fight, use the
Cinematic Ammo rule in the sidebar.

Health
Now that you know your way around the basics of Combat, it’s
time to discuss Health. Health are determined by your selected
Race, and they reflect the punishment your body can take before
you lose consciousness. In Combat,
every successful hit deals 1 point
Cinematic Ammo of damage unless otherwise noted
At the end of every fight, by the Game Master. Your choice of
have each player make a weaponry does not alter this.
Test for each ranged weapon
they used. Anyone who fails Structure
is out of ammo until they do
Structure is like Health, but for
something to refill their supply.
Jockeys who share ammo
Mecha. They reflect the punishment
with allies who have run your mecha can take before it
out must Test for Cinematic must shut down. In Combat, every
Ammo with Disadvantage. successful hit deals 1 point of damage
unless otherwise noted by the Game
Master or your Weapon system. If
your Structure goes to 0 your Mecha
shuts down and is helpless.
10
Fuel and Energy
Mecha and Kaiju have access to Unlike Tiny Dungeons
a special resource type: Fuel for and Tiny Frontiers, Tiny
Mecha, and Energy for Kaiju. These Frontiers: Mecha and
systems are a pool of “points” that Monsters does have rules
around variable damage,
must be spent as part of actions to
damage reduction and
power those actions. If an action does more. It’s hard to reduce the
not indicate it costs Fuel or Energy, it complicated rules around
doesn’t. If an action requires you to Mecha and Kaiju to simple
spend Fuel or Energy, you can not choices, but we’ve done our
take that action unless you can meet best. In the end, if you want
the required cost. to change it, feel free. Most
systems do a single point of
Hiding & Sneaking damage, because a well-
placed mech fist can be just
Attempting to hide or sneak around as deadly as getting bisected
is performed simply by making a by a laser sword. Ultimately,
standard Test with 2d6. If the Test is the final blow is the one that
successful, you are hidden, or your counts.
actions went unnoticed. Note that
you can’t simply hide in plain sight,
so you need some sort of cover or
concealment to hide. It is up to the
Game Master to determine if you The Rules Don’t
are in a situation where you could Cover That!
potentially hide.
Tiny Frontiers: Mecha and
Allies and enemies alike can also Monsters is a minimalist rule
make a standard 2d6 Test to locate set and it provides only a
someone – or something – that is framework for gameplay.
hidden. If you are hidden, and an There are a lot of scenarios
that could happen in a game
enemy successfully Tests to locate
that these rules don’t cover,
you, you are found. Hiding during and neither do the epic tomes
Combat uses an Action, as does that other game systems use.
searching during Combat. These If a situation arises where an
Tests can only be done during your Jockey is asking for a ruling that
Turn while in Combat. these rules don’t provide an
answer to, it is up to the Game
If you are hidden and you attack an Master to provide a ruling. This
opponent who is unaware of your is known as Game Master Fiat.
position, you gain Advantage on the Ultimately the Game Master
attack Test. has final say on how the game
is played and how the rules are
enforced. The key is simply to
be consistent.

11
Chapter Two: Jockey & Mecha Creation
There are two components to a mecha, the robot itself, and the
Jockey (or pilot). Tiny Frontiers: Mecha and Monsters is a game that
focuses on the mecha, and less on the pilot inside. Now that you
know how to play, let’s talk about how to create your characters.

Jockey Creation
Game Masters! If it matters, a Jockey has
the following rules:
While this is going on, you should be • Health: 6
thinking about what type of scenario you
• They make all Tests with
will be placing the Jockeys in. The choices
players make while creating their Mechas 2d6 (more about this
should give you lots of ideas about what later).
missions and challenges would work well, • They get one Pilot Trait
particularly their systems. from the list below.
It is the Game Master’s job to create
a convincing setting and story for the • All Jockeys create a Drive.
Jockeys, which includes missions to It is assumed that your
undertake, locations to visit, enemies to Jockey is already wearing the
fight, and NPCs to interact with. Is this standard armor or clothing
going to be a one-off adventure? Or are
of their choosing – be it a
you planning to create an entire world or
universe for your Jockeys to discover over vaccsuit, an armored space
the course of many game sessions? suit, a mechanic’s overalls
You can put as much or as little effort and harness, or just a toga
into this as you like, but keep in mind from a primitive world.
it’s your job to keep everyone on track Armor serves no mechanical
and entertained. One-off adventures function in the game for
can be planned with a few minutes of Jockeys.
preparation; however, if it is your goal to
have a larger campaign in mind, this is Finally, name your Jockey
going to take some work on your part to and give him or her a little
plan in advance. Take some time to look bit of a backstory. One
through the For The Game Master thing to consider is the
section. relationship between your
Jockey and her Mecha. Was
she assigned to it? Has she
made special modifications herself or does she regard her Mecha
as a lovable bucket of bolts? A little personality goes a long way.
Tiny Frontiers: Mecha and Monsters is a science fiction game,
and there can likely be species other than human. Ask your Game
Master about the setting and style he’s running with. Species has
no effect on Jockeys, but it can be a nice narrative tool.

12
Attacking and Defending
There’s a few rules around Jockeys and combat you need to know.
Whenever they attack a non-Mecha/Kaiju target, they deal one
damage. Jockeys can not damage Mecha or Kaiju unless they have
an unique weapon capable of such things.
If the Jockey is the target of a successful attack from a Kaiju or
Mecha and they are not in a Mecha, they are automatically dead.
No ifs, ands, or buts there.

Death
The dying process begins when you’ve taken enough damage to
reduce your Health to 0. At this point, you’re dead. Remember
Jockeys aren’t the focus of the game.

Sleeping
You need at least 4 in-game hours of uninterrupted sleep every
day to regain your strength. If you manage to obtain 4 hours of
uninterrupted sleep, you will fully restore any lost Health to your
maximum. You otherwise regain 1 Hit Point for every hour of sleep.
When asleep, Jockeys are unconscious. If something is going on
around them they are less likely to be aware of it, and are at a Dis-
advantage when making a Test to see if something wakes them up.

Pilot Traits
Pilots must select one trait from this list. Each pilot trait is useable
once per session. You must narrate the action you take that justifies
using the bonus, or in someway indicate how the bonus applies.
The Game Master can disallow the use of a trait if she feels it is
inappropriate.
• Daredevil: If you are taking unnecessary risks that put allies
or the mission in harm’s way, you may gain Advantage on the
related roll.
• Iron-Blooded: If you would be disabled, you may recover 1
Structure.
• Born to Jockey: If your roll would fail, you may retest if it
relates to piloting or movement.
• Lucky: You may invoke your extraordinary luck and reroll a
single roll, but you must roll it with Disadvantage.
• Celebrity: If it relates to getting resources, gear or favors, you
may test with Advantage.

13
• Resolute: If you would be slammed,
If using Tiny Frontiers thrown, or moved, you may instead
to generate pilots, remove stand firm and not be moved.
the once per session
restriction on these Pilot • Fearless: If an Obstacle test occurs
traits so they function like due to Fear or an extreme threat,
Tiny Frontiers traits. No pilot you may test with Advantage.
should have more than one
Pilot trait. Additionally, no trait • Leader: You may select one Ally to
that a Jockey has applies in reroll a failed Test if you give them
a Mecha unless it is a Pilot advice or encouragement.
Trait. It’s important to note:
the goal of TF:M&M is to drive • Wrathful: If you are in a mecha,
the mecha action. Pilot Traits and if you make a successful
are designed to allow your Melee attack, you may increase the
pilot to shine through their damage you deal by +1.
giant armored battlesuit, while
keeping the focus where we • Wise: If you instruct an ally on how
want it. to accomplish an Obstacle you’ve
already successfully passed, they
Test with Advantage.
• Driven: If you have less than 3 Structure, you may ignore
Disadvantage for the roll or if you have 1 Structure, you may
ignore Disadvantage and gain Advantage.
Finally, Jockeys all have a driving principle called a Drive that you
will want to write down.

