
Armatures: Tactical Mech Combat & Pilot Espionage
Published 13 October 2026 · On Quisicosas since 17 October 2026
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17 October 2026 (on Substack)
What it is about
Pre-release · Help bring Veyr to life Your purchase helps fund the artwork for the PDF. You’ll also receive the released version once all artwork is complete. Armatures is still in development, and we will continue improving Armatures as we receive more feedback! This helps us give you the option to opt in at once instead of going with a kickstarter/backerkit route. Get the pre-release PDF, build your first mech, and take a contract on Veyr. Armatures: Tactical Mech Combat & Pilot Espionage Build your mech. Push your reactor. Get the crew home. The game Armatures is a tabletop roleplaying game about mercenary pilots on Veyr, an abandoned industrial world. Take contracts, fight in machines you have built yourself, and decide who benefits when the job is done. Outside the cockpit, your pilot negotiates access, investigates threats, and infiltrates places a mech cannot reach. Back with the crew, you divide salvage, pay for repairs, and choose the next contract. Veyr's factions fight over failing power networks, treatment plants, and freight routes; your jobs shape who gets power, protection, and a future. Play with a GM, share those responsibilities with your crew, or play solo using mission procedures, scripted enemies, faction moves, and oracles. How mech combat works At the start of each round, you normally roll four six-sided Core Dice . Keep their individual faces. These dice are the power you distribute across your mech's installed weapons and systems, called Parts . Each Part asks for particular dice, so your equipment determines what you can do with a roll. Mech attacks hit automatically. The decisions are which systems to power, where to position your machine, and how far to push its reactor. A low die might power a barrier while a high one fires a weapon. A turn in the cockpit Your Medium Frame has an autocannon, heavy rifle, rail gun, and barrier generator installed. You start at 0 Heat , facing an enemy four squares away with clear line of sight. Your Core Dice show: 1 / 3 / 5 / 5 Spend the 3 on your Meridian Autocannon. It accepts a 3, 4, or 5 and deals 2 damage . Spend a 5 on your Grey Banner Heavy Rifle. It accepts a 5 or 6 and deals 3 damage . Spend the 1 on your Hearth Barrier Generator. It accepts a 1 or 2 and gives you 3 Guard , temporary protection against incoming damage. Your Strata Needle Rail Gun needs a 6. Take 1 Heat to Tune your remaining 5 up to 6, then spend it to fire for 4 damage . Four dice spent: 9 damage dealt, 3 Guard gained, and 1 Heat carried forward . Each installed Part normally activates once per round; extra dice do not let you keep firing the same gun. Push for an opening Tune adjusts a die; Overclock gives you an extra one, with rising Heat costs as you keep using it during the encounter. Heat carries forward until you cool. Push too far and overheating limits your options. You can spend dice to cool your reactor or move farther, so those choices compete with powering your Parts. Every turn asks how much you are willing to demand from your mech now, and what that will leave you for later. Build the machine you want to pilot Equipment with different dice requirements gives you more ways to use a roll; specialized combinations reward building a turn around them. Choose a Frame and assemble a machine whose weapons, defenses, and support systems work together. On the battlefield, your build serves a job. Securing a site, escorting a convoy, and racing for salvage give you different reasons to move, take risks, and support your crew. The book The pre-release PDF brings together pilot and mech creation, combat rules, and the Parts catalogue. It also presents Veyr's setting and factions, with procedures for preparing missions, running enemies, and following your crew's campaign. Reference tables, oracles, and player and GM cheat sheets support play at the table and help you develop what happens next. A look inside the book Click any image to open it at full size. Digital sheets & campaign tools The Armatures browser companion lets you roll and assign Core Dice, activate Parts, and track Heat, Guard, and damage. Save your builds, manage encounters, and keep your crew's campaign together on desktop or mobile. Use it in a browser or inside Owlbear Rodeo. The full digital rules and Parts catalogue unlock with the access code in the book. Open the digital sheets & campaign tools → A look inside the companion Click any image to open it at full size. Bring Armatures into Owlbear Rodeo Use the companion as an Owlbear Rodeo custom extension . Choose Add Custom Extension in Owlbear Rodeo (shown below). Paste this manifest URL: https://armatures-ttrpg.onrender.com/manifest.json System inspirations Armatures draws inspiration from FIST by CLAYMORE; Astroprisma by Camila Mera and Crescent Chimera; Lancer by Massif Press; RUNE by Gila RPGs; Salvage Union by Leyline Press; and Ironsworn by Shawn Tomkin. Thank you to the creators of these works for their inspiration. Join the crew Join the community on Discord: discord.gg/dGQwpYn7sr AI disclaimer AI was used for text editing to help with English grammar and cohesion using Grammarly. No creative output is generated by AI.