PILOT REFERENCE CARDS

MOBILE SUIT: TACTICAL BREACH // MASTER RULEBOOK v1.5 // ONE CARD PER ARCHETYPE

FULL RULEBOOK EXIT TO HUB
ARCHETYPE 01 // CONVENTIONAL MS SUPREMACY

THE ACE PILOT

XG-01 “BREACH” — ATTACK / MOBILITY CHASSIS
BASE HP50
SPEED7 SQ
MAX HEAT10+SYN
DEFENSE10+REF
RESOURCE // MOMENTUM
Landing consecutive hits builds Momentum. Spend it to execute extra attacks or guaranteed critical strikes. Momentum resets when you miss.

CHASSIS PASSIVE

FREEHit & Run. Whenever the Breach reduces an enemy MS to 0 HP or lands a Called Shot (Mercy), immediately move up to 3 squares. This movement does not trigger enemy Reactions.

OVERLAY // LIMITER RELEASE (OVERDRIVE)

LOCKS: [ACE PILOT] archetype & REF 7+  Â·  DESPERATION GATE must be open  Â·  burn 3 MOMENTUM to ignite
Momentum Burn. While active, your Momentum no longer resets when you miss.
Ghost Movement. Moving never triggers enemy Reactions, and you may move freely through enemy-occupied squares.
Chain-Strike. Reduce an enemy MS to 0 HP and instantly regain 1 Action and 1 Bonus Action. Limit: once per turn.
Meltdown Threshold. You may safely exceed Max Heat. For every 1 point above your maximum, your MS takes 5 Direct Damage (bypasses armour and shields).

âš  DANGER

Internal Hemorrhage. Every time you use Chain-Strike, or move more than 6 squares in a turn, make a FOR save (DC 14). Failure: 1d6 On-Foot HP damage.

Inertial Shock. If your On-Foot HP reaches 0 while Overdrive is active, you die instantly.

The Slag Tax. On deactivation the MS gains 2 Permanent Malfunctions (roll 2d20).

ARCHETYPE 02 // PSYCHICALLY AWAKENED

THE NEWTYPE

XG-00 “NOMAD” — BALANCED / PROTOTYPE CHASSIS
BASE HP55
SPEED5 SQ
MAX HEAT10+SYN
DEFENSE10+REF
RESOURCE // INSIGHT POINTS
Spend Insight to force re-rolls, predict enemy movement (Surprise Rounds), or unleash Telepathic Flashes to stun human targets.

CHASSIS PASSIVE

BONUSAdaptive Reactor Cycle. Once per combat encounter, take the Emergency Vent action (normally a Full Action, clears 6 Heat) using only your Bonus Action.

OVERLAY // PSYCHO-FRAME

LOCKS: [NEWTYPE] archetype & SYN 7+  Â·  DESPERATION GATE must be open
Mind-Machine Sync. Use SYN in place of REF for all Evasion and Initiative rolls while piloting this unit.
Resonance Gauge. Replaces Heat. Max Resonance = 15 + SYN. The suit never shuts down — exceeding max triggers Psychic Overload instead.
PASSIVEI-Field. Reduces all incoming [Beam] damage by 15. Generates +2 Resonance per turn while active.
REACTIONBarrier Burst. Spend 5 Resonance to halve incoming [Explosive] or [Kinetic] damage for 1 round.
BONUSRemote Funnels. Spend 1 Insight Point, then roll a Resonance Check (1d20 + SYN). Funnels ignore Line of Sight and cover up to 40 squares; attack with Advantage.
1–10Struggling Connection — 2 Funnels, 1d10 [B]
11–16Stabilized Resonance — 4 Funnels, 2d10 [B]
17+Perfect Newtype Flash — 6 Funnels, 3d10 [B]

âš  DANGER

Structural Sympathy. If the MS takes more than 30 damage in one hit, the pilot takes 1d4 On-Foot HP damage.

Psychic Overload. If Resonance exceeds max, the pilot is Paralyzed for 1 round and permanently loses 1 Composure (COM).

The Slag Tax. On deactivation the MS gains 2 Permanent Malfunctions (roll 2d20).

ARCHETYPE 03 // DIGITAL & PHYSICAL BATTLEFIELD

THE ENGINEER

XG-03 “SIREN” — SUPPORT / E-WAR CHASSIS
BASE HP40
SPEED6 SQ
MAX HEAT10+SYN
DEFENSE10+REF
RESOURCE // EXPERIMENTAL PAYLOADS
Scrounge parts during Downtime to build EMPs, flashbangs and localized network jammers.

SIGNATURE ACTION

ACTIONCombat Hacking. Run an unauthorized script on an enemy MS. Roll TEC vs enemy COM. On a success the enemy MS generates +3 Heat and loses its Bonus Action on its next turn.

CHASSIS PASSIVE

PASSIVETarget Lock Data-Link. Whenever the Siren successfully uses Combat Hacking against an enemy MS, the next attack roll made by any allied MS against that target gains Advantage.

OVERLAY // COMMAND DATALINK

LOCKS: [ENGINEER] or [VANGUARD] archetype  Â·  DESPERATION GATE must be open
Omni-Radar. All linked allies share Line of Sight and ignore standard cover if any one ally can see the target.
BONUSSynchronized Fire. When you hit an enemy, spend a Bonus Action to paint them. All linked allies may immediately spend their Reaction to fire one weapon at that target.
ACTIONSensor Ghosting. Force every enemy MS within 20 squares to make a COM save. Failure: Jammed for 1 turn — they must roll 15+ on a d20 to fire ranged weapons.

