Thursday, April 30, 2026

Untested War Machines - Starting Gear & Upkeep

This is Part 2 in my series of mutilations to MAC Attack. The following rules will generate a PC's shitty starter mech.* Hopefully this leads to a lot of excitement when the players scavenge the destroyed remains of their foes after a battle. The maintenance & repair rules are written to be punitive, because that's what my players are into.†

Part 1: House Rules & Pilots
Part 2: Starting Gear & Upkeep
Part 3: Mercenaries & Retainers

Starting Gear

The Raven Mercenary Company‡ has recently taken a beating, and has decided to move on to greener pastures. As such, you start with damaged equipment.

  • For your 1st mech, roll a random flaw. Choose or roll the class.
  • For your 2nd mech, roll 2 random flaws. Roll for the class.
  • You start with 4 weapons: 2 conventional, 1 special, 1 limited.
  • You start with 4 random modules.
  • You start with 10 Mil. Each Mil is a million credits.

Mech Class

  1. Class 1.3
  2. Class 1.3
  3. Class 2.3
  4. Class 2.3
  5. Class 3
  6. Class 3
Class "1.3" and "2.3" MACs have 3 structure points, roll 3 dice for systems checks, and cost as much as a Class 3 MAC . In all other regards, they count as either Class 1 or 2.

Flaws

  1. Awkward: Gain 1 extra Heat when shifting.
  2. Blinkered: When you attack, your front facing is only 90°.
  3. Brittle: When you crash, take hits equal to your class.
  4. Buggy: Roll a die at the start of your move turn. On a roll of 1 you do nothing this phase.
  5. Capped: Only move up to 9” when rushing.
  6. Cumbersome: Do not rotate at the end of a shift move.
  7. Deadmeat: Attacks against you get -1TN.
  8. Deathtrap: Take 1 internal damage when the main gun is destroyed.
  9. Exposed: Your main gun is destroyed in a single hit.
  10. Frail: Brawls against you roll twice as many AD.
  11. Frontloaded: Hits to your rear cause an extra hit each. Weapon effects are applied normally to these extra hits.
  12. Jamming: Roll a die when you activate in the attack phase. On a roll of 1 your turn ends.
  13. Lag: Attacks against targets with Motion 3 or higher get +1TN.
  14. Locked: When you rush, you cannot rotate before the move.
  15. Recoil: +1TN with your main gun.
  16. Stiff: Gain 1 extra Heat when rushing.
  17. Stuffy: Roll each time a point of Heat would be lost. On a 1 or 2, it is not lost.
  18. Sway: Test for a crash when taking 2 hits from an attack.
  19. Toasty: Start with 1 Heat and never go below 1 Heat.
  20. Twitchy: Attacks against targets with Motion 2 or less get +1TN.

Weapons


Conventional (x2)SpecialLimited
1AG1 ChaserBombard x2AM1-T PlasmaCaster x2AP1-TX Fusion Artillery x2
2AB2 HowitzerAP2-R CausticHammerAM2-X IronRain
3AP2 ImpactMortarAG2-J BoltNeedlesAB2-JX StormBombs
4LM1 TwinCannon x2LP1-J ThunderLance x2LG1-JX StingMissiles x2
5LB1 AutoLaser x2LG1-T HunterFlares x2LM1-RX NanoReaper x2
6LP2 RailgunLM2-J VoltRifleLB2-X ClusterPods
7LG2 SeekerShellsLB2-R ToxAcceleratorLP2-TX Incinerator
8SM1 FlakRepeater x2SB1-T ScorchRounds x2SG1-JX ShockNet x2
9SG1 GyroGun x2SM1-R AcidCarbine x2SB1-RX RadGrenades x2
10SP1 PulseBeam x2SG1-R SludgeSpray x2SM1-TX FlameBarrage x2
11SM2 PhaserMatrixSB2-J TetherShotSP2-X IonCharges
12SB2 FragBlasterSP2-T HeatRaySG2-RX RustRockets

Modules


01-05   Booster41-45   P2 Piston69-70   Conductor85-86   Intake
06-10   Coolant46-50   B2 Blade71-72   Disruptor87-88   Mesh
11-15   Gyro51-55   G2 Grappler73-74   ECM89-90   Precog
16-20   Jet56-60   M2 Mower75-76   Emitter91-92   Prism
21-25   Plate61-62   Amplifier77-78   Gravlock93-94   Reflector
26-30   Radiator63-64   Casing79-80   Guardian95-96   Shield
31-35   Rotor65-66   Catalyst81-82   Hotstepper97-98   Tether
36-40   Servo67-68   Cloak83-84   Hoverdrive99-100 Vent

Sprites by FinehatMandy, Austin, Gilded Knight,
Undead Drifter, Bunger, & Unexpected

Sprites

Find a sprite here that matches your mech. Feel free to explore the other folders, but any sprite from a folder numbered over 13 requires GM approval. These sprites are from the Factions sections of the Chop Shop at retrogrademinis.com. You can make custom sprites there too.

