The gods are dead. Pilot their husks.

Eldritch
Automata

A tabletop roleplaying game about cosmic horror and fighting back.

Pilot Art
PILOT
Automata Art
AUTOMATA
Horror Art
HORROR
Seraph Art
SERAPH

Available Products

Quicklaunch Cover

Quicklaunch

A free introductory guide. Includes the one-shot operation: "The Dark Passenger".

Download PDF
Titans of the Deep Cover

Titans of the Deep

Official one-shot scenario. Include Quicklaunch rules.

Buy Now
Renegade Alpha Cover

Renegade Alpha

Official one-shot scenario.

COMING SOON

PILOTS, REPORT.

Establish communications to recieve important updates. Report at once to command.

System Reference Document

01. The Basics

Eldritch Automata utilizes the Year Zero Engine, a system built on six-sided dice (D6) pools. To perform an action, roll a number of dice equal to your connected Stat + Skill Level.

  • Sixes are Successes: You only need a single 6 to succeed. Additional 6s generate Stunts.
  • Pushing the Roll: With any roll, you may perform a Push to re-roll all failed dice rolls. Pushing adds 1 Stress Level to your character. You can only push a roll once, unless stated otherwise.
  • Stress: You add Stress die equal to your Stress Level on every roll. Stress dice sucessess are added like normal successes. Stress dice that roll a 1 trigger a Panic Roll.
  • Panic: If you roll a 1 on any Stress Die during a pushed roll, you must immediately make a Panic Roll. Panic roll consists of rolling 1D6 + your current level of Stress. The resulting sum of the roll decides how badly you Panic. Consult the Panic Table for details.
  • Group Rolls: When you face a challenge together with the other PCs, don’t roll dice separately. Instead, you choose who among you is best suited to take on this challenge. The others may help if it’s relevant to the situation. If the roll fails, it counts as a failure for all of you – you are not allowed to each try.
  • Help from Others: In certain situations, other characters may assist you. For each person helping you, you get a +1 modifier. No more than three people can help you with a single roll
  • Opposed Rolls: You have to roll more Successes than your adversary to win an opposed roll. Every Success your adversary rolls eliminates one of your Successes. However, you (the aggressor) can push your roll, and your opponent cannot.

02. Skills

STRENGTH Endurance, Close Combat, Machinery
AGILITY Pilot, Mobility, Ranged Combat
WITS Observation, Science, Survival
EMPATHY Manipulation, Command, Medical

03. Stress & Stability

Eldritch Automata is a game of introspection and hope in the face of despair. Your 2 in-game stats known as Stability and Ego represent that.

Stability (Wits): This represents your mental stability and your mind’s fortitude. When Stability hits 0, you enter a Breakdown determined by your Archetype.

Ego (Empathy): Represents your sense of self. As you interface with the Automata, Ego erodes. When Ego hits 0, the pilot Berserks, your Automata goes Berserk determined by your Archetype.

04. Strands & Downtime

Strands are interpersonal connections that fuel your will to keep fighting.

  • Exhausting Strands: Before a roll, you can exhaust a Strand to add +2 dice to your pool. Strand dice succeed on a 1 and a 6.
  • Breaking Strands: You may permanently break a Strand to hinder another character, reducing their dice pool by 2.
  • Refreshing: Exhausted Strands are only refreshed by spending quality downtime (a Shift) with the connected character.

05. Combat Engagement

Combat is tracked in Rounds (5-10 seconds). Initiative is determined by rolling 1D6 + Agility.

Action Economy

Each round you receive 1 Slow Action (Attack, Skill Roll) and 1 Fast Action (Movement, Blocking).

The Ego Field

All Automata possess an Ego Field that acts as an initial damage threshold. It must be pierced before the unit takes Durability damage.

Map and Zones

Intense battles often unfold on a map that represents the location where your characters struggle to survive. The map is divided into zones, which may be a room, a corridor, or a specific area of ground. Zones can vary in size, ranging from just a few steps across to approximately 25 meters. Automata’s are generally around 80 meters tall and their zones are typically up to about 500 meters. A massive battlefield for normal combatants is merely a walk for an Automata.

Range

Range Description
EngagedRight next to you.
ShortA few meters away, in the same zone as you
MediumUp to 25/500 meters away, in an adjacent zone
LongUp to about 100/2000 meters (four zones) away
ExtremeUp to about 1/20 kilometer(s).

Measuring Time

Three separate units of time are typically used in Eldritch Automata, depending on the situation at hand. See the table below. The exact duration of a Round, Stretch, and Shift can vary depending on the situation. It’s the GM’s job to track time and determine when another Round, Stretch, or Shift has passed. There are typically four Shifts in a day: Morning, Day, Evening, and Night.

Range

Unit Duration Primary Use
Round5-10 secondsCombat
Stretch5-10 MinutesExploration
Shift5-10 HoursRecovery

06. Durability & Health

When Health or Durability reaches zero, the unit is Broken and must roll for a Critical Injury.

PILOT HEALTH Strength + Agility
AUTOMATA DURABILITY Strength + Agility + 5

07. Roll Tables

PILOT CRITICAL INJURIES

When a unit is Broken, roll on the Critical Injury table to determine the injury sustained.

