Mecha Borg: Under Falling Skies

Giant robots clash. You are not the hero.

You pilot mass-produced war machines in a conflict where individual heroics are temporary and systemic violence is permanent. Roll d20. Tick the clock. Say something before the heavens bury you.

You need: standard set of gaming dice (d20, d12, d8, d6, d4), 60-90 minutes, last words.

Powered by Mörk Borg, fueled by systemic external pressures. Compatible with Mobile Suit Skirmish and Echo in the Hangar.

BEFORE YOU PROCEED

CONTENT WARNING & SAFETY NOTICE

Mecha Borg explores themes of war, violence, trauma, and death. This game may not be suitable for all players.

Before play, establish:

  • X-Card/Safety Tools: Any player may pause or skip content at any time, no explanation needed
  • Lines & Veils: Discuss topics to avoid (Lines) or fade-to-black (Veils)
  • Check-ins: The GM should ask "Is everyone okay to continue?" between scenes

Care Extends Survival: Using safety tools grants +1 to the next group roll. Taking care of each other is more important than the mission.

Mecha Borg is an independent tabletop RPG created under fair use principles for transformative, non-commercial critique.

Third-Party Content:

  • Based on MÖRK BORG by Ockult Örtmästare Games and Stockholm Kartell (CC BY 4.0)
  • Inspired by Mobile Suit Gundam (©Sotsu/Sunrise) and All Quiet on the Western Front (Erich Maria Remarque)
  • All trademarks remain property of their respective owners

This work:

  • Is not for sale and generates no revenue
  • Is transformative (anti-war critique vs. source material's tone/themes)
  • Uses minimal copyrighted elements necessary for commentary
  • Does not substitute for original works

No Affiliation: Not authorized, endorsed, or sponsored by Ockult Örtmästare Games, Stockholm Kartell, Sotsu, Sunrise, or any rights holders.

Disclaimer: Provided "as-is" without warranties. Use at your own risk. The creator assumes no liability for gameplay outcomes or emotional impact.

Questions? Please visit hotelkilo.itch.io 

WHY THIS GAME EXISTS

"This book is to be neither an accusation nor a confession, and least of all an adventure... It will try simply to tell of a generation of men who, even though they may have escaped shells, were destroyed by the war."
— Erich Maria Remarque, All Quiet on the Western Front
"I remember a dragonfly on position. He was flying around the trench and a mortar landed very close to us. I found him a few minutes later with his wings burnt off and he was twitching and I thought; 'The war has gotten to you as well, my friend. I am sorry.'
I feel as the spiders and mice do. In fear of being seen by something above which it's very difficult to escape from."

— Vitaly Chernenko, Ukrainian infantryman, 2025

Mecha Borg is not a power fantasy. It is a game about:

  • Systemic violence that grinds down everyone it touches
  • The futility of heroism in mechanized warfare
  • Trauma that outlasts the battles

If this makes you uncomfortable, good. If it makes you think, better.

You are not heroes. You are pilots in a losing war, issued mass-produced machines, and sent to delay the inevitable.

The O'Neill Cylinder Clock is counting down. Your choices matter, but they won't save you.

Play to find out what you lose, and don't let the spectacle drown out the dead.

YOUR MECHA AND ITS PILOT

You are your machine. Or is your machine you? Or does it matter at all when you get buried together?

1. Pick or roll d4 archetype:

d4

Archetype

AGI

PRE

STR

TOU

HP

Armor

Equipment

1

Conscript

+0

+1

+1

+1

d3

-d2

Standard issue, machinegun, close combat weapon

2

Hotshot

+2

+2

+1

+1

d4

-d4

Custom mecha, fusion rifle, plasma blade

3

Wreck

+0

+1

+2

+3

d4

-d0

Salvaged and compromised, autocannon, zweihander

4

Believer

+1

+2

+1

+2

d3

-d2

Standard mecha per Conscript, prayer beads

2. Roll HP (roll the die for your mecha type + TOU)

3. Name your callsign (Flash, Viper, Halo, Gutter, Spark, Drift, Echo, etc.)

4. Describe your mecha (What's wrong with it? Whose name is on the hull?)

You’re not your mecha’s first pilot. It has been issued before.

