The Mechnoir Player’s Guide is finally complete. About time, I know. Thank you everyone for your patience.

The Player’s Guide includes nine new shiny training programs, six big stompy mechs (or ‘rigs’), and the two transports that bring them to the battleground. There’s special rules for destroying the tags on your enemies’ rigs and transports and a section for how to deal with scale when hardboiled criminals go up against hard-cased machines.

Bundled with the player’s guide are three new Transmissions that outline the major colonial factions on Mars: The Chosen, the Shiat al-Raj’a, and the Martian Autonomist Union.

MechnoirYou should have already received notification to download this if you backed Technoir at any level on Kickstarter. If you weren’t able to get in on that, Mechnoir is now up for sale at DriveThruRPG!

Also, the Mechnoir Player’s Guide and Transmissions (just like those for core Technoir) are all Creative Commons. Not only does this mean you can make non-commercial* derivative hacks (as long as you give proper credit), but you can share these files with your friends. So you can always get a free copy from a Kickstarter backer or someone who already purchased it.

Of course, if you do purchase your copy from DriveThru, that helps to support me and help keep me in the business of making products like this.

However you get it, I hope you enjoy Mechnoir. Now it’s time for me to get working on Hexnoir.

  1. Mechnoir | The RPG Hub - pingback on August 2, 2012 at 10:57 am
  2. Mechnoir is as slick as I’d hoped. How goes the Hexing on Hexnoir?

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