2006-07-03 : Mechaton rules
For Uriel and everybody.
Notice a big change in defending. A big, big change. Uriel, if you play these rules, please tell me how they work out! J, Em, anybody else nearby: I need to play these rules.
When we played, Em and Chaz, the stickiest, irritatingest part was dodging vs. shielding. Noticing that brought to my mind something that Sydney said one time, which is that moving targets are actually easier to hit, so.
1. Create the field before you compare your armies and work out your points per. If you aren't playing on a hex map, decide and declare how many ruler units "a hex" is.
2. Build and compare your armies and work out your vpp (victory points per), using these rules.
3. Multiply vpp times (mechs + stations) for starting scores.
4. The person with the highest starting score is the defender. The person with the lowest starting score is the primary attacker. Everyone else is an attacker.
5. Defender, place your stations on the field, wherever you want. Place two of your mechs. They establish your perimeter, so place them as forward as you dare.
6. Primary attacker, place one of your mechs a) outside the defender's perimeter, b) 7-10 hexes from of one of the defender's mechs, and c) exposed to that mech (that is, out of cover).
7. All attackers, take turns placing your mechs. Don't place a mech any closer than 7 hexes to a defender's mech or behind the defender's line. Otherwise, place them wherever you want.
8. All attackers, place your stations. Don't place them behind the defender's line.
8. Once all the attackers' mechs are on the field, defender, place your remaining mechs. Place them wherever you want.
1. All mechs roll initiative.
Every mech gets one or more d10 for initiative.
If your mech gets more than one initiative die, you get to choose which.
2. The turn begins in initiative order.
Initiative order ascends from 1.
Resolve ties by rolling off.
3. On a mech's go:
a. Discard your initiative die. You won't need it again.
b. Name your target.
c. If you're spotting, name your spotting target.
d. Roll and assign your dice.
- Pick up all your white dice, all your green dice, all your blue dice, your yellow dice if you're spotting, and your red dice according to the range to your target. Roll them.
- Assign a blue die or a white die to your defense. Subtract 1.
- Assign a red die or a white die to your attack.
- Assign a green die or a white die to your move.
- Assign a yellow die or a white die to your spot. Subtract 1.
- Discard all the dice you haven't assigned.
e. First, YOUR DEFENSE. Put a blue die next to you showing your defense number. This'll be your defense number for the entire rest of the turn. Remember to subtract 1 from your defense die. If you don't assign a die to defense, your defense number is zero.
f. Second, if you have an UNRESOLVED ATTACK against you, resolve it now, and wait to continue your go until after your attacker's finished hers.
g. Third, you choose whether to move first, then attack, or attack first, then move.
If you don't assign a die to your attack, you can't attack. If you don't assign a die to your move, you can't move.
WHEN YOU ATTACK
Does your target already have a defense number?
- If so, resolve your attack and continue the turn in initiative order.
- If not, switch to combat order to resolve the attack.
WHEN YOU MOVE
- Move a number of hexes equal to your move die, or less.
- If you rolled any green dice at all, you can move through or stop in a hex containing cover. If you didn't, you have to go around.
h. Fourth, YOUR SPOT. Put a yellow die next to your spotting target showing your spotting number. Remember to subtract 1 from your spotting die. If you don't assign a die to spotting, you can't spot.
i. Finally, SEIZING A STATION. If you're the only mech within HtH range of a station, you seize it. Discard its former owner's marker, if any, and put your own marker on it.
4. Once every mech's had a go, the turn ends.
- Tidy up the field: remove all defense dice and spot dice.
- Tick down the doomsday clock.
Initiative order vs. combat order:
By default, a turn proceeds in initiative order: by initiative die, counting up from 1.
When you attack a mech that hasn't gone yet, that mech needs a defense number, so you switch to combat order.
Combat order just means that when you're attacked, it's your go next. You do half your go right now, up to step f; then your attacker finishes her go, then you finish your go after she's done.
Here's an example turn. The mechs are Arty, Bashy, and Carver. Arty has initiative 1, Bashy has initiative 4, Carver has initiative 8.
