ION Heart: Pilot's Handbook
At a Glance
A Solo Mech Exploration RPG
Become More Than You Were Made For
ION Heart is a Lo-Fi Solo Mech TTRPG. Relax into your own story of interstellar exploration. Create a pilot and their mech best friend and sail the stars with. Discover planets, solar systems and cultures of your own making in the peaceful galaxy of the Astral Union.
ION Heart is all about searching for your place in the universe. Your mech has been many things across its existence: From a weapon of war to a circus juggler, it has led many lives with many pilots. Your job as a pilot is to bond with your mech as you explore together and find a home for you both in the stars wherever your path may take you.
The ION Heart Pilot's Handbook is your guide to the Astral Union and all those who live in it. It contains everything you need to play including:
- 100+ pages of beautifully designed TTRPG rules and lore from the world.
- Full mech design rules to create and design your own robotic companion companion.
- Narrative Story Circuits to explore on the planets you create.
- Planet & settlement creator to build and customise your very own galaxy.
- Upgrades and modifications to tool up your mech for any adventure.
- Options for peaceful and combative play to explore space your way.
Get the hardcover editions of the ION Heart Pilot's Handbook and first expansion ION Heart: Remembrance together in our exclusive ION Heart Bundle for a special price!
100+ page, 8.5 x 6 inch, full color, hardcover book w/ bookmark ribbon, shrink-wrapped
Includes access to digital character sheets. At the publishers instruction, the PDF version must be purchased separately from the publisher.
At time of writing, I lack the necessary amount of dice needed to play, but just from reading the instructions it is a book I can wholeheartedly recommend. The story circuits are interesting and can be used as a springboard to create your own. If the dice rolls result in conflicting elements, the book encourages you to think outside the box and get creative. An example would be an inhabitable world yet has settlements albeit few. You could rationalize this as civilization living in protective domes, underground (or in atmosphere) where it is not hazardous, teams of experts in progress of terra-forming within their landships, etc. Nothing is infeasible. This too extends to the rules of engagement in combat. Tactical yet light. Tables are simplified for ease of understanding as well as for later reference. At any time you can disengage whether it be a change in attack range (close, long), deescalating a situation, or simply to flee. There are no duels to the death unless you choose it to be. The same can be said of exploration, it is your/character’s story, pursue whatever fancies your interests. A mercenary for hire hopping systems per job hoping for a windfall, member of a rescue team investigating a series of distress calls in the fringes, field researcher of anomalies that leads to uncovering or disturbing a forgotten mystery, for better or ill – you get the idea.
Tabletop is a great vendor to work with!
These are small format (8.5"x6"), which surprised me a little, but they are fun, nicely written and illustrated, physically sturdy, and the binding looks good. I need to play with it a few more times solo to determine what I think of the gameplay, but they were on sale as a bundle and I decided to grab it as I collect mech rules like a junkyard dog collects fleas...
