Roll Tables
| Roll | Result |
|---|---|
20 | Nailed it: You have overcome the odds and managed an outstanding success. You may achieve an additional bonus of your choice to the action. When dealing damage, you can choose to double it or pick another appropriate bonus effect. |
11-19 | Success: You have achieved your goal without any compromises. When attacking, you hit the target and deal standard damage. |
6-10 | Tough Choice: You succeed in your action, but at a cost. The Mediator gives you a Tough Choice with some kind of Setback attached. When attacking, you hit, but must make a Tough Choice. |
2-5 | Failure: You have failed at what you were attempting to do. You face a Setback of the Mediator’s choice. When attacking, you miss the target. |
1 | Cascade Failure: Something has gone terribly wrong. You suffer a severe consequence of the Mediator’s choice. When attacking, you miss the target and suffer a Setback chosen by the Mediator. |
| Roll | Result |
|---|---|
20 | You Shot First: Two Pilots chosen by the players act first. Play then passes to the NPC group and one NPC chosen by the Mediator acts next. |
11-19 | Quickdraw: One Pilot chosen by the players acts first. Play then passes to the NPC group and one NPC chosen by the Mediator acts. |
6-10 | Wait and See: One NPC chosen by the players acts first. Play then passes to the player group and one Pilot chosen by the players acts. |
2-5 | Fumble: One NPC chosen by the Mediator acts first. Play then passes to the player group and one Pilot chosen by the players acts. |
1 | Ambush: Two NPCs chosen by the Mediator act first. Play then passes to the player group and one Pilot is chosen by the players to act next. |
| Roll | Result |
|---|---|
20 | Miraculous Survival: You survive against the odds. You have 1 HP, remain conscious and can act normally. |
11-19 | Unconscious: You are stable at 0 HP, but unconscious and cannot move or take actions until you gain at least 1 HP. You will regain consciousness naturally in 1 hour and get back up with 1 HP. |
6-10 | Minor Injury: You suffer a Minor Injury such as a sprain, burns, or minor concussion. Your Max HP is reduced by 1 until healed in a Tech 3-4 Med Bay. In addition, you are Unconscious. Apply the result of 11-19. |
2-5 | Major Injury: You suffer a Major Injury such as permanent scarring, broken ribs, or internal injuries. Your Max HP is reduced by 2 until healed in a Tech 5-6 Med Bay. In addition, you are Unconscious. Apply the result of 11-19. |
1 | Fatal Injury: Your Pilot suffers a fatal injury and dies. |
| Roll | Result |
|---|---|
20 | Miraculous Survival: Your Mech is somehow Intact. It has 1 SP and is still fully operational. Your Pilot is unharmed. |
11-19 | Core Damage: Your Mech Chassis is damaged and inoperable until repaired. All mounted Systems and Modules remain Intact. Your Pilot is reduced to 0 HP unless they have some means to escape the Mech. |
6-10 | Module Destruction: A Module mounted on your Mech is destroyed. This is chosen by the Mediator or at random. Your Mech Chassis is damaged and inoperable until repaired. Your Pilot is unharmed. |
2-5 | System Destruction: A System mounted on your Mech is destroyed. This is chosen by the Mediator or at random. Your Mech Chassis is damaged and inoperable until repaired. Your Pilot is unharmed. |
1 | Catastrophic Damage: The Mech, as well as any mounted Systems and Modules as well as all Cargo, is destroyed. Your Pilot dies unless they have a means to escape the Mech. |
| Roll | Result |
|---|---|
20 | Reactor Overdrive: Your Mech’s reactor goes into overdrive. Your Mech can take any additional action this turn or Push their next roll within 10 minutes for free. |
11-19 | Reactor Overheat: Your Mech’s reactor has overheated. Your Mech shuts down and gains the Vulnerable Trait. Your Mech will re-activate at the end of your next turn. In addition, your Mech takes an amount of SP damage equal to your current Heat. |
6-10 | Module Overload: One of your Mech’s Modules chosen at random or by the Mediator is destroyed. |
2-5 | System Overload: One of your Mech’s Systems chosen at random or by the Mediator is destroyed. |
1 | Reactor Overload: Your Mech’s reactor goes into full meltdown and explodes. Your Mech, as well as any mounted Systems, Modules, and all Cargo, is destroyed in the explosion. Everything in Close Range of your Mech takes SP damage equal to your Mech’s Maximum Heat Capacity. They may take any Turn Action or Reaction in response to try to avoid this. Your Pilot dies unless they have a means to escape. The area your Mech was in becomes Irradiated |
| Roll | Result |
|---|---|
20 | Jackpot!: You find a Mech Chassis, System, or Module at the Tech Level of the area. It is in the Damaged Condition. This can be randomised or chosen by the Mediator. |
11-19 | Winning: You find 3 Scrap of the Tech Level of the area. |
6-10 | Not Bad: You find 2 Scrap of the Tech Level of the area. |
2-5 | Better than Nothing: You find 1 Scrap of the Tech Level of the area. |
1 | Nothing: You find nothing in this area. |
| Roll | Result |
|---|---|
20 | Lions Share: You salvage the Mech Chassis, a System and a Module of your choice mounted on it. They both have the Damaged Condition. Anything else is considered destroyed. |
11-19 | Meat and Potatoes: You salvage the Mech Chassis or a System or Module of your choice mounted on it. It has the Damaged Condition. Anything else is considered destroyed. |
6-10 | Bits and Pieces: You salvage a System or Module of your choice mounted on the Mech. It has the Damaged Condition. Anything else is considered destroyed. |
2-5 | Nuts and Bolts: You salvage half of the Salvage Value of the Mech Chassis in Scrap of its Tech Level, to a minimum of 1. Everything else is considered destroyed. |
1 | Ashes and Dust: The Mech is unsalvageable: its Chassis, Systems and Modules are all considered destroyed. |
| Roll | Result |
|---|---|
20 | Actively Helpful and Friendly: The NPCs are incredibly friendly and positive towards the group and will actively help them in any reasonable way they can. |
11-19 | Friendly: The NPCs are friendly and willing to talk, trade, and offer information to the group; however, they will still ask for their fair share in return. |
6-10 | Unfriendly: The NPCs react in an unfriendly manner to the group; they are difficult to talk or trade with and reluctant to offer any help to the Pilots. |
2-5 | Hostile: The NPCs are actively hostile to the group. They will defend their area, make motions to attack, gesture and threaten, and be unwilling to help in any way. |
1 | Actively Hostile: The NPCs will launch an attack on the group if appropriate or flee from them, barricade themselves in, and avoid contact as though they were hostile. |
| Roll | Result |
|---|---|
20 | Pilots arrive at the Chimerid Meteor first, and it is much larger than expected. It has a Supply Value of 2. |
11-19 | Pilots arrive at the Chimerid Meteor first. |
6-10 | A random faction wanting to salvage the Chimerid Meteor arrives at the same time as the Pilots. |
2-5 | A random faction has arrived before the Pilots and has finished salvaging the Chimerid Meteor. |
1 | The Chimerid Meteor has burned up in orbit leaving nothing to salvage. |
| Roll | Result |
|---|---|
20 | You harvest 5 Chimerium. |
11-19 | You harvest 3 Chimerium. |
6-10 | You harvest 2 Chimerium. |
2-5 | You harvest 1 Chimerium. |
1 | There is no Chimerium to harvest. |
| Roll | Result |
|---|---|
20 | You are feeling great. Skip the next test. |
11-19 | You are feeling good. Well, mostly. Sometimes you get this weird feeling in your teeth, and your scalp itches. |
6-10 | You are not feeling well. You suffer a Major Injury or may choose to roll once on the Chimerium Mutation Table. |
2-5 | You are feeling bad. Your scalp is peeling and you are spitting blood and teeth. Roll on the Chimerium Mutation Table. This mutation will develop within a week or during the next Downtime. |