Arty goes first.
Arty a. discards his initiative die.
Arty b. declares his targer: Carver.
Arty c. isn't spotting.
Arty d. rolls his dice.
Arty assigns a 4 to his defense, subtracting 1 for a defense number of 3.
Arty assigns a 6 to his attack.
Arty assigns a 1 to his move.
Arty assigns no die to spotting.
Arty e. puts a blue die nearby, showing his defense number: 3.
Arty f. is not under attack.
Arty g. attacks first, then moves.
WHEN ARTY ATTACKS:
Carver doesn't have a defense number, because she hasn't gone yet.
So we switch to combat order. Now Carver's up.
Carver a. discards her initiative die. She's going now, not at 8.
Carver b. declares her target: Arty.
Carver c. declares her spotting target: Arty.
Carver d. rolls her dice.
Carver assigns a 5 to her defense, subtracting 1 for a defense number of 4.
Carver assigns a 2 to her attack.
Carver assigns a 6 to her move.
Carver assigns a 4 to her spot, subtracting 1 for a spot number of 3.
Carver e. puts a blue die nearby, showing her defense number: 4.
Carver f. has an unresolved attack against her!
Arty resolves his attack on Carver.
Arty continues his turn:
Arty moves 1 hex.
Arty h. isn't spotting.
Arty i. doesn't seize a station.
Arty's go is done. Now Carver picks up her turn where she left off.
Carver g. moves first, then attacks.
Carver moves 6 hexes.
Carver resolves her attack on Arty.
Carver h. puts a yellow die next to Arty, showing her spot number: 3.
Carver i. seizes a station.
Carver's go is done. We revert to initiative order. Bashy goes on 4.
Bashy a. discards his initiative die.
Bashy b. declares his target: Arty.
Bashy c. isn't spotting.
Bashy d. rolls his dice.
Bashy assigns a 2 to his defense, subtracting 1 for a defense number of 1.
Bashy assigns a 5 to his move.
Bashy assigns a 5 to his attack.
Bashy assigns no die to spotting.
Bashy e. puts a blue die nearby, showing his defense number: 1.
Bashy f. is not under attack.
Bashy g. attacks first, then moves.
Bashy resolves his attack on Arty.
Bashy moves 5 hexes.
Bashy h. isn't spotting.
Bashy i. doesn't seize a station.
Bashy's go is done.
The turn's done.
We remove the defense and spot dice from the field and tick down the doomsday clock.
Resolving your attack:
Compare your attack number with your target's defense number.
- If your target's defense number is equal or higher, you miss! The attack's resolved.
- If your attack number is higher, you hit! Continue.
Roll damage dice.
Damage dice are d6s.
- If your target has a spot die, you can use it. Roll that many damage dice, and discard the spot die.
- Otherwise, roll a number of damage dice equal to the difference between your attack number and your target's defense number.
- If your target's exposed to you, every damage die that comes up a 5 or a 6 is a hit.
- If your target's behind rubble to you, every damage die that comes up a 6 is a hit.
- If your target's behind a wall to you, every damage die that comes up a 6 is a hit, but ignore one 6.
Your target takes damage.
- For each hit she takes, your target has to lose one attachment or one white die. She chooses which.
That's it, the attack's resolved.
Here's an example attack. The mechs are Arty and Bashy. Bashy's attack number is 5, Arty's defense number is 3, and another mech has previously spotted Arty; he has a spot die showing 3.
Bashy's attack is higher than Arty's defense. Bashy hits!
Bashy can choose to use the spot die, in which case he rolls 3 damage dice, the number showing on the spot die.
Or, he can leave the spot where it is, in which case he rolls damage dice equal to 5 (his attack) minus 3 (Arty's defense) = 2.
He decides to use the spot. He discards the spot die and rolls 3 damage dice.
Arty is in light cover to Bashy.
Bashy's damage dice come up 2, 3, 6.
Arty takes 1 hit. He pops off his ECM pack; he's lost its blue die for the rest of the game.