This Drive is a simple statement


Optional Rule: used as a guiding force for your
Repairing and Jockey. Your Drive may be, “I’ll
Refueling Mechas always find a diplomatic solution,”
“My Mecha is my best friend,”
For each point of Structure or “No one harms my city.” This
damage your Mecha takes, you Drive is not etched in stone, and
need one hour of repair. No test can be changed or added to with
required, just the downtime and the approval of your Game Master.
access to appropriate resources
and facilities. Any other situation
will be adjudicated by the GM.
Fuel is recovered at one point an
hour, just like Structure. However,
most Mecha have renewable en-
ergy sources (nuclear, electromag-
netic, or other types), and do not re-
quire facilities to recover Fuel, just
down time.

14
Mecha Creation
Creating your Mecha is a longer, but still fairly quick, process. You
don’t necessarily need to follow this specific order, but it serves
as common flow for the process (there are more details after the
checklist).
• Select a Chassis
• Select systems as dictated by your Chassis.
• Get stompy!

First, select a chassis from the Chassis List. This will give you a
chassis system (which is unique to your chassis) and your Structure.
Then select unique systems from the system List. Instead of pre-
defined character classes like other RPGs, Tiny Frontiers: Mecha
and Monsters (like Tiny Dungeon) uses systems to express what
your Mecha excels at doing. Each chassis dictates how many
systems of each type you can have. You can only select each system
once, and you get a certain number of systems.

15
Chassis List:
Striker-Class
Strikers are the nick-name for lithe, mobile, and agile chassis. They tend
to be exceptionally humanoid in their movements and are often connected
directly to their pilots via neural link. This allows for speed of movement and
reflexes that you often can not find in larger mecha. This benefit comes with
a drawback: Striker tend to be less sturdy than the larger more armored
mecha.
Structure: 6 Fuel: 10
Chassis System: Agile Dodge - Passive: Whenever the Striker is hit by a
Ranged attack, they may roll a Test at Disadvantage. If they succeed, they
negate all damage from the attack. This does not stack with the Evade
action.
Other Systems:
• 1 Sensor • 2 Weapon • 1 Defense • 2 Movement

Scout-Class
Scouts are the all-purpose mecha, designed for everyday and all-situation
useage. They tend to be moderately tough, and have a good variety of
systems. They also have the benefit of being dramatically cheaper to produce
than other types of Mecha, so you see a lot more of them. They tend to be a
little on the small side, but are tougher than the average Angel.
Structure: 8 Fuel: 8
Chassis System: Adaptable Build - Passive: Scouts gain 1 extra system
when building their chassis.
Other Systems:
• 1 Sensor • 2 Weapon • 2 Defense • 1 Movement

Knight-Class
A Knight is one of the biggest robots on the block in battle. They stand as
tall as small skyscrapers, and are the most common heavy hitters in combat.
They tend to excellent at holding or defending locales, and can withstand
extensive fire.
Structure: 10 Fuel: 6
Chassis System: Buffered Shielding - Passive: When a Knight is hit, they
may disable one system to ignore the damage. The disabled system can no
longer be used until the Knight has a chance to repair.
Other Systems:
• 1 Sensor • 3 Weapon • 2 Defense • 1 Movement

16
Titan-Class
Titans are the mammoth, world shattering mecha that wade into battle,
bristling with weapons. They are slow, unstoppable, and relentless
opponents, and most armies only field one or two, as the resources and cost
are extensive to launch a Titan.
Structure: 12 Fuel: 4
Chassis System: Immoveable - Passive: No system or attack will
physically move a Titan, unless it is from another Titan or a Colossus.
Other Systems:
• 1 Sensor • 3 Weapon • 3 Defense • 1 Movement

System Lists
There are 5 types of systems for mecha: Basic, Sensor, Weapon,
Defense, and Movement. As the name might imply, they tend to
impact or affect certain aspects of the mecha.
All mecha have all Basic systems. Those come pre marked on
the sheet. The rest may be selected at character creation. Unless
otherwise noted, systems resolve immediate and don’t last.

Basic Systems:
• Basic Weapons: All mecha have basic weapons, be they fists
and thrown vehicles, or small guns. Action: Make a Basic
Melee or Basic Ranged Attack Test. Deal 1 damage.

• Heavy Lifting: All mecha are capable of lifting a few tons.


Action: Test at Disadvantage to slam into an enemy or throw
something heavy at them. If you succeed, you may move
them 120 yards away.

• Colossal Size: Passive: Attacks by Colossal Size entities do


double damage to non-Colossal targets. Entities with the
Colossal Size trait can only be damaged by other Colossal
Sized beings or by Anti-Colossal Weapons.

Sensor Systems:
• Long-Range Scanners: Sensitive scanners that can detect
enemy mechas from light-years away. Passive: When you
Search, you Test with Advantage.

• Jamming Array: A sophisticated sensor array that can jam


enemy communications. Passive: Spend 3 Fuel to give an
opponent Disadvantage on a Test before they Test.

17
• Holographic Emitters: Passive: A hard light disguise,
allowing you to disguise your mecha as another mecha or
artificial object up to twice as large. Action: Make a Test. If
you succeed, your next attack Test gains Advantage.

• Interior Scanners: A high-resolution electrical scanning


system that is sensitive enough to locate biological nervous
systems and electronic handheld devices, allowing the
mecha to intelligently reroute power when it takes damage.
Action: Make a Test with Disadvantage. If you succeed, you
may choose one System or Evolution and your target may not
use it until your next turn.

Weapon Systems:
• Antimatter Missiles: Dramatically unreliable hard-hitting
missiles. Action: Spend 2 Fuel. Make a Ranged Attack Test. If
you succeed, you deal 1d6 damage to a target. (roll a d6 dice.
The number showing is how much damage you deal).

• Armor Piercing Axe: A massive axe designed to cleave


enemies. Action: Make three Melee Attack Tests with
Disadvantage. Each successful test deals 1 damage. This
damage can not be reduced.

• Plasma Cannons: Rapid-firing melty guns. Action: Make two


ranged attack Tests, the second one being at Disadvantage.
Each attack does 1 damage. If both attacks are successful, the
Disadvantaged attack does 2 damage.

• EMP Mines: Bombs that disrupt electronics. Action: Make a


ranged or melee attack Test against a target with electronics.
If you succeed, choose one system, and your target can not
use it until your next turn.

• Charge Cannon: Action: Spend 2 Fuel. If you take no other


actions this turn, you may make a ranged attack Test with
Disadvantage. If you succeed, deal 6 damage to your target.
This system can not benefit from the Focus Action or be used
in consecutive rounds.

• BGS (Big Glowy Sword): A giant sword that your mecha


wields in one hand. Action: Make a melee attack Test that
deals 3 damage.

• Rapid Fire Lasers: A massive burst of multiple lasers. Action:


Perform up to three ranged Attack actions with Disadvantage.

18
For each one that hits,
you may make an extra
ranged Attack action
with Disadvantage (with
the same benefit).

• Main Cannon: A
reliable long-range
weapon is mounted on
your Mecha. Action:
Make a ranged Attack
action. This Attack
deals 2 damage. If you
fire on an immobile
target, this attack has
Advantage.