Roll d6 or choose:

  1. Scorched cockpit interior (last pilot burned)
  2. Patched hull breach (still leaks air when pressurized)
  3. Bloodstain on pilot seat (won't come out)
  4. Previous pilot's name scratched into console (crossed out)
  5. Bullet holes in canopy (repaired, but you can see them)
  6. Smells like copper and burnt plastic (you'll get used to it)

CORE RULES

STATS:

  • AGI (Agility) - Dodge, maneuver, flee
  • PRE (Presence) - Aim, perceive, coordinate
  • STR (Strength) - Melee, grapple, breach
  • TOU (Toughness) - Resist damage, stay cool

TESTS: Roll d20 + Stat vs Difficulty Rating (DR)

  • DR10 = easy
  • DR12 = normal
  • DR14 = hard
  • DR16 = very hard

INITIATIVE: Roll d6

  • 1-3 = Enemies go first
  • 4-6 = PCs go first

ATTACK:

  • Ranged: d20 + PRE vs DR12
  • Melee: d20 + STR vs DR12
  • Success = hit, roll weapon damage

DEFENSE: d20 + AGI vs DR12

  • Success = dodge
  • Fail = hit, take damage

DAMAGE: Roll weapon die, subtract armor reduction, lose that much HP

ARMOR:

  • Light: −d2 damage
  • Medium: −d4 damage, AGI tests +2 DR
  • Heavy: −d6 damage, AGI tests +4 DR, Defense +2 DR

BROKEN (0 HP): Roll d4

  1. Bailed out - Cohesion −1 (ejected pilots can't coordinate, squad morale hit), pilot survives but out of mission
  2. Limb severed - select penalty: movement or attacks at -4
  3. Reactor breach - mecha explodes in 1d2 rounds
  4. Boom- see above, no waiting, see below

LAST TRANSMISSIONS (Roll d6 or choose):

  1. "Tell them I—" (static)
  2. "It's beautiful up here."
  3. "Not like this. Not like—"
  4. "I can see it. I can see everything."
  5. "Did we... did it matter?"
  6. (Just breathing, then silence)

CRITICAL (Natural 20):

  • Attack: ×2 damage, enemy armor reduced one tier
  • Defense: Free counterattack

FUMBLE (Natural 1):

  • Attack: Weapon breaks/jams
  • Defense: ×2 damage, armor reduced one tier

ROLL WITH DISADVANTAGE (2d20, Take Lower Result:

  • Moving under fire (changing zones while in Hot Zone)
  • Attacking from compromised position (systems damaged)
  • At 3+ Stress and chose "Break" (Breaking Down)
  • Situational penalties (GM discretion: dense debris, sensor failure, etc.)
  • See Catastrophic Results if doubles are rolled (i.e., both dice show same number)

ENGAGEMENT ZONES

There is no map. Use these three narrative zones:

  1. Hot Zone - default combat area
  2. Objective Zone - mission target
  3. Extract Zone - escape route

Close range applies to all units within the same zone. Across zones is considered long range.

To move between zones:

  • Declare movement (no attack this round)
  • Roll d20 + AGI vs DR12
    • Success = move one zone
    • Fail = stay, OCC +1
  • Under fire: Roll with disadvantage (2d20, take lower)

THE O'NEILL CYLINDER CLOCK (OCC)

This marks the inexorable countdown as the heavens collapse. You and your squad may be fighting for your lives, but much larger and deadlier forces are in motion—an orbital strike no one called in, an artillery barrage that never stops, or the literal sky tearing loose from its frame.

The OCC is time itself. You cannot defeat it. You can only delay it.

Print the Tracker at the end of this blog post. Place it in the center of the table where everyone can see it. Start at 0.

OCC advances when:

  • Every combat round = +1
  • Any failed test in combat = +1
  • Catastrophic result = +1 to +5
  • Spending Cohesion = +1 per spent

At OCC 20: Time’s up, the sky has fallen. Describe your last moment.

COHESION

The squad starts with Cohesion = number of pilots (usually 4).