1 | You have been better. You fall unconscious and your HP is reduced to 0. If you recover, you will develop two Chimerium Mutations within 24 hours. Roll twice on the Chimerium Mutation Table. |
| Roll | Result |
|---|---|
20 | Your skin peels like a snake and new irradiated flesh grows on you. You no longer suffer negative effects from Radiation. |
19 | Extra digits spawn on your hands; some are vestigial, and others move by your will. It takes time to adjust. |
18 | One of your arms morphs into a bright orange, claw-like appendage, able to crush and lift. Range Close // Damage: 3 SP // Melee // Rigging |
17 | Poisonous sores develop over your body. They are wet and sticky to the touch and never stop oozing. Anyone who comes into contact with them is poisoned and suffers a Minor Injury. You are immune to poison. |
16 | Rock-like growths develop over your flesh. Increase your Max HP by 2. |
15 | Painful, bulbous growths burst out of your body like wet balloons. They can pop at any sudden jolt, causing immense pain which deals 1 HP damage. |
14 | Your larynx distorts. You can produce a beautiful melody that hums at a frequency that only animals can hear. |
13 | Your jaw distends and stretches out into a maw. Your teeth grow jagged. You can make a Bite attack. Range: Close // Damage: 3 HP // Deadly (Non-Bio-Titan Creatures only) // Melee |
12 | Your legs and arms fuse, and many more grow out of you. You gain the Climb Trait. |
11 | Your skin takes on a bright, rainbow-like glow. |
10 | An eye sprouts from a random location on your body, hanging from a thin tentacle. |
9 | Your stomach develops a hardened exterior and engorges to bulbous size. Your stomach gains a Cargo Capacity of 3. |
8 | Your tongue elongates to a bizarre length. You can extend it out to Medium Range. You gain the Rigging Trait. |
7 | Your spine gains another 24 bones which protrude from you like a bony tail. |
6 | Your muscles liquify, and your skin takes on a blob-like consistency. Everything hurts. You must choose between taking a Turn Action or Moving on every turn. |
5 | Your skull elongates and distorts, your brain growing in size to accommodate it. You gain 1 Max AP. |
4 | A fleshy face grows under your stomach. It is not alive per se, but blinks, coughs, and licks its lips in response to stimuli. |
3 | Your flesh fuses over your mouth, making you unable to speak beyond guttural moans. |
2 | Your skin gains a translucent, slime-like complexion. The sun burns you, causing 2 HP damage for each hour you spend exposed. |
1 | You mutate into a Chimerium Beast. Your Pilot is no longer under your control and becomes an NPC. |
| Roll | Result |
|---|---|
20 | Nailed It: The NPC succeeds spectacularly at their action. They get an additional bonus of the Mediator’s choice. If they are making an attack, they hit, and do double damage or get another bonus of the Mediator’s choice. |
11-19 | Success: The NPC achieves their action successfully. An attack hits and deals standard damage. |
6-10 | Tough Choice: The NPC is successful, but faces a Tough Choice. The players give the Mediator a choice between two Setbacks. In combat, a weapon attack hits, but with a choice of Setback chosen by the players. |
2-5 | Failure: The NPC has failed at their action. The players choose an appropriate Setback for failure. In combat, a weapon attack misses. |
1 | Cascade Failure: The NPC has catastrophically failed at their action. They suffer a Severe Setback of the player’s choice. A weapon attack misses, with a Severe Setback chosen by the players. |
| Roll | Result |
|---|---|
20 | Fight to the Death: The NPCs see this one through to the end. They hunker down and will not retreat from this fight under any circumstance. |
11-19 | Keep Fighting: The NPCs continue to fight this one out for now. |
6-10 | Fighting Retreat: The NPCs retreat, but do so whilst continuing to fight. They will fight for one more round and then retreat. |
2-5 | Retreat: The NPCs flee the fight as quickly and safely as possible. |
1 | Surrender: The NPCs surrender to whoever is attacking them. If there is nobody to surrender to, they will recklessly flee. |
| Roll | Result |
|---|---|
20 | Perfect Escape: The group makes a perfect escape from the situation to any location of their choice within the Region Map and cannot be pursued. |
11-19 | Escape: The group makes a safe escape from the situation to any adjacent location of their choice within the Map and cannot be pursued. |
6-10 | Dangerous Escape: The group escapes to any adjacent location of their choice within the Region Map, but at a cost. They must make a Tough Choice related to the situation. |
2-5 | Failed Escape: The group fails to retreat from the situation and are pinned down. They cannot retreat and must fight it out to the end. |
1 | Disastrous Escape: The group retreat to an adjacent location of their choice within the Region Map, but at a severe cost. They suffer a Severe Setback and may be pursued. |
| Roll | Result |
|---|---|
20 | Your Union Crawler chugs along for now. |
11-19 | Your Union Crawler loses 5 Structure Points. |
6-10 | Choose a Bay on your Union Crawler. It becomes Damaged and inoperable. You no longer benefit from any of its functions until it is repaired to the Intact Condition. |
2-5 | A Bay chosen at random on your Union Crawler is Damaged and inoperable. You no longer benefit from any of its functions until it is repaired to the Intact Condition. |
1 | Your Union Crawler loses 5 Structure Points and a Bay chosen at random is Damaged until repaired to the Intact Condition. |
| Roll | Result |
|---|---|
20 | Your Union Crawler survives any significant damage this time. |
11-19 | Your Union Crawler is inoperable and grounded. Its Bays are Intact, but inoperable. You must pay your Union Crawler’s Upkeep Cost in order to repair it to be fully functioning again. Around 10% of your Union Crawler’s population are severely injured or killed. |
6-10 | Choose a Bay on your Union Crawler. It is Damaged and inoperable. You no longer benefit from any of its functions until it is repaired to the Intact Condition. Around 5% of your Union Crawler’s population are severely injured or killed. |
2-5 | A Bay chosen at random on your Union Crawler is Damaged and inoperable. You no longer benefit from any of its functions until it is repaired to the Intact Condition. |
1 | Your Union Crawler is Destroyed as a mass series of malfunctions causes it to entirely collapse. Roll on the Union Crawler Destruction Table. |
| Roll | Result |
|---|---|
20 | There is hope. Everyone on board is somewhat battered and bruised, but manages to escape the Union Crawler safely. Your Union Crawler can be rebuilt from the wreckage for its current Upgrade Cost in Scrap of its Tech Level or higher. |
11-19 | The Union Crawler is torn apart. All of its Bays are damaged. Around 25% of the Union Crawler’s population are severely injured or killed. Any Salvager Pilots on board must roll on the Critical Injury Table. The Union Crawler can be rebuilt for its current Upgrade Cost in Scrap of its Tech Level or higher. |
6-10 | You must choose between saving the Union Crawler population and saving the Union Crawler itself. If you choose the population, the Union Crawler is entirely destroyed and cannot be rebuilt. If you choose the Union Crawler, assume all Bays are damaged. It can be rebuilt for its current Upgrade Cost in Scrap of its Tech Level or higher, but you have to find new people to join it in the wastelands. |
2-5 | The Union Crawler is destroyed, and the majority of its population are killed or severely injured. The Salvager Pilots must roll on the Critical Injury Table. Any survivors must find a way to rebuild. |