• Automatic Cannon:
Your Mecha has
multiple automatic
weapons and plenty of
ammunition. Action:
Perform two ranged
Attack actions against
the same Target.

• Retractable Sword: A large retractable blade or energy


sword extends from one of your Mecha’s limbs. Action:
Perform a melee Attack action. This attack deals 2 damage
if it hits, and ignores anything that reduces damage (but the
attack can still be Evaded).

• Swarm Missiles: A ridiculous number of independently


seeking missiles. Action: Make 6 ranged attack Tests at
Disadvantage. If all 6 Tests succeed, deal 1 extra Damage.

• Electro-fists: Two massive fists that can be used to brutally


pummel enemies into submission. Action: Make 2 melee
attack Tests at Disadvantage. Each deals 1 damage. If both
hit, you may throw the target.

• Warforged: This mecha is built to be a mobile weapons


platform. Passive: You gain 2 additional Weapons systems,
but lose 1 Defense System.

19
Defense Systems:
• Mining Shields: Shields designed to hold up against a
barrage of heavy space debris. Passive: If you are attacked
by a Test that makes multiple rolls, reduce the total damage
taken after all rolls by 1. (Minimum 1)

• Multi-phase Shield: Several force field emitters allow for fine


manipulation of everything around your mecha. Passive: If
you are attacked by Ranged attacks, reduce the total damage
by 1. (minimum 1)

• Cloaking: A light-bending field that makes your mecha


almost invisible. Passive: When you Hide during combat,
you Test with Advantage.

• Reinforced Materials: Massively sturdy and dense metals


make up your Mecha’s chassis. Passive: Permanently
increase your mecha’s Structure by 4.

• Repair Drones: Robots which assist in repair tasks. Action:


Spend 3 Fuel. Restore 2 Structure to either your Mecha or an
adjacent Mecha.

• Armor Plating: Thick armor plating covers your mecha


protecting you from damage and shock. Passive: Any melee
attack against you deals 1 less damage. (minimum 1)

• Titanium Shield: You wield a massive shield on one arm of


your Mecha. You can use this to protect yourself and prevent
damage. Passive: Any attack action against you deals 1 less
damage (minimum 1). This system costs both a Weapons and
Defense system slot.

Movement Systems:
• Stealth Engines: Engines which have no detectable exhaust.
Action: Spend 2 Fuel. You may Test to Hide without taking an
action this turn.

• Fuel Tanks: Massive reservoirs of fuel. Passive: Permanently


increase your mecha’s Fuel by 4.

• Flight Engines: A variety of technology allows your mecha


to fly. Passive: You may move vertically instead of simply
horizontally.

20
• Gravity Engines: A reactionless engine that is very efficient
for long missions. Action: Spend 2 Fuel, and then move. You
may make a Melee attack with Disadvantage at the end of the
move.

• Microfusion Reactor: A high-yield reactor that packs


a punch. Action: Deal 2 damage to every enemy in the
encounter and 1 damage to your Mecha and every friendly.
Any non-reinforced buildings within 1 kilometer of your
Mecha are leveled or catch fire. Using this action disables this
system for the rest of the mission.

• Emergency Power: Redundant power systems that are


resistant to damage. Passive: When you would be reduced
to 0 Structure, spend 3 Fuel. You instead are reduced to 3
Structure (effectively repairing 3).

• Power Core: An energy-dense reactor that can be used as


a makeshift explosive. Action: Spend 1 or more Fuel and
roll a Test. If you succeed, deal 1 damage per Fuel spent, to
every enemy and ally in the encounter. Any non-reinforced
buildings within 1 kilometer of your Mecha are leveled or
catch fire. Using this action disables your Mecha for the rest
of the Fight.

• Bodyguard Protocol: You have fast-reaction boosters that


allow you to aid your allies. Passive: If it is not your turn and
an ally would take damage, spend Fuel equal to that damage.
You move adjacent to that ally, and the damage is applied to
you as though you’d been hit by the attack.

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Chapter Three: Kaiju Creation
Creating a kaiju is much like creating a mecha. Kaiju are giant
monsters created by either science, nature, or other processes,
and they often battle mecha in giant cityscapes. This section is to
allow a Jockey to instead be a Kaiju, or to provide antagonists to
fight against your mecha. You don’t necessarily need to follow this
specific order, but it serves as common flow for the process (there
are more details after the checklist).
• Select a Bioform
• Select Evolutions as dictated by your bioform.
• Get stompy!
First, select a bioform from the Bioform List. This will give you
a bioform Evolution (which is unique to your Bioform) and your
Health.
Then select unique Evolutions from the Evolution List. Instead of
predefined character classes like other RPGs, Tiny Frontiers: Mecha
and Monsters (like Tiny Dungeon) uses Evolutions to express
what your Kaiju excels at doing. Each Bioform dictates how many
adaptions of each type you can have. You can only select each
Evolutions once, and you get a certain number of Evolutions.

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Kaiju Healing
For each point of Hit Point damage your Kaiju takes, you need one
hour of rest. No test required, just the downtime and access to a
quiet and safe location. Any other situation will be adjudicated by
the GM.

Energy Recovery
For each point of Energy a Kaiju wishes to recover, they just
devour one ton of any sort of material. This devouring takes 1
hour per ton. This includes the time to eat, digest and convert the
material to energy.

Bioform List:
Mokin
Mokin are the nick-name for lithe, mobile, and agile bioforms. They
tend to be exceptionally humanoid in their movements, and tend to slink
through the terrain in a series of hit and run tactics, that cause quick bursts
of damage.
Health: 6 Energy: 10
Bioform Evolution: Lightning Reflexes - Passive: Whenever the Mokin
takes an Evade action, they Test with 2d6 instead of Disadvantage.
Other Evolutions:
• 1 Intelligence • 1 Defense
• 2 Attack • 1 Movement

Bakemono
Bakemono are the midrange Bioforms of the Kaiju. They tend to be
exceptionally varied, very powerful, exhibit a surprising range of abilities.
You can never know what to expect when facing down a Bakemono.
Health: 8 Energy: 8
Bioform Evolution: Evolutionary Advantage - Passive: Bakemono gain
1 extra Evolution when building their Bioform.
Other Evolutions:
• 1 Intelligence • 2 Defense
• 2 Attack • 1 Movement

23
Oni (Demon Monster)
The Oni are the indestructable and terrifying monsters of the Kaiju. They
tend to be massive, resilient beasts capable of leveling a city and at times,
withstanding nuclear weapons. Often large, and appear as oversized
versions of natural animals, Oni are feared throughout the world.
Health: 10 Energy: 6
Bioform Evolution: Reflexive Movement - When an Oni is hit, they may
instead choose to be moved out of the way instead. Passive: If an Oni is
hit, they may spend one Energy per point of damage they would have
taken. After the Energy is spent, they take no damage.
Other Evolutions:
• 1 Intelligence • 3 Attack • 2 Defense • 1 Movement

Daikaiju (Giant Strange Beast)


The Daikaiju are the largest of the Kaiju, the size of small mountains
or islands. Daikaiju tend to slumber, but when they awake, they wreck
destruction on a scale that is rarely seen.
Health: 12 Energy: 4
Bioform Evolution: Unstoppable Mountain - Passive: Spend 2 Energy
before rolling to gain Advantage on that roll.
Other Evolutions:
• 1 Intelligence • 3 Defense
• 2 Attack • 1 Movement

Evolutions Lists
There are 5 types of Evolutions for Kaiju: Basic, Intelligence,
Weapon, Defense, and Movement. As the name might imply, they
tend to impact or affect certain aspects of the Kaiju’s evolution.
All Kaiju have all Basic Evolutions. Those come pre marked on
the sheet. The rest may be selected at character creation. Unless
otherwise noted, actions from Evolutions resolve immediate and
don’t last.