Relative to your attacker, you can be exposed, behind rubble, or behind a wall.
If any piece of terrain is ambiguous, identify it as rubble or a wall during setup.
Only consider the target's cover, not the attacker's.
Only consider terrain that's within 1 hex of you. If we're ten hexes apart and there's a wall at hex
five between us, and no other terrain nearby, we're exposed to one another. In other words, you can't be "behind" cover that's more than a hex away. Even if you wish you were.
Otherwise, when in doubt, be generous to the target.
A mech - even a destroyed one - counts as rubble.
Hand to hand range is 1-2 hexes.
Direct fire range is 3-10 hexes.
Artillery range is 11 hexes or more.
Remember that you can attack with a weapon only within its listed range - you can't attack someone 10 hexes away with an artillery weapon, for instance.
The doomsday clock:
The doomsday clock starts at 14. Subtract the number of mechs in the biggest army. Add the number of mechs in the smallest army. For instance, if the biggest army has 6 mechs and the smallest army has 3 mechs, the doomsday clock starts at 11.
If you can't remember that formula, like me, just start the doomsday clock at 11, it'll be fine.
At the end of every turn, tick the doomsday clock down 1. Turn to the player with the highest current score and ask "do you want to click the doomsday clock down again?" If so, tick it down another 1. Each player, in descending score order, has the option to tick the doomsday clock down another 1.
When the doomsday clock hits zero, the game's over. The turn you just played was the last turn. Current scores now are final!
Every player starts the first game of the campaign with momentum 0.
At the end of every game, add your final score to your momentum.
During the next game's setup, after all the mechs are on the field:
- The person with the highest momentum moves one piece of terrain from anywhere to anywhere, including removing a piece from the field or placing a new piece on the field.
- The person with the highest momentum picks up one mech belonging to the person with the lowest momentum and puts it back on the field, anywhere she wants.
Play to momentum 100 for a short campaign, momentum 200 for a long campaign, or play a set number of games and compare final momentum to determine the winner.
1. On 2006-07-04, Sydney Freedberg said:
2. On 2006-07-04, Sydney Freedberg said:
3. On 2006-07-04, Vincent said:
4. On 2006-07-04, Uriel said:
5. On 2006-07-05, Uriel said:
Uriel go "mixup"*
VB go "I can't see the wide shot!"*
*click in for more
6. On 2006-07-05, Vincent said:
7. On 2006-07-06, Uriel said:
8. On 2006-07-06, Ninja Monkey J said:
FSF go "Your command idea reminds me of the board game, Ambush"*
*click in for more
9. On 2006-07-07, Sydney Freedberg said:
10. On 2006-07-07, Ninja Monkey J said:
11. On 2006-07-07, Sydney Freedberg said:
12. On 2006-07-07, Ninja Monkey J said:
13. On 2006-07-07, Sydney Freedberg said:
14. On 2006-07-07, Ninja Monkey J said:
15. On 2006-07-08, Valamir said:
16. On 2006-07-08, Ninja Monkey J said:
SF go "Link?"*
NinJ go "Oh, I deleted it. But in summary:"*
*click in for more
17. On 2006-07-11, Sydney Freedberg said:
18. On 2006-07-12, Ninja Monkey J said:
19. On 2006-07-12, Jaelra said:
20. On 2006-07-12, Vincent said:
21. On 2006-07-14, Uriel said:
22. On 2006-07-14, Uriel said:
23. On 2006-07-14, Vincent said:
24. On 2006-07-14, Vincent said:
25. On 2006-07-14, Ninja Monkey J said:
26. On 2006-07-14, Vincent said:
27. On 2006-07-15, Ninja Monkey J said:
28. On 2006-07-16, Uriel said:
29. On 2010-04-06, tribes said:
30. On 2010-04-06, Joshua A.C. Newman said:
31. On 2010-12-03, mechaman said:
32. On 2010-12-22, mechaman said:
33. On 2010-12-22, Joshua A.C. Newman said:
34. On 2010-12-27, Ianator said:
35. On 2011-01-03, Joshua A.C. Newman said: