MOBILE SUIT: TACTICAL BREACH

MASTER RULEBOOK // UNABRIDGED EDITION // V1.5

00 // INTRODUCTION: THE HELLAS EXODUS

Mobile Suit: Tactical Breach is a tabletop roleplaying game of asymmetrical warfare, tactical mecha combat, and desperate survival. You play as Exiles—rogue pilots, engineers, and Newtypes on the run from the Earth Federation's Man-Hunting Agency (MHA) inside the decaying slums of the Hellas colony cylinder.

Combat is split into two distinct phases: On-Foot Protocols (gritty, stealth-focused survival) and Mobile Suit Combat (high-octane mecha battles).

01 // THE CORE SYSTEM

The game runs on a unified d20 resolution mechanic. Roll 1d20 + the relevant Attribute against a Target DC or an Enemy's Defense (AC).

Core Attributes (Capped at 10)

  • Reflexes (REF): Physical speed, dodging, stealth, and human-scale weaponry.
  • Synchrony (SYN): Spatial awareness, MS accuracy, Newtype resonance, and Heat management.
  • Technical (TEC): Hacking, repairs, and bypassing network endpoints.
  • Composure (COM): Willpower, social stealth, and maintaining cover identities.
  • Fortitude (FOR): Physical health, resisting toxins, and absorbing high-G impacts.

Derived Metrics

MetricCalculation
On-Foot HP20 + FOR
Max Heat Capacity10 + SYN
Total Defense (AC)10 + REF + Armor Bonus
Stability Save1d20 + FOR

Cover & Line of Sight

  • Light/Partial Cover: +2 to Defense (AC).
  • Heavy/Full Cover: Breaks Line of Sight (LoS) entirely. Targets behind Heavy Cover cannot be directly fired upon unless specified.

02 // ARCHETYPES & ADVANCEMENT

Archetypes define your role and grant access to specific combat resources:

  • The Ace Pilot: Uses Momentum to execute extra attacks or guaranteed critical strikes.
  • The Newtype: Uses Insight Points to force re-rolls or predict enemy movements.
  • The Engineer: Uses Experimental Payloads to build EMPs, flashbangs, or jammers.
  • The Vanguard: Uses Command Points to grant allies movement or intercept damage.

Earn Evolution Points (EP) to upgrade Attributes (Max 10) or purchase Sub-Skills.

03 // THE XG-SERIES CHASSIS

Prototype frames built for asymmetrical warfare in colony environments.

XG-01 "BREACH" (Attack / Mobility)

HP: 50 | SPEED: 7 Squares
[Hit & Run]: Reduce enemy to 0 HP or land a Called Shot to move 3 Squares as a Free Action. Does not trigger Reactions.

XG-02 "AEGIS" (Defense / Heavy)

HP: 70 | SPEED: 4 Squares
[Phalanx Frame]: Permanently counts as Heavy Cover for allies. Adjacent allies behind the Aegis break LoS.

XG-03 "SIREN" (Support / E-War)

HP: 40 | SPEED: 6 Squares
[Target Lock Data-Link]: Successful Combat Hacking grants Advantage to the next allied attack roll against that target.

XG-00 "NOMAD" (Balanced / Prototype)

HP: 55 | SPEED: 5 Squares
[Adaptive Reactor Cycle]: Once per encounter, use Emergency Vent (6 Heat) as a Bonus Action instead of a Full Action.

04 // ON-FOOT PROTOCOLS (HUMAN SCALE)

Grid Scale: 1 Square = 5 Feet. Turn Structure includes 1 Move (6 sq), 1 Action, and 1 Bonus Action.

Infantry Reactions & The Miracle Burn

  • Dive for Cover: Spend Reaction (REF Save DC 14) to negate AoE/MS damage by moving behind Heavy Cover. You land Prone.
  • The Miracle Burn: Permanently burn 1 Evolution Point (EP) to barely pass a failed lethal saving throw or survive fatal damage with 1 HP.

"Guns Are Loud" Rule

Firing non-silent weapons triggers a Stealth Check (1d20+REF vs DC 12). Failure increases the Campaign Alert Level. At Level 3, MHA deploys heavy units.

05 // MOBILE SUIT COMBAT (THE SCRAMBLE)

Grid Scale: 1 Square = 50 Feet.

The "Red Mist" Protocol

If a human-scale target is hit by a direct MS weapon and fails to Dive for Cover, they are instantly killed with no saving throw allowed.

Heat Management

  • Shutdown: Exceeding Heat Capacity (10+SYN) drops Defense to 10 and loses the next turn.
  • Emergency Vent (Full Action): Clears 6 Heat.
  • Combat Vent (Bonus Action): Clears 3 Heat.

Maneuvers

  • Stagger: Take 1/3 Max HP dmg = Stability Save (1d20+FOR). Fail = lose Reaction.
  • Overclocking: Push reactor for +2 Move or +1d10 Dmg. Focus Roll (1d20+SYN vs DC 12). Fail = Permanent Malfunction.
  • Called Shot: -4 penalty to target a limb/weapon to disable MS without killing the pilot.

06 // THE EXILE ECONOMY (DOWNTIME)

Reputation Tracks

  • Exoneration (0-100): Below 30 = Terrorist status (-1 to Composure).
  • Syndicate Rep: Access to black market parts and forged IDs.
  • MHA Heat: High heat increases military scrutiny and Deadliness of ambushes.

Downtime Actions (Choose One)

Lay Low (COM): Reduce Alert/Heat | Scrounge (TEC): Repair Malfunctions | Train: Gain +1 Save bonus | Info Broker (SYN): Reveal Map data.

07 // ADVANCED SYSTEMS (OVERLAYS)

Reality-bending systems locked behind The Last Resort Protocol.

Activation: The Desperation Gate

Activate only if: MS is at 50% HP or less, or an allied MS has been reduced to 0 HP.

The Slag Tax

Deactivating an Overlay automatically causes 2 Permanent Malfunctions (roll 2d20 on Diagnostics Table).

08 // THE OVERLAY COMPENDIUM

OVERLAY 1: PSYCHO-FRAME (The Newtype)

  • Mind-Machine Sync: Use SYN for Evasion and Initiative.
  • Resonance Gauge: Replaces Heat ($15+SYN$). Overload = Paralyzed & permanent -1 COM.
  • Remote Funnels: Resonance Check ($1d20+SYN$) to deploy up to 6 funnels dealing up to 3d10 damage.
  • Structural Sympathy (Danger): Take >30 dmg = pilot takes 1d4 On-Foot dmg.

OVERLAY 2: LIMITER RELEASE (The Ace Pilot)

  • Momentum Burn: Spend 3 Momentum; Momentum no longer resets on miss.
  • Ghost Movement: Ignore Reactions and move through enemy squares.
  • Chain-Strike: Kill enemy = refund 1 Action and 1 Bonus Action (1/turn).
  • Meltdown: Every 1 point above Max Heat causes 5 Direct Damage to MS.
  • Hemorrhage (Danger): Chain-Striking/Moving >6 sq = FOR Save (DC 14). Fail = 1d6 On-Foot dmg. HP 0 = Instant Death.

OVERLAY 3: COMMAND DATALINK (Engineer/Vanguard)

  • Omni-Radar: Linked allies share LoS and ignore standard cover.
  • Synchronized Fire: Paint target (Bonus Action); linked allies fire via Reaction.
  • Sensor Ghosting: Force enemy MS within 20sq to COM Save. Fail = Jammed.
  • Feedback (Danger): Ally takes Crit/Stagger = you are instantly Staggered. COM Save (DC 15) or lose 1 COM.