24
Basic Evolutions:
• Basic Weapons: All kaiju have basic attacks, be they fists
and thrown vehicles, or small spikes that shoot out of their
elbows. Action: Make a Basic Melee or Basic Ranged Attack
Test. Deal 1 damage.

• Heavy Lifting: All Kaiju are capable of lifting a few tons.


Action: Test at Disadvantage to slam into an enemy or throw
something heavy at them. If you succeed, you may move
them 120 yards away.

• Environmental Healing: Kaiju can heal as they stomp


around and smash through cities and terrain. Passive:
During character creation, select an “energy” type. Once you
select this, it can’t be changed. Keep it broad, but interesting.
Nuclear, Fission, and Electromagnetic are just some examples
of excellent choices. If your Kaiju spends an action to eat an
item that conducts, moves, or channels that energy, the Kaiju
immediately gets to roll 6 Tests at Disadvantage, healing 1
Health for each successful Test.

• Colossal Size: Passive: Attacks by Colossal Size entities do


double damage to non-Colossal targets. Entities with the
Colossal Size trait can only be damaged by other Colossal
Sized beings or by Anti-Colossal Weapons.

Intelligence Evolutions:
• Echo-location: Sensitive biological instruments that can
detect enemies from miles away. Passive: You make Tests for
Searching at Advantage.
• Feral Attacks: Passive: When you make your next attack
Test against a target who took damage from you last turn,
you deal +1 damage and suffer 1 damage.
• Pheromones: Action: Make a Test. If it’s successful, your next
attack this round can only be Evaded if the Target spends 1
Fuel or Energy.
• Regeneration: Action: Make a Test. The first non-attack Test
you’d make with Disadvantage is instead made with 2d6.
This effect lasts until the start of your next turn.

25
Weapon Systems:
• Acid Spray: Action: Spend 2 Energy. Make a ranged attack
Test with Disadvantage. If you succeed, you deal 1d6 damage
to a target. (roll a d6. The number showing is how much
damage you deal).
• Shooting Spines: Action: Make two ranged attack Tests. The
second one has Disadvantage. If the first Test is successful,
it deals 1 damage. If the second test is successful, it deals 1
damage. If both tests were successful, the second test deals
+1 damage.
• Bio-Electric Discharge: Energy discharges that disrupt
electronics. Action: Make a ranged or melee attack Test
against a target with electronics. If you succeed, choose one
system, and your target can not use it until your next turn.
• Massive Sinews: Action: Spend 3 Energy, and make a melee
attack Test with Disadvantage. If you succeed, deal 4 damage
to your target.
• Serpentine Tail: Action: Make a melee attack Test. If you
succeed, deal 1 damage, your target can only attack you with
melee attacks next turn.
• Red Atomic Breath: Action: This action takes both your
actions for the turn. Spend 2 Energy. Make a Ranged attack
at Disadvantage. If successful, deal the target 6 damage. This
system can not benefit from the Focus Action or be used in
consecutive rounds.
• Blue Atomic Breath: Action: Perform up to three ranged
Attack actions with Disadvantage, but they must all be against
different targets.
• Gouging Talons: Action: Make a melee Attack action. This
Attack deals 1 damage that can’t be reduced. If you attack an
immobile target, this attack has Advantage.
• Lashing Tongue: Action: Perform two ranged Attack actions
against the same Target.
• Hidden Bone Spikes: Action: Perform a melee Attack action.
This attack deals 2 damage if it hits, and ignores anything
that reduces damage (but the attack can still be Evaded).
• Spore Missiles: Action: Make 6 ranged attack Tests at
Disadvantage. For every two that hit, deal 1 damage. If all 6
Tests succeed, deal 1 extra Damage.

26
• Meaty Fists: Action: Make 2 melee attack Tests at Disadvan-
tage. Each deals 1 damage. If both hit, you may “throw” your
target. Spend 1 or more Energy. You may throw the target
you hit 60 yards for each Energy you spent as part of this
action.
• Lashing Tentacles: Action: You can make 3 Melee attack
Tests at Disadvantage. Each deals 1 damage. If all three hit,
your target gains Disadvantage on their next roll.
• Vicious Chomp: Action: Make a Melee attack Test. If
successful, you can spend your next action to deal 1 more
damage automatically.
• Extra Limbs: Passive: You gain 2 more Weapons Evolutions
but lose 1 Defense Evolution.
• Energy Breath: A reliable long-range breath of radioactive
energy. Action: Make a ranged Attack action. This Attack
deals 2 damage. If you fire on an immobile target, this attack
has Advantage.

Defense Evolution:
• Layered Plating: Passive: If you are attacked by a Test that
makes multiple rolls, reduce the total damage taken after all
rolls by 1. (Minimum 1)
• Carapace: Passive: If you are attacked by Ranged attacks,
reduce the total damage by 1. (minimum 1)
• Adaptive Camouflage: Passive: You Test with Advantage for
Stealth Tests.
• Massive Evolution: No special action, but permanently
increase your Kaiju’s Health by 5.
• Rapid Healing: Action: Make a Test. If successful, restore 3
Health to your Kaiju. Each Health restored requires you to
spend 1 Energy.
• Armored Plating: Thick armor plating covers your Kaiju
protecting you from damage and shock. Passive: Any melee
attack against you deals 1 less damage. (minimum 1)
• Nuclear-Hardened Hide: Your thick hide was hardened by
nuclear radiation. Passive: Any attack against you deals 1
less damage (minimum 1). This costs two Defense Evolutions.

27
• Living Energy: This Kaiju is made of and fueled by energy.
Passive: Any time you take Damage, you must instead apply
it to your Energy as though your Energy were Health. You
can spend your Health as though it were Energy. This takes
up two Defense Evolutions.
• Reactive Evolution: Passive: You start with one fewer
Weapon and Defense Evolution. The first time each combat
you are affected by a Weapon Evolution or System, you gain
that system for the rest of the combat (even if it’s not a system
you could normally possess). The first time each combat you
are affected by a Defense Evolution or System, you gain that
system for the rest of the combat (even if it’s not a system you
could normally possess). Note: If the system requires you to
use Fuel or Energy, which ever one you have is the one you use.

Movement Evolutions:
• Quiet Steps: Action: Make a Test at disadvantage. If
successful, you are not detected while moving, and can move
to a place gain some level of Advantage. This allows you to
move with Adaptive Camouflage.

• Wings: Passive: You may move vertically instead of simply


horizontally.

• Powerful Lunge: Action: Spend 2 Energy. The Kaiju may


move and make an attack action with Disadvantage as part
of this action. If this Evolution is used more than once a turn,
the Kaiju takes 4 damage that can’t be reduced.

• Broodmother: Passive: If an ally would be damaged, spend


Energy equal to the damage they’d take. You move adjacent
to them, and the damage is directed against you as though
you’d been originally hit.

• Energy Reserves: Passive: No special action, but permanently


increase your Kaiju’s Energy by 4.

• Adrenaline Surge: Passive: Spend 3 Energy. When you


would be reduced to 0 Health, you instead are reduced to 3
(effectively gaining 3 Health).

