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.
LEGAL NOTICE
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:
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:
- Scorched cockpit interior (last pilot burned)
- Patched hull breach (still leaks air when pressurized)
- Bloodstain on pilot seat (won't come out)
- Previous pilot's name scratched into console (crossed out)
- Bullet holes in canopy (repaired, but you can see them)
- 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
- Bailed out - Cohesion −1 (ejected pilots can't coordinate, squad morale hit), pilot survives but out of mission
- Limb severed - select penalty: movement or attacks at -4
- Reactor breach - mecha explodes in 1d2 rounds
- Boom- see above, no waiting, see below
LAST TRANSMISSIONS (Roll d6 or choose):
- "Tell them I—" (static)
- "It's beautiful up here."
- "Not like this. Not like—"
- "I can see it. I can see everything."
- "Did we... did it matter?"
- (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:
- Hot Zone - default combat area
- Objective Zone - mission target
- 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.
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:
MISSION GENERATOR
Roll d6 or pick:
COMPLICATIONS (d6, optional):
- Scrambled comms (-1 Cohesion)
- Sensor interference (all PRE tests +2 DR)
- Debris field (all AGI tests +2 DR)
- Off-record mission (no support, no rescue)
- Your mecha has the wrong callsign painted on it
- 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:
- Chain-reaction explosion (OCC + 1)
- Scattering debris (AGI DR 12 or take d4 damage)
- Broadcast distress ping (spawn 1 Grunt next round)
- 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
Advance the OCC: Every combat round = +1; Any failed test in combat = +1; Catastrophic result = +1 to +5; Spending Cohesion = +1 per point spent.