MEKS & MERCS
SIZE |
HITS |
ARMOR |
HEAT |
MOVE |
WPNS |
Light |
2 |
5 |
2 |
2d+2 |
1M |
Medium |
3 |
4 |
4 |
2d |
2M |
Heavy |
4 |
3 |
5 |
1d+2 |
1H, 2M |
Assault |
5 |
2 |
6 |
1d |
2H, 2M |
Titan |
6 |
2 |
8 |
1d |
4H, 2M |
Cost of Chassis = Hits x 2
Total # of systems = ˝ # Hits
CIWS- may mount as many CIWS as Massive weapons mounts.
WEAPONS
To Hit # |
Range |
Size |
Heat |
Cost |
|
Cannon |
4 |
Short |
Massive |
1 |
1 |
Vulcan- |
4 x 2dice |
Short |
Massive |
2 |
2 |
Rail- |
4-Shrt/5-Med |
Medium |
Massive |
1 |
3 |
Howitzer- |
4** |
Long |
Huge |
2 |
4 |
(**) Howitzer ignores Terrain mods
To Hit # |
Range |
Size |
Heat |
Cost |
|
Laser |
2 |
Medium |
Huge |
2 |
2 |
Twin- |
2 (re-roll miss) |
Medium |
Huge |
2 |
3 |
Turbo- |
2 |
Long |
Huge |
3 |
4 |
PPC- |
2** |
Long |
Huge |
4 |
5 |
(**) PPC @ Long range, re-roll Critical Hit Saves.
To Hit # |
Range |
Size |
Heat |
Cost |
|
Missile |
3 |
Long |
Huge |
3 |
3 |
Swarm- |
3 x 2dice |
Medium |
Huge |
4 |
4 |
Hammer- |
3** |
Long |
Huge |
3 |
4 |
6 pack- |
3 (re-roll miss) |
Short |
Massive |
2 |
3 |
(**) Hammer-Msl gain –1 to targets AR, but –2 To-Hit vs. Point Defense
Kills |
Range |
Size |
Heat |
Cost |
|
CIWS |
1d6 |
Short |
Small |
0 |
1 for 2wpns |
Grenade Lchr |
1d6** |
Short |
Small |
0 |
1 |
Minigun |
2d6 |
Short |
Small |
1 |
1 |
(**) Grenade Launcher ignores Terrain mods.
MEKs
WASP Cost 9 , Light (1x Cannon, 2x CIWS, Jammer)
VIPER Cost 12, Medium (1xCannon, 6-pack Msls, Targeting Array)
DEMON Cost 15, Medium (2xRail-Cannon, Jammer)
SABER Cost 14, Medium (1xVulcan, JumpJets, Spaul-Liner)
SAGITARII Cost 15, Medium (2 x 6-pack Missiles, 2 x CIWS, Targeting Array)
DRAKEN Cost 24, Heavy (2 x Rail-Cannon, 1 x Hammer Missile, Director,
Point Defense, 2 x CIWS)
THOR Cost 28, Assault (2xPPCs, 2xCannon, 2xCIWS, Heat sink, Director)
WARTHOG Cost 24, Assault (2 x Cannon, 1 x Missile, 1 x Twin-laser,
1 x Minigun, 1 Director, 1 x Heat Sink)
ODIN Cost 27, Titan (2xLaser, 2xMissile, Minigun, GrndLchr, Jammer, Reactive Ar)
SYSTEMS
Cost-2 Targeting Array +1 To-Hit single target
4 Data Link Allows friendly units in Zone to make Missile
attacks against an enemy this Mek has ID’ed.
3 Jammer Enemy units suffer –1 To Hit this Mek.
3 Director Allows TWO targets to be attacked per turn
(Hvy<only)
2 Point Defense Enemy missile attacks suffer –1 To-Hit from
Medium and Long range.
4 (2systems) Phalanx Enemy missile attacks suffer –1 To-Hit from
medium and short range, -2 To-Hit from Long range. Meks may provide bonus to all units in same zone.
