This Week’s post talks about making MACs worse.
It must be difficult to build a walking armoured fighting machine. I bet some mistakes slip through.
Do you wish your MACs were more authentically... bad?
Play with Bad MACs mode, where each MAC must have a Flaw.
FLAWS
Wobbly: Test to fall when taking 2 hits from a single attack, instead of 3 hits.
Volatile: Suffers a hit against yourself every time you roll a 1 on an attack roll.
Toasty: Start with 1 Heat and never go below 1 Heat.
Frail: Brawls against you roll twice as many AD.
Exposed: Your Main Gun is destroyed in a single hit.
Capped: Only move up to 9” when Rushing.
Awkward: Only move up to 4” when Advancing.
Unreliable: Start the battle with 1 Hit.
Understeer: Turn only at start or end of a Move.
Blinkered: Your front arc is only 90 degrees.
Bareback: Hits to your Rear destroy modules in a single hit.
Deathtrap: Take 1 Internal Damage whenever a module is destroyed.
Stiff: Take +1 Heat when Moving.
Recoil: Your Main Gun fires at +1TN.
Overclocked: Take +1 Heat when firing your Main Gun.
Barndoor: Attacks against you get -1TN.
Jamming: Roll a die when you activate in the attack phase. On a roll of 1 you do nothing this phase.
Unshielded: When your Heat would go above 6 take an Internal Hit instead of a normal Hit.
Brittle: When you Fall, take an Internal Damage.
Locked: When you Rush you cannot turn before or after the move.
Buggy: Roll a die when you activate in the Move phase. On a roll of 1 you do nothing this phase.
Lag: Attacks against targets with SD3 or higher get +1TN.
Twitchy: Attacks against targets with SD2 or lower get +1TN.
Insulator: Roll each time a point of heat would be lost. On 1 it is not lost.
Explosive: When you have enough Internal Hits to be destroyed in the Meltdown phase you are destroyed immediately instead.
Elsewhere
Dice Goblin writes about a wounds system for Cairn, easy enough to transplant over to ITO or EB.
Playful Void has a simple system for gathering useful items as you travel, inspired by Tears of the Kingdom.
Grognardia follows up on a previous post exploring just how many early D&D illustrations feature the monsters getting the better of the characters.
Coming Soon
Over on Patreon I’m talking about making combat dynamic in Mythic Bastionland.
Combat in Mythic Bastionland is already a bit more involved than ITO or EB, but I also wanted to offer some guidance on making combat interesting. Here's the Oddpocrypha on the matter.
DYNAMIC COMBAT
PLAY
Tal and Moss are launching an attack against 3 Scholar-Knights of the Order, vengeance for their attacks on the Realm.
Ref: So you’re charging in full-pelt?
Moss: Yeah, should we focus on one of them?
Tal: Okay, I’ll send my Raven out to attack another.
They roll their attacks, wounding the Scholar-Knight that they charge, and the Raven scores an Onslaught, dismounting another. The Order fight back, doing some damage but no wounds yet.
Ref: Okay, the Scholar-Knights bark orders at each other. It’s not clear who’s in charge. Still, the two on horseback dismount and form a close formation with the other, pulling their shields up into a shieldwall.
Expect the full post here and on the blog next week. Thanks for reading Bastionland Presser! Subscribe for free to receive new posts straight into your inbox.