28
Origin Traits
You may select one trait from this list to represent your Kaiju’s
origin. Each Kaiju must select one trait from this list. Each Origin
trait is useable once per session. You must narrate the action you
take that justifies using the bonus, or in someway indicate how the
bonus applies. The Game Master can disallow the use of a trait if
she feels it is inappropriate.
• Born of Fire: You radiate intense flame, the great devourer.
When you are hit with a melee attack, you may have the
attacker take 2 damage.

• Born of Stone: Your skin and bones are as stone. You may
ignore 1 damage.

• Born of the Wind: You move as the winds. You may ignore
the Energy cost for one movement system.

• Born of Kharma: You may invoke your extraordinary luck


and reroll a single roll.

• Born of Steel: You are as iron and metal. You may ignore 2
damage, but must spend 2 Energy to do so.

• Born of Will: You are the unstoppable force. Double the


distance you move or throw any object or creature.

• Born of the Brood: You are connected to all your mates. You
may take Disadvantage on a roll to grant an Ally Advantage
on their next roll.

• Born of Rage: You are unending rage and strength. You may
have an attack deal +1 damage.

• Born of Cold: You are ice and frost, silent death. You may
force a target of an attack you made to take Disadvantage on
their next attack. If they would already have Disadvantage,
they must spend 2 Energy or Fuel to make the attack, on top
of any normal costs.

• Born of The Unending: You are unstoppable. Never ending. If


you have less than 3 Health, you may ignore Disadvantage for
the roll or if you have 1 Health, you may ignore Disadvantage
and gain Advantage.

29
Chapter Four: For the Game Master
The following sections are to assist the Game Master in running
games. The Game Master should study it before character creation.

Running Adventures
This is undoubtedly the hardest part of being the Game Master,
but luckily, you have options. Tiny Frontiers: Mecha and Monsters
is a setting-neutral sci-fi game system – meaning that you generally
should be able to take the fluff and story of an already established
setting, even from another game system, and run the Tiny Frontiers:
Mecha and Monsters rules within it. This may require you to make
some changes to the rules to ensure everything fits, but it’s the
quickest way to get things started. There is an unending list of
supplemental gaming material out there for premade characters,
plot hooks, missions, and campaign settings.
Alternatively, you can use the setting we’ve provided in this book.
There is more on that in the next chapter.
But before we get too deep, ask yourself this question: is this going
to be a one-off mission that just lasts for one game session, or do
you have a larger campaign in mind? If you are planning a one-
off session, then things aren’t going to be too difficult, even if you
plan to create the adventure yourself. One-off missions generally
do not require a significant amount of world-building, meaning
you do not need to spend time creating the rich history that larger
campaigns require. One-off missions present your players with a
single main objective or quest to complete in the game session.
For example, perhaps you plan to have your players’ Jockeys
defend a vulnerable space station from encroaching enemies. Your
job is to make the enemies feel like enough of a threat that the
Jockeys feel obligated to bring out their mecha and go to battle.
Perhaps the villains are threatening needed medical supplies, or
attempting to shut down important trade routes?
Now what Jockey doesn’t want to fight? Well, oftentime they’re
part of a military unit. Lean on that to help them get to the battle.
If need by, use your nefarious villain to really put the pressure on.
Have the Villain destroy a site of particular importance, and throw
his armies at the Jockeys. Make them battle their way through,
before they streak off through the stars towards the starbase where
the Villain has hid himself.

30
Of course this hiding place is a decoy, and the Villain has left a
massive space monster (building using the Kaiju rules) to fight. The
Jockeys are forced to battle this massive starbeast! Unfortunately
this beast manages to destroy the mechas before it is destroyed
itself. So the Jockeys return to their starbase. Luckily the military
organization they work for has build a new for of mecha, one built
to combine itself with other mecha to form a super-mecha!
Of course the Jockeys are trained in a rush on the use of this
mecha, and with that being done, new intelligence suggests where
the villain is located on a volcanic planet where a super weapon is
being built, but two or three massive kaiju oppose and block the
way there!
So our brave Jockey’s set off!
Now the final battle can begin!
Your other option is building a campaign setting. This basically
strings a bunch of adventures together into an overarching plotline,
where there is a main goal to achieve, but smaller challenges must
be overcome first across multiple sessions.
Campaigns will require more thought be put into the worlds
the Jockeys occupy; this means you will have to create numerous
locations such as outposts and planets, name them, and create the
history of the galaxy itself. To help with this, we’ve included some
tools.
This is a big challenge, and it is recommended to work at it slowly. If
your aim is to create a campaign, it’s best to create a general history,
and then describe the first settlem the Jockeys find themselves in.
From there, it’s a matter of building upon what you’ve already
established, and this really lessens the burden of trying to write a
vivid, living world before your game even gets started. It sounds
like a lot of work, and it is, but creating an enjoyable campaign
setting of your own is one of the most rewarding things a Game
Master can do.
Just remember, whether you are running a one-off session or a
campaign, be flexible, but be consistent. Let your players work
with you to tell the story, but never forget their actions. If they
deviate in an unexpected way, go with it. But if they do something
that wouldn’t make sense within the game’s world, such as
killing someone they were meant to protect, or even accidentally
destroying an item they were meant to retrieve, the Jockeys should
potentially face in-game consequences for those actions.

31
32
Chapter Five: Enemies
The enemy chart is to assist the Game Master in crafting challenging
fights. As a Game Master, you want to be sure your Jockeys feel
threatened. The goal isn’t necessarily to kill your Jockeys, but the
danger of death should always be present and possible. Jockeys
should never feel as though they are above running to save their
hides if need be.
Enemies can also have unique abilities, either selected from the
systems List just like a Mecha or Kaiju, or unique abilities the
Game Master feels appropriate. You should choose abilities that
would be appropriate for the type of enemy, such as basic combat
training for a guard, or multiple weapon attacks per round from
a war machine. When the Jockeys are on a planet with a harsh
environment, native lifeforms may have abilities that make them
well-adapted to the environment.
Enemies can serve many roles. The most basic role of enemies
is to justify calling in Jockeys to complete a mission that would
otherwise be easy for ordinary people (such as fighting through
some dangerous wildlife to flip a switch and reboot a terraforming
system). You can also use enemies to make a seemingly mundane
and simple task become extremely complicated. Enemies may
actively try to prevent the Jockeys from completing their mission.
It may be possible to negotiate with some enemies, although they
will certainly have wants and goals of their own. A mission’s sole
goal may be to find and defeat an enemy or group of enemies.
Enemies can have specific weaknesses for Jockeys to exploit.
This weakness may be something that disables one of the enemy’s
abilities, instantly defeats that enemy, or forces the enemy to
flee from the Jockeys. An entire mission may revolve around
the Jockeys finding a weakness that allows them to deal with an
enemy or species of enemies. A dangerous alien monster might be
vulnerable to freezing temperatures, or it may be possible to shut
down a combat drone’s shields by radioing the right deactivation
codes. Sometimes this may be a social task, such as finding evidence
to blackmail someone, or obtaining research from someone who
has been studying the enemy’s biology. A particular piece of tech or
type of energy may be the key to finding an enemy’s weakness, or
it may need to be reverse-engineered and mass-produced to deal
with the entire species. When designing a weakness, make sure
that the Jockeys have ample opportunity to learn of its existence
before they try to fight the enemy.