Upkeep

When calculating Maintenance & Repair costs:

  • Weapons & Modules are worth 1 Mil each.
  • AUs (sans modules & weapons) are worth 1 Mil each.
  • MACs are worth 4 Mil per structure.
  • MAC pilots (both PC & NPC) cost 2 Mil each.

Salaries are usually covered by maintenance.

Repair

Before each battle, your engineering team may repair up to 10 points of damaged or destroyed equipment. 1 Mil will fix 1 point.

If you are forced to retreat, you abandon any destroyed AUs and MACs. They can't be repaired until reobtained, perhaps by stealth or ransom.

Maintenance

After each battle, count the surviving cost of your forces (damaged modules count as destroyed). Divide by 4, rounding up - pay this much in Maintenance to keep your force functional.

To save money you may partially maintain your force - 1 Mil will maintain 4 points. Unmaintained equipment can't be used in combat.

Salvage

Missions may award salvage rights. These are usually for a limited number of points, due to either time constraints or employer greed. Undamaged equipment may be taken as is, but for damaged goods, first roll a d6.

  1. Useless scrap.
  2. Useless scrap.
  3. Useful scrap, 1 point. Useful scrap can be spent to repair and maintain your force.
  4. Useful scrap, 1 point. 2 points of useful scrap can be sold for 1 Mil.
  5. Repairable.
  6. Repairable.
Salvaged parts must be repaired or maintained before they can be used.

* The full PDF contains rules for randomly generating shitty mechs with limited gear - it's called Scrap Mode. The rules above are better for my purposes for a variety of reasons but damn, I probably should have used the ones in the book and saved myself the time.

† For me part of the joy of MAC Attack is making your list. These rules place severe restrictions on respecing your forces between engagements. In fact, they're designed to be so brutal that sometimes you'll need to go out into combat with damaged equipment or the shitty backup mech. Ultimately, not my problem - as the GM I can design the enemy lists with no restrictions. I get to enjoy list building and my players get to enjoy suffering!

‡ Names are placeholders until the players decide what to call themselves. I used Raven as a nod towards the Armored Core series.

Untested War Machines - House Rules & Pilots

I have discovered MAC Attack and am infatuated. It's a sleek mecha game in the spirit of BattleTech, efficient in its rules yet tactically and strategically complex. Genius in its simplicity.

So of course I'm going to pile a bunch of shit on top of it. 

The following aims to turn a 1v1 wargame into an RPG where several players each pilot a single mech, command auxiliaries, and manage their finances.

Part 1: House Rules & Pilots
Part 2: Starting Gear & Upkeep
Part 3: Mercenaries & Retainers

General House Rules

The first 2 come from the full PDF - the adjusted rules are reproduced here. The last 2 are my inventions. Inches have been converted into hexes.

Double Modules

MACs may insert 2 of the same kind of module into 1 slot. When a double module is damaged, treat 1 of these versions as being destroyed. A double weapon in module 1 treats both weapons as the main gun. Double expendable weapons can be fired a 2nd time only if they are undamaged.

Ejection

A pilot may eject from their MAC during the meltdown phase. If the MAC is about to be destroyed, they must first pass a system check (roll a # of dice equal to class, passing if any show 5+). If a MAC is destroyed outside of the meltdown phase or its Heat is 6 when it is destroyed, the pilot cannot eject and dies in the cockpit.

Ejected pilots land as an unarmed infantry AU d6 hexes away in a random direction. They cannot brawl. If they touch a friendly AU they may join with them, but they die if that unit is destroyed unless they roll a 4+ on a d6.

Up-Armored

PCs may elect to pilot a Class "1.3" or "2.3" MAC . They have 3 structure points, roll 3 dice for systems checks, and cost as much as a Class 3 MAC . In all other regards, they count as either Class 1 or 2.

Tactical Infinity

Players may propose novel movement or attacks, outside the scope of the MAC Attack rules. If the action is risky or the result uncertain, the player must roll a d12 under their relevant pilot score to succeed. Here are some examples.

Move - I pick up a section of the broken freeway and set it up as a barricade.
Move - As I move past I break the water tower, dousing the flames beneath.
Attack - I shoot the rock formation, collapsing it onto the MAC in this adjacent hex.
Attack - I shoot the unstable ground beneath the enemy's foot. Instead of damage, they must pass a system check or crash.
Attack - I rip the enemy's melee weapon out of their hands.

