Tactical Mech Commander places you in command of a small mercenary lance operating in a collapsed interstellar civilization. The great powers have fallen. Replacement parts are not manufactured — they are found, stripped from battlefield wreckage, and jury-rigged into machines that were never designed to accept them.
Every component on your mech has a provenance. That medium laser was pulled from a dead Falcon outside a settlement that doesn't exist anymore. The gyro in your heavy mech is running on borrowed time because the last spare was used two contracts ago. Your best pilot's nerve damage from a cockpit breach means her hands shake when the temperature drops. This is your world. Make it work.
"War is about forcing the enemy into worse decisions."
Every mechanic in this game exists to create situations where one side is being forced into a worse decision by the other's actions. If a rule doesn't serve this, it doesn't belong.
The game draws from three traditions, taking the strongest element from each:
All combat resolution follows three layers, each with a distinct responsibility. If a modifier doesn't fit cleanly into one of these, it's bloat.
Position → Advantage. The hex grid determines who can see whom, from where, and with what cover. Elevation, flanking, range. This is decided before any numbers are involved.
Stats → Probability. Modifiers from range band, pilot skill, heat, terrain, and target movement produce a target number. This determines how likely a hit is.
Dice → Severity. The 3d6 roll determines both whether you hit and how badly, in a single throw. No second roll.
All combat checks use three six-sided dice, summed. The range is 3–18, with a bell curve centered on 10–11. This curve means competent outcomes are common and extremes are genuinely rare — a roll of 3 or 18 occurs less than half a percent of the time.
The 3d6 curve was chosen over 2d6 and d20 for a specific reason: modifier headroom. A +1 bonus on 3d6 shifts probability by roughly 10–12% in the middle of the curve, compared to ~17% on 2d6 or a flat 5% on d20. This means small bonuses from positioning, pilot skill, and equipment feel meaningful without becoming dominant when stacked.
The to-hit target number is assembled from positional and situational modifiers. The roll must equal or exceed the target number to hit. A lower target is easier to hit.
| Factor | Category | Effect on Target Number |
|---|---|---|
| Range band (short) | Position | Easiest base target |
| Range band (medium) | Position | +moderate penalty |
| Range band (long) | Position | +heavy penalty |
| Inside minimum range | Position | Cannot fire (missiles). Penalty (other weapons). |
| Target moved this turn | Position | +penalty (scales with distance moved) |
| Target weight class | Stats | Lighter = harder to hit |
| Flanking angle | Position | −bonus to attacker |
| Elevation advantage | Position | −bonus to attacker |
| Target in cover | Position | +penalty per terrain type |
| Attacker heat | Stats | +penalty above heat threshold |
| Pilot Gunnery skill | Stats | −bonus (better pilots hit easier) |
A single 3d6 roll determines both whether you hit and how well. The margin between the roll and the target number determines severity:
| Margin | Result | Effect |
|---|---|---|
| Below target | Miss | No damage. Attack still contributes to suppression pressure on the target. |
| +0 to +2 | Graze | Reduced damage (half, rounded down). Superficial location hit. Advances attrition. |
| +3 to +5 | Solid Hit | Full weapon damage. Normal hit location roll. |
| +6 to +8 | Penetration | Full damage. Bonus to called shot placement or partial armor bypass. |
| +9 or more | Critical Strike | Full damage plus automatic critical hit roll on the struck location. |
Tactical Mech Commander uses WEGO (We-Go) turn resolution. Both sides plan their orders simultaneously during the Planning Phase, then all orders execute together during the Execution Phase. There is no first-mover advantage. The tension lives in prediction — not reaction.
1. Planning Phase — Both sides queue orders for all units. The player assigns movement paths, attack targets, and special actions (guard, reload). All planned actions are shown as persistent visual indicators on the battlefield — movement paths, attack arcs, weapon lines — so the commander can review the full plan before committing. The AI plans simultaneously.
