MEKA TAC








Quick & Dirty Tactical Giant Robot Combat Rules.




PIECES
Use Miniatures.
Dice required.
Paper and pencil required.


SURFACE
Hex map 
or rules can be modified for true miniatures


MINIATURES CONVERSION
This suggestion was made by David Ashton at 
david.ashton@cheshdatasys.co.uk:
Convert hexes to inches and double the range of the weapons.
Check out his Mekatac site!!!

BATTLE REPORT SITE
Plus Conversions and Scenarios by Dan.
Click Here

MEKKA ADVANCE
Click here  Advanced Mekatac Rules by Rokendo

CARDS
There are 2 decks:
The Upgrade deck and the Action deck.


SETUP
One player designs the scenario.
The other player picks which side he wants to control.


TURN SEQUENCE
1. Draw Phase 
2. Initiative Phase 
3. Movement Phase


DRAW PHASE
Each player draws 3 Action cards.
Max hand size is 8 cards. 
Discard excess cards at the end of the turn.
Action cards are discarded when played.


INITIATIVE PHASE
Roll 1D10 for each Meka in Play.


MOVEMENT PHASE
Mekas move in order from lowest Initiative roll to highest.


MEKA 	MOVE			SIZE
SIZE	POINTS 		HITS	CLASS		INITIATIVE
2	8		20	Small		+3		
3	7		30	Small		+2	
4	7		40	Small		+1	
5	6		50	Medium		+1	
6	6		60	Medium		0	
7	5		70	Medium		0		
8	5		80	Medium		-1	
9	4		90	Large		-1	
10	4		100	Large		-2	
11	3		110	Large		-3		
12	3		120	Large		-4	

MOVEMENT AND FACING
One move point can be used to move the mech forward one 
hex or for one 60 degree turn.


ATTACKS
Each Meka can attack with each of its Weapons once per turn.
Any Meka can attack at any point during the move 
phase, even while another Meka is moving.
Attacks hit on a roll of 7+ on 1D10.
The ranges listed are long range.
Attacks at half this distance (rounded up) are +1 to hit.
Attacks into adjacent hexes (HTH or point blank) are +2 to hit.
A Meka can attack with all of its ranged weapons, once per turn.
Small Meks are -1 to be hit. LargeMeksare +1 to be hit.
Jumping & Flying Mechs are +1 to be hit. 
25% Partial Cover: -1 to be hit
50% Partial Cover: -2 to be hit
75% Partial Cover: -3 to be hit


CRITICAL DAMAGE TABLE
D12	System Damaged	Notes:
1	Leg Destroyed	Meka topples & cannot move or change facing but can still attack
2	Pilot Shaken	Pilot takes 1D6 hits
3	Leg Damaged	Move Rate -1 (or Wing blown off: No flying & Fall if flying)
4-5	Weapon		1 Random system destroyed
6	Reactor Core	Meka will explode 50% at the end of every turn as bomb
7	Computers	Meka is -1 to hit on all attacks
8	System Shock	Meka can do nothing on its next move
9	Topple	        Meka spends next turn getting up. No move or attack
10	Electrical Fire	Take 1D4 Damage at the beginning of every turn
11-12	No Effect
Notes: Roll on the critical hit table whenever a hit does 10 or more points of damage.
Pilots have 6 hits each.
A Flying mech that falls loses 2D6 X 10% of its full Hits.


WEAPON SYSTEMS

Beam Weapons:		SIZE	DAMAGE	RANGE		AMMO	
Lasgun			1	1D4	6		U		
Lascannon		2	1D8	9		U
Particle Accelerator	3	1D12	12		U

Missle Launchers:	SIZE	DAMAGE	RANGE		AMMO				
Small			1	1D10	12		6	
Medium			1	2D10	18		3	
Large			1	3D10	24		2	
X-Large			1	4D10	30		1	

Ballistic Weapons:	SIZE	DAMAGE	RANGE		AMMO	
Chain Gun		1	1D6	4		12
Rail Gun		2	2D6	8		10
Rail Cannon		3	3D6	12		8
Siege Gun		4	4D6	16		6
	
Plasma Weapons:		SIZE	DAMAGE	RANGE		AMMO
Plasgun			1	1D10	2		U	
Plasma Projector       	2	2D10	3		U	
Plasma Cannon		3	3D10	4		U	
Fusion Cannon		4	4D10	6		U	
									
