Iron Horizon: A Mech Rebellion Campaign | Beginner Friendly | Cy

Iron Horizon: A Mech Rebellion Campaign | Beginner Friendly | Cy

The solar system belongs to Orion Corporation. Your salvage mechs and your crew are all that stand between the frontier and total corporate control.

TYPE

Campaign

LANGUAGE

English

EXPERIENCE

Open to all

AGE

All Ages
2 NEEDED TO START
$20.00

/ Session

Details

Bi-weekly / Monday - 1:00 AM UTC

Session Duration / 2–2.5 hours

1 / 6 Seats Filled

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This game will begin once 3 players have joined

Meet your party members

1/6

About the adventure

The solar system belongs to Orion Corporation. Every mine, every station, every breath of recycled air on every colony world flows through their ledgers. They won that war before your parents were born. They rewrote the history that makes it feel inevitable. But the outer system is wide. And there are people out here who remember what was promised — and what was taken. You are pilots. Your mechs are secondhand, scarred, and held together with salvage and spite. And someone just put a gauntlet in your hands with a name on it no one is supposed to say out loud. Zavrel Frameworks. WHAT IS IRON HORIZON? Iron Horizon is an ongoing mech rebellion campaign powered by the Cypher System. If you love the hard sci-fi political grit of The Expanse, the scrappy found-family heart of Firefly, and the brutal emotional weight of mech anime like Gundam: Iron-Blooded Orphans — this campaign was built for you. You play a crew of misfit pilots flying salvage mechs against a solar system that a megacorporation has already decided it owns. Your frames aren't factory-fresh — they're cobbled together from stolen parts, battlefield salvage, and sheer ingenuity. They carry scars. So do you. This is not a game about winning a war. It is a game about the people who fight one anyway — the relationships built under fire, the choices that cost something real, and the machines that become a record of everything you've survived. WHAT KIND OF GAME IS THIS? Story-first, character-driven. Combat matters, but the moments between the fights are what make this campaign. Expect political intrigue, faction relationships, hard choices, and scenes that hit differently than you expected. Your mech is your identity. You'll build your frame from salvage — mismatched parts, custom paint job, a name you chose for a reason. As the campaign progresses your mech evolves with you, carrying the story of everything you've been through. The world reacts to your choices. The factions have agendas whether you're involved or not. Orion Corporation, the Artemis rebellion, the Blades of Talmor, the Crimson Raiders — they're all moving. What you do, and what you choose not to do, changes what the solar system looks like. Every pilot gets their moment. I run games where every player leaves each session with at least one scene that was theirs. No one fades into the background. No one sits waiting for their turn to matter. WHAT TO EXPECT AT THE TABLE Each session runs 2 to 2.5 hours, biweekly, giving you time to invest in the story without it taking over your week. We play on Foundry VTT hosted on The Forge with voice and text through Discord — no experience with either platform required, I'll walk you through setup before your first session. Sessions open with a brief recap, move through a mix of roleplay and action, and close with a moment of downtime or character reflection. I keep pacing tight and purposeful — every session has a beginning, a middle, and an end, and something always changes.

Game style

Combat Heavy

Roleplay Heavy

Rule of Cool (RoC)

Meet the Game Master

5.0

(25)

Artist
Teacher/Educator

3 years on StartPlaying

306 games hosted

Highly rated for: Creativity, Teacher, Knows the Rules

Average response time: 24+ hours

Response rate: 100%

About me

Well met Adventurers! I am Avner, and I am excited to either introduce you to the world of tabletop role-playing or help you continue on your epic journey! I began DMing 10 years ago when I got tired of waiting for someone to run a D&D game and decided to learn how to run a game myself. I have been immersed in the hobby ever since. I have done my best to soak up any system I can get my hands on and do everything I can to spread the hobby that previously was much harder to get into. I started my dice rolling journey playing the Warhammer Quest and Hero Quest RPGs and now have since come to love the new 5e D&D system, Star Wars RPG, Pathfinder, Genesys, Cypher, World of Darkness and many more. What I find all these games have in common is it allows the players to tell a shared story with highs and lows that create memories that last years. I have also played in many different formats as well from throwing dice around a table or across a camera to using Roll 20, Fantasy Grounds and many more VVT options. I have even done my fair share of teaching people to play via play-by-post format. If there is a way to play I most likely have tried it. My passion for bringing the joy of the hobby to new players is unmatched, and I hope you give me the chance to bring that joy to you.

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Character creation

Creating your character

Characters and mechs are built together at Session Zero as a group. This is intentional. The connections between pilots matter as much as the pilots themselves, and building together means everyone arrives at Session One with history already in place. During Session Zero we will: * Walk through the Cypher System together — no prior experience required, I'll teach you everything *Choose your Descriptor, Type, and Focus from the options in the Iron Horizon Player's Guide — all of which are custom-built for this setting *Build your Junker mech step by step — choosing your chassis, your mods, your paint job, and your mech's name *Establish your PC Connections — the threads of shared history that link your pilots before the campaign begins *Run through Lines and Veils and set up our safety tools together The Player's Guide contains all available Descriptors, Types, and Foci. These have been written specifically for Iron Horizon and its tone. If you have an idea for a pilot concept that doesn't quite fit what's on the page, bring it to Session Zero — I welcome suggestions for additional Descriptors or Foci that fit the setting, and we'll work it out together. Character creation uses standard Cypher System starting stats. No mechanical experience is required or assumed.