2. Execution Phase — All orders resolve in initiative order. Movement completes for all units first, then firing occurs for all units. Within each sub-phase, lighter mechs act before heavier ones.
3. End Phase — Heat dissipation, status effect resolution, operational state checks, and victory condition evaluation.
Initiative is determined by weight class: Light mechs move and fire first, followed by Medium, then Heavy. Within each weight class, order is randomized at battle start and locked for the duration. This means light mechs can reposition before heavies fire — speed has tactical value beyond mere movement points.
| Initiative Tier | Weight Class | Tactical Implication |
|---|---|---|
| 1st | Light | Can reposition before heavies fire. Scouting and flanking value. |
| 2nd | Medium | Balanced — can react to light movement, acts before heavy fire. |
| 3rd | Heavy | Fires last but hits hardest. Positional commitment matters more. |
Every mech has eight hit locations, each with independent armor and internal structure values. When a location is struck, damage depletes armor first. Once armor is gone, subsequent hits damage internal structure — and once structure is gone, the location is destroyed.
Each location has two health pools:
| Location | Armor | Structure | Slots |
|---|---|---|---|
| Head | 9 | 3 | 6 |
| Center Torso | 40 | 22 | 12 |
| Left / Right Torso | 28 | 15 | 12 |
| Left / Right Arm | 20 | 11 | 10 |
| Left / Right Leg | 26 | 15 | 4 |
| Weapon | Type | Damage | Heat | Range (S/M/L) | Ammo | Notes |
|---|---|---|---|---|---|---|
| Medium Pulse Laser | Energy | 5 | 3 | 3/6/9 | ∞ | Reliable workhorse. No ammo dependency but generates significant heat. |
| Heavy Rotary Cannon (HRC-20) | Ballistic | 20 | 7 | 3/6/9 | 5/ton | Devastating single-impact damage. Ammo is precious and explosive if hit. |
| Guided Missile Rack (GMR-15) | Missile | 1×15 | 5 | 7/14/21 | 8/ton | Fires 15 missiles. Cluster roll (3d6) determines hits. Min range 6. Damage spreads across locations. |
Missile weapons fire volleys. If the initial to-hit roll succeeds, a separate 3d6 roll determines what percentage of the volley actually connects. Each individual missile that hits rolls a separate hit location, spreading damage across the target.
| Cluster Roll (3d6) | Missiles Connecting |
|---|---|
| 3–5 | ~30% of volley |
| 6–8 | ~50% of volley |
| 9–12 | ~70% of volley |
| 13–15 | ~85% of volley |
| 16–18 | 100% of volley |
1. Severity band determines damage multiplier (Graze = reduced, Solid/Penetration/Critical = full).
2. Hit location is rolled from the weighted table (or directed by Penetration/Critical effects).
3. Damage depletes armor first.
4. Overflow damages internal structure.
5. Any structure damage triggers a critical hit check.
6. If structure reaches zero, location is destroyed and remaining damage transfers to the adjacent connected location.
7. Transfer can cascade. Arm → Side Torso → Center Torso. A chain of destroyed locations can kill a mech from a single shot.