Spend Cohesion to:

  • Reroll one test = 1 Cohesion, +1 OCC
  • Prevent Broken (stay at 1 HP) = 2 Cohesion, +2 OCC
  • Give ally advantage (roll 2d20, take higher) = 1 Cohesion, +1 OCC

Lose 1 Cohesion when: A pilot dies (d4 Broken result = 4)

At 0 Cohesion: Squad broken, all tests −4

STRESS

Nerves fray and break. After trauma (taking damage, witnessing death, OCC hits 10/15), roll d20 + TOU vs DR12:

  • Fail = gain 1 Stress
  • Success = +2 on next roll (pressure sharpens the blade… this time)

STRESS EFFECTS:

  • Stress < TOU: Operational
  • Stress = TOU: −1 to all tests
  • Stress = TOU +1: −2 to all tests
  • Stress = TOU +2: Breaking Down - choose Break or Burn
    • Break: Roll all tests with disadvantage (2d20, take lower, see Catastrophic Results)
    • Burn: Next action auto-succeeds (describe impossible feat), then immediately gain +2 Stress, which usually results in Combat Ineffective (TOU +3+)
  • Stress = TOU +3 or higher: Combat Ineffective (can only narrate, no rolls)

WEAPONS AND EQUIPMENT

Your squad is already equipped. These are what the other guys can use against you.

Weapon

Damage

Notes

Mecha punch

d3

Melee, always available

Anti-infantry weapon

d3

Close range only

Mecha kick

d4

Melee, always available

Machinegun

d6

Standard issue mecha weapon

Close combat weapon

d6

Melee, can't be jammed

Autocannon

d8

Two-handed (can’t use shield)

Plasma blade

d8

Melee, ignores Light armor

Bazooka

d10

Must spend next round reloading, two-handed (can’t use shield)

Fusion rifle

d10

Standard Ace weapon

Zweihander

d10

Melee, two-handed (can't use shield)

Particle accelerator cannon

d12

Heavy, must brace (lose next action)

Ship-class cannon

d12

Mounted weapon, immobile

Psychic matrix mecha punch

d12

Melee, +1 Stress after use, lose next action

OPTIONAL GEAR

  • Shield: +2 to Defense rolls, destroyed on Fumble
  • Enhanced thrusters: Reroll one failed AGI test per combat
  • Psychic matrix array: Ignore sensor interference

CATASTROPHIC EVENTS

When disadvantage rolls result in doubles (both d20 dice show same number), roll d20:

d20

Result

OCC

1

Hydraulic failure - mecha topples, STR check to get back up

+1

2

Sensor glitch - can't target, reroll to hit this round

+1

3

Coolant leak - visible trail, enemies +2 to hit you

+1

4

Stabilizer damage - AGI tests +2 DR next round

+1

5

Comms dead - can't use Cohesion this round

+1

6

Weapon jam - ranged weapon unusable until you spend 1 round clearing it

+1

7

Ammo cook-off - choose: jettison weapon (lose it) or explode in d4 rounds (d12 damage radius)

+2

8

Reactor spike - gain +3 to next attack, then mecha shuts down 1 round

+2

9

Systems overload - roll TOU DR14 or gain 1 Stress

+2

10

Armor breach - armor reduced one tier permanently

+2

11

Friendly fire - nearest ally takes d6 damage (ignore armor)

+2

12

Cockpit breach - lose d4 HP immediately, can't breathe (death in d4 rounds unless sealed)

+2

13

Debris storm - everyone in combat rolls AGI DR14 or takes d4 damage

+2

14

Chain explosion - you and all mechs within "close range" take d6 damage

+2

15

Energized particle pulse - all PRE tests −2 next round, sensors blind

+2

16

Psychic matrix echo - all pilots roll TOU DR14 or gain 1 Stress

+3

17

Gravity shift - O'Neill rotation stutters, everyone rolls TOU DR14 or falls prone (−4 Defense next round)

+3

18

Solar flare - random mecha affected (GM picks or rolls d4 for target, that pilot rolls d4 Broken)

+3

19

Debris fragment inbound - one zone becomes impassable (GM chooses which)

+3

20

THE COLLAPSE ACCELERATES - OCC +5, describe what you see falling

+5

MISSION GENERATOR

Roll d6 or pick:

d6

Mission

Objective

Victory Condition

1

Recon contested zone

Reach Objective, scan (PRE DR14), Extract

Squad survives

2

Destroy reactor

Reach Objective, plant charges (PRE DR14), Extract before detonation

Squad survives

3

Escort unmarked cargo

Escort cargo mecha (HP d6) to Extract without it dying

Cargo survives

4

Retrieve black box

Reach wreckage in Hot Zone, recover (STR DR12), Extract

Squad + box survive

5

Interdiction

Destroy all enemies before they reach Extract

All enemies dead

6

Hold the line

Survive 10 rounds in Hot Zone, then Extract

Someone survives

COMPLICATIONS (d6, optional):

