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
----------------------------------------------------------
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
----------------------------------------------------------
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
----------------------------------------------------------
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
----------------------------------------------------------
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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