So, 4 years ago now, I did up some rules for running Macross style games using the Mecha Hack system. More recently, I was bored, and revisited the idea. I’ve been involved in a fair few games since then, and decided to rebuild the thing from the ground up. The original rules can be found here, and are still valid if you want to use them, but the below are maybe better? And what the hell! I’ve spent some time on this, it might as well be a blog article. What follows is a collection of rules mechanics for use with The Mecha Hack, rather than a deep discussion of the Macross franchise, or role-playing within it. This is about making the birds work.
That said, here’s a video for the unfamiliar.
Key Concept: Three Modes for Three Kinds of Map
Player mecha will have three forms with the ability to switch between these in combat. Each mode has its own speed and agility, which is ideal for its preferred environment. There's nothing stopping you from using different modes though, in order to gain some tactical edge. However doing so runs the risk of leaving the map by simply not keeping pace. One of the modes is a supersonic jet, FFS. Players that do so skip their next turn, and then re-enter the map in the appropriate form.
So, when/how do you transform? Well, at almost any time. Either in response to a treat, or as part of an action you can change form, and then roll your reactor die. The only limitation is that you must declared this immediately before a stat check, at the start of an action, or immediately after an action is resolved, not during an action or sequence of rolls. Please note, the above limitation does not apply outside of combat. This can be used to stop yourself from falling off the map. Note that overheating in that circumstance would be spectacularly bad, as all the usual effects would apply, as well as the map effects noted later.
Key Concept: The Three Modes
Battloid Mode
Wings folded, all limbs unfolded. Does all the standard mecha things. While in Battloid mode, you have a regenerating pool of 2AP, which refreshes at the start of each moment. These armour points must be spent before any other source.
Gerwalk Mode
Wings unfolded, all limbs unfolded. You are an agile flyer, directing thrust from each foot, as well as backwards. Think a helicopter with arms. While in Gerwalk mode, you may reroll 20s on all Mobility tests.
Fighter Mode
Wings unfolded, but all limbs folded. Think fighter jet, going extremely fast. In Fighter mode, you may ignore the first reactor roll resulting from movement each moment. (i.e. taking two Move actions). You also cannot be targeted by opportunity attacks.
Key Concept: The Three Kinds of Map
Maps will be defined as one of three types, with the GM telling you which mode you start the battle in.
Terrestrial
This is battle on the ground, mainly using your legs, and so uses standard Mecha Hack rules. Not much to say here, its standard robot combat, although switching to other modes can get you out of trouble quickly.
Batttloid: Its preferred environment, and works as normal.
Gerwalk: If you enter this mode, you must take at least one(1) move action per moment to avoid leaving the map. This move may be just to hover in place.
Fighter: If you enter this mode, you must take one(1) standard move action, (if you have actions left,) and then you immediately leave the map.
Close Air
This is abstracted air v ground combat with an explicit ground level, and a horizontal orientation. Your mecha is flying relatively close to terra-firma, or possibly within a large structure like a spacecraft. Think either an old side-scrolling shooter like R-Type.
Gerwalk: Its preferred environment, and works as normal.
Battloid: If you enter this mode, you must take at least one(1) move action per moment to avoid leaving the map. This move may be just to hover in place.
Fighter: If you enter this mode, you must take one(1) standard move action, (if you have actions left,) and then you immediately leave the map.
Supersonic
This is also abstracted combat, but more so. You are belting along at MACH 2 or whatever, and so the map represents relative positioning, as all involved are going really effing fast.
Fighter: Its preferred environment, and works as normal.
Gerwalk: If you enter this mode, you must take at least one(1) move action per moment to avoid leaving the map. If you do not enter Fighter mode, you automatically fall off the map after taking two further actions.
Battloid: If you enter this mode, you may not take move actions. If you do not enter Fighter mode, you automatically fall off the map after taking two further actions.
Key Concept: Hardpoints
These replace modules and supplement the for the hand system. Hardpoint equipment can be simple weapons, consumables like missiles, or sensor equipment. Prerequisites for their usage will be tied to chassis variant and form. The party would/will receive a list before each mission, detailing what they have access to and how many of each. If scrambled, everyone just gets a gunpod.
Key Concept: Usage Dice
Rather than keep track of individual bullets and missiles with your hardpoint options, these rules will take a concept from The Black Hack: Usage Dice. This is a degrading dice mechanic, like the Reactor Die. You roll your die when the hardpoint is used, if you roll a 1 or 2, it becomes a smaller die, and if you roll 1 or 2 on a d4, the hardpoint is empty.
Chassis Templates
KESTREL – A TYPE CHASSIS
HIT DIE D6 DAMAGE DIE D6 REACTOR DIE D8
STARTING HP: 1d6 + 3.
WEAPONS & ARMOUR PROFICIENCIES: Light weapons, light armour & shields.
HARDPOINT SLOTS: 3.
LEVELLING UP: Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Mobility and Power.
