MOBILE SUIT: TACTICAL BREACH
MASTER RULEBOOK // UNABRIDGED EDITION // V1.5 [cite: 3]
00 // INTRODUCTION: THE HELLAS EXODUS
Mobile Suit: Tactical Breach is a tabletop roleplaying game of asymmetrical warfare, tactical mecha combat, and desperate survival[cite: 8]. 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[cite: 9].
Combat is split into two distinct phases: On-Foot Protocols (gritty, stealth-focused survival) and Mobile Suit Combat (high-octane mecha battles)[cite: 10].
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)[cite: 12].
Core Attributes (Capped at 10) [cite: 13]
- Reflexes (REF): Physical speed, dodging, stealth, and human-scale weaponry[cite: 14].
- Synchrony (SYN): Spatial awareness, MS accuracy, Newtype resonance, and Heat management[cite: 15].
- Technical (TEC): Hacking, repairs, and bypassing network endpoints[cite: 16].
- Composure (COM): Willpower, social stealth, and maintaining cover identities[cite: 19].
- Fortitude (FOR): Physical health, resisting toxins, and absorbing high-G impacts[cite: 20].
Derived Metrics [cite: 26, 27]
| Metric | Calculation |
|---|---|
| On-Foot HP | 20 + FOR [cite: 28] |
| Max Heat Capacity | 10 + SYN [cite: 29] |
| Total Defense (AC) | 10 + REF + Armor Bonus [cite: 30] |
| Stability Save | 1d20 + FOR [cite: 31] |
Cover & Line of Sight [cite: 33]
- Light/Partial Cover: +2 to Defense (AC)[cite: 35].
- Heavy/Full Cover: Breaks Line of Sight (LoS) entirely[cite: 36]. Targets behind Heavy Cover cannot be directly fired upon unless specified[cite: 37].
02 // ARCHETYPES & ADVANCEMENT
Archetypes define your role and grant access to specific combat resources[cite: 39]:
- The Ace Pilot: Uses Momentum to execute extra attacks or guaranteed critical strikes[cite: 40, 41].
- The Newtype: Uses Insight Points to force re-rolls or predict enemy movements[cite: 42, 43].
- The Engineer: Uses Experimental Payloads to build EMPs, flashbangs, or jammers[cite: 44, 45].
- The Vanguard: Uses Command Points to grant allies movement or intercept damage[cite: 48, 49].
Earn Evolution Points (EP) to upgrade Attributes (Max 10) or purchase Sub-Skills[cite: 50, 51, 52].
03 // THE XG-SERIES CHASSIS
Prototype frames built for asymmetrical warfare in colony environments[cite: 53, 55].
XG-01 "BREACH" (Attack / Mobility) [cite: 57]
XG-02 "AEGIS" (Defense / Heavy) [cite: 63]
XG-03 "SIREN" (Support / E-War) [cite: 69]
XG-00 "NOMAD" (Balanced / Prototype) [cite: 77]
04 // ON-FOOT PROTOCOLS (HUMAN SCALE)
Grid Scale: 1 Square = 5 Feet[cite: 86]. Turn Structure includes 1 Move (6 sq), 1 Action, and 1 Bonus Action[cite: 87].
Infantry Reactions & The Miracle Burn [cite: 88]
- Dive for Cover: Spend Reaction (REF Save DC 14) to negate AoE/MS damage by moving behind Heavy Cover. You land Prone[cite: 90, 91].
- The Miracle Burn: Permanently burn 1 Evolution Point (EP) to barely pass a failed lethal saving throw or survive fatal damage with 1 HP[cite: 92].
"Guns Are Loud" Rule [cite: 93]
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[cite: 97, 98].
05 // MOBILE SUIT COMBAT (THE SCRAMBLE)
Grid Scale: 1 Square = 50 Feet[cite: 108].
The "Red Mist" Protocol [cite: 107]
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[cite: 109, 110, 111].