  1. Scrambled comms (-1 Cohesion)
  2. Sensor interference (all PRE tests +2 DR)
  3. Debris field (all AGI tests +2 DR)
  4. Off-record mission (no support, no rescue)
  5. Your mecha has the wrong callsign painted on it
  6. Objective is something you recognize

Before the mission, the GM reads the following briefing:

"Operation [NAME]. Objective: [GOAL]. Expected enemy strength: [NUMBER] units. Projected Operational Constraint Counter advancement: [ESTIMATE] ticks. Acceptable losses: [NUMBER] pilots. Intelligence indicates [COMPLICATION]. You are authorized to engage. Command expects regular status updates. Good luck."

Then start the OCC at 0 and begin play.

The briefing is always wrong.

ENEMY TEMPLATES

THE GRUNT

Mass-produced unit. Industrial-grade coffins with limbs.

  • HP: d3+1 (2-4)
  • Armor: Light (−d2)
  • Stats: All +1 (AGI +1, PRE +1, STR +1, TOU +1)
  • Weapon: Machine gun (d6)
  • Tactics: Advance in pairs, focus fire on damaged targets

THE ELITE

Custom or veteran unit. Experience just means they die more efficiently.

  • HP: d4+2 (3-6)
  • Armor: Medium (−d4)
  • Stats: All +2
  • Weapon: Bazooka (d10, spend next round reloading)
  • Tactics: Hang back, target Aces, reposition after shooting

THE PROTOTYPE BEHEMOTH

Experimental hero/villain spoiler unit. The war’s algorithm given a name.

  • HP: d10 + 10 (11-20)
  • Armor: Heavy (−d6)
  • Stats: All +4
  • Weapon: Fusion rifle (d10), plasma blade (d8)
  • Special: Learning Core (gains +1 Defense each time damaged, max +3)
  • Tactics: Targets priority threats, never flees

OPTIONAL: WHEN ENEMIES DIE

When an opposition unit hits 0 HP, roll d4:

  1. Chain-reaction explosion (OCC + 1)
  2. Scattering debris (AGI DR 12 or take d4 damage)
  3. Broadcast distress ping (spawn 1 Grunt next round)
  4. Silent shutdown (Cohesion − 1 for nearest PC)

All deaths cost you, even those of your enemies.

OPERATION FALLEN SKY

Mission: Hold the line (6 rounds), then Extract
Enemy: 2 Grunts (HP d3+1, Armor −d2, all stats +1, machine gun d6), 1 Elite (HP d4+2, Armor −d4, stats +2, bazooka d10)
Start: OCC 0, Cohesion 4

Round 1: Initiative, engage. OCC → 1
Round 2-3: Fight, someone probably Breaks. OCC → 3-4
Round 4: Catastrophic hits, battlefield changes. OCC → 6-7
Round 5: Someone Burns or dies. OCC → 9-10
Round 6: Hold succeeded, Extract now. OCC → 11-12
Round 7+: Fighting while Extracting. OCC → 15+

Expected casualties: 1-2 pilots. Expected ending: OCC 15-18, squad limps out.

For Yoshiyuki Tomino, who showed us that giant robots could break our hearts.
And for Erich Maria Remarque, who showed us that all wars do.
And for everyone who watched IGLOO and understood: there are no heroes, only casualties.

What did you do with that breath,
as the clock stopped
and the sky folded?

Sing a quiet song,
a melody you made
for a moment like this
for no one but yourself?

The sound fades
like trumpets and parades,
the way the world remembers
your echo
with silence.

The Grey Ledger Society + CGCG Helix = CC BY-SA 4.0

THE O'NEILL CYLINDER CLOCK

0

Start of mission.

1


2


3


4


5


6


7


8


9


10

Everyone makes a Stress roll.

11


12


13


14


15

Everyone makes a Stress roll.

16


17


18


19


20

The sky has fallen. The mission ends. What are your last words?

Advance the OCC: Every combat round = +1; Any failed test in combat = +1; Catastrophic result = +1 to +5; Spending Cohesion = +1 per point spent.

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