33
Dread and tension can serve a large role in introducing more
powerful enemies. Once Jockeys have rolled initiative, a lot of the
tension goes away because now they can just shoot it. If Jockeys
keep hearing the monster, or seeing blurry video recordings of
it, or finding its victims, or learning about its bizarre biology, or
hearing tales and rumors from NPCs, then when they finally meet
it they will understand that it’s not just another encounter, but
a dangerous adversary. If you are running a campaign, you may
want to spend multiple sessions seeding rumors about a Solo-level
enemy and giving the Jockeys opportunities to learn its weaknesses.
Game Masters should try to vary enemy types to keep things
interesting (unless the entire mission has a reason for similar
enemies, like stopping an army of killer robots). Here are some
varieties of enemies you can use:

Threat HP Description
Fodder 1 Fodder enemies are people or animals that
have virtually no combat ability. They can be
used to throw additional enemies into combat
for a more epic feel.
Low 2 Low threat enemies may represent wild
animals or average criminals.
Medium 3-5 Medium threat enemies can begin to be
dangerous in small groups, and can represent
skilled combatants or predatory creatures.
High 6-8 High threat enemies are just as dangerous as a
skilled Explorer. They are often leaders of Low
threat or Fodder threat enemies. Since they’re
usually leaders, they often have unique abilities
that bolster their minions.
Heroic 9-14 Heroic threat enemies are easily more skilled
than your average Explorer. Provide two or
three unique abilities for Heroic enemies, and
several Fodder enemies to protect them.
Solo 15-20 Solo threats are enemies that require an entire
party to engage with them. This is the realm
of giant monsters, city-leveling war machines,
and reality-warping entities. These creatures
often have a wide variety of abilities to defend
themselves from attackers.

34
Random City Generation
3d6 Roll Terrain Effect
3 Skyscraper If you throw or slam your target into
this feature, they take 1 damage and
destroy the building.
4 Hover-Train You may use this as a weapon that
deals 2 damage. After the third
time it deals damage, it’s no longer
useable.
5 Deep Water Movement is halved to 30 meters in
Deep Water.
6 Power Plant Electrical, Nuclear, or other power
source.
7 Airport None.
8 Space Elevator If you throw or slam your target into
this feature, they take 1 damage.
9 Monument If you throw or slam your target into
this feature, they take 1 damage and
destroy the structure.
10 Bridge It takes an action to step around or
over this object, outside of normal
movement.
11 Skyscraper If you throw or slam your target into
this feature, they take 1 damage and
destroy the building.
12 Spaceport None.
13 Power Plant Electrical, Nuclear, or other power
source.
14 Shopping Mall None.
15 Subway You may use this as a weapon that
deals 2 damage. After the third
time it deals damage, it’s no longer
useable.
16 Residential Area None.
17 Skyscraper If you throw or slam your target into
this feature, they take 1 damage and
destroy the building.
18 Shipyard Movement is halved to 30 meters in
water here. If you grab a ship, you
may use it as a weapon that deals 2
damage. After the third time it deals
damage, it’s no longer useable.

35
Random City Terrain Generation
2d6 Roll Terrain Effect
2 Theocracy A religion (or philosophy) dominates
the settlements’ schools of thoughts,
and influences their every action.
3 Seedy Port A wretched hive of scum and villany.
4 Intolerant A fairly reasonable philosophy
that addresses one of society’s ills
is held to an extreme, resulting in
an extremely inconvenient cultural
custom. Anyone who doesn’t
conform to it is an outcast.
5 Dictatorship A cruel leader maintains order
through military power. Members
of the resistance are hunted
and rehabilitated using the best
technology available.
6 Harmony The people living here have used
genetic manipulation to survive
comfortably in the planet’s
environment. The settlement is
sparsely populated to make it easier
to live in touch with whatever passes
for nature on this world.
7 Educational The settlement has galactic-class
training facilities for a highly
specific trade or profession. May
be publicly advertised, or a closely
guarded secret.
8 Research Outpost Most of the population is scientists
studying a specific field of research.
Their work is either unique to a
research topic only found at this
location, or purely theoretical.
9 Trading Post The local sector is sparsely
populated. Lone settlers, miners,
and other independent types visit to
sell their goods and buy things they
can’t find elsewhere.
10 Abandoned A remote research facility that was
Research Facility working on secret research, but
was abandoned for some reason.
Old security systems and former
experiments may be woken up by
Jockeys.

36
2d6 Roll Terrain Effect
11 Settlers in Old ruins that have been picked
Ancient Ruins over by archaeologists and treasure
hunters. Anything valuable left
behind is either extremely well
hidden or extremely dangerous to
uncover.
12 Abandoned Large and well-organized cities are
Civilization completely devoid of sentient life
for an unknown reason. Years or
decades of nature have begun to
reclaim things.

37
Chapter Six: Outriders, Combiners,
and Transforming Mecha and Kaiju
Outriders
Outriders are used to describe smaller or supplemental vehicles
that support or attach and battle against Mecha and Kaiju. They
are almost never piloted by Jockeys, but instead take the role of
environmental effects.
Outriders who can harm or damage large enemies have a special
trait “Anti-Colossal Weapons” (called “ACW”). Outriders without
the ACW trait can not harm Kaiju or Mecha.
• Anti-Colossal Weapons: Passive: You may deal damage to
Mecha and Kaiju with your attacks.
Here are some sample outriders. If you want to customize or
modify an outrider, a great place to start is by applying Mecha
systems or Kaiju Evolutions that have the effect you want as an
additional trait to the outlined outriders.

Attack Helicopter
Structure: 3
Attacks: Missiles and Machine Guns (ranged attacks only)
Traits: Flying, Anti-Colossal Weapons
Tank
Structure: 4
Attacks: Cannon (deals 1d2 damage) (ranged attacks only)
Traits: Anti-Colossal Weapons
Mobile Worker
Structure: 4
Attacks: Cannon (deals 1d2 damage) (ranged attacks only)
Traits: Anti-Colossal Weapons, Mining Shields
Small Pterosauria
Health: 2
Attacks: Claws and Beak (melee attacks only)
Traits: Flying
Medium Pterosauria
Health: 3
Attacks: Wings, Claws and Beak (melee attacks only)
Traits: Flying, Anti-Colossal Weapons

38
Large Pterosauria
Health: 5
Attacks: Claws, Beaks, Talons (melee attacks only)
Traits: Flying, Anti-Colossal Weapons
Triceratops
Health: 6
Attacks: Spikes (deal 1d2 damage)
Traits: Anti-Colossal Weapons
Tyrannosaurus Rex
Health: 5
Attacks: Chomp (deals 1d3+1 damage)
Traits: Anti-Colossal Weapons
Giant Ape
Health: 8
Attacks: Smash (deals 1d3 damage)
Traits: Climb, Anti-Colossal Weapons

Transforming Kaiju and Mecha


A staple of Kaiju and Mecha media is the ability to transform
between two distinct or different shapes (or even more than two!).
The following rules are designed to allow the game to emulate
those particular pieces of media, and tell those awesome stories!
First, how do we handle Transforming? There are two variables to
consider: does your transforming Mecha or Kaiju remain roughly
the same size and mass, or does it change into something smaller
or larger.
If you are using the same size between forms, use the following
rules. If the transforming entity changes mass and size, jump to the
rules after that.
First, the easiest way to handle Mecha or Kaiju who transform
between different forms (which we’re calling Load-Outs from here
on out).
To make your Load-Outs, simply create two (or more) Load-Outs
using the normal Kaiju or Mecha creation rules. However, each
version of your Mecha or Kaiju must share the following System/
Evolution. The rest of the systems on the different Load-Outs
can be different and distinct, but each Load-Out must have the
Transforming ability to be shifted into and out of.
Movement System / Evolution
• Transforming: Action: Spend 1 Fuel or Energy to change
your form to another Load-Out or Sub-Form.