You can target specific modules by brawling, but not by shooting.

Pilots

Pilots have 5 stats - roll 1d6+1d4 for each. If you're playing in my game, use the variant rules below.

StatIn Mech UseOut of Mech Use
AgilityKinesthetics, Broad MovementAcrobatics, Melee
PrecisionAiming, Subtle MovementManual Dexterity
ReflexDodging, Held ActionsReaction, Perception
AnalysisSensors, E-WarfareDeduction, Engineering
GritEndurance, G-ToleranceStrength, Willpower

Advancement

At the beginning of downtime, make a skill check for each stat you failed a roll for. If you fail again, increase the stat by 1 (to a max of 11) - hard experience has taught you something.


My take on adapting pilots from Armored Core 6.

Variant Pilot Creation

MACs are piloted via inputs physical (buttons, throttles, joysticks) and neurological (neurohelm or nervejack). Using the latter effectively requires augmentation surgery. This procedure has a long history and many iterations. 

1st, 2nd, 5th, & 6th generation surgery is no longer practiced - the low survival rates don't justify the reduced costs. Such pilots are survivors of the original experiments. Most have spent decades in cryosleep.

Unaugmented pilot can't raise their stats over 10. Unlike augmented pilots, they require 1 week of training each to use new weapons & modules. Until then neuro-interference causes disadvantage on all MAC ability checks. Keep a record of the gear your pilot has learned to use.

RollGenerationAgilityPrecisionReflexAnalysisGritEnlisted Date
1None3+1d43+1d43+1d44+1d46+1d4Roll Again
21st3+1d44+1d44+1d44+1d45+1d4d10+125
32nd3+1d64+1d44+1d42+1d64+1d6d20+110
4-53rd4+1d44+1d63+1d62+1d64+1d4d120
6-84th4+1d64+1d44+1d62+1d63+1d6d100
95th4+1d63+1d63+1d64+1d42+1d4d6+55
106th4+1d44+1d63+1d64+1d42+1d4d6+50
11-127th5+1d44+1d44+1d44+1d43+1d6d50
13-158th5+1d44+1d45+1d44+1d44+1d4d40
16-189th4+1d45+1d45+1d44+1d44+1d4d20
19-2010th5+1d45+1d45+1d44+1d44+1d4d6

If your stats sum under 33, you may add 1 point to any stat and 1d4 to your subjective age (this starts at 17+d20). Write a sentence on your character sheet about the conflict that educated you. You can add points until your subjective age equals your objective age. Your stats can't increase above 9 this way.

Side Effects

All generations are capable of producing side effect free pilots - PCs are assumed to be from this fortunate minority. NPC pilots are known for the following maladies.

1st to 4th gen pilots are known for losses of humanity. Symptoms include muteness, monomania, hearing static, hearing voices, longevity, overwhelming paranoia, & unrelenting bloodlust. Pilots are often left unable to feel one or more of the following emotions: anger, compassion, desire, disgust, excitement, fear, guilt, happiness, interest or sadness. In extreme cases pilots are nearly catatonic - they are capable of piloting their mech and little else. 

5th & 6th gen pilots are known for grisly deformities. Pick one or more stats - the pilot has disadvantage on all rolls outside of their mech.

7th to 10th gen pilots are mostly side effect free. Their odious personalities are usually their own doing.

Call Signs

Amongst the Raven Mercenary Company*, pilots are assigned temporary callsigns from the military alphabet by order of seniority. After a pilot survives 3 missions, a permanent callsign is assigned by the other pilots (usually while drunk) via US Air Force rules:

The Three Rules of Callsigns

  1. If you don't already have one, you will be assigned one by your "buddies".
  2. You probably won't like it.
  3. If you complain and moan too much about 1 and 2, you'll get a new nickname you'll like even less!

Check out the website for a hearty mix of humor and toxic masculinity. Here are a few illustrative examples:

TREAD - Last name Saufley.
FISH - Drank a lot.
ELSA - Despite warnings, fell into a frozen lake.
IMAX - Pilot with a massive forehead.
ZEUS - Stands for Zero Effort Unless Supervised.

* This name is a placeholder until the players name themselves.

Sunday, October 15, 2023

SEA BREAK - Families of Trang Chu

Trang Chu is built by a shrine to Sri Sovarsi, tributary of Annam. At its height the town bustled with merchants from up and down river, selling most anything. Now the market is held weekly, and few come.