Flamethrowers:	        SIZE	DAMAGE	RANGE		AMMO		
Small		        1	1D4	1		8
Medium 		        2	1D8	2		6
Large		        3	1D12	3		4

Mortars:       	        SIZE	DAMAGE	RANGE		AMMO				
Small		        1	1D8	6		12	
Medium 		        2	2D8	8		10	
Large		        3	3D8	10		8	

OTHER SYSTEMS	SIZE	NOTES
Armor		1	+10 Hits
Bomb		1	6D10 damage to all Adj mechs (Self destruct)	
Melee Weapon	1	Swords, clubs, whips, maces, Jaws, Tail, etc.
Targeter       	1	+1 to hit with one ranged attack
Four Legs	1	Move +2 
Jump Jets	1	Move +4: Clear obstacles 
Jet Wings	1	Move +8: Full hits are -20% of customary.
Transformer 	1	Full hits are -20% of customary (see Optional rules)
Medium Mekas may get Jets at a cost of size = 2.
Large Mekas cannot get Jets.


WEAPON NOTES: 
Plasma weapons can only be fired once every other turn. 
Mortars have indirect fire.
Plasma weapons & Flamethrowers are +1 to hit.
Mekas hit by flamethrowers take damage for 3 turns. 
The Bomb is a self destruct mechanism. All Mekas in an adjacent space take 6D10 Damage. 


WEAPON ARCS
All weapons attack into a 90 degree arc: 
The arc is determined by the Mekas weapon configuration.
Arcs include: (F)orward, (L)eft, (R)ight, and (B)ack.


MISSILE, BALLISTIC, & MORTAR ROUNDS
Type:			Notes:
Armor Piercing		Damage +1
AI Guided		To Hit +1
High Explosive		Area of Affect = target hex and all adjacent hexes.


HAND TO HAND DAMAGE TABLE
MEKA SIZE CLASS	   PUNCH 	KICK    MELEE WEAPON
SMALL		   1D4		1D6        1D8	
MEDIUM		   1D6		1D8        2D6	
LARGE		   1D8		1D10       2D8	
All Mekas are able to make one HTH attack per turn.


MEKA DESCRIPTIONS: HUMAN DESIGNS
SIZE	MEKA NAME	WEAPON SYSTEMS(ARC)
2	Imp		Wings, Small Flamethrower(F)	
2	Sprite		Wings, Lasgun(F)	
2	Cockroach	1 Armor, Chaingun(F)	
2	Ranger		Jump Jets, Small Missles(F)
2	Grenaider	Jump Jets, Small Mortar(F)	
2	Kamikazee	Wings, Bomb(NA)
2	Myrmidon       	Lascannon(F)
2	Gunslinger	2 Lasguns(L+R)
2	Duelist		Sword & Dagger(L/R)
2	Guardian       	Chaingun(F), Small Missles(F)	
3	Spitfire       	2 Lasguns(L+R), Wings
3	Sharpshot	Railgun(F) & Targeter
3	Logrus		Small Mortar(F), 2 Lasguns(L/R)
3	Reaper		2 Small Missles(L+R), Plasgun(F)		
4	Wardog		Four Legs, Jaws, 1 Lascannon(F)
4	Tasmanian 	2 Lasguns(L+R), 2 Medium Missles(F)
4	Hedgehog 	4 Lasguns(F+L+R+B)
5	Samurai		Large Laser(L), Sword(R), 2 Small Missles(F)
5	Firestorm	2 Plasma Projectors(L+R), Med Missles(F)
5	Pheonix		Wings, 1 Large Flamethrower (F)
6	Lancer		Particle Accelerator(L), 2 XL Missle(F), Targeter
6	Mattock		Mace(R), 2 Armor, Railgun (L)
7	Cyclops		Fusion Cannon(F), 3 Armor
7	Hellion		4 Large Missles(F), Flail (R), Plasma Projector (L)
8	Demoness       	Wings, Sword(R), Whip(L), 2 Lascannons(R+L)
8	Hawklord 	2 Railguns(F), Claws(F), 2 L-Missiles(F), Wings
9	Manticore	Tail(B), 4-Legs, 2 Claws (L+R), Med Flamer(F), 3-S missles(F)
10	Destromatic	2 Particle Accelerators (R+L), 1 Siege Gun (F)
11	Hurcutron	Club(R), 2 Rail Cannons(R+L), 2 Medium Mortars(F)
12	Titanicus	2 Fusion Cannons(R+L), 2 XL Missles(F), 2 Med Missles(F)


