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. 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: Morale & Discipline

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.
A pilot has been randomly generated below for your convenience.

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 Awkward6 Cumbersome11 Frontloaded16 Stiff
2 Blinkered7 Deadmeat12 Jamming17 Stuffy
3 Brittle8 Deathtrap13 Lag18 Sway
4 Buggy9 Exposed14 Locked19 Toasty
5 Capped10 Frail15 Recoil20 Twitchy

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

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.

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

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.

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