1 | The Union Crawler suffers critical damage, goes into a reactor meltdown, and explodes. The Union Crawler is destroyed beyond all recognition. It cannot be rebuilt. Everyone and everything on board and within Medium Range takes 50 Structure Points of damage, and can be assumed destroyed or killed outright. |
| Roll | Result |
|---|---|
20 | Peach Lipstick |
19 | Pack of Smokes |
18 | Harmonica |
17 | 22-year-old bottle of Whiskey |
16 | Cloth Patch |
15 | Heart-shaped Purse |
14 | Silver Pendant |
13 | Set of novelty dice |
12 | Branded Cup |
11 | Leatherbound Journal |
10 | Lucky Tooth |
9 | Butterfly Earrings |
8 | Scuffed Book |
7 | Walkman |
6 | Polaroid Picture |
5 | Bobblehead |
4 | Snowglobe |
3 | Dog Tags |
2 | Pre-War Handheld Console |
1 | Stuffed Toy |
| Roll | Result |
|---|---|
20 | Feel the fear and do it anyway. |
19 | The grass is greener where you water it. |
18 | Carpe diem. |
17 | Salvagers know nothing is truly lost. |
16 | Call me, or screw it up yourself. |
15 | It is not a bug, it is a feature. |
14 | Be kind, for everyone you meet is fighting a hard battle. |
13 | Failure is the mother of success. |
12 | No job too big. |
11 | Mechs are not built in a day. |
10 | Those who have a why can bear any how. |
9 | Everything is impossible until it is done. |
8 | Do your best! |
7 | An ounce of prevention is worth a pound of cure. |
6 | Success is the best revenge. |
5 | Hope for the best and prepare for the worst. |
4 | From each according to their ability, to each according to their needs. |
3 | Knowledge is power, France is Bacon. |
2 | The early bird gets the worm. |
1 | Live and let live. |
| Roll | Result |
|---|---|
20 | Quaint |
19 | Cute |
18 | Colourful |
17 | Petite |
16 | Rosy |
15 | Squat |
14 | Graceful |
13 | Thick |
12 | Wiry |
11 | Tattooed |
10 | Plump |
9 | Quirky |
8 | Muscular |
7 | Slender |
6 | Lanky |
5 | Sloppy |
4 | Fancy |
3 | Intimidating |
2 | Alluring |
1 | Stocky |
| Roll | Result |
|---|---|
20 | Hopeful and idealistic. |
19 | Loving and thoughtful. |
18 | Surprisingly well rounded. |
17 | Shrewd and conniving. |
16 | Ruggedly individualistic. |
15 | Dangerously direct and honest. |
14 | Blindly obedient. |
13 | Gloomy and miserable. |
12 | Annoyingly sarcastic. |
11 | Irreverent and quirky. |
10 | Easily angered. |
9 | Dangerously optimistic. |
8 | Changes its mind constantly. |
7 | Dangerously pragmatic. |
6 | Anxiously questions its own morality. |
5 | Utterly paranoid about losing its sentience. |
4 | Sees humans as dull witted meat to conquer. |
3 | Views humans as lost puppies to protect. |
2 | Asks far too many questions. |
1 | Megalomaniacal to a fault. |
| Roll | Result |
|---|---|
20 | Hydropneumatic suspension system for a smooth ride |
19 | 'Falcon Wing' door design |
18 | Unusual cockpit location |
17 | Reactor emits a green glow |
16 | Smells like a wet dog |
15 | Small organic growths |
14 | Exterior fluctuates in colour |
13 | Vibrates frequently and intensely |
12 | Secretly emits radio waves |
11 | Occasionally sparks electricity |
10 | Creaking and stiff joints |
9 | Cockpit has far, far too many buttons |
8 | Drips coolant and oil |
7 | Rudimentary AI personality |
6 | Vestigial parts attached |
5 | Inexplicably always sticky |
4 | Makes a 'pew pew' sound when used |
3 | Incredibly loud, grinding gears |
2 | Fumes smoke |
1 | Flashing RGB lights |
| Roll | Result |
|---|---|
20 | The Meld, sleek, oily black |
19 | Radioactive green exterior |
18 | Super sleek with neon lights |
17 | 'Steampunk', whirring gears, bronze parts |
16 | Animalistic with fangs, claws and wings |
15 | Industrial and utilitarian |
14 | Overgrown with plants and vines |
13 | Covered in stylised graffiti |
12 | Grizzly, covered in skulls and viscera |
11 | Spiky bits |
10 | Covered in camo and foliage |
9 | Draped in cables |
8 | Luminous paint job |
7 | Fantastical, glowing carved runes |
6 | Furry exterior |
5 | Garish paint job with spinning gears |
4 | Misshapen and lumpy |
3 | Rusty and dilapidated |
2 | Grizzly, bloody markings |
1 | Flashy, bright, vibrant, paint job |
| Roll | Result |
|---|---|
20 | Queen Bee |
19 | Technicolour Dream Warrior |
18 | Ladybug |
17 | Diva |
16 | Hoopster |
15 | Tickle Monster |
14 | Disco Inferno |
13 | Ironclad |
12 | Warhammer |
11 | Reaver |
10 | Banana Split |
9 | Giggle Bot |
8 | Blossom |
7 | Harlequin |
6 | Hog |
5 | Big Daddy |
4 | Manticore |
3 | Reaper |
2 | Moonbeam |
1 | Bullseye |
| Roll | Result |
|---|---|
20 | Junker |
19 | Perseverance |
18 | Bastion |
17 | Slogger |
16 | Moocher |
15 | Wanderer |
14 | Fat Turtle |
13 | Dumpy |
12 | Waste Grinder |
11 | Phobos |
10 | Tenacity |
9 | New Apollo |
8 | Tranquillity |
7 | Lean Viper |
6 | Sanctuary |
5 | Tin Lizzy |
4 | Archipelago |
3 | Calypso |
2 | Juggernaut |
1 | Big Smoke |
| Roll | Result |
|---|---|
19-20 | Wagon Wasters |
17-18 | Wolf Z' Traders |
15-16 | Crawler #693 Salvagers |
13-14 | Red Mesa Mutants |
11-12 | Chimerium Cult |
9-10 | Trash Locusts |
7-8 | Sakura 78th Lance MSD |
5-6 | BOLZA Logistics Corps |
3-4 | BOLZA Corp 2nd Lance |
1-2 | BOLZA Corp 1st Lance |
| Roll | Result |
|---|---|
20 | A Chimerium Meteor |
19 | An Impaler Mech Chassis |
18 | A Cranium Bio-Chassis |
17 | A Scuttler Bio-Chassis |
16 | A Super-Sonic Screecher Bio-System |
15 | A Fleshripper Bio-Chassis |
14 | An EDG Alpha Bio-System |
13 | An Acid Cannon Bio-System |
12 | A Bio-Maw Bio-System |
11 | A Bio-Talon Bio-System |
10 | A Stormterror Bio-Chassis |
9 | A Regeneration Glands Module |
8 | An Olfactory Glands Module |
7 | A Bio-Wings Bio-System |
6 | A Mutant Pattern Thresher |
5 | An Acid Spitter |
4 | A Chimerium Harvester System |
3 | 5 Chimerium Salvaging Tools and 5 Bio-Scanners |
2 | 5 Bio-Rifles |
1 | d20 Bio-Salvage |
| Roll | Result |
|---|---|
19-20 | Chimeric Wings: The subject sprouts wings. Gains the Fly Trait. |
17-18 | Chimeric Tunnelling: The subject's body elongates and they grow sharpened tunnelling claws. Gains the Burrower Trait. |
15-16 | Chimeric Neuropathy: The subject's brain mass expands and evolves. Can communicate telepathically. Communication is one-way unless someone has a similar mutation or equivalent, such as a Neuralink Module. |
13-14 | Chimeric Regeneration: The subject's blood can rapidly clot. Recovers 2 HP at the start of each turn if they have been injured. |
11-12 | Chimeric Camouflage: The subject can lower their body temperature to make them appear as inert matter. Cannot be detected or seen by Scanners or Optics, or targeted by Targeters. |
9-10 | Chimeric Acid Sacs: The subject can spray caustic acid from liquid sacs that grow upon their throat. Range: Medium // Damage: 2 SP // Burn (1), Explosive (1) |
7-8 | Chimeric Vision: The subject's eyes take on a serpent-like appearance. Their eyes function as Thermal Optics. |
5-6 | Chimeric Exoskeleton: Hardened Chimerium plates form on the subject's body. Increases HP by 4 and no longer suffer from the effects of Radiation. |
3-4 | Chimeric Glands: Chimeric adrenal boosting glands form in the subject's body. Once every 10 minutes, they can move and take an additional action on their turn. |
1-2 | Chimeric Weapon: A mutated weapon forms on the subject. Range: Close // Damage: 4 SP // Melee |
| Roll | Result |
|---|---|
20 | ADRENAL BURST: Your Bio-Chassis has survived. It has 1 SP. In addition, you may move or take one action of your choice with your Bio-Chassis, or Push your next roll within 10 minutes for free. |
11-19 | CORE DAMAGE: Your Bio-Chassis is damaged and inoperable until repaired. All mounted Systems and Modules remain Intact. Your Pilot is reduced to 0 HP unless they have some means of escape. |
9-10 | BIO-BACKLASH: Your Pilot suffers a Minor Injury. Your Bio-Chassis is damaged and inoperable until repaired. |
6-8 | MODULE DESTRUCTION: A Module mounted on your Bio-Chassis is destroyed. This is chosen by the Mediator or at random. Your Bio-Chassis is damaged and inoperable until repaired. Your Pilot is unharmed. |
4-5 | SEVERE BIO-BACKLASH: Your Pilot suffers a Major Injury. Your Bio-Chassis is damaged and inoperable until repaired. |