Heat Management [cite: 112]
- Shutdown: Exceeding Heat Capacity (10+SYN) drops Defense to 10 and loses the next turn[cite: 115, 116].
- Emergency Vent (Full Action): Clears 6 Heat[cite: 117].
- Combat Vent (Bonus Action): Clears 3 Heat[cite: 118].
Maneuvers [cite: 121]
- Stagger: Take 1/3 Max HP dmg = Stability Save (1d20+FOR). Fail = lose Reaction[cite: 122, 123].
- Overclocking: Push reactor for +2 Move or +1d10 Dmg. Focus Roll (1d20+SYN vs DC 12). Fail = Permanent Malfunction[cite: 124, 125].
- Called Shot: -4 penalty to target a limb/weapon to disable MS without killing the pilot[cite: 126, 127].
06 // THE EXILE ECONOMY (DOWNTIME)
Reputation Tracks [cite: 131]
- Exoneration (0-100): Below 30 = Terrorist status (-1 to Composure)[cite: 132].
- Syndicate Rep: Access to black market parts and forged IDs[cite: 133].
- MHA Heat: High heat increases military scrutiny and Deadliness of ambushes[cite: 134].
Downtime Actions (Choose One) [cite: 135]
Lay Low (COM): Reduce Alert/Heat | Scrounge (TEC): Repair Malfunctions | Train: Gain +1 Save bonus | Info Broker (SYN): Reveal Map data[cite: 136, 137, 138, 139].
07 // ADVANCED SYSTEMS (OVERLAYS)
Reality-bending systems locked behind The Last Resort Protocol[cite: 142, 143].
Activation: The Desperation Gate [cite: 144]
Activate only if: MS is at 50% HP or less, or an allied MS has been reduced to 0 HP[cite: 145, 146, 147].
The Slag Tax [cite: 148]
Deactivating an Overlay automatically causes 2 Permanent Malfunctions (roll 2d20 on Diagnostics Table)[cite: 149, 150].
08 // THE OVERLAY COMPENDIUM
OVERLAY 1: PSYCHO-FRAME (The Newtype) [cite: 153]
- Mind-Machine Sync: Use SYN for Evasion and Initiative[cite: 154].
- Resonance Gauge: Replaces Heat ($15+SYN$). Overload = Paralyzed & permanent -1 COM[cite: 155].
- Remote Funnels: Resonance Check ($1d20+SYN$) to deploy up to 6 funnels dealing up to 3d10 damage[cite: 157, 158, 160, 161, 162].
- Structural Sympathy (Danger): Take >30 dmg = pilot takes 1d4 On-Foot dmg[cite: 165].
OVERLAY 2: LIMITER RELEASE (The Ace Pilot) [cite: 166]
- Momentum Burn: Spend 3 Momentum; Momentum no longer resets on miss[cite: 167].
- Ghost Movement: Ignore Reactions and move through enemy squares[cite: 168].
- Chain-Strike: Kill enemy = refund 1 Action and 1 Bonus Action (1/turn)[cite: 169, 170].
- Meltdown: Every 1 point above Max Heat causes 5 Direct Damage to MS[cite: 171].
- Hemorrhage (Danger): Chain-Striking/Moving >6 sq = FOR Save (DC 14). Fail = 1d6 On-Foot dmg. HP 0 = Instant Death[cite: 172, 173].
OVERLAY 3: COMMAND DATALINK (Engineer/Vanguard) [cite: 174]
- Omni-Radar: Linked allies share LoS and ignore standard cover[cite: 175].
- Synchronized Fire: Paint target (Bonus Action); linked allies fire via Reaction[cite: 176, 177].
- Sensor Ghosting: Force enemy MS within 20sq to COM Save. Fail = Jammed[cite: 178, 179].
- Feedback (Danger): Ally takes Crit/Stagger = you are instantly Staggered. COM Save (DC 15) or lose 1 COM[cite: 180, 181].