Choose or roll a townsperson to be related to:

  1. Dara, Tevi, Kartini
  2. Sampa Suri, Stokers, Bram
  3. Jamella, Thirit
  4. Cho, Umi
  5. Kaelan
  6. Sovan
  7. Phirun
  8. Vyo Mang
  9. Ketut
  10. Haji

Residents


Dara
Runs the rest house. De-facto mayor. 'Don't make me get Dara' will make just about everyone reconsider what they're doing.


Tevi
Dara's second daughter. Calm and protective. A competent hunter and tracker. Often stands watch as town guard.

Kartini
Dara's first daughter. Smug and headstrong. Very tactical, not very tactful. Often stands watch as town guard.

---------------------------


Sampa Suri
Richest woman in town. Owns an apiary and makes beautiful candles. Either yelling, smoking, or both. Insists you call her by her full name.



Stokers
Sampa Suri's second son. In his early 50s. Carpenter extraordinaire. Short and jovial. Drinks and smokes a lot. 

Bram
Sampa Suri's first son. In his late 50s. Carpenter extraordinaire. Tall and jovial. Also drinks and smoke a lot.



Marya
Sampa Suri's maid. Easily spooked. Usually tending tending Sampa Suri's shop. Her right hand is a hook, which she still struggles with.

---------------------------


Jamella
Local butcher. Shares a shop with Thirit. Loves exercise and can bench press you. Has a pet boar.



Thirit
Local baker. Shares a shop with Jamella. Dreamy and prone to flights of fancy. Always interested in baking something bigger.



Sugeng
Wandering merchant. Jamella's uncle. Collects oddities and curios. Comes back to town once every 2 or 3 months.

---------------------------


Cho
Itinerant priest who minds the river shrines. Ventures up and down the river to make sure all are attended to. Jolly and barely under 4 feet. Accompanied by Tim and Tam, his guard geese.



Umi
Cho's grand daughter. Shrine maiden to the village river shrine - a job which frequently makes her very angry. Has a very low opinion on spirits.

---------------------------


Kaelan
Village blacksmith. Laughs so loud the entire village can hear him. Says he was raised by lions, which is like a tiger but all brown.

---------------------------

Art by Mun Kao

Sovan
Boisterous town tough. A competent fisherman, when he can be convinced to leave the bar. Claims to have once fought a crocodile 10 feet long.

---------------------------


Phirun
Town drunk. Drags himself back home from the bar every evening. Widely suspected as a cheat at cards.

---------------------------


Vyo Mang
Works at the general store. A formerly a con man from the Yellow City. Usually surly. Bickers constantly with Ketut.



Ketut
Works at the general store. Always gives you a candy with your purchase. Bickers constantly with Moch.

---------------------------


Haji
A mischievous youth. Has an excellent nose for roots and vegetables. Great shot with a blow gun - a skill he uses to annoy more often than hunt.

---------------------------


Ruby
A beautiful witch. One day her shack appeared outside of town, fully built. She never lets anyone in, and is rarely seen.



Heathen 
Ruby's one eyed cat. Frequently seen around town. No child has ever managed to catch her tail.



Marble 
Ruby's apprentice. Eager to please but very nervous. Rarely seen outside Ruby's hut.

Saturday, July 22, 2023

The Evil Wizard's Mooks

Roll 1d12, then consult subtable. If you're afraid of subtables or fond of animals, roll 1d215 instead.

Results on Subtable 3 and 4 imply a single large creature replacing ~10 medium ones.