STARTING EQUIPMENT: Comlink, Light Armour (3AP).
DESIGN FEATURES
THREE MODE TRANSFORMATION: You may swap between Battloid, Gerwalk and Fighter modes. Roll your reactor die if you do.
HOLD-OUT DAGGER: You have an internally stored Light Melee Weapon, which is usable in Battloid mode only.
KESTREL – B TYPE CHASSIS
HIT DIE D6 DAMAGE DIE D6 REACTOR DIE D8
STARTING HP: 1d6 + 3.
WEAPONS & ARMOUR PROFICIENCIES: Light weapons, light armour & shields.
HARDPOINT SLOTS: 3.
LEVELLING UP: Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Mobility and System.
STARTING EQUIPMENT: Comlink, Light Armour (3AP).
DESIGN FEATURES
THREE MODE TRANSFORMATION: You may swap between Battloid, Gerwalk and Fighter modes. Roll your reactor die if you do.
MONITOR TURRET: You are armed with a Light Ranged Weapon that does not count towards your hand limit, with a D4 damage die.
KESTREL – VP TYPE CHASSIS
HIT DIE D6 DAMAGE DIE D6 REACTOR DIE D8
STARTING HP: 1d6 + 3.
WEAPONS & ARMOUR PROFICIENCIES: Light weapons, light armour & shields.
HARDPOINT SLOTS: 4.
LEVELLING UP: Roll your hit die to gain new hit points. Roll to see if attributes increase, rolling twice for Presence and System.
STARTING EQUIPMENT: Comlink, Light Armour (3AP).
DESIGN FEATURES
THREE MODE TRANSFORMATION: You may swap between Battloid, Gerwalk and Fighter modes. Roll your reactor die if you do.
TWO SEATER: Your mecha has two pilots, meaning you benefit from 2 pilot types, and have access to specialised hardpoints, although you have the same number of actions. This chassis is recommended for two players.
Basic Hardpoints
Aircraft Axe (Folding): A Light Melee Weapon, useable in both Battloid and Gerwalk mode.
Armour/Rocket Pack: Gain 4AP, but uses two(2) Hardpoint slots.
Bomb Rack (Gravity): Usage Die 1d6. Test System to inflict 2d4 damage on one Near or Far GROUND/SURFACE target. Then roll your usage die. Not usable in Battloid mode.
Drop Tank: You may ignore a failed reactor roll you suffer.
Dumbfire Rocket Pod: Usage Die 1d4. As an attack action, test Power to inflict 3d4 damage on one Near or Far target. Then roll your usage die. Not usable in Fighter mode.
Forearm Shield: A Shield (2AP), usable in Battloid mode only.
Gunpod: A Light Ranged Weapon. If you wield two at once, treat this as a single weapon with +2 damage.
Large Missile Pylon: Usage Die 1d4. As an attack action, test System to inflict 3d6 damage on one Far or Distant target. Then roll your usage die. Not usable in Battloid mode.
Small Missile Pylon: Usage Die 1d6. As an attack action, test System to inflict 2d6 damage on one Near or Far target. Then roll your usage die. Not usable in Battloid mode.
VP TYPE Exclusive Hardpoints
These modules offer functions where having another pair of eyes and hands is largely mandatory, and hence end up on the two-seater variant.
Active Sensor Pod: As a use action, choose a near or far enemy and test System. If you succeed, receive its statblock.
Data-Uplink Pod: As a use action, choose a near or far enemy and test System. If you succeed, the next attack against it has Advantage, and when defending against its next attack, the defending player has Advantage. Roll your reactor die.
Passive RADOME: You have advantage on initiative tests, and can make System tests to detect foes at beyond visual range. Uses two(2) Hardpoint slots.
Designer’s Notes
Here’s a few words on how these rules should work.
A Type: This is the generalist one, favouring Power and Mobility. Assuming your System score is decent, you can use missiles. If not, dual gunpods are probably your jam. Or that aircraft axe.
B Type: This one is more for using missiles, as it gains System faster. The Monitor Turret means you can put missiles in all of your slots, without being too worried about endurance issues too. That said, its probably worth mixing things up a bit, just to be on the safe side.
VP Type: Yes, I made this for a happy couple I game with. And indeed anyone whom wanted to pair up. I tried to make this more interesting to play, with a few support functions. Or you could just fill your slots with weapons, you do you. Note that you only have two attacks with this one, in the name of party balance.
Transforming: Each mode is intended to have a single, easy to grasp, unique selling point. This is as complicated as you make it. You can either stick with the advised mode, or you can hot-swap to gain an upper hand. Fly in as Fighter, change to Battloid for durability and arms, then Gerwalk for an agile getaway...
Usage Dice: The point here is to add a bit of push-your-luck randomness to events, rather than book keeping. Note that each hardpoint like this must be tracked with its own separate die, as trying to amalgamate or add them in some way does exponential thingies to the math.
If any of your folks use this homebrew, please let me know.















