Monday, November 27, 2017

MechAttack – a quick Mecha game

Doh! should have added these to the last post.  Here are my quick play mech rules, a work in progress

MechAttack – a quick Mecha game



Designing a Mecha/Vehicle

Size and weapons

Mecha/vehicles come in 5 size classes 1-5
Size 1 = large suit-type; 3= medium Mecha; 5=huge Mecha

Weapons

Size of build affects number/class of weapons; Size x 2 = points of weapons carried
Weapon class 1 to 5; Class = points for weapon
Class 1 (light) roll 1xD6 for damage
Class 5 (huge) roll 5xD6 for damage
AutoRepair, Countermeasures, Point defense (PDS) etc= 1 point per

Missiles

Guided, 1 point per Launcher; Swarm, 1 point no salvo packs = size Mecha x2

Armour

Armour class is usually same as size.  Alternatively, use +1 point of build to +1 class

Crew quality

Novice: -1 on all dice rolls
Trained; roll as described
Veteran; +1 on all rolls
Elite; +2 on all rolls
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How to play: Turn Sequence

·      Initiative roll
·      All Auto-repair rolls
·      Alternate Mecha/unit activation; Active Mecha/unit has TWO actions, use in any order/combo
o   Move
o   Launch missiles (attack or defense)
o   Fire ballistics
o   Close assault
o   Repair or Special action(s)
·      End Phase
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Initiative roll

Players roll D6; highest roll wins initiative, re-roll ties.

Auto-Repairs (if equipped)

Roll for any KO’d unit. No of Dice = size of Mecha/vehicle. Repair on D6 roll of 6

Launch Missiles

Two types: Guided and Swarm.  Place markers vs intended target.  Both resolve in End Phase
Guided: Each launcher = 1 shot per action.  No of firing dice = size Mecha x2
Swarm: Any number of packs can be fired per action. No of dice/salvo = 4D6

Movement

Small Mecha/vehicles are more agile than large ones
Size1
move 18”, unlimited turning
Size 2-3
move 12”, one turn up to 180o anytime
Size 4-5
move 6”, one turn up to 90o anytime
All, may move 2x above rates EXCEPT, only PDS fire/Countermeasures allowed

Fire Ballistics

Firer rolls no of dice per class of weapon.  Target rolls number of dice per armour class.
Roll 4,5
1 hit
Roll 6
2 hit and a reroll
Count total number of hits, including from rerolls. 
Subtract Armour hits from Weapon hits = no of hits on target.  Resolve damage

Resolve Damage from Ballistics/Missiles

Hits from ballistics/missiles result in variable damage.  Roll 1D6 for Effect.
Overkill: If >1 hit, add sum of additional hits to effect roll
D6
Effect
1
Systems KO: no move or fire until repair
2
Transmission KO: no movement until repaired
3
Weapon destroyed; target chooses
4
Weapon destroyed; attacker chooses
5
Systems KO, no repair
6+
KABOOM! Blows up, infantry within 4in take 3D6 hits vs A
Reroll hits on previously destroyed sections

Close Assault

Mecha engage targets by declaring a move into contact, vehicles cannot initiate, they may only defend. Very large Mecha and vehicles are poor in Close Assault!
Resolve assault, roll no of D6 per size. 
Class
D6
Size 1
2D6
Size 2-3
3D6
Size 4
2D6
Size 5/vehicles
D6
Melee represents shooting and stomping unless Mecha with hand, or special, weapons: if either, add 2D6.
Winner has highest sum of dice rolled.  Loser is KO for remainder of game (Effect 5 on Damage Table)

Repair or Special Actions

Units may use additional repair actions if needed. 
Special actions are unanticipated actions a player may wish to take, or scenario-driven actions.  If the scenario dictates a special circumstance players resolve if it requires one or more actions to complete.

End Phase

Countermeasures

PDS: rolls D6 per size of Mecha/vehicle
Anti-missile Swarm: Any number of Swarm missile packs can be fired in Defensive salvo: 4D6 per salvo.
Countermeasures: roll D6 per size of Mecha/vehicle.

Missiles

If a missile’s target remains resolve hits, even if the Firer was destroyed!
Determine number of missiles: Firer rolls missile dice for hits; Target rolls PDS/salvo defense dice.
Roll 4,5
1 hit
Roll 6
2 hit and a reroll
Count total number of hits, including from rerolls.  Subtract Target roll from Missile roll = no of missiles that got through

Resolve Hits: Firer rolls missiles that got through dice for hits; Target rolls number of dice per armour class
Roll 4,5
1 hit
Roll 6
2 hit and a reroll
Count total number of hits, including from rerolls.
Subtract Armour hits from Weapon hits = no of hits on target.  Resolve damage with Special Missile Effect: Guided missiles are deadly, +3 to Effect roll

Victory Conditions

After resolving missile fire, determine if victory conditions have been met.  If yes, declare a winner.  If not, start a new turn
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Special Rules

Infantry

Powered only, multi-based (2-3 figs/base). 
Infantry is jump-assist move 18”, 360o facing. 
Standard Base: Class 1 Small Arms (counts as PDS) with Class 1 GMS; Assault: 3D6/base, +2D6 if >1 base engages target (per base)
Support Base: Class 3 Support; Close Assault: 2D6/base, no Assault bonus.
Infantry damage: Infantry base = Armour class 2. Hits > Armour = base Destroyed
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Example Mecha

Bobcat GP Suit

Size: 1 (2pts), Weapons: 1x Class 1, 1xGMS

Raptor GP mecha

Size: 2 (4pts), Weapons: 2x Class 1, PDS, 1x GMS

Seeker Light AutoMecha

Size: 1 (2pts), Weapons: 1x Class 2

Strider Combat AutoMecha

Size: 2 (4pts), Weapons: 1x Class 2, PDS, Countermeasures

Example Vehicles


TBD

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