(Hits) Servo Boosters Gain +1 to movement die roll (Hvy>only)
(Hits) Spaul Liner Successful Critical Hits must be re-rolled
(Hits) Jump Jets Gain +1die to movement die roll, ignore terrain
mods (Med>only, +2 Heat)
(8-AR) Reactive Armor Re-roll Armor Save vs. Missile attacks
(counts as 2 systems)
(7-AR) BPC Armor Re-roll Armor Save vs. Laser attacks
(counts as 2 systems)
(6-AR) Space-Lam Armor Gain +1 AR vs. Cannon attacks
(Hvy>only, counts as 2 systems)
(1/2 Hits) Sensor, Improved see Tactical Zone Combat, Detection & Sensors.
(Hits) Sensor, Advanced see Tactical Zone Combat, Detection & Sensors.
(Heat) Masking&Insulation Degrades enemy sensors, requires a successful 1d6
roll to be detected.
2 Heat Sink +1 to Chassis Heat
Set-up
Choose Campaign
Determine Merc Company composition (Meks, Pilots)
Roll for Support
Purchase Mek
Game Phases
Initiative
Player 1 Zone Movement
Tactical Zone combat (one zone at a time)
Player 2 Zone Movement
Tactical Zone combat (one zone at a time)
Initiative Movement
INITIATIVE
Players roll at the beginning of every turn for Tactical Initiative of the battlefield. The player who wins Initiative gains two advantages:
1) May choose to be the 1st or 2nd player to move for the turn
2) May choose to make a Second move phase at the end of the turn. This move may not be into enemy occupied zones. Meks suffer a penalty of 2 Heat for this second move.
MAP
Each map is a 3 Zone by 3 Zone grid of 9 Zones total. The zones are numbers 1 through 9, left to right, top to bottom. The terrain of each Zone is determined by the Scenario. Meks and other ground vehicles may move one zone per turn, unless the zone is occupied by the enemy. Units must either defeat the enemy in combat or successfully break contact through maneuver, in order to continue to move out of a zone.
Terrain Movement To-Hit
Plain/Desert 0 0
Wood -1 -1
Urban -2 -2
Highlands -2 -1
Moors -1 -1 (+1 Chassis Heat)
TACTICAL ZONE COMBAT (T.Z.C.)
All combat with a Zone is simultaneous, with both players making their respective roll at the same time during each phase.
Movement
Both sides roll movement dice, adjust based on Terrain modifiers.
The player with the highest roll may adjust the range by one.
Units at Long range may break contact if they win the roll.
Players with Movement rolls greater than twice that of the enemy’s may adjust range by two OR double the To-Hit Terrain modifier.
Detection & Sensors
The Sensor systems carried by Meks determine the range at which they may fire on the enemy(Targeting), and the type of units they are fighting (ID). An enemy may not be attacked until they are in targeting range, which is dependant upon the class of sensors used and the masking characteristic of the enemy.
Basic |
Improved |
Advanced |
|
Targeting |
Long |
Long |
Long |
ID (detect Inf) |
Medium (Inf 6) |
Long (Inf5+) |
1 Zone (Inf 3+) |
Masking: Basic) Tgt-Med(4+), ID-Short(4+)
Imp) Tgt-Long(4+), ID-Med(3+)
Adv) Tgt-Long(2+), ID-Long(2+)
To-Hit
Units may only fire on ONE enemy unit per turn. Each weapon may be fired once per turn.
Player rolls equal-to or greater-than the To-Hit number.
Target makes an Armor Save if they roll equal-to or greater-than AR number.
Failed Armor Save means the Target takes 1 Hit of damage.
Target suffers a Critical Hit if 1d6 roll greater-than it’s current Hits.
Critical Hits
1d6 System Damage
1 Pilot Wounded roll (5+) to do anything
2 Leg Damaged -1 to Movement roll
3 Weapon 1 Random Weapon destroyed
4 Reactor Core Mek will explode on roll of (1-3)
5 Computers Mek is -1 to hit on all attacks next turn
6 System Lost 1 non-Armor system destroyed
Heat
Every mek has a heat rating associated with its design. This is the highest number of heat units the mek can use in one turn without overheating. If a mek fires more weapons than its heat rating allows in one turn, there is an increasing risk of overheating. Each time you fire a weapon above your mek's heat rating, roll a die (the overheat roll); if it comes up less than or equal to the total excess heat units, then the weapon overheated. This must be repeated every time a mek fires a weapon above its heat rating, and the excessive heat units are cumulative. If a weapon overheats, it is automatically destroyed, and it will damage the mek as. Apply 2 Hits of damage for missile weapons, 1 Hit for all other weapons. Overheating automatically fades at the end of each turn; a mek starts each turn with zero heat against it.