| Destroyed Location | Damage Transfers To | Note |
|---|---|---|
| Left Arm | Left Torso | |
| Right Arm | Right Torso | |
| Left Torso | Center Torso | |
| Right Torso | Center Torso | |
| Head | Mech disabled | Pilot killed or critically injured. Chassis potentially salvageable. |
| Center Torso | Mech destroyed | Catastrophic kill. Engine breach. Minimal salvage. |
| Left / Right Leg | No transfer | Both legs destroyed = immobilized. Stationary turret. |
Whenever internal structure takes damage (armor fully breached), roll 3d6 for critical hits:
| Roll (3d6) | Critical Hits |
|---|---|
| 3–9 | No critical hit |
| 10–13 | 1 critical hit |
| 14–16 | 2 critical hits |
| 17–18 | 3 critical hits |
Each critical hit strikes a random piece of equipment in the damaged location:
| Target Type | Effect | Location |
|---|---|---|
| Weapon | Weapon permanently destroyed. Cannot fire. | Any location with weapons |
| Ammo Bin | AMMO EXPLOSION. Remaining ammo detonates, dealing internal damage to the location. Capped at 60 damage. | Any location with ammo-using weapons |
| Engine | +5 heat per turn per engine crit. 3 engine crits = mech destroyed. | Center Torso only |
| Gyro | Movement halved. 2 gyro crits = completely immobilized. | Center Torso only |
Every weapon generates heat when fired. Every mech has heatsinks that dissipate heat at the end of each turn. The difference between heat generated and heat dissipated is your thermal debt — and like all debts, it compounds.
Nominal (0 – T1): Normal operations. No penalties. Fire at will.
Warm (T1 – T2): Minor accuracy penalty. Targeting systems compensating for thermal drift. First warning sign.
Hot (T2 – T3): Accuracy penalty + movement penalty. Myomer response is sluggish. The cockpit is becoming uncomfortable.
Critical (T3 – T4): Severe accuracy and movement penalties. Random weapon jam chance — overheated weapons may refuse to fire.
Shutdown (T4+): Mech shuts down. Cannot act next turn. Reboots with zero movement points. A sitting target for an entire cycle.
Heatsinks dissipate heat at a rate of 1 heat per heatsink per turn. A mech with 10 heatsinks can sustain 10 heat per turn indefinitely. Anything above that accumulates. Engine critical hits add +5 heat per turn per crit, directly eroding your thermal margin.
"War is about forcing the enemy into worse decisions."
Pilots have two primary statistics that modify the rolls the player is already making. They do not create parallel systems — they adjust existing mechanics.
| Stat | Affects | Mechanical Effect |
|---|---|---|
| Gunnery | To-hit rolls | Modifies the target number on 3d6 attack rolls. Better gunnery = lower target number = easier to hit. |
| Piloting | Movement, stability, defensive checks | Affects terrain traversal, fall avoidance after critical damage, and defensive modifiers when moving. |
Pilots are not automatons. Sustained fire, nearby mech destruction, critical damage, and accumulated stress erode a pilot's composure. When a pilot breaks, they may act against orders — cowering, retreating, or panic-firing at random targets.
Stress accumulates from incoming fire, nearby explosions, friendly mech destruction, and personal damage. Visible as a rising indicator on the pilot portrait.
Break threshold is determined by pilot experience. Veterans hold longer than green recruits. This is where pilot stats earn their keep — not in damage numbers, but in the ability to stay functional under pressure.
Break consequences are predictable but varied: Cowering (skip turn), Retreat (forced movement toward deployment edge), Panic Fire (attacks random target). The player can see stress building and pull units back to manage it.
The tactical layer: Suppressing an enemy pilot removes their mech from the fight without damaging salvageable components. This creates a genuine tactical choice — destroy the mech (get salvage, spend ammo, risk your units) or break the pilot's nerve (preserve hardware, spend turns on suppression).
Each pilot has a base portrait with expression variants reflecting their current mental state. Rather than reading "Stress: 74%" on a stat bar, the commander glances at the portrait and sees the pilot's face shift from focused to worried to afraid. States include: Calm, Focused, Aggressive, Stressed, Afraid, Injured, Critical, and Unconscious.
COMBAT — Fight a tactical engagement on the hex grid. Take damage, deal damage, win or withdraw.
SALVAGE — Pick through battlefield wreckage. Select components to keep within your carry capacity. Everything you leave behind is gone forever.
REFIT — Return to the mech bay. Repair damage, swap components, install salvaged equipment. Every piece must physically fit in its location's available slots.
DEPLOY — Select your lance composition, assign pilots to mechs, review loadouts. Hit the field again.