39
Game Masters! If the Mecha can shift into a smaller,
less powerful form (such as a car or
There’s no reason you helicopter), you won’t need to create a
can’t adapt this to allow
second Load-Out. Instead, you’ll have
other systems or evolutions
to work in Sub-Forms if a Sub-Form, a smaller, stealthier form.
that’s the story you want Your Mecha or Kaiju will need to
to tell. Just be cognizant take the Transforming ability as listed
that Structure and Health above, but you’ll calculate your Sub-
are much lower, so some
Form based on your regular Mecha or
of the normal systems are
exceptionally powerful in Kaiju stats.
Sub-Forms. Structure/Health: 1/3 of regular
Structure or Health (round up)
Fuel/Energy: 1/3 of regular Fuel or
You’ll notice we don’t Energy (round up)
say if all the pieces that System/Evolution: Only the
make up a Combiner need to Transforming System or Evolution
be participating to allow it to will work in this form.
successfully combine. That’s
because it’s up to the individual
GM to decide how Combiners
Combiners
work in their story. If they want Another staple story is robots and
to say all the members need to Kaiju that can combine into larger,
be there, then that’s the rule. If more powerful forms. To use these
they feel a partial combine is rules, Mecha or Kaiju must use a
practical, that’s also the rule. new, special Chassis or Bioform as
Tell your story. listed below.

Combiner (Bioform or Chassis)


Structure/Health: 4 Fuel/Energy: 4
System/Evolution: Combiner - Passive: Each ally with this System/Evo-
lution can spend 1 Fuel/Energy per combining member to combine into a
form that has all of their Systems/Evolutions. When the Combined form
takes actions, each participant gets to take a single action. Each system
or adaptation can only be used once per turn however, just like normal.
To generate the Structure/Health, and Fuel/Energy for this new form,
simply tally the current amount each participant has and that is the
current amount the Combined form has. If the Combined form is reduced
to 0 Structure/Health, it falls back into the component pieces, each of
which, have 1 Structure or Health and 1 Fuel or Energy remaining.
The Combiner has all the systems of the composite pieces.
Other Systems/Evolutions:
• 1 Sensor/Intelligence • 1 Defense
• 1 Weapon/Attack • 1 Movement

40
41
Vehicles
Operational military vehicles are hard to come by these days
and offer pros and cons when used against kaiju. The amount of
non-Mecha military vehicles available to the players is entirely
dependant on the GM. On the one hand, they have a limited
number of attack options but on the other hand, Jockeys can use
non-Pilot traits, such as Marksman, Opportunist, and Vigilant,
while in the driver’s seat (though these cannot be used with
Advanced Systems).
Vehicle weapons are treated as Heavy Ranged Weapons for the
purposes of Traits and proficiencies while the weapons of a specific
vehicle type can be selected as a Weapon Mastery.
Unless otherwise stated, entering a vehicle requires one action.
Passengers within a vehicle cannot be targeted directly; all attacks
must be made against the vehicle and all damage is applied to the
vehicle first. If the damage from an attack exceeds the amount
needed to disable the vehicle, all passengers take damage equal to
the excess.
The vehicles listed below are not intended as Outriders.
Javelin-Class VTOL Jet Fighter
Description: An advanced air fighter capable of vertical takeoffs
and landings.
Structure: 3
Traits: Flying, Anti-Colossal Weapons
Basic Systems: Missiles(Ranged), Machine Guns (Ranged)
Advanced Systems: Automatic Cannons
Special: Wing Commander – Any friendly, flying Outrider
becomes to a Javelin-Class VTOL (without Automatic Cannons),
follows the Wing Commander’s orders, and acts on the Wing
Commander’s turn.

Bulwark-Class Tank
Description: Powerfully built mobile artillery designed for dense
urban environments.
Structure: 5
Traits: Anti-Colossal Weapons
Basic Systems: Cannon (1d2), Spiked Ram (Melee)
Advanced Systems: Armor Plating
Special: Bulldozer – Bulwark-Class tanks can move through
non-Reinforced buildings. Whenever the tank moves through
a building, make a test. On a successful test, the tank takes no
damage; on a failure, the tank takes 1 damage.

42
Venom-Class Attack Helicopter
Structure: 4
Traits: Flying, Anti-Colossal Weapons
Basic Systems: Missiles(Ranged), Machine Guns (Ranged)
Advanced Systems: Swarm Missiles
Special: Jump Ship – Venom-Class Attack helicopters can be used
to launch jump jet attacks against Colossal targets. Jockeys using
jump jets to attack from a helicopter gain Advantage on their first
attack and on their first roll to remain attached.

Pentecost-Class HMMWV (“Humvee”)


Description: A four-wheel drive military light truck with room for
7 passengers and a gunner.
Structure: 3
Traits: Speed Demon (60’ movement), Anti-Colossal Weapons
Basic Systems: Machine Gun (Ranged), Spiked Grille Guard (Melee)
Advanced Systems: Rapid Fire Lasers (top mounted, gunner)
Special 1: Troop Carrier – Passengers can enter or exit a
Pentecost-Class HMMWV as a free action from any adjacent square,
even during the vehicle’s movement. Passengers may make
Ranged attacks from the vehicle as normal.
Special 2: Fast and Furious – If the vehicle has passengers, a
passenger may use one or both of her actions to use the Rapid Fire
Lasers at any time during her or the driver’s turn, even during the
vehicle’s movement.

New Traits
• Ace: The Red Baron’s got nothing on me! When piloting a non-
mecha vehicle, if you are hit by a Ranged attack, you may test
at Disadvantage to dodge the attack. This does not stack with
the Evade action.

• Bucket of Bolts: She may not look like much, but she’s got it
where it counts. You are the proud owner of a vehicle and
have made some special modifications to it. Choose any
vehicle outrider (Tank, Attack Helicopter, or Jet Fighter) and
add one Advanced System which does not use Fuel.

43
Chapter Seven:
The Devastation Gauge and City Creation
Advanced City Creation
A Note: GMs interested in more tactical or intricate scenarios may
find a traditional battle map useful in managing complex urban
environments. The measurements in squares provided below are
intended to assist in drawing such maps and are purely optional.

Major City Feature (Roll 1d6)


Roll Feature Size Effect
1 River Special A river at least 1d6 wide runs the
length of the map. Movement is
slowed to 2 squares while wading in
the river. Whenever Bridge/Overpass
is rolled on the Minor City Feature
chart, add a bridge spanning the river
and reroll on the chart.
2 Harbor 2d6x1d6 A significant harbor dominates one
edge of the map. Whenever Shipyard
is rolled on the Minor City Feature
chart, add a Shipyard adjacent to the
Harbor. Movement is slowed to 2
squares while wading in the Harbor.
3 Central Special Whenever Skyscraper is rolled on
Business the Minor City Feature Chart, and
one Skyscraper of every size. These
District should all be within a 6x6 grid.

4 Industrial Special Whenever Refinery/Chemical Plant


District is rolled on the Minor City Feature
Chart, add another Refinery/Chemical
Plant and connect the two by Train/
Subway. Add one Power Plant
anywhere on the map.
5 Suburb Special Whenever Shopping Mall is rolled on
the Minor City Feature Chart, Add two
Residential Areas nearby.
6 Poor Special Roll on this chart twice, ignoring and
Zoning re-rolling this result.