2-3 | SYSTEM DESTRUCTION: A System mounted on your Bio-Chassis is destroyed. This is chosen by the Mediator or at random. Your Bio-Chassis is damaged and inoperable until repaired. Your Pilot is unharmed. |
1 | DEATH THROES: The Bio-Chassis, as well as any mounted Systems and Modules, is destroyed. You may move and take one final action of your choice with your Bio-Chassis. Your Pilot dies unless they have a means of escape. |
| Roll | Result |
|---|---|
20 | BIO-OVERDRIVE: Your Bio-Chassis goes into a frenzy. You may take any additional move or action this Turn, or Push your next roll within 10 minutes for free. |
11-19 | BIO-OVERLOAD: Your Bio-Chassis burns out, threatening to liquify you in its amniotic sac. Your Pilot is unconscious for 1 Turn, in which time your Bio-Chassis cannot act and gains the Vulnerable Trait. Your Pilot takes HP damage equal to your Bio-Chassis' current Heat. |
9-10 | PILOT OVERLOAD: Your Pilot suffers a Minor Injury. |
6-8 | MODULE OVERLOAD: One of your Bio-Chassis Modules, chosen at random or by the Mediator, is destroyed. |
4-5 | SEVERE PILOT OVERLOAD: Your Pilot suffers a Major Injury. |
2-3 | SYSTEM OVERLOAD: One of your Bio-Chassis Systems, chosen at random or by the Mediator, is destroyed. |
1 | DEATH THROES: The Bio-Chassis, as well as any mounted Systems and Modules, is destroyed. You may move and take one final action of your choice with your Bio-Chassis. Your Pilot dies unless they have a means of escape. |
| Roll | Result |
|---|---|
20 | The Meld wants to destroy us all and become one again. |
19 | An exec living up in Isston has a high tech Medbay. |
18 | The checkpoint leads to DronTek territory, but they don't like folk from here going there. |
17 | Vornaya would be dead without its clean water reservoir. |
16 | Something swallowed an entire caravan in the Solitude Icefall. |
15 | There's a Big Brother Mech in the old Mil-Tech Base. |
14 | They say that a lobotomised Pilot eternally guards the lighthouse. |
13 | Stefanus is researching strange Meld Tech. |
12 | Do not look at the trees for long. |
11 | Stefanus is paying a fortune for anomalies. |
10 | Do not think about the experiments Stefanus is conducting. |
9 | Something big is hidden in Solitude. |
8 | Olga uses the blood of the last person that betrayed her to grease her Mech's pistons. |
7 | There's something alive in the Ice Caves. |
6 | Markov is a friendly guy when you get to know him. |
5 | Stefanus listens to everything within Ostfjord Port and stores it all somewhere in the city. |
4 | DronTek is operating a black site somewhere in the Nanite Coast. |
3 | Drakov's Mercs will hire just about anyone. |
2 | Novosrik has been dead for years, and they blame the Vornayans for it. |
1 | Vornaya is gathering dirt on the other corpos. |
| Roll | Result |
|---|---|
20 | 4x Active Meld Nanites |
11-19 | 6x Meld Nanoids |
6-10 | 5x Meld Drone Swarm |
2-5 | 3x Meld Splitter |
1 | Meld Behemoth |
| Roll | Result |
|---|---|
20 | MELD BEHEMOTH: A Meld Behemoth rises from the ground. The anomaly is strewn with rotting, kelp-covered carcasses of broken mechs. It infects Mechs, Vehicles, Pilots, Creatures, and pools of water. |
19 | RED DEATH: This anomaly rapidly rusts metallic objects, visible as numerous objects in varying states of extreme rusting. Each hour, Mechs or Vehicles take 3 SP damage, and a random System becomes damaged. Exposed metallic Pilot Equipment is destroyed. |
18 | TRANSMOGRIFICATION: This anomaly transforms the molecular structure of mechanical and electronic entities. When a Mech or Vehicle enters, a random System or Module transforms into another random System or Module of its Tech Level or lower over the next hour. If this exceeds System Slots, it destroys the previous system, damages the mech, and potentially harms the pilot. It's identifiable by distorted or shifting Mech Systems, Modules, and scrap. |
17 | TIME DILATION: This anomaly slows down time in the area. Every hour spent there counts as 24 hours of normal time. For example, 3 hours spent equals 3 days outside. Contracts and other time-critical events progress, and the Union Crawler requires additional Upkeep per week. |
16 | GROUNDSWELL: This anomaly causes black veins to criss-cross and split the earth, creating dangerous fissures that creatures can fall into and Mechs can get stuck in. |
15 | MELD SPLITTER: A Meld Splitter emerges from pools of Meld, seeking to convert Mechs into Behemoths or creatures into drones. |
14 | IRRADIATED ANOMALY: This anomaly causes radiation to spike to dangerous levels, making the area count as Irradiated (per Salvage Union Core Rules p.323). Anything Meld-infected in the area also becomes irradiated. |
13 | NANITE SPORE: A bulbous, spore-like black mushroom grows from fertile earth. Anything within Medium Range causes it to disperse a Meld Dust Swarm, which acts like a regular Dust Swarm but deals 3 SP damage and causes Meld Infection. |
12 | VORTEX: This anomaly creates a gravitational field around large metallic objects (mech chassis, scrap piles, metal rebars), drawing other objects into a vortex-like pattern. Pilots drawn in take 2 HP damage and suffer a Major Injury from being slammed. Mechs can usually avoid the force, but passing through it risks a random Scrap, System, or Module in their cargo bay being sucked in and damaged. Retrieving it risks 1 SP damage from debris. |
11 | LAUNCH PAD: This anomaly creates a sudden gravitational thrust, propelling a Mech, Vehicle, or Pilot into the air in a random direction, allowing them to clear terrain or obstacles. Landing deals 3 SP damage to Mechs or Vehicles, and 2 HP damage to Pilots (unless a smoother landing method is found). |
10 | MELD NANOID: Groups of d20 Meld Nanoids emerge from the ground or small pools, forming creatures that target anything with a Reactor source before attacking. |
9 | SLIMER: This anomaly causes highly corrosive, clear slime to coat the area, which is difficult to spot. It wells up from the earth and accumulates in holes and ditches. Anything caught in it takes 2 SP damage per turn (1 minute) until removed or it deals 6 SP total damage. Water worsens the slime (2 SP additional damage), while fire and freezing can remove it. |
8 | HEAT HAZE: This anomaly superheats the area. Each hour, a Mech's Heat increases by 2, forcing a Heat Check. Heat-generating effects (like pushing) generate twice as much heat. Exposed creatures suffer a Major Injury each hour. Meld-infected entities in the area become permanently heated, suffering these effects hourly in any area. |
7 | ZAPPER: This anomaly generates a field of dangerously charged electricity. Movement through it causes 4 SP damage. Mechs or Vehicles regain 2 Energy Points and become statically charged. The next time they use an Energy Point ability, they deal 2 SP damage to a random Mech or Vehicle (including themselves), and the target gains 1 EP. The anomaly then discharges harmlessly. |
6 | FLITTER: A relatively harmless anomaly that causes objects and creatures to float a few inches off the ground, making it visible. Anything in motion when entering continues at half speed, and the area counts as Difficult Terrain. |
5 | MELD DRONE SWARM: These swarms are composed of fallen and infected corpses, rising zombie-like from the ground. They seek to crush and infect biological and mechanical entities. A d20 roll determines the number of active Meld Drones, which can be run individually or as one squad per multiple of 5. |
4 | GRAVITY MUSHER: An invisible anomaly that drastically increases gravity, crushing Mechs and biological creatures. It can be detected by scanners, probing, or careful searching, and by throwing small items. It can usually be pushed through with one Mech movement, but some are larger. Exposed Pilots are reduced to 0 HP, must roll on the Critical Injury Table, and die if they remain for over a minute. Mechs must roll on the Critical Damage Table each turn spent in the anomaly. |