âš  DANGER

System Feedback. If any linked ally takes Critical Damage or is Staggered, you suffer psychological shock and are instantly Staggered.

Brain Drain. When Feedback triggers, pass a COM save (DC 15) or permanently lose 1 COM.

The Slag Tax. On deactivation the MS gains 2 Permanent Malfunctions (roll 2d20).

ARCHETYPE 04 // THE SHIELD AND THE SHOT-CALLER

THE VANGUARD / TACTICIAN

XG-02 “AEGIS” — DEFENSE / HEAVY CHASSIS
BASE HP70
SPEED4 SQ
MAX HEAT10+SYN
DEFENSE10+REF
RESOURCE // COMMAND POINTS
Spend Command Points to grant allies free movement, share Line of Sight, or intercept incoming damage aimed at them.

CHASSIS PASSIVE

PASSIVEPhalanx Frame. The Aegis is so massive it permanently counts as Heavy Cover for its allies. Any allied MS standing in an adjacent square behind the Aegis breaks Line of Sight from enemy attackers — they cannot be fired upon at all.

OVERLAY // COMMAND DATALINK

LOCKS: [ENGINEER] or [VANGUARD] archetype  Â·  DESPERATION GATE must be open
Omni-Radar. All linked allies share Line of Sight and ignore standard cover if any one ally can see the target.
BONUSSynchronized Fire. When you hit an enemy, spend a Bonus Action to paint them. All linked allies may immediately spend their Reaction to fire one weapon at that target.
ACTIONSensor Ghosting. Force every enemy MS within 20 squares to make a COM save. Failure: Jammed for 1 turn — they must roll 15+ on a d20 to fire ranged weapons.

âš  DANGER

System Feedback. If any linked ally takes Critical Damage or is Staggered, you suffer psychological shock and are instantly Staggered.

Brain Drain. When Feedback triggers, pass a COM save (DC 15) or permanently lose 1 COM.

The Slag Tax. On deactivation the MS gains 2 Permanent Malfunctions (roll 2d20).

EVERY PILOT // KEEP THIS ONE ON THE TABLE

UNIVERSAL PROTOCOLS

CORE SYSTEM · ACTION ECONOMY · HEAT · DAMAGE

DERIVED METRICS

On-Foot HP20 + FOR
Max Heat Capacity10 + SYN
Total Defense (AC)10 + REF + Armour
Stability Save1d20 + FOR
Attributes cap10
Standard Array6, 5, 4, 3, 2

YOUR TURN

MOVEUp to 6 squares on foot, or your chassis Speed in a Mobile Suit.
ACTIONAttack · Hack · Sprint · Use Item · Emergency Vent
BONUSCombat Vent · archetype traits · minor interactions
REACTIONOne per round. Dive for Cover, Barrier Burst, Synchronized Fire. Being Staggered costs you this.

SCALE & COVER

On-Foot square5 feet
Mobile Suit square50 feet
Light / Partial Cover. Market stalls, debris, tables. Flat +2 Defense.
Heavy / Full Cover. Blast doors, tenement walls, gantries. Breaks Line of Sight entirely — the target cannot be fired upon unless a weapon says otherwise (e.g. Newtype Funnels).

HEAT MANAGEMENT

Every fired weapon generates Heat (Beam Rifle = +2).
ACTIONEmergency Vent — clears 6 Heat.
BONUSCombat Vent — clears 3 Heat.
Exceed Max Heat → Emergency Shutdown. Defense drops to 10 and you lose your entire next turn.

COMBAT MANEUVERS

Stagger Threshold. Take damage ≥ 1/3 of your Max HP in a single hit → Stability Save (1d20 + FOR). On a failure you are Staggered and lose your Reaction for the round. [House DC 14]
Overclocking. Focus Roll 1d20 + SYN vs DC 12 for +2 Movement or +1d10 Damage this turn. Failure = a Permanent Malfunction.
Called Shot (Mercy). Take −4 to Accuracy to target a weapon or limb — disables the enemy suit without killing the pilot.

SURVIVING ON FOOT

REACTIONDive for Cover. REF save DC 14 → throw yourself into an adjacent square behind Heavy Cover, negating the damage but landing Prone.
The Miracle Burn. Permanently burn 1 Evolution Point to treat a failed lethal save as a barely-successful pass — you survive at 1 HP.
âš  Red Mist Protocol. If an MS-scale weapon hits a human-scale target who fails to Dive for Cover, they are instantly killed. No saving throw.

THE DESPERATION GATE

An Overlay unlocks when either condition is met
Critical Damage. Your MS is at 50% or less of its Max HP.
Fallen Ally. An allied MS within visual range has been reduced to 0 HP.
The Slag Tax. The moment combat ends or you deactivate, the MS gains 2 Permanent Malfunctions. Repair them with TEC rolls and Salvage in Downtime.

GUNS ARE LOUD

Firing any unsuppressed kinetic or beam weapon alerts the colony's acoustic sensors. Make a Stealth Check (1d20 + REF vs DC 12).
Failure: the Campaign Alert Level rises by 1. At Alert Level 3 the MHA authorizes lethal force and deploys heavy Peacekeepers or Mobile Suits to your exact location.
Mercy Takedowns. Killing local security or civilians heavily penalizes the crew's Exoneration Score. Stun Batons and Unarmed Strikes drop targets without killing.

ANAHEIM ELECTRONICS // EXILE DOSSIER SUPPLEMENT  Â·  SOURCED FROM MASTER RULEBOOK v1.5  Â·  [House DC] marks a value the rulebook leaves undefined