Sigma Reach Mercenary Operations Command

TACTICAL MECH
COMMANDER

Field Operations Manual
Commander's Reference — Revision 0.5
Classification: Operational — Distribute to Lance Commanders and Above
Document compiled from field reports, salvage logs, and after-action reviews • FY 3048
Chapter I

The World You Inherit

In which the Commander learns what remains
The factories stopped sixty years ago. The last JumpShip anyone can confirm seeing was the Resolute Burden, drifting dead in the Sigma Reach nadir point with its crew mummified at their stations. Nobody manufactures fusion cores anymore. Nobody stamps new armor plate. What exists is all that will ever exist, and every year there's a little less of it.

You are a lance commander. You have four mechs — three of which work. You have pilots — most of whom are sane. You have a contract that will keep your company fed for another eight weeks if nobody screws up. The math is simple: fight, survive, salvage what you can, keep the machines running one more day. — Briefing excerpt, Sigma Reach Mercenary Operations Command

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.

Design Principle — The North Star

"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.

Three Pillars

The game draws from three traditions, taking the strongest element from each:

Chapter II

The Dice of War

In which the Commander learns how fate is measured
Kowalski always said you could feel a good shot before you pulled the trigger. Something in the way the reticle settled, the gyro hum steadying, the heat gauge holding just below amber. He was right — competence is a frequency you learn to recognize. Catastrophe is what happens when you stop listening. — After-action notes, Lance Sergeant T. Kowalski (KIA, Operation Ashfall)

The Combat Authority Model Decided

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.

The Three Layers

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.

3d6 Resolution Decided

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.

0% 6% 12% 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 12.5% 12.5% 3d6 PROBABILITY DISTRIBUTION
The bell curve: average results are common, extremes are rare

To-Hit Modifiers Decided

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)PositionEasiest base target
Range band (medium)Position+moderate penalty
Range band (long)Position+heavy penalty
Inside minimum rangePositionCannot fire (missiles). Penalty (other weapons).
Target moved this turnPosition+penalty (scales with distance moved)
Target weight classStatsLighter = harder to hit
Flanking anglePosition−bonus to attacker
Elevation advantagePosition−bonus to attacker
Target in coverPosition+penalty per terrain type
Attacker heatStats+penalty above heat threshold
Pilot Gunnery skillStats−bonus (better pilots hit easier)

Severity Bands Decided

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.
Chapter III

The Rhythm of Battle

In which the Commander learns the cadence of war
Simultaneous engagement doctrine exists because the enemy doesn't wait for you to finish thinking. You plan your lance's actions, they plan theirs, and God sorts out the overlap. The commanders who survive are the ones who got good at predicting, not reacting. — Training doctrine, 4th Sigma Reach Irregulars

WEGO Simultaneous Resolution Decided

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.

Turn Structure

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 Order Decided

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 TierWeight ClassTactical Implication
1stLightCan reposition before heavies fire. Scouting and flanking value.
2ndMediumBalanced — can react to light movement, acts before heavy fire.
3rdHeavyFires last but hits hardest. Positional commitment matters more.

Available Orders Decided

Chapter IV

Anatomy of a Mech

In which the Commander learns what keeps the machine standing
A mech is not a vehicle. A vehicle has a hull and an engine and when you punch a hole in it, you either hit something important or you don't. A mech has eight distinct places you can hurt it and every single one of them affects how it fights. Learn the locations. Learn what lives in each one. When your crosshairs settle on an enemy torso, you should already know what you're hoping to break. — Gunnery instruction manual, Sigma Reach Mercenary Training Cadre

Hit Locations Decided

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.