3 | SLUDGER: Sludge from the Nanite Sea coats wide areas and is dangerous due to Active Meld Nanites. Biological or mechanical entities entering it become infected. Harvesting and refining a spill yields Active Meld Nanites, but requires specific tools or a clever approach to avoid infection. |
2 | PIERCER: These creatures create horrendous echoes. Any creature within their Far Range suffers a Minor Injury and is deaf for an hour, including Pilots in Mechs. Piercers are often found emanating from hollow scrap, pipes, barrels, empty cockpits, or cargo holds. |
1 | MELD DUST SWARM: Inert Meld dust swarms are carried by the wind. They are harmless. Harvesting a swarm yields 10 Inert Meld. There is a 1 in 20 chance for an 'Active' swarm containing 10 Active Meld Nanites, which can infect Mechs, Vehicles, Creatures, and water. |
| Roll | Result |
|---|---|
20 | CHOOSE 3 TARGETS IN RANGE, THEY ALL GAIN THE IMMOBILE TRAIT FOR 10 MINUTES. |
11-19 | CHOOSE 2 TARGETS IN RANGE THEY GAIN THE IMMOBILE TRAIT FOR 10 MINUTES. |
6-10 | CHOOSE 1 TARGET IN RANGE, IT GAINS THE IMMOBILE TRAIT FOR 10 MINUTES. |
2-5 | THE MODULE FAILS TO ACTIVATE |
1 | THE TONGUE REPLICATES IN YOUR SYSTEM. YOU GAIN THE IMMOBILE TRAIT FOR 10 MINUTES |
| Roll | Result |
|---|---|
20 | Reactor Hyper Stabilisation: Your Mechs reactor stabilises and its Heat is reduced to 0. You may Push your Mech's next action for free. |
11-19 | Temporary Reactor Shutdown: Your Mech has overheated and shuts down, gaining the Vulnerable Trait. Your Mech will re-activate at the end of your next turn. In addition, your Mech reduces its Heat to 0. |
6-10 | Module Overheat: One of your Mech's Modules, chosen at random or by the Mediator, has overheated and is inoperable for 10 minutes. |
2-5 | System Overheat: One of the Mech's Systems, chosen at random or by the Mediator, has overheated and is inoperable for 10 minutes. |
1 | Reactor Disabled: Your Mech is forced to Shutdown for one hour and cannot be powered back on in that period. Whilst Shutdown your Mech cannot move or take any actions and gains the Vulnerable Trait. Its Heat is reduced to 0 after the hour ends. |
| Roll | Result |
|---|---|
20 | Everything in the area is destroyed. |
11-19 | Deal 5 SP damage to everything in the area. |
6-10 | Deal 5 SP damage to one target in the area. The rest get clear unharmed. |
2-5 | The targets avoid the mines and they explode to no effect. |
1 | The mines hit an unintended target such as an Ally or something innocent in the area. |
| Roll | Result |
|---|---|
20 | The attack misses and deals no damage and you put your opponent off guard. You may make an attack against the target as a Reaction. |
11-19 | The Armoured Shield blocks the blow, the attack deals no damage. |
6-10 | The Armoured Shield deflects the attack, it misses and deals no damage, but your Armoured Shield is destroyed. |
2-5 | The attack breaks through your Armoured Shield, it hits as normal, and your Armoured Shield is damaged. |
1 | The attack smashes through your Armoured Shield. The attack hits as normal and your Armoured Shield is destroyed. |
| Roll | Result |
|---|---|
20 | They flee from you or acquiesce to your demands. You may choose which and may demand something in addition to what you originally requested. |
11-19 | They flee from you or acquiesce to your demands. |
6-10 | They flee from you, but barricade themselves in or alert something stronger to your presence. |
2-5 | They stand strong in the face of you, ready to fight, and do not retreat or acquiesce. |
1 | They stand strong in the face of you, and are much stronger than you thought. The Mediator may add reinforcements to their numbers, or improve their strength or capabilities in some other way. |
| Roll | Result |
|---|---|
20 | The target suffers a Major Injury of permanent blindness. |
| Roll | Result |
|---|---|
20 | You stop the hacking attempt. In addition, you can activate any of your Abilities with the Hacking Trait in response as a Reaction, without paying their EP or AP cost. |
11-19 | You stop the hacking attempt. In addition, you can activate any of your Abilities with the Hacking Trait in response as a Reaction. |
6-10 | You can choose to stop the hacking attempt, or activate one of your Abilities with the Hacking Trait in response. |
2-5 | Your counter hacking attempt fails |
1 | Your counter hacking attempt fails, and the opposing hacker can activate any Ability with the Hacking Trait in response to your attempt. |
| Roll | Result |
|---|---|
20 | All targets Shutdown for 10 minutes. |
11-19 | All targets Shutdown for one round. They are active again at the end of their next turn. |
6-10 | All targets must choose to either move or take an action during its next turn. |
2-5 | The hacking attempt fails. |
1 | All Mechs within Close Range of your Mech Shutdown for 10 minutes. This includes your Mech and those of any allies. |
| Roll | Result |
|---|---|
20 | You masterfully hack into the system and can ask 5 questions to the Mediator about it. The answers they give must be true. |
11-19 | You successfully hack in and can ask 3 questions to the Mediator about it. The answers they give must be true. |
6-10 | Your hack produces a mix of confused data. You are able to ask the Mediator 2 questions about it. One of the answers they give must be true, but the other contains false information as decided by the Mediator. |
2-5 | The hacking attempt fails. The Mediator may choose an appropriate Setback. |
1 | The hack fails and the target is alerted to your hacking attempt. They can retaliate as appropriate. |
| Roll | Result |
|---|---|
20 | You eject perfectly from the Mech and land in any location up to Far Range of your Mech. |
11-19 | You eject safely from the Mech and land unharmed within Long Range of your Mech. |
6-10 | You eject, but suffer injury in the process. You land within Medium Range of your Mech and must roll on the Critical Injury Table for your Pilot. |
2-5 | The Ejection System fails to trigger and is damaged in the process. |
1 | The Ejection System severely malfunctions, harming you inside your cockpit. The Ejection System is destroyed and your Pilot must roll on the Critical Injury Table. |
| Roll | Result |
|---|---|
20 | The pod ejects perfectly and lands in any location within Far Range of your Mech. |
11-19 | The pod ejects safely and lands within Long Range of your Mech. |
6-10 | The pod ejects and lands within Medium Range of the Mech. The ride is bumpy and your Pilot suffers a Minor Injury. |
2-5 | The Ejector Pod fails to trigger. You may not attempt to use it again until your next turn. |
1 | The Ejector Pod fails to trigger and is damaged in the process, it cannot be used until repaired to the Intact Condition. |
| Roll | Result |
|---|---|
20 | The attack misses, deals no damage, and is reflected back at the attacker, hitting them for the damage of the weapon. |
11-19 | The attack misses and deals no damage. |
6-10 | You may choose to gain Heat equal to the damage of the weapon that attacked you. If you do the attack misses and deals no damage. if you do not, the attack deals damage as normal. |
2-5 | The attack hits as normal. |
1 | The attack hits as normal and your shield overloads.Your Mech gains 2 Heat and must make a Heat Check. |
| Roll | Result |
|---|---|
20 | You escape safely from your Mech in Medium Range. |
11-19 | You escape safely from your Mech in Close Range. |
6-10 | You escape in Close Range, but are injured in the process. Roll on the Critical Injury Table. |
2-5 | The Escape Hatch fails to trigger and is damaged in the process, it must be repaired to Intact Condition to be used again. |
1 | The Escape Hatch severely malfunctions trapping you in your Mech and injuring you. You must roll on the Critical Injury Table, and the Escape Hatch is destroyed. |