44
Minor City Feature (Roll 3d6)
Roll Feature Size Effect
3 Skyscraper 1x1 If you throw or slam your target into
this feature, they take 1 additional
damage and destroy the feature.
4 Train / 4x1 or You may pick up this feature and use
Subway 1x4 it as a weapon. The feature does 2
damage and disintegrates after the
second use. Attacks made with a train
cannot have Advantage.
5 Power 2x2 [Electrical] If you throw or slam
Plant your target into this feature, they
must Save against entanglement or
lose 1 action freeing themselves from
wires.
6 Airport / 4x4 [Reinforced] Contains 1d6 planes
Spaceport which can be thrown as ranged
weapons. This attack cannot have
Advantage and deals 2 damage.
7 Bridge / 1d6x1 or It takes an action to step over or
Overpass 1x1d6 around this feature, outside of
normal movement. If you throw or
slam your target into this feature,
they take 1 additional damage and
destroy 1 square of the feature. When
half of the feature (round down) is
destroyed, move the Devastation
Gauge.
8 Residential 3x3 [Collateral] Throwing or slamming
Area your target into this feature results in
heavy civilian casualties. While the
attack inflicts 1 additional damage,
move the Devastation Gauge two
spaces down.
9 Power 2x2 [Nuclear] If you throw or slam your
Plant target into this feature, they take 1
additional damage and destroy the
feature. Anyone inside the outline of
this destroyed feature at the end of
their turn takes 1 damage from heat
and radiation. This remains active
until the end of the combat.
10 Shopping 3x3 [Collateral] Contains 1d6 cars which
Mall can be thrown as ranged weapons.
Two cars can be thrown in a single
action; these attacks are made at Dis-
advantage and deal 1 damage each.

45
Minor City Feature (Roll 3d6)
(cont...)

Roll Feature Size Effect


11 Skyscraper 2x2 [Reinforced] If you throw or slam
your target into this feature, they
take 1 additional damage but do not
destroy this feature (and do not move
the Devastation Gauge).
12 High Rise 2x2 [Reinforced] [Collateral] If you
Condos throw or slam your target into this
feature, they take 1 additional dam-
age but do not destroy this feature.
13 Refinery / 2x3 or If you throw or slam your target into
Chemical 3x2 this feature, they take 1 additional
damage and destroy the feature. Your
Plany target immediately takes 1 damage
from fire. Anyone inside the outline
of this destroyed feature at the end of
their turn takes 1 damage from heat.
This remains active until the end of
the combat.
14 Bridge / 1d6x1 or It takes an action to step over or
Overpass 1x1d6 around this feature, outside of
normal movement. If you throw or
slam your target into this feature,
they take 1 additional damage and
destroy 1 square of the feature. When
half of the feature (round down) is
destroyed, move the Devastation
Gauge.
15 Residential 3x3 [Collateral] Throwing or slamming
Area your target into this feature results in
heavy civilian casualties.
16 Shipyard 3x5 or [Reinforced] You may pick up a
5x3 large ship and use it as a weapon.
The feature does 2 damage and
disintegrates after the third use. Must
be on water: if the city has no water,
reroll this feature.
17 Skyscraper 3x3 If you throw or slam your target into
this feature, they take 1 additional
damage and destroy 1 square of the
feature.
18 Special N/A See Special City Features Chart

46
Special City Feature (Roll 1d6)
Roll Feature Size Effect
1 Military Base 4x4 [Reinforced] Contains 1d6 Military Out-
riders (Attack Helicopters, Tanks, Mobile
Workers). These Outriders activate when
[Devastation] equals -3 and aid the De-
fenders until [Devastation] reaches -8, at
which point they retreat.
2 Genetics 3x3 [Reinforced] Contains 1d6 Monstrous
Research Outriders (pterosauria, triceratops, T-Rex).
These Outriders aid any kaiju present. If
Facility multiple kaiju are present, the Outriders
split equally between them or by mobility
type (flying outriders with flying kaiju, etc).
3 Internationally Varies If you throw or slam your target into this
Recognized feature, you may move the Devastation
Gauge up to three spaces in either direction.
Landmark If you move the Devastation Gauge in
a negative direction, you may inflict an
additional 2 damage for each space as you
slam your opponent into the landmark,
destroying it. If you move the Devastation
Gauge in a positive direction, you take 1
damage per space as you valiantly defend
this symbol of hope.
4 Extreme N/A At the beginning of each round, Test at
Weather disadvantage. On a successful Test, all
movement is halved for that round. If the
city has a Major water feature, movement is
halved within 3 squares of the feature due
to flooding, regardless of the test.
5 Conflagration 3x3 A portion of the city is already on fire. Each
round, roll a test at disadvantage. If the
test fails, the fire spreads, consuming a 3x3
space in a direction either determined by
the GM or by the result of the test roll:
1: North 2: East 3: South 4: West
The fire can spread from any edge of the
existing blaze.
6 Apocalypse (or Varies your setting does not include a setting
If
setting specific) specific special feature, use one of the
following pairings:
Military Base/Genetic Research Facility:
Both sets of Outriders begin as active and
attacking one another.
Extreme Weather/Conflagration: The fire
spreads an additional 1x3 (or 3x1) per
round in any direction.
47
Devistation Gauge
When Mecha and Kaiju clash, it’s rarely a well-regulated affair in
an empty field; it’s a street fight of epic proportion. Planes, trains,
cars and buildings are all fair game as weapons and the carnage can
level city blocks, or even whole cities.
While some of this demolition is obviously cinematic, GM’s have the
option to use a mechanic called the Devastation Gauge to reflect the
amount of mayhem and destruction occurring on the battlefield. The
Devastation Gauge tracks the damage inflicted on the surrounding
environment and affects the reactions of both allies and enemies.
The Devastation Gauge looks like this:

-9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9
Generally, one side in a conflict has an interest in destroying or con-
quering a location while the other side has an interest in preventing
it. Mechanically, this is expressed mechanically by dividing partici-
pants into Attackers and Defenders. Combatants can move the Dev-
astation Gauge in a variety of ways, but the three most common are
protecting civilians, destroying the city, or defeating opponents.
Protecting Citizens
Whenever a Defender takes deliberate actions to protect the city or
its residents the gauge moves in a positive direction. Some examples
are:
• A Defender engages an Attacker which was threatening
civilians (1 space)
• A Defender gets slammed into a building which would be
destroyed but elects to take 1 additional damage to prevent
the destruction (2 spaces)
• A Defender personally evacuates or otherwise removes
civilians from harm (2 spaces)

Destroying The City


Normal buildings can be destroyed by inflicting 2 damage on
the structure or by slamming an opponent through it. Reinforced
structures can take 4 damage and cannot be destroyed. Whenever
a building is destroyed, the gauge moves in a negative direction 1
space.

Defeating Opponents
Whenever a Colossal Attacker is defeated, Devastation Gauge
moves 3 spaces to the positive side. Whenever a Colossal Defender
is defeated, the Devastation Gauge moves 2 spaces to the negative
48
side. Whenever an Outrider or Non-Colossal combatant is defeated,
the gauge moves 1 space in the appropriate direction (positive for
Attackers, negative for Defenders).

Outcomes
If the Gauge ever reaches -9, the battle has been lost, the city or
locale is destroyed and the defenders must retreat to lick their
wounds. If the Gauge ever reaches +9, the battle has been won and
the locale or city is safe and the attackers must retreat.

49

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