MECH HIT LOCATIONS — FRONT ASPECT HEAD CENTER TORSO ENGINE • GYRO LEFT TORSO RIGHT TORSO LEFT ARM RIGHT ARM LEFT LEG RIGHT LEG TRANSFER DAMAGE PATH Damage overflow direction FRONT ASPECT HIT PROBABILITY (WEIGHTED) HEAD 3% • CT 20% • L/R TORSO 15% ea • L/R ARM 12% ea • L/R LEG 12% ea
Mech hit locations with transfer damage paths

Armor & Structure Decided

Each location has two health pools:

Sample Chassis — The Grizzly (Heavy, 70 tons)

LocationArmorStructureSlots
Head936
Center Torso402212
Left / Right Torso281512
Left / Right Arm201110
Left / Right Leg26154
Chapter V

Weapons of the Reclamation

In which the Commander learns the tools of the trade
There are three kinds of weapons in the field today. Lasers that never run out of ammunition but cook your reactor. Ballistics that hit like a hammer but eat through shells you can't replace. And missiles that pepper the enemy from behind cover but scatter across half a mech when they connect. Pick your poison. They're all poison. — Quartermaster's brief, Sigma Reach Mercenary Operations Command

Weapon Categories Decided

WeaponTypeDamageHeatRange (S/M/L)AmmoNotes
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 Cluster Resolution Decided

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
16–18100% of volley
Chapter VI

Fire & Steel

In which the Commander learns how mechs die
The Falcon went down at 14:07. Right arm first — the medium laser mount sheared clean off and the arm hung by cables for two steps before it dropped. Then the side torso buckled and you could see the structure underneath, glowing where the armor had been. The next salvo went through the gap into center mass. Engine breach. Pilot had maybe four seconds before the containment failed.

After the fight we picked through what was left. The left arm was intact. Laser still functional. We pulled it. — Salvage report, Operation Dustback Ridge

Damage Resolution Decided

Damage Flow

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.

Transfer Damage Paths Decided

Destroyed LocationDamage Transfers ToNote
Left ArmLeft Torso
Right ArmRight Torso
Left TorsoCenter Torso
Right TorsoCenter Torso
HeadMech disabledPilot killed or critically injured. Chassis potentially salvageable.
Center TorsoMech destroyedCatastrophic kill. Engine breach. Minimal salvage.
Left / Right LegNo transferBoth legs destroyed = immobilized. Stationary turret.

Critical Hits Decided

Whenever internal structure takes damage (armor fully breached), roll 3d6 for critical hits:

Roll (3d6)Critical Hits
3–9No critical hit
10–131 critical hit
14–162 critical hits
17–183 critical hits

Critical Hit Targets

Each critical hit strikes a random piece of equipment in the damaged location:

Target TypeEffectLocation
WeaponWeapon permanently destroyed. Cannot fire.Any location with weapons
Ammo BinAMMO 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
GyroMovement halved. 2 gyro crits = completely immobilized.Center Torso only
Chapter VII

Heat Management

In which the Commander learns the tax on aggression
The recruits always ask why you can't just fire everything at once. Technically you can. Your Grizzly mounts two medium lasers and an LRM rack — total heat output of 11 points per salvo. Your heatsinks dissipate about 10. That's a net gain of 1 heat per turn if you fire everything. Sounds manageable. It isn't. Because the turn you need to fire everything is the turn you're also taking engine damage and your dissipation drops and suddenly you're at 22 and climbing and the shutdown alarm is screaming and you've got two turns to either stop shooting or lose the mech. Every weapon fired is a promise against your future. Make sure you can pay. — Heat Management Fundamentals, Sigma Reach Pilot Training Curriculum

The Heat Economy Decided

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.

Heat Bands

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."

Chapter VIII

The Pilots Who Endure

In which the Commander learns that machines are replaceable — people are not
Vasquez has been with us since the Ashfall contract. She limps now — cockpit breach on Dustback Ridge left her with nerve damage below the left knee. Her Gunnery is the best in the lance by a wide margin. She doesn't flinch when incoming fire lights up the proximity alarm. The rookies do. That's the difference between a pilot who's survived thirty engagements and one who's survived three. The mech doesn't know the difference. The pilot does. — Personnel evaluation, Lance Commander's log

Core Pilot Stats Decided

Pilots have two primary statistics that modify the rolls the player is already making. They do not create parallel systems — they adjust existing mechanics.