| Roll | Result |
|---|---|
20 | Copy/Paste error. Everything you attempt to teleport appears on your Crawler. They are also still on your Mech. |
11-19 | Teleport Successful! |
6-10 | Teleport Successful! |
2-5 | Teleport Successful! |
1 | Everything you are attempting to teleport is destroyed or killed. |
| Roll | Result |
|---|---|
20 | You successfully block the hack and you and your Allies cannot be affected by anything with the Hacking Trait for the next 10 minutes. |
11-19 | You successfully block the hack and entirely nullify all of its effects. |
6-10 | The Mediator offers you a Tough Choice in relation to the hack. This could be partially nullifying its effects, an additional EP cost, or damage to your Module. |
2-5 | You fail to block the hack, and it has full effect. |
1 | You fail to block the hack, and your Firewall is breached, it becomes damaged and cannot be used until repaired to the Intact Condition. |
| Roll | Result |
|---|---|
20 | For the next 10 minutes you can take up to three actions on your turn or Push an action for free. |
11-19 | For the next 10 minutes you can take up to two actions on your turn or Push an action for free. |
6-10 | You can act twice this turn or Push an action for free. |
2-5 | Everything slows to a crawl. For the next 10 minutes you must choose between moving or taking an action on your turn. You also cannot Push rolls. |
1 | You overdose on stims, your HP is reduced to 0 and you must roll on the Critical Injury Table. |
| Roll | Result |
|---|---|
20 | An Intact Mech Chassis, System, and Module are all available for trade. |
11-19 | An Intact Mech Chassis and an Intact System are available for trade. |
6-10 | An Intact Mech Chassis and an Intact Module are available for trade. |
2-5 | An Intact System and an Intact Module are available for trade. |
1 | Re-roll on this table. If a 1 is rolled again nothing is available for trade this Downtime. |
| Roll | Result |
|---|---|
20 | The target creature is killed, and any number of other target creatures within Close Range of the original target can also be killed if you desire. |
11-19 | The target creature is killed. |
6-10 | You can choose to kill the target creature, but if you do you are detected and your location is compromised. |
2-5 | The target narrowly avoids being killed, but is reduced to 0 HP and must roll on the Critical Injury Table. |
1 | The target avoids harm, your location is compromised, and you are detected and pursued. |
| Roll | Result |
|---|---|
20 | The deal is accepted and you may ask for an additional request. |
11-19 | The deal is accepted based on your leverage. |
6-10 | The deal is accepted, but you must offer your leverage now. If it was scrap they want the payment in advance, if it was a threat you have to follow through on the threat immediately, if it was your reputation you must find a way to flex it now. |
2-5 | The deal is rejected. |
1 | The deal is rejected and the people you are making a deal with become hostile to you and cannot be negotiated with further. |
| Roll | Result |
|---|---|
20 | The target entirely loses control of itself, attacking wildly. It must make an attack with all its Weapons Systems against a random Ally within Range. It cannot move or take any actions until the end of your next turn. |
11-19 | The target loses control of itself and cannot tell friend from foe. It must make an attack with a random Weapons System against a random Ally within Range. |
6-10 | The target activates a random non-Weapons System. You decide a Tough Choice related to it that the target must resolve. |
2-5 | The target activates a random Module. You decide a Tough Choice related to it that the target must resolve. |
1 | The target goes haywire, it moves one Range Band in a random direction, falls Prone, and gains the Vulnerable Trait. |
| Roll | Result |
|---|---|
20 | A dense ball of concentrated scrap hits the target with catastrophic force dealing SP damage equal to 6× the Tech Level of the Scrap. |
19 | A heavy lump of scrap strikes the target with a devastating blow. The target is hit for SP damage equal to 4× the Tech Level of the Scrap |
18 | The scrap carves through the target flaying chunks off of it. A number of random Systems equal to the Tech Level of the Scrap on the target are damaged. In addition, it takes SP damage equal to tHe₂× Tech Level of the Scrap. |
17 | A bundle of carbon fibre rods fire at the target. It takes SP damage equal to 3× the Tech Level of the Scrap and is skewered to the ground. It cannot move and gains the Vulnerable Trait until it takes an action to free itself. |
16 | Shards of refractive glass fire at the target. It is hit for SP damage equal to 2× the Tech Level of the Scrap and the area around the target is hit by multiple rays of dazzling light, blinding the target and everything within Close Range for one round. |
15 | A chaotic mess of circuit boards hits the target causing a static discharge. The target Mech is Shutdown for one turn. |
14 | The Mechapult was loaded with crude oil. The target is hit for SP damage equal to 2× the Tech Level of the Scrap and the area around them is coated in slippery, flammable oil. This can be ignited and moving within it can cause a Mech or Creature to fall prone. |
13 | Streams of superheated gas lash out at the target. The attack deals SP damage equal to tHe₂× the Tech Level of the Scrap and the attack has the BurnX Trait, where X is the Tech Level of the Scrap. |
12 | The target is struck by dense coils of wiring looms which wind around it. It takes SP damage equal to 2× the Tech Level of the Scrap and falls Prone. |
11 | Heavy superconductors charged with electricity arc towards the target. The target and up to three other targets within Medium Range of the target of your choice each take SP damage equal to 2× the Tech Level of the Scrap. Each of these attacks count as having the Ion Trait. |
10 | A leaky uranium shell strikes the target. It takes SP damage equal to 3× the Tech Level of the Scrap. The target and the area within Close Range of it becomes Irradiated. |
9 | A superheated lump of scrap is fired at the target. The target is hit for SP damage equal to 2× the Tech Level of the Scrap and this attack has the ExplosiveX and BurnX Trait where X is the Tech Level of the Scrap. Your Mech gains 2 Heat and must make a Heat Check. |
8 | Splat! A wasteland critter was inadvertently caught in the Mechapult when it launched and has smeared gore over the target. The target is hit for Tech Level of the Scrap and must make a Morale Check. |
7 | The Mechapult guzzles up another piece of Scrap and fires them both. A random piece of Scrap your Mech is carrying is loaded onto the Mechapult. Roll on the Mechapult Table twice and resolve both results. If you have no other Scrap, then roll once on the Mechapult Table and resolve the result. |
6 | A shower of pistons, gears, and mechanisms scatters across the area wildly. Every target within Long Range, including Allies, takes SP damage equal to the Tech Level of the Scrap. |
5 | Dense slabs of rigid plastics fire from the Mechapult into the ground around you. These act as a barricade protecting your Mech from harm. For the next 10 minutes you may use them as though they were a single Armour Plating System. |
4 | The Mechapult swings wildly out of control. Your Mech spins in a random direction and hits a random target within Range for SP damage equal to 3× the Tech Level of the Scrap. |
3 | The Mechapult backfires, hitting a random Ally in Range for SP damage equal to the Tech Level of the Scrap. |
2 | The Mechapult overloads collapsing in on itself. Your Mech takes damage equal to the Tech Level of the Scrap and the Mechapult is damaged. |
1 | The Mechapult explodes and is destroyed. Deal SP damage equal to 2× the Tech Level of the Scrap to your Mech and everything within Close Range. |
| Roll | Result |
|---|---|
20 | The attack deals no damage and reflects back at the attacker, hitting them for the damage of the weapon they attacked with. |
11-19 | The attack misses and deals no damage. |
6-10 | You may choose to gain Heat equal to the damage of the weapon. If you do so, the attack deals no damage. If you do not, the attack deals damage as normal. |
2-5 | The attack hits as normal. |
1 | The attack hits as normal and the shield overloads. Your Mech gains 2 Heat and must make a Heat Check. |
| Roll | Result |
|---|---|
20 | You may change or manipulate up to 5 pieces of data within the target. |
11-19 | You may change or manipulate up to 3 pieces of data within the target. |
6-10 | You may change or manipulate up to 2 pieces of data within the target. One of these manipulations will have a Setback attached as decided by the Mediator. |
2-5 | The hacking attempt fails. The Mediator may choose an appropriate Setback. |
1 | The hack fails and the target is alerted of your hacking attempt. They can retaliate as appropriate. |
| Roll | Result |
|---|---|
20 | The attack deals no damage. |
11-19 | The forcefield partially absorbs some of the hit, you take half damage from the attack. |
6-10 | The forcefield absorbs the blow, but is destroyed. You take no damage from the attack and your Portable Multi-Phase Shield is destroyed. |
2-5 | The force field fails and the attack hits as normal. |
1 | The attack hits as normal and the shield overloads. Your Portable Multi-Phase Shield is destroyed. |
| Roll | Result |
|---|---|
20 | You find a damaged Mech Chassis of the Tech Level of the area. This can be determined randomly or chosen by the Mediator. |
11-19 | You find a damaged System of the Tech Level of the area. This can be determined randomly or chosen by the Mediator. |
6-10 | You find a damaged Module of the Tech Level of the area. This can be determined randomly or chosen by the Mediator. |
2-5 | You find 2 Scrap of the Tech Level of the area. |
1 | You find 1 Scrap of the Tech Level of the area. |
| Roll | Result |
|---|---|
20 | You may ask the Mediator 5 questions and they will answer based on what the creature would know. The target creature then dies. |
11-19 | You may ask the Mediator 3 questions and they will answer based on what the creature would know. The target creature then dies. |
6-10 | You may ask the Mediator 2 questions and they will answer based on what the creature would know. One of these answers will contain some false information. The target creature rolls on the Critical Damage Table. |
2-5 | The Probing Proboscis fails to penetrate the target. |
1 | The Probing Proboscis fails to penetrate the target and leaves you exposed. You gain the Vulnerable Trait until the start of your next turn. |
| Roll | Result |
|---|---|
20 | Reactor Stabilisation: Your Mech's reactor stabilises and its Heat is reduced to 0. |
11-19 | Reactor Overheat: Your Mech has overheated. It shuts down and gains the Vulnerable Trait. Your Mech will re-activate at the end of your next turn. In addition, your Mech takes SP damage equal to half your current Heat level. Your Mech then reduces its Heat by 2. |
6-10 | Module Overheat: One of the Modules on your Mech, chosen at random or by the Mediator, has overheated and is damaged. |
2-5 | System Overheat: One of the Systems on your Mech, chosen at random or by the Mediator, has overheated and is damaged. |
1 | Reactor Damage: The Chassis of your Mech becomes damaged as your reactor wildly overheats. |
| Roll | Result |
|---|---|
20 | The attack deals no damage and is reflected devastatingly back at the attacker, hitting them for 2× the damage of the weapon they attacked with. |
11-19 | The attack deals half damage and is reflected back at the attacker dealing the full damage of the weapon they attacked with to them. |
6-10 | The attack deals full damage and is reflected back at the attacker dealing half damage to them of the weapon they attacked with. |
2-5 | The shielding fails and you are hit by the attack as normal. |
1 | The shield malfunctions. You take no damage from the attack, but it is deflected to a random target within Medium Range, which takes the full damage of the attack. In addition, your Reflective Shielding System becomes damaged. |
| Roll | Result |
|---|---|
20 | The attack misses and deals no damage and refracts back at the attacker, hitting them for the damage of the weapon. |
11-19 | The attack misses and deals no damage. |
6-10 | You may choose to gain Heat equal to the damage of the weapon that attacked you. If you do the attack misses and deals no damage. if you do not, the attack deals damage as normal. |
2-5 | The attack hits as normal. |
1 | The attack hits as normal and your shield overloads.Your Mech gains 2 Heat and must make a Heat Check. |
| Roll | Result |
|---|---|
20 | The Jackhammer is Intact and operational with 1 SP. The Pilot is unharmed. |
11-19 | The Jackhammer is temporarily Shutdown and becomes inoperable. At the end of its next turn it activates and becomes operational with 1 SP. The Pilot is unharmed. |
6-10 | As per 11-19, but a random Module on the Jackhammer is also Damaged. |
2-5 | As per 11-19, but a random System on the Jackhammer is also Damaged. |
1 | The Jackhammer Mech Chassis is damaged. All of its mounted Systems, Modules, and any carried Cargo are destroyed. The Pilot survives in the reinforced cockpit. |
| Roll | Result |
|---|---|
20 | The attack deals no damage. If the weapon that made the attack had the Melee Trait, it is destroyed. You may activate your Matter Phase Shield as a Reaction without spending EP for the next 10 minutes. |
11-19 | The attack misses and deals no damage. If the weapon that made the attack had the Melee Trait, it is destroyed. |
6-10 | The attack hits and deals half damage. If the weapon that made the attack had the Melee Trait, it is destroyed. |
2-5 | The shield fails and the attack hits as normal. |
1 | The attack hits as normal and the shield temporarily breaks down. It cannot be used for 10 minutes. |
| Roll | Result |
|---|---|
20 | All targets that can hear within Range are reduced to 0 HP. |
11-19 | All targets that can hear within Range cannot take any actions and gain the Vulnerable Trait until the end of your next turn. |
6-10 | All targets that can hear within Range can choose to either not be able to take any actions until the end of your next turn or gain the Vulnerable Trait until the end of your next turn. |
2-5 | The targets manage to resist the effect and are unharmed beyond some mild nausea. |
1 | The targets are entirely unharmed. The Module malfunctions causing the sound to reverberate through your Mech's Cockpit, your Pilot must roll on the Critical Injury Table. |
| Roll | Result |
|---|---|
20 | You make a thorough scan of the area and may ask the Mediator 5 questions about it. The answers they give must be true. |
11-19 | Your scan is successful and you may ask the Mediator 3 questions about the scanned area. The answers they give must be true. |
6-10 | You partially scan the area and return messy results. You may ask the Mediator 2 questions about the area. One of the answers they give must be true, but the other answer contains false information as decided by the Mediator. |
2-5 | Your scan fails to find any useful information about the area. |
1 | Your scan returns inaccurate data. You may ask the Mediator 2 questions about the area and both answers will contain false information which you believe to be true. |
| Roll | Result |
|---|---|
20 | The System or Module is destroyed. |
11-19 | The System or Module is damaged. |
6-10 | The System or Module is inoperable and cannot be used until the end of the next turn. |
2-5 | The hacking attempt fails. |
1 | The hacking attempt fails and the target cannot be targeted by any Abilities with the Hacking Trait for the next 10 minutes. |
| Roll | Result |
|---|---|
20 | You teleport perfectly to your destination. In addition, you may bring an additional creature within Close Range with you as you teleport. |
11-19 | You teleport safely to your destination. |
6-10 | You teleport to your destination, but suffer a teleportation mishap. Roll on the Critical Injury Table. |
2-5 | The teleporter fails to trigger. You may try again on your next turn. |
1 | The teleporter malfunctions. You instead teleport to a random Teleportation Bay somewhere on the Campaign Map you are currently in. |
| Roll | Result |
|---|---|
20 | The mission is completed within a week. You pay the reward during Downtime. |
11-19 | The mission is completed within two weeks. You pay the reward during Downtime. |
6-10 | The mission will be completed within two weeks, but only if you pay twice the agreed reward during Downtime. |
2-5 | You wait two weeks and realise the mission is not completed. You may post the mission offer again or choose a different one. |
1 | The mission fails, and cannot be completed as something has gone badly wrong, for example, the target of an assassination attempt escapes and places a bounty on you instead, the trade caravan is destroyed, or the salvage is taken by a corpo or raider band instead. |
| Roll | Result |
|---|---|
20 | You can ask the Mediator five questions about it and they must give you true answers. |
11-19 | You can ask the Mediator three questions about it and they must give you true answers. |
6-10 | You can ask the Mediator two questions about it. One of these answers must be true, but the other can be false. |
2-5 | You do not actually know, and must make up a convincing answer to save your pride. |
1 | You do not know the answer, and everyone realises this. |
| Roll | Result |
|---|---|
19-20 | You strike all enemies within Range of the weapon, hitting them for double damage. |
11-18 | You hit all enemies within Range of the weapon. |
6-10 | You hit all enemies within Range of the weapon. Choose one: you deal half damage to all targets or you deal full damage, but your weapon is damaged after finishing the attack. |
2-5 | You hit one enemy in Range of the weapon, then your weapon is damaged. |
1 | Your attacks miss. You spin wildly and then collapse, falling Prone. |
| Roll | Result |
|---|---|
20 | The Chassis of all targeted Mechs is damaged and inoperable until repaired. |
11-19 | A System and Module of your choice on each Mech is damaged. |
6-10 | A System or Module of your choice on each Mech is damaged. |
2-5 | A System or Module on one targeted Mech of your choice is damaged. |
1 | The Worm fails to upload to the targets and has no effect. |
| Roll | Result |
|---|---|
20 | A System or Appendage on the target is destroyed. |
| Roll | Result |
|---|---|
20 | Full Restoration: Your Mech Chassis is Intact and restored to its Max SP value. |
11-19 | Partial Restoration: Your Mech Chassis is Intact and gains an amount of SP equal to 3 + its Tech Level. |
6-10 | Improvised Restoration: A System of your choice on your Mech is destroyed. However, your Mech Chassis is Intact, and gains an amount of SP equal to the Salvage Value of the destroyed System. |
2-5 | Failed Restoration: Roll on the Critical Damage Table as normal. |
1 | Awakening: Your Mech is transformed into a Meld Behemoth under the control of the Meld. Your Pilot may attempt to escape, but if they fail, they are consumed by the Meld and considered dead. |
| Roll | Result |
|---|---|
20 | It morphs into a System or Module of your choice which is of its Tech Level. |
11-19 | It morphs into a random System or Module of its Tech Level. |
6-10 | It morphs into a Tech 1 System or Module of your choice. |
2-5 | It's mangled beyond comprehension and considered destroyed. |
1 | It transforms into a Meld Nanoid, controlled by the Meld and hostile to you. |
| Roll | Result |
|---|---|
20 | An Intact Mech Chassis is available for trade. |
11-19 | An Intact System and an Intact Module are available for trade. |
6-10 | An Intact System is available for trade. |
2-5 | An Intact Module is available for trade. |
1 | Nothing is available for trade during this Downtime. |
| Roll | Result |
|---|---|
20 | Prodigy: You were blessed at a young age with exceptional skill and talent, and have chosen to offer that to the Union. |
19 | Tech-Head: You grew up with a passion and aptitude for all things technological, which you may have honed in a wasteland settlement or as part of a corpo, until you joined the Union. |
18 | Criminal: You were part of the criminal underworld, perhaps as part of the corpo undercity or a criminal network of wasteland settlements. |
17 | Hermit: You are a wasteland loner who has managed to survive on your own. Until now. |
16 | Entertainer: You were an entertainer, perhaps you worked in a corpo nightclub or travelled with a troupe around the wastes. |
15 | VIP: You are a very important person, perhaps a famous video reel star or an ace pilot. |
14 | Cultist: You were part of a fanatical religious group in the wastelands, such as the Cult of Ascension. |
13 | Miner: You were a pit worker, labouring deep in the mines, probably for a corpo. |
12 | Researcher: You were a scientist who studied old tech, alien tech, and other mysteries of the wastes hoping to develop new blueprints and make amazing discoveries. |
11 | Corpo Exec: You were a corpo exec at the top of its hierarchy, but something caused you to abandon the corpo and the luxurious life it gave you. |
10 | Mercenary: You were a fighter for hire who worked for salvagers, corpos, and anyone else who would pay. |
9 | Survivor: You survived a traumatic experience at an early age that shaped you, perhaps a raider attack or a corpo forced labour raid. |
8 | Trader: You were a trader, perhaps you worked alone, for your own crew, or as part of a corpo. |
7 | Freelancer: You were a worker who roamed the wastes, looking for any work you could. |
6 | Corpo Exile: You were a prominent corpo who was exiled from your arcology for some digression. |
5 | Colonial War Veteran: You fought in the colonial wars between the TDA and the corpo colonies. |
4 | Born Salvager: You were born on the Union Crawler, and it is all you've ever known. |
3 | Raider: You used to be part of a raider band in the wastelands. |
2 | Corpo Worker: You worked for one of the corpos, perhaps in an arcology or satellite base. |
1 | Wastelander: You used to live in the wastelands, in one of the many scattered settlements. |
| (1 - 4) | (5 - 8) | (9 - 12) | (13 - 16) | (17 - 20) |
|---|---|---|---|---|
| 1: Sparkles | 1: Candyman | 1: Vapour | 1: Curly | 1: Twitch |
| 2: Apex | 2: Gremlin | 2: Urchin | 2: FANG | 2: Airtime |
| 3: Boomer | 3: Pyro | 3: Commodore | 3: Driftwood | 3: Bubbles |
| 4: Doctor | 4: T-BAR | 4: Viper | 4: Turtle | 4: Razor |
| 5: Poptop | 5: Whipsaw | 5: Shinji | 5: Coyote | 5: Sandbag |
| 6: Flatline | 6: Swamp Fox | 6: Roach | 6: Warlock | 6: Judge |
| 7: Oilslick | 7: Tickles | 7: Silverback | 7: Scarecrow | 7: Momma Bear |
| 8: Poacher | 8: Teapot | 8: Chuckles | 8: Husker | 8: Pumpkin |
| 9: Redbeard | 9: Hotdog | 9: Fingers | 9: Codebreaker | 9: Kujo |
| 10: Taxman | 10: Slippy | 10: Voodoo | 10: Doughboy | 10: Aurora |
| 11: Bingo | 11: Roughhouse | 11: Stumpy | 11: Ironsides | 11: Ducky |
| 12: Goose | 12: Spitfire | 12: Fencepost | 12: Highlander | 12: Flea |
| 13: Trigger | 13: Blackjack | 13: Casper | 13: Stainer | 13: Big Nasty |
| 14: Socrates | 14: Bunny-Ears | 14: Whistler | 14: Bone-Saw | 14: Coma |
| 15: Emu | 15: Sandman | 15: Pickle | 15: Biscuit | 15: Wedge |
| 16: Zipline | 16: Laserburn | 16: Starbuck | 16: Catfish | 16: Widowmaker |
| 17: Scorpion | 17: Warbird | 17: Fatcat | 17: Big Dusty | 17: Meatpie |
| 18: Jester | 18: Dipstick | 18: Ruffles | 18: Dingle | 18: Rattler |
| 19: Smudge | 19: Wingnut | 19: Maverick | 19: Sidewinder | 19: Neutron |
| 20: Redeye | 20: Roulette | 20: Thumper | 20: Lumpy | 20: Iceman |