The Evil Wizard is Served By

1Robots
11Animatronic Presidents
22Chappie Robo-Gangsters
33Glados Personality Cores on Spider Legs
44Robot Copies of the Wizard
55Mobile Land Mines (GiTS)
66Robby the Robots
77Star Wars Mercenary Droids
88Star Wars Seperatist Droids
99Terminators
1010Re-roll, but it's a robot.
2Golems
111Aztec Granite Statues
122Brick
133Clay
144Coal Powered Walking Boilers
155Greek Marble Statues
166Hollow Golden Men
177Levitating Blue Cut Stone
188Magma
199Matroshka Golems - 10 dudes stack inside each other.
2010Moss Covered Boulders
3Ogre
211Alligator
222Bound in Beautiful Armor
233Chef
244Decapitated
255Demon, Buddhist
266Dinosaur
277Gorilla
288Jawa
299Narwhal
3010Porcupine
3111Umber Hulk
3212Yeti
4Robo Ogre
331Castle in the Sky Robot
342Mecha driven by Small Animal
353Motor Cycle Transformer
364Fallout Armor
375Space Marine Armor
386Mini Gundam
397Roll on Ogres table, but a robot.
408Re-roll, but it's a giant robot.
5___ but with thumbs!
411Anacondas - tail ends with hand.
422Behir
433Dire Squirrels
444Froghemoths
455Giant Ants
466Man Sized Tarantulas
477Octopi
488Owl Bears
499Raptors
5010Rodents of Unusal Size
5111Worgs
5212Xorns
6The Usual Suspects
1Small Races
531Froglings
542Gnomes
553Goblins
564Greys
575Halflings, Chaos Party
586Kobolds, Dog or Lizard
2Fantasy Races
591Centaurs, Pony
602Driders
613Drow
624Dwarves
635Lizard Men
646Mermaids, Aerial Shark
657Naga
668Orcs, Pig or Otherwise
679Satyrs
6810Skaven
3Sci Fi Races
691Chimpanzees
702Giff
713Githyanki
724Ithorians
735Mind Flayers
746Moks
757Reptoids
768Wookies
7The Undead
771Draculas
782Frankensteins
793Jiang-shi
804Mummies, Bog
815Mummies, Egyptian
826Mummies, Lacquered Monks
837Ring Wraiths
848Skeletons, Bismuth Covered
859Skeletons, Barnacle Covered
8610Taxidermied Foes
8711Turbo Ghouls - motor cycle wheel instead of legs.
8812Zombies
8Creepy Weirdos
891Brewed Men - Black Ooze Homunculi
902Creepy Ass Puppets
913Oni
924Demons, Warhammer
935Devilmen
946Gargoyles
957Slimes with Skeletons Inside
968Stained Glass Men
979Tengu
9810Vantiblack Angels with White Glowing Eyes
9911Degenerate Clones of the Wizard
10012Re-roll, but the colors are inverted.
9Empty Armor
1011Wizard Robes
1022Hazmat Suites
1033Swat Team
1044Cosmonauts
1055Samurai
1066Knights
1077Storm Troopers
1088Power Armor, Rogue Trader Size
1099Power Rangers
11010Sheet Ghosts
10Men in Costumes
1111Angry Town Mob
1122Animal Masks, Nothing Else
1133Basket Hat Samurai
1144Blue Man Group
1155Clown Masks, Business Suits
1166Cultists
1177Fawning Servants
1188Gas Masked Troops
1199Gimps
12010Jaguar Warriors
12111Nuns
12212Ninjas
12313Pirates
12414Spies in Trench Coats
12515Vikings
12616War Boys
12717Witches
12818Zentai Suits
12919Zoot Suites
13020Re-roll, but it's just guys in costumes.
11Men With Odd Heads
1311Antenna Reciver
1322Blender
1333Discoball
1344Dome
1355Empty Pedestal
1366Fish in Bowl
1377Flaming Animal Skulls
1388Gramophone
1399Lantern
14010Lava Lamp
14111Light Bulb
14212TV
12Men with Animal Heads
1Animals Used For Labor
1431Bull
1442Camel
1453Elephant
1464Elk
1475Goat
1486Horse
1497Llamma
1508Pig
2Animals Of The Savanna
1511Aardvark
1522Anteater
1533Baboon
1544Giraffe
1555Meerkat
1566Ostritch
1577Rhino
1588Warthog
3Animals That Are Like Dogs
1591Cheetah
1602Dog
1613Fox
1624Hyena
1635Jackal
1646Lion
1657Tiger
1668Wolf
4Animals In The Fourth Category
1671Chicken
1682Eagle
1693Eel
1704Lizard, Frilled
1715Macaw, Hornbill
1726Owl
1737Snake
1748Spider
5Animals That Are Difficult To Follow
1751Dolphin
1762Lemur
1773Rabbit
1784Seahorse
1795Shark, Hammer Head
1806Song Bird
1817Squirrel
1828Unicorn
6Animals That Can Fly
1831Bat
1842Crow
1853Flamingo
1864Flying Fish
1875Humming Bird
1886Moth
1897Pelican
1908Vulture
7Animals That Show Patience
1911Angler Fish
1922Ant
1933Bear
1944Beaver
1955Cat
1966Octopus
1977Raptor
1988Slug
8Animals That Can Be Green
1991Crocodile
2002Frog
2013Grasshopper
2024Iguana
2035Mantis
2046Peacock
2057Sloth
2068Turtle
9Other
2071Flowers
2082Head Sized Eyeball
2093Human Fist
2104No head. Teeth from shoulders to navel.
2115Tentacle
2126Roll 1d8 Twice - Combine
2137The Whole Aquarium - each mook is different.
2148The Whole Zoo - each mook is different.
21510Roll 1d8 Twice - Two Headed Chimeras

I could have sorted the animals in a more conventional manner, but a Borgian approach amused me.