D66 Injury Fatal Effects Recovery (Days)
11-13Winded/Stunned/PainNoNone-
14Sprained AnkleNoMobility -2; No running until Medical roll-
15Blood in EyesNoScout/Shoot -2 until Medical roll-
16ConcussionNoMobility -2D6
21Severed EarNoScout -2D6
22Broken ToesNoRunning becomes a Slow ActionD6
23Broken HandNoCannot use handD6
24Knocked TeethNoManipulate -2D6
25Impaled ThighNoRunning becomes a Slow Action2D6
26Slashed ShoulderNoCannot use armD6
31Broken NoseNoManipulate/Scout -1D6
32Crotch HitNo1 Dmg on Mobility/Fight rollsD6
33Broken RibsNoMobility/Scout -22D6
34Gouged EyeNoShoot/Scout -22D6
35Busted KneecapNoCannot run, only crawl2D6
36Broken ArmNoCannot use arm2D6
41Broken LegNoCannot run, only crawl2D6
42Crushed FootNoCannot run, only crawl3D6
43Crushed ElbowNoCannot use arm3D6
44Punctured LungYes (Day)Endure/Mobility -2D6
45Bleeding GutYes (Shift)1 Dmg on Mobility/Fight rollsD6
46Ruptured IntestinesYes (Shift)Infected Wound (Virulence 6)2D6
51Busted KidneyYes (Day)Mobility -2; Crawl only2D6
52Arm ArteryYes-1 (Str)Cannot use armD6
53Leg ArteryYes-1 (Str)Running is a Slow ActionD6
54Severed ArmYes-1 (Shf)Cannot use armPERM
55Severed LegYes-1 (Shf)Cannot run, only crawlPERM
56Cracked SpineNoParalyzed neck down3D6
61Ruptured JugularYes-1 (Rnd)Endure -12D6
62Ruptured AortaYes-2 (Rnd)Endure -23D6
66Instant DeathYesPilot KIA-
AUTOMATA SYSTEM DAMAGE

When an Automata suffers a critical hit or structural breakdown, roll to determine system failures.

D66 System Damage Effect Repair (Shifts)
11Scratched PaintNone-
12Emergency ShutdownNone-
13Reset EngagedNone-
14Injured Foot BracketMobility -2; No run until Medical roll-
15Damaged ReceptorsObs/Ranged -2 until Machinery roll-
16Shorted StabilizersMobility -2D6
21Comms DownNo communication with teamD6
22Damaged Leg JointsRunning is a Slow ActionD6
23Destroyed HandCannot use handD6
24Broken TargetingRanged Combat -2 until Machinery rollD6
25Power DisconnectAutomata shuts down2D6
26Arm DislocatedCannot use armD6
31Blown ThrustersCan only take 1 Slow Action per turnD6
32Mechanical Fire1 Dmg on Mobility/Ranged rollsD6
33Infected SystemsGain Horror Toxicosis2D6
34Radiated SystemsGain Seraph Radiation2D6
35Destroyed JointsAutomata cannot move2D6
36Broken ArmCannot use arm2D6
41Broken LegCannot run, only crawl2D6
42Crushed Foot JointCannot run, only crawl3D6
43Crushed ElbowCannot use arm3D6
44Exposed SystemsEndure/Mobility -2D6
45Impaled Chest1 Dmg on Mobility/Close Combat rollsD6
46Shatter FramePilot rolls for Critical Injury2D6
51Leg OverloadMobility -2; Crawl only2D6
52Arm OverloadCannot use armD6
53Busted HydraulicsRunning is a Slow ActionD6
54Severed ArmCannot use arm3D6
55Severed LegCannot run, only crawl3D6
56Sync System DestroyedGoes still; Perm. if not treated3D6
61Life Support OffStability -22D6
62Ego DegradationEgo -23D6
63Engine DestructionEngine & Automata DestroyedDUR*
64Destroyed HeadAutomata DestroyedDUR*
65Collapsed CockpitAutomata Destroyed; Pilot rolls CritDUR*
66Destroyed CockpitPilot Killed InstantlyDUR*

*Repairing an Automata after it’s been destroyed takes a minimum Shift requirement equal to the maximum Durability of your Automata.

Tactical Timeline

Advent Day

June 25th, 2025

The Architect arrives killing billions and in their wake unleashes the first Horrors upon the world.

The Liminal Fall

2025 - 2045

Horrors ravage begin a brutal annihilation of human life. Nations rush to deploy their weapons and begin a bloody conflict that will destroy most major hubs and drive humanity into a new terrifying age.

Important Events

Anathema is Discovered (2030)

The Gehenna Institute discover and study the Anathema, discovering ancient blueprints.

Automata Project Begins (2032)

The Nations of the world begin building a new super weapon from those blueprints.

First Automata Deployed (2035)

The first Automata codenamed "Genesis" is deployed in the field.

Seraph Arrival (2036)

The first Seraph appears, defeating three Automata before disappearing.

Liminal Fall Ends (2040)

The Liminal Fall comes to an end, with the production of the new generation of Automata.

Age of Automata

2040 - Present

A group of Automata successfully destroy a Seraph. With Automata technology advancing, we declare an end to the Liminal Fall and push onward to destroy our enemy.

Important Events

The Dark Passenger (2041)

Kylie Summers arrives at the Forge as a new pilot. A blackout occurs during her arrival causing chaos.

Titans of the Deep (2041)

A floating research station suddenly stops receiving reports from below the ocean surface. The Authority is concerned about the lack of communication. Pilots are sent down to investigate.

Classified Requisition

Enter authorization code to access restricted logs and classified reports.

COMBAT TRACKER

© 2026 Nicholas Francia, Francia Media LLC Active Session: COMMAND_RELAY_ALPHA