Each mech location has a slot capacity. Weapons and equipment consume slots. A location's slot count is the hard limit on what it can carry. You cannot exceed it — if you want to mount a larger weapon, something else has to come out.
| Location | Grizzly (Heavy) | Badger (Medium) | Falcon (Light) |
|---|---|---|---|
| Head | 6 | 6 | 6 |
| Center Torso | 12 | 12 | 12 |
| Side Torsos | 12 | 12 | 12 |
| Arms | 10 | 10 | 10 |
| Legs | 4 | 4 | 4 |
Salvaged components have a condition rating that affects their reliability:
Destroyed components are not worthless. Five destroyed modules of the same type can be combined into one jury-rigged module. This makes even scrap-quality salvage worth carrying if you accumulate enough. Combined components can never exceed damaged quality — manufactured precision cannot be rebuilt from battlefield debris.
Repairs and refits don't happen instantly. Time passes between missions, and time has costs:
Repairs take time. Replacing a gyro is not a one-hour job. Jury-rigging a destroyed arm is faster than proper repair but the result is worse quality.
Contracts have windows. A mission is available for a limited time. Delay to finish repairs and the contract may expire, pay less, or become harder as the enemy digs in.
Daily costs exist. Your company burns resources every day: food, fuel, maintenance overhead. Sitting idle bleeds you dry.
The tension: "You can fix the gyro but it takes 3 days and the contract pays 20% less if you're late." Do you deploy damaged now, or fix it and risk the contract? This is the north star at work.
The battlefield is a hexagonal grid using pointy-top orientation with cube coordinates (x + y + z = 0). Hexes provide six uniform directions of movement and clean line-of-sight calculations without the diagonal ambiguity of square grids.
"The ground fights for whoever understands it first."
| Target | Chance | Target | Chance | Target | Chance |
|---|---|---|---|---|---|
| 3+ | 100.0% | 8+ | 83.8% | 13+ | 16.2% |
| 4+ | 99.5% | 9+ | 74.1% | 14+ | 9.3% |
| 5+ | 98.1% | 10+ | 62.5% | 15+ | 4.6% |
| 6+ | 95.4% | 11+ | 50.0% | 16+ | 1.9% |
| 7+ | 90.7% | 12+ | 37.5% | 17+ | 0.5% |
| Location | Weight | Probability |
|---|---|---|
| Head | 3 | 2.97% |
| Center Torso | 20 | 19.80% |
| Left Torso | 15 | 14.85% |
| Right Torso | 15 | 14.85% |
| Left Arm | 12 | 11.88% |
| Right Arm | 12 | 11.88% |
| Left Leg | 12 | 11.88% |
| Right Leg | 12 | 11.88% |
| Roll | Result | Probability |
|---|---|---|
| 3–9 | No critical | 74.1% |
| 10–13 | 1 critical hit | 17.6% |
| 14–16 | 2 critical hits | 7.4% |
| 17–18 | 3 critical hits | 0.9% |
| Band | Status | Effects |
|---|---|---|
| 0 – T1 | Nominal | No penalties |
| T1 – T2 | Warm | Minor accuracy penalty |
| T2 – T3 | Hot | Accuracy + movement penalty |
| T3 – T4 | Critical | Severe penalties, weapon jam chance |
| T4+ | Shutdown | Mech powers down. Cannot act next turn. |
All game data is stored as JSON in the StreamingAssets/ directory. The mod system uses filename-matching overrides — any file in /mods/ with the same name as a file in /data/ replaces it at load time.
StreamingAssets/
├── data/
│ ├── mechs/ ← Chassis definitions
│ ├── weapons/ ← Weapon statistics
│ ├── maps/ ← Battlefield layouts
│ └── config/ ← Game rules (heat, hit tables, crits)
└── mods/ ← Override files (same structure)
data/weapons/ following the weapon schema."War is about forcing the enemy into worse decisions."