INFANTRY STRONGPOINT
Does not move from Zone once emplaced. Infantry may roll 1d6 for maneuver once an enemy is in Zone.
Is not automatically detected or targeted until units successfully make a detection roll, OR Infantry makes an attack. (–1 to detection at Medium range, -2 to detection at Long range)
Infantry attacks do not roll To-Hit, but do roll 1d6 less-than enemy AR; will cause 1 Hit damage to the enemy. Range is Short.
Infantry suffer Kills when attacked, with the amount of damage depending on the weapon: CIWS= (varies)d6, Cannon (3-4=1 kill, 5-6=2 kills), Missiles (4-6=1 kill). Terrain modifiers DO effect rolls vs Infantry.
Following losses, Infantry must make a morale check. Failure to roll greater-than their current Kills, means the Infantry morale breaks and the unit runs from the battlefield. Remove them from the game.
MERCs
Mercenary Pilots are as an integral part of modern warfare of Meks themselves. Mercs have four differing experience levels. Experience is gained by killing Meks in battle and surviving Campaigns. Experience modifies a Pilot’s Movement, To-Hit, and Skill rolls. After every campaign, pilots may gain the opportunity for new skills. Pilots roll 1d6 equal to or greater than their current number of a skills, in order to gain an additional skill. A Pilot’s first skill may be gained on a roll of (5+).
All new Pilots start as Green, Regular Pilots maybe purchased for 5 Points.
Green -1 Move & To-Hit , no skills may be purchased
Regular n/a (1 or more campaign)
Veteran +1 Move, +1 New Skill roll (5 Meks killed & 3 campaign)
Elite +2 Move, +1 To-Hit, +2 New Skill roll (10 Meks & 10 campaign)
SKILLS
Accuracy One Cannon Attack/turn at +1 to hit
Guidance One Missile Attack/turn at +1 to hit
Steady Hand One Laser Attack/turn at +1 to hit
Agility Dodge one ranged attack per turn w/Move roll of 8+ (+1 Heat)
Maneuver +2 to Movement roll
Tactics Initiative Roll +2
Chassis Familiarity +1 Movement and +1 Chassis Heat for one specific size of Mek
Pinpoint Attack One attack/turn that hits is a critical hit
Gunnery Get one extra Cannon/CIWS attack/turn at -2 to Hit
Damage Control Ignore the effects of the 1st Critical Hit
Ice Man Ignore the effects of 1 Heat penalty
Spoof -1 to hit for one enemy Missile attack/turn
Quick Draw Allows one additional targets to be attacked/ turn
Sharpshooter Re-roll one failed Critical Hit/turn
Hawkeye ID unit in zone or adjacent zone on 1d6 roll of (5+)
Log Hero Gain additional Support roll once/campaign
Support Roll
Support is used once per Campaign, when and where is up to the players. The amount of support depends on the Campaign. Roll 1d6 for one of the three support tables.
(1-2)
1) Ambush One Mek may make a free attack at the start of T.Z.C.
2) Battle Damage Enemy Mek starts with 1 Critical hit.
3) Surprise Get +3 to first initiative roll of game.
4) Support Fire One Howitzer-Cannon attack once per game during T.Z.C.
5) Air Strike One Missile attack into any Zone against a targeted enemy unit
6) Minefield Hidden in one zone, does 1 Hit to enemy Mek on roll of (3+)
(3-4)
1) Hidden Mek Emplace during Set-up, must not move/shoot to stay hidden
2) Decoy Creates one false Mek sensor reading, lost when ID’d
3) Recon Drone ID all enemy units in any one zone
4) Repair Truck One Mek may be fully repaired
5) Digging In Give up 1 Move phase, double Terrain mod’s to hit Mek
6) Rich Uncle Gain 1d6 Points for Mek purchases
(5-6)
1) Gun Sled 3 Hits, 3AR, 1d6+2Mv, 1x Rail-Cannon
2) Panzer 2 Hits, 4AR(Spc-Lam), 1d6 Mv, 1 x Cannon
3) Mech. Infantry APC (1Hit,5AR,1d6Mv) w/Infantry
4) Gunship 1 Hits, 5AR, 2d6Mv, 1 x Swarm-Missile
5) Howitzer Battery 2 Hits, 5AR, 1d6Mv, 1 x Howitzer-Cannon
6) Commandos Move one zone/turn, ID one unit/turn OR +1 to hit one target/turn
CAMPAIGNS
Opening Shots
Companies: (30 Points) 1 Medium Mek, 2 Light Meks, 1 Support roll, Pilots-1 Regular and 2 Green.