The current party

This game will typically be running on an alternating schedule that would start April 5th, Aprill 19th, May 3rd, May 17th, ect.

What to expect

Preparing for the session

Before your first session you will receive a link to the Iron Horizon Player's Guide — a custom document written specifically for this campaign covering everything you need to know about the setting, the factions, and how to build your pilot and mech. You do not need to own any rulebooks. If you want to go deeper on the Cypher System itself, a free SRD is available and I'll point you to it, but the Player's Guide has everything required to play. We run on Foundry VTT hosted on The Forge for the virtual tabletop and Discord for voice. Both are free to use as a player. I'll send you setup instructions before Session Zero so you arrive ready to play, not troubleshoot. No prep is required before Session Zero beyond reading the Player's Guide and showing up with a rough idea of who your pilot might be. You don't need to have it figured out — that's what Session Zero is for.

What Avner brings to the table

What I Provide Every player receives the Iron Horizon Player's Guide before Session Zero — a custom-written document covering the setting, factions, pilot types, mech building, and everything you need to create your character. No rulebook purchases required. No homework beyond reading it and showing up with a rough idea of who your pilot might be. Sessions run on Foundry VTT on The Forge with a purpose-built campaign environment — maps, tokens, handouts, faction intel, and a living record of what your crew has done and who they've become. Ambient music and soundscapes run throughout every session, scored to the scene — quiet tension in the corridors of Juncture Station, something heavier when the mechs deploy. My GM Style I am a story-first GM. My job is to build a world that responds to who your character is, put them in situations that matter, and make sure every player leaves each session with at least one moment that belonged specifically to them. I track what your pilot cares about, what they're afraid of, and what they haven't dealt with yet — and I use all of it. I do character voices and distinct NPC personalities. The factions of Iron Horizon have real people in them — people with agendas, contradictions, and the occasional crisis of conscience. The Orion executive who believes in what the corporation stands for. The Blades of Talmor operative who has stopped being able to tell the difference between justice and revenge. The frontier contact who likes your crew more than is professionally advisable. These people will feel like people. Combat is cinematic and consequence-driven, not a tactical puzzle. I use the Cypher System because it keeps the action moving and the spotlight on the story rather than the grid. That said, your choices in a fight matter — positioning, cyphers, who you protect and who you leave exposed all have weight. I embrace the Rule of Cool when it serves the moment, and I will always find a way to make your best idea work. I will also never protect you from the consequences of your worst one. I run towards character moments, not away from them. If your pilot has unfinished business with a faction, I will use it. If your mech has a name and a history, that history will show up in the fiction. If you write a backstory hook, it will become a plot thread. The more you give me, the more the campaign will feel like it was built specifically for your crew — because it will be. What I Expect From You Show up. Be present. Be curious about the other pilots at the table, not just your own character. The best sessions happen when the crew is invested in each other, not just the mission. You don't need experience. You don't need to know the rules. You need to want to tell a story with a group of people who are all in on the same thing. That's the table I'm building. Come find out what your mech is called.

Homebrew rules

Iron Horizon runs on the Cypher System with several custom systems built specifically for this campaign. All of these are covered in the Player's Guide, but here's what to expect: The Junker Builder Your mech is not a vehicle — it is a character in its own right. Rather than choosing from a standard equipment list, you build your frame from the ground up using the Junker Builder system. You'll choose a chassis that sets your mech's stat distribution, armor rating, and passive ability. You'll pick two mods that reflect the specific choices your pilot has made about what their machine needs to survive. You'll choose a paint job that carries a mechanical effect — a defensive reroll, a stealth ability, or an intimidation tool. And you'll name it. The name is not optional. Cyphers as Junker Attachments Cyphers in Iron Horizon are single-use field systems — illegal tech, battlefield salvage, one-shot mech mods. They are consumable and tactical. You select your loadout before each mission from what is available. Your carry limit is tied to your Intellect Edge. What you bring defines how you fight. Artifacts as Permanent Upgrades Artifacts are installed mech systems that stay with your frame until they fail. Each has a depletion rating. When you push a system hard enough to risk it, you roll against that rating. Hit it and the system breaks — it can be repaired, but the clock only resets with replacement. This creates a maintenance loop that runs across the campaign. Every mission your gear gets a little closer to the edge. Everything Else Outside of the mech systems above, Iron Horizon plays standard Cypher. The Cypher System is already designed to get out of the way of the story — the homebrew adds texture and tactical identity to the mech layer without adding mechanical complexity to the pilot layer. If you can play Cypher, you can play Iron Horizon.

Equipment needed to play

Internet

Computer

Microphone

Safety

How Avner creates a safe table

I run a Session Zero before the campaign begins. We'll use Lines and Veils to establish what's off the table and what we handle with care, and I keep an open door policy — you can always step away without explanation, no questions asked. We use Stars and Wishes at the end of every session. Stars are moments that landed. Wishes are things you want more of. It keeps the game pointed at what the whole table actually wants and keeps communication open without anyone having to make it a big deal. This is a table built on trust, collaboration, and the shared goal of telling a story worth remembering. Iron Horizon deals with themes of corporate authoritarianism, survival, grief, resistance, and found family. Mature themes handled with care, never gratuitous, always purposeful. Think PG-13 to soft R. Specific content will be shaped entirely by your Session Zero and the Lines and Veils your table establishes together.

Content warnings

Safety tools used

Frequently asked questions