ACTION DECK CARD LIST
Card Name: 		Notes:
Meka Hustle		Target Meka move points +4.
Meka Blitz		Target Meka move points +8.
Dumb Luck		Reroll target Diceroll.
Salvo			Target Meka gets an extra attack with all of its weapons.
Deflection		Target Attack Misses.
Aimed Shot		Target Attack automatically hits.
Critical Hit		Target attack that hits does +1 Critical hits.
Tactics			Negate opponents Action Card.
Initiative 		Target Meka gets +10 to Initiative roll.
Hesitate       		Target Meka cannot attack this turn.
Stuck			Target Meka cannot move this turn.
Opportunity Attack	Target Meka gets an extra attack with one of its weapons.
Notes: the deck contains 4 of each card listed.


PILOT SKILLS
After a major battle, campaign, or intense period of training
a pilot may increase in one random skill: 
D12	Skill:			Notes:
1	Accuracy       		One Gun Attack/turn at +1 to hit
2	Guidance       		One Missile Attack/turn at +1 to hit
3	Agility			Dodge one ranged attack per turn on a roll of 1-3 on D6
4	Martial Arts		One extra punch (-1 to hit) or kick(-2 to hit) per turn
5	Weapon Katas	        One extra HTH weapon attack/turn at -2 to hit 
6	Maneuver       		Move points +1	
7	Tactics  		Initiative Roll +2 & Hand size +1
8	Crushing Blow	        HTH attacks do +1 Damage
9	Pinpoint Attack	        1 Ranged attack/turn that hits is a critical hit
10	Parry			Block one HTH attack per turn on a roll of 1-3 on D6
11	Gunnery		        Get one extra Gun attack/turn at -2 to Hit
12	Mechanic                Start game with extra Upgrade card


UPGRADE CARD DECK
Before Setup each player draws 4 Upgrade cards.
The deck contains 2 of each card.
Card Name:	Effect:
Extra Armor	Target Meka has an extra 10 Hit points of armor.
Extra Weapon	Target Meka gets an extra size 1 weapon.
Weapon Upgrade	Target Weapon on Target Meka Size +1 Level.
Veteran		Target Pilot gains one random skill.
Advanced Engine	Target Meka gets +1 Move Point.
Ammo Carrier	Target Weapon on Target Meka gets double ammo.

STRATEGY CARD DECK
Before Setup each player draws 4 Strategy cards.
The deck contains 2 of each card.
Card Name:	Effect:
Terrain		Player may add/remove a terrain feature to the map/field.
Ambush		Move one enemy Meka up to 8 spaces from starting position.
Battle Damage	One target enemy Meka starts with 2D6 damage.
Surprise       	Get +10 to First initiative roll of game.
Support Fire 	One X-Large Missile attack from edge of map once per game.
Air Strike	One Large Missile attack from edge of map once per game.
Minefield	On one space. Write down location. Keep secret.
Hidden Meka	On one space. Write down location. Keep secret.
Notes: Support attacks originate from your side of the table and 
the target must be in line of one of your Mekas acting as a forward observer.
The Mine does 4D10 damage to the Meka that steps on it.
The Hidden Meka is revealed if it moves/attacks or is in LOS of an enemy Meka. 
Mines and Hidden Mekas are placed on your side of the map.


FACTIONS
1	Colonial Federation
2	Terran Empire
3	Andromeda Alliance
4	Corporate Mercenaries
5	Fringeworld Pirates
6	Templars of the Church of Mankind
7	Independent Warlords
8	Rebel Worlds
9	Planetary Defense Force
10	Alien Invasion Force
Notes: As well as Freelancers. 


OPTIONAL RULES- TRANSFORMERS
A Transformer has 2 modes. A transformation takes 1 turn to complete.
The other mode has 1 or 2 systems that are different from the first mode.
(For example: the medium mortar is 'replaced' by a pair of wings)
Weapon Arcs can also be changed.
Systems that cannot "disappear" between modes include Armor & Missiles.
(You cannot be a Transformer just to load up on Missiles)

SPACESHIP VARIANT
This suggestion was made by Matt R. at Wolfhvl@aol.com:
"...some friends and I have combined Mekatac and Galax. We use the 
hull sizes and costs from Galax but the weapons and combat rules from 
Mekatac. Works pretty well..."
We call it Starmageddon 


MEKA TAC FANSITE
Total Facelift pimped out upgrade: 
Giant Stompy Robots








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