Pilot Stats Pilot stats are combined with Mecha stats to make Linked-Stats. Stats and Linked-Stats give you the number of d6 in your dice pool for tests.

Strength
Agility
Intelligence
Will

Pilot Traits

Each character has 4 traits (adjectives, eg: stout, analytical, supportive, blunt).

2 from your pilot archetype.

1 from each of your Mecha configurations.

Pilot Skills Each character has 5 skills. These are the target number for tests.

Mecha Combat
Personal Combat:
Social:
Field Ops:
Repair:
Medic:
Logistics:
Condition: ? When an attack has more successes than your defense, take 1 point of damage and make a damage save. If you fail the damage save, leave the fight or change your condition down one step. If you take damage when your mech is critical, you will die.
Pilot Damage: Overdrive: Mecha Damage:
Tac Pts:

Engineering

Defend

Attack

Move

Mecha Stats

Capabilities for your Mecha.

For each mecha stat, choose which pilot stat you will use to operate it. Each pilot stat must be linked to a different mecha attribute.

Weapons
Armor
Technology
Speed

Mecha Configurations Each mecha has 2 available configurations. Spend overdrive points to activate their abilities. When you become damaged, you will lose one or both of your configurations.

Mecha Weapons Each weapon has an optimum range. All weapons must cool down for 1 turn after firing. ie: you normally can't fire the same weapon twice in a row.

Pilot Name: Archetype: Goal: AP/XP:
Mecha Make: Model: Protocol:

Notes

Other Rolls

/roll ((stat))d6<((skill))!1
d6 < !1

Notes

Personality

Goals

Bonds, Contacts, Circles

Gear

Notes

{{#rollDescription}} {{/rollDescription}} {{#notes}} {{/notes}}
{{name}}
{{rollDescription}}
{{#result}} {{result}} {{/result}} {{#rollGreater() result 4}} Overdrive! {{/rollGreater() result 4}} {{#rollGreater() result 7}}
Cutscene!!!
{{/rollGreater() result 7}}
{{notes}}
{{name}}
Rolling Movement
Move: {{movement}} {{#rollGreater() movement 4}} Overdrive! {{/rollGreater() movement 4}}
Moving toward or away from center costs 1 point. Moving between quadrants costs 2 points.
You may choose not to leave your sector in order to strafe evasively and spend movement points on defense rolls before your next turn. {{#rollGreater() movement 7}}
Cutscene!!!
{{/rollGreater() movement 7}}