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The Mecha Hack | Review

May 25, 2024 | reviews

In this review, we will talk about The Mecha Hack, an OSR role-playing game in which we will play intrepid pilots aboard technologically advanced mecha.

The product is published (in English only) by Absolute Tabletop, which we thank for sending us a copy of the manual. We invite you to follow them on their official website and on their Facebook page to stay updated on new projects.

If you want to buy this RPG, you can find it on the official store in a physical version (including a digital copy) for 12.95 euros. Otherwise, on the store, only the PDF is also available for 6.95 euros.

The Mecha Hack Structure and Art Review

The Mecha Hack is a short manual, just 48 pages, but it offers valuable content.

Although the system is based on The Black Hack (of which you can read our review here), inside we find everything you need to create our mecha and throw them into battle. In the 7 chapters that make up the manual, we find the game system, the rules for creating the PCs, the setting, various NPCs, tips for the master and much more.

Everything is proposed through high-level writing, simple and clear. The various and orderly tables and the use of bolding to highlight the most important game terms or parts provide great support for reading.

From an artistic point of view, the manual is captivating, with completely black and white illustrations that recall handmade sketches and give the work tones from the 90s.

The Mecha Hack System

The Mecha Hack is based on a simple and quick rulebook to put on the table.

Each Character has 4 Attributes: Power, Mobility, Presence, Systems. Each time you have to perform a dangerous action (called a Test), you must roll 1d20 and obtain a result with a value less than or equal to the attribute you put into play. The system is the same for combat.

We also find the Advantage and Disadvantage mechanics; if you have an Advantage you roll 2d20 and take the lowest result. On the other hand, with Disadvantage, you hold the highest. During a roll you can have a maximum Advantage or Disadvantage per roll; if you have both then they will cancel each other out.

One of the most interesting mechanics is that of the Reactor Die. In practice, every time we activate an ability, take critical damage or do the same action twice in a row, the reactor inside the mecha could overheat; mechanically this is represented by the throw of a die (whose size depends on the mecha model we are using) and if we get 1 or 2 we should reduce the die size by switching to a lower one (for example d8 > d6). Once we reach d4, if we get 1 or 2 again, the mecha will overheat and we will have to skip a turn to continue using it. The size of the original die can only be recovered by resting or with special abilities.

Creating Pilots

Creating a character in The Mecha Hack is quite simple and takes just over 20 minutes.

The first thing to do is determine the value of the Attributes. This is done by rolling 3d6 and summing the results; if an Attribute obtains a value equal to or greater than 15, the next one will be obtained by rolling 2d6+3 so as to always be balanced.

Once this is done, you will have to select one of the four classes of pilots, which will give us a bonus to the attributes and a special ability. The choices are:

  • Commander: These are the pilots who have dedicated their training to studying the art of command and strategy.
  • Engineer: the technicians and specialists of the unit; they’ll be able to repair any damage and offer support.
  • Maverick: the scavengers, experts in combat and unpredictable actions.
  • Quipster: they are among the most charismatic and courageous riders, through their words they inspire their teammates.

The creation of the pilot ends by establishing a Record, that is, an important memory. This can be decided by the player or pulled on a table that provides various options, all interesting.

Anatomy of a Mecha

Mecha are complex war machines with their own weaponry, chassis and special equipment.

In fact, the first thing to do when creating a mecha is to decide on the chassis, or the frame, which determines its class and role in clashes. In the basic manual, we find four, all different and unique and with their own specific role in the team.

  • Brawler: a mecha model suitable for close encounters is well balanced.
  • Scout: Quick and lightweight wick, suitable for “hit and run” tactics.
  • Striker: Supporting and balanced wick for all situations.
  • Titan: Heavy, tough and slow, suitable for absorbing damage and defeating opponents with brute force.

Each chassis will also determine the life points of the mecha, the size of its reactor dice and that of the damage dice. Each also possesses two unique special abilities; for example, the Scout has an advantage when attacking while in hiding, while the Titan can absorb damage in place of another mecha.

The type of mecha also specifies what weapons and armour it can use and the initial equipment. In addition, each player will have to choose a Module, that is, a special equipment of their mecha that provides great advantages. In the next paragraph, we will analyse them in more detail.

An important aspect of mecha customization is that you will need to choose a Callsign. The manual contains a table with many ideas. The purpose of this personalization element is purely narrative.

Modules and Equipment

The chapter containing the modules and various equipment is well organized and contains many ideas for customizing your mecha.

The modules, as already mentioned, are special equipment that mecha own and use to have various types of advantages; they are divided into 3 categories: Offensive, Defensive and Utilities.

Each category has 6 modules, all with unique features. One of those that particularly impressed me is the Grappling Hook, which we can use to move and damage enemies with a single action. Otherwise, among the Defensive ones, the Particle Barrier is very interesting, with which the mecha can create a defence for anyone nearby. The last thing I want to point out is a Utility module that allows you to transform the mecha into a vehicle; also here I know obvious references to the 90s and the raw coolness of that kind of power fantasy!

The fascinating thing is that we do not have long lists of weapons, armour or anything else; instead, we can find a small table in which only the categories are inserted. So we have light weapons, heavy weapons, light armour and more. Each category has its characteristics, but we do not have specific predefined objects; this aspect is left in the hands of the player, who can create his own perfect weapon for his mecha. In addition, we also find a table with all types of damage and their effects.

The Mecha Hack Narrator Section Review

The last part of the manual is completely dedicated to the narrator, with many tools for their sessions.

We are immediately presented with the rules for enemies and how to create them; to create unique opponents, simply assign them a difficulty and then consult the table that will give us information on the damage they can do and their health points. Then simply provide them with special equipment and weapons, based on the options also available to PCs.

In addition, there are also many enemies ready to be deployed. Within the manual, we can find kaiju, humans, opponents mecha, robots, mobile turrets and much more. Thanks to this great variety, you will always have new dangers to put in front of players.

Also in the section dedicated to the Game Master, there are random tables to generate missions on the spot, to play even with zero preparation.

Finally, we have a set of rules and optional tips to make the sessions unpredictable. We find how to manage boss fights, how to play with two or more pilots who play the same mecha or how to manage rest times. I would like to point out the presence of an excellent screen for the GM which, in addition to being artistically beautiful, is very functional because it contains the main mechanics and tables.

Lodestar Alpha: a World Devastated by War

Although The Mecha Hack can be played using any setting, an original one is included in the manual: Lodestar Alpha. Without going into too much detail, I can reveal that it is a dangerous planet always at war.

In the dedicated chapter, we are given all the information necessary to get a general idea from the political point of view and the factions at stake. Its simplicity will make science fiction lovers happy since it includes many ideas of this kind.

In addition to the factions, we find a large number of places of interest that can be used, all well-detailed and evocative.

 The Mecha Hack Review Conclusions

To conclude this review, I recommend The Mecha Hack to all OSR and robot lovers. We are faced with a manual with a simple but well-made system, which allows us to tell stories of heroic pilots aboard their mecha very easily. This also makes it fun to play for both novices and experts. All this is accompanied by a simple but noteworthy artistic section, which makes reading very pleasant.

If you are ready to jump into the action, don’t delay and get on board your mecha; good luck pilots!

 

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Alessandro Rocchi
A nerd since birth, passionate about many things (perhaps too many): video games, writing, literature, music. Ever since he discovered role-playing games, it has been love at first sight, and now he is considering extending his days to 48 hours so he can do everything.

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