These are the homebrew rules/hacks we’ve introduced in the campaign. I do want to just say, I played this game completely as written for a substantial number of sessions before making these changes. These weren’t made without trying the game as-is, and I feel like they’ve had a positive impact on our game! I don’t view these changes as “fixes”, they just move the game more towards my preference.

Hex Based Combat

For combat I use a hex-based map. The ranges break down to:

  • Close range is 2 hexes.
  • Medium range is 4 hexes.
  • Long range is 8 hexes.
  • Far range covers the map.

A mech can move 3 hexes on its turn.

Melee and healing systems (e.g. the fabrication arm) can only be used on adjacent hexes, however before you make an attack with a Melee weapon you may move 1 hex toward your target. You can only do this if that move would take you into range of a valid target for your attack. (This effectively puts melee weapons as the same range as other close range weapons, with a slight boost of getting some free movement.)

D10 To Push

Ok, this is the big one. Basically, whenever you would re-roll a D20 and take the new result (e.g. pushing, using mottos/backgrounds/keepsakes) instead roll a D10 (a bonus dice) and add that to the original roll. Any system or module that would force someone to re-roll a D20 instead forces them to subtract a D10 (a penalty dice). This pretty heavily inspired by Lancers Accuracy/Difficulty mechanic.

You Nail-It or critically fail on “natural” D20 rolls, which can’t be modified further. (This means there’s no way to avoid a crit fail!)

In addition use a different outcomes table for all rolls:

  • 20: Nailed-It
  • 16-19: Full Success
  • 10-15: Tough Choice
  • 2-9: Failure
  • 1: Critical Failure

Whenever you have multiple bonus dice, you only benefit from the highest bonus dice rolled from all of them. If you take penalty dice, if for any reason you have multiple, just as with positives only subtract the highest rolled penalty dice.

Bonus and penalty dice don’t “cancel out”, the highest bonus dice is added, and the highest penalty dice is subtracted, from the initial roll.

As NPCs don’t have player abilities, or the ability to push or use m/b/k re-rolls, they instead get assigned a flat bonus to all rolls ranging from +1 (useless grunt) to +4 (elite veteran). Bio-titans get a flat +5.