Attacker: Set-up all forces in Zone7
Defender: Set-up in any area, but at least 1 Mek must start in Zone3
Victory: Attacker- Occupy Zone3, Destroy all enemy Meks
Defender- Prevent enemy from occupying Zone3, Destroy all enemy
1-Plains |
2-Woods |
3-Urban |
4-Plains |
5-Woods |
6-Woods |
7-Moors |
8-Plains |
9-Plains |
At the Hot Gates
Companies: (50 Points) Heavy Meks maximum size allowed. Defender has 2 Infantry Strongpoints in Zone8. Defender gets 3 support rolls, Attacker gets 1.
Attacker: Set-up Zone 2
Defender: 50% of Point total in Zone8, remainder anywhere else
Victory: Attackers gets at least ˝ of his forces through Zone8. Anything else is Defender victory.
1-Highlands |
2-Plains |
3-Highlands |
4-Highlands |
5-Plains |
6-Highlands |
7-Woods |
8-Moors |
9-Woods |
Buying us some time..
Companies: Attacker-60 points, Defender-30 Points (Max size-Hvy Mek).
Attacker: Set-up all forces in Zone7 thru 9
Defender: Set-up 50% of forces in Zone 4 thru 6, and 50% in Zone 1 thru 3
Victory: Attacker- Defeat ALL defending forces, and get 25% of force thru Zones 1 thru 3
Defender- Prevent enemy from passing thru Zones 1 thru 3, and keep at least ONE unit
Through the Breach!
Attacker: Set-up all forces in Zone 2
Defender: Set-up 50% of forces in Zone 4 or 5 or 6 (the Breach), and 50% in Zone 7 thru 9.
Victory: Attacker- Defeat “Breach forces and hold Zone for 3 turns.
Head to Head
Companies: 60 points , Hvy Meks max
Attacker: Set-up in Zones 1, 4, 7
Defender: Set-up in Zones 3,6, 9
Victory: Who ever has the last Mek standing (Operations Weapon)
Citadel
Companies: 100 points
Defender: Set-up Zone 5
Attacker: Arrive in Zones 3 or 7, but randomly each turn
1st Turn, roll 4+ for each unit to arrive
2nd Turn, roll 3+
3rd Turn, roll 2+
4th Turn, remaining units
Victory: Defender holds Zone 5 for 6 turns.
1-Desert |
2-Desert |
3-Desert |
4-Desert |
5-Urban |
6-Desert |
7-Desert |
8-Desert |
9-Desert |
T.Z.C. example
A WASP moves into a zone (plains) with a DRAKEN, both sides begin at long range. Units roll for movement, WASP rolls 2d6+2 for (9) DRAKEN rolls 1d6+2 for (7). WASP shortens the range to Medium. WASP’s weapons are not in range, but the DRAKEN’s are; two to-hit rolls are made for the Rail-Cannons, with a –1 due to the WASP’s jammer, (2 and 6), one hit is made. The WASP makes an armor roll, gets (4) and fails. WASP takes 1 hit, makes a critical roll (3), and suffers Leg Damage.
Both Meks make movement rolls again, WASP (8 at -1) and DRAKEN (5), WASP drops range to short. Both Meks open up, WASP attacks with cannon (4) and hits, DRAKEN attacks with two rail-cannon (3, 4 with –1 from jammer) and a hammer-missile (6) for two hits total. The DRAKEN makes an armor save (4) and deflects the enemy hit. The WASP makes two armor saves (5 vs. rail-cannon and 4 at –1 vs. hammer-missile) and suffers one hit. That equals the WASP’s original HIT total, and so the Mek is destroyed.
Designer’s Notes…
I like Battle Mech games, all I had was a single six-sided die, and I wanted something simple to play but could be expanded later. I had no counters, no map, and no real free time to play-test. Feed back would be welcome.