StatAffectsMechanical 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.

Morale, Suppression & Fear Open — Needs Design

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.

Proposed Morale Framework

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).

Pilot Portraits Open — Needs Implementation

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.

Chapter IX

The Scavenger's Workshop

In which the Commander learns that survival is a supply problem
After the fight we pick through what's left. The enemy Badger is a write-off from the waist up but both legs are intact — actuators, armor plate, myomer bundles all serviceable. The Falcon lost its right arm clean but the left torso is surprisingly whole. There's a medium laser in there that works. Our transport can carry maybe two tons of salvage. Choose. — Salvage report, Operation Dustback Ridge

The Core Loop Decided

The Gameplay Cycle

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.

Slot-Based Customization Decided

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.

LocationGrizzly (Heavy)Badger (Medium)Falcon (Light)
Head666
Center Torso121212
Side Torsos121212
Arms101010
Legs444

Component Condition Decided

Salvaged components have a condition rating that affects their reliability:

Component Combining Decided

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.

Time as a Resource Open — Needs Design

Repairs and refits don't happen instantly. Time passes between missions, and time has costs:

Campaign Time Pressure

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.

Chapter X

Reading the Ground

In which the Commander learns that the map fights for whoever understands it first
The recruits focus on the enemy. Where are they, what are they carrying, how hurt are they. The veterans focus on the ground. Where's the high ground, where's the cover, where are the sightlines, where can I move without being seen. By the time the shooting starts, the veteran has already won or lost based on where they chose to stand. — Tactical doctrine, 4th Sigma Reach Irregulars

Hex Grid Decided

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.

Terrain Effects Decided

"The ground fights for whoever understands it first."

Appendix A

Reference Tables

Quick-lookup data for field operations

3d6 Cumulative Probability (Roll ≥ Target)

TargetChanceTargetChanceTargetChance
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%

Hit Location Table (Front Aspect)

LocationWeightProbability
Head32.97%
Center Torso2019.80%
Left Torso1514.85%
Right Torso1514.85%
Left Arm1211.88%
Right Arm1211.88%
Left Leg1211.88%
Right Leg1211.88%

Critical Hit Table (3d6)

RollResultProbability
3–9No critical74.1%
10–131 critical hit17.6%
14–162 critical hits7.4%
17–183 critical hits0.9%

Heat Bands

BandStatusEffects
0 – T1NominalNo penalties
T1 – T2WarmMinor accuracy penalty
T2 – T3HotAccuracy + movement penalty
T3 – T4CriticalSevere penalties, weapon jam chance
T4+ShutdownMech powers down. Cannot act next turn.
Appendix B

Modding & Data Files

In which we hand the Commander the keys to the workshop
Everything you see in this manual — every weapon stat, every hit table, every heat threshold — lives in a text file you can open with any editor. This is deliberate. The communities that keep games alive for decades are the ones given the tools to make the game their own. We're handing you those tools. — Developer's note

Data Architecture Decided

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.

Directory Structure

StreamingAssets/
  ├── data/
  │   ├── mechs/       ← Chassis definitions
  │   ├── weapons/     ← Weapon statistics
  │   ├── maps/        ← Battlefield layouts
  │   └── config/      ← Game rules (heat, hit tables, crits)
  └── mods/           ← Override files (same structure)

What You Can Mod

"War is about forcing the enemy into worse decisions."

Tactical Mech Commander — Field Operations Manual
Revision 0.5 • Working Document • Subject to Change

Sections marked DECIDED are locked pending playtesting.
Sections marked OPEN require dedicated design sessions.
Sections marked PLAYTESTING need tuning through play.