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Battlemech the Dice Game

What you need to play:

Play sheet, six 6 sided dice, four heat tokens (pennies, beads, etc.) and a pencil.

Rules:

Your battlemech has been dropshipped into a region with an unspecified number of enemies. The goal of the game is to
destroy as many enemies as possible, surviving until the dropship comes back.

Before the game begins, select four abilities – one for the head slot, one for the left arm, one for the right arm and one for the
body/legs. You then begin by rolling for which battle will be fought first and then resolving it. To resolve battles, you take turns
rolling first for your battlemech, then for your enemies. For your battlemech’s attack, roll 6 dice up to three times, setting aside
any you want to keep. You can stop at any point. After the rolls, determine which attack you will make, based on your
battlemech’s current abilities. For example, if you end up with three 5’s, a 6 and two 1’s, you could use the Machine gun to do
two points of damage and the Laser to do three points of damage to one opponent. Note that you can only use a dice once, so
if you rolled a straight of three and use those for the Flamethrower, they cannot be applied to Repair as well. Mark off any
damage you do to your opponents in the appropriate checkboxes.

If you have two of the same type of weapon, then damage is doubled for that weapon's ability. For example, if both arms have
a laser and you roll a three of a kind, you do 6 damage. Even though the laser can normally only have one target, in this case
you can target two different opponents, one with each arm, also.

For your opponents, roll a six sided dice for every unchecked box in the current battle that is left. Roll the dice just once. A 1
hits the battlemechs head, a 2 hits its left arm, a 3 hits its right arm, a 4 hits its body/legs and a 5 or 6 is a miss. For each
successful hit, mark off a box on your battlemech. When all of the checkboxes are marked off for a particular slot, that portion
of the battlemech has been destroyed – it can no longer be repaired and its abilities can no longer be performed. Any future
rolls that hit a location that has already been destroyed are ignored as well. If all of the checkboxes for the body/legs slot are
marked off, your battlemech has been destroyed and the game is over.

Heat tokens represent extra heat buildup in your battlemech. You start the game with no heat tokens. Your battlemech can
handle up to four at any time. You can remove one between each battle. Your battlemech is built to handle normal battle
without getting too hot, but you can push it. At the beginning of a round you can choose to double your weapon's ammo
output. Add a heat token and any damage you do this round from any weapon is doubled. You only have to add one heat
token no matter how many weapons you have, but the heat token must be added at the beginning of the round and will remain
no matter what the outcome of your rolls are. You can only do this if you are not already at maximum heat. Anytime you are
supposed to add a heat token from enemy fire and your battlemech is already at the maximum, take two points of damage
instead.

Between battles you can scavenge by rolling one dice. If it is a 1-4, roll using the success table, otherwise roll for a disaster.
After resolving a battle and possibly scavenging, roll again to determine the next battle. If both dice are the same number
when rolling for the next battle you can either fight the next battle normally or choose to have the dropship pick you up at that
point. Each battle has points that you gain if you win. If the dropship comes, you end the game with your accumulated points
as your score. If your battlemech is destroyed, the game is over and you end with a score of zero.
Battlemech: Head _____ (1)  Left arm _____ (2)  Right arm _____ (3)  Body/Legs _____ (4) 

Battles: (Roll two dice, one at a time. Anytime you roll doubles, you can choose to have the dropship return and the game ends.)

1:1 - 6 Battle Troopers (Cannot hit the head, so if a 1 is rolled, it is ignored.) [1 point]
     
1:2 - 6 Guerrilla Troopers (Guerrilla Troopers always hit, so if a miss is rolled, roll that dice again.) [2 points]
     
1:3 - 6 Elite Troopers [2 points]
     
1:4 - 6 Tech Troopers (Your head ability is disabled for this battle, so cannot be used.) [2 points]
     
1:5 - 6 Incendiary Troopers (Instead of taking damage normally, for every hit (1-4), add one heat token.) [2 points]
     
     
1:6 - 18 Para-Troopers (Begin the battle by fighting only six para-troopers. After every round, add another six until all eighteen have entered
the battle.) [2 points]
     
     
     
2:1 - 6 Entrenched Battlemech (Only roll one dice for each entrenched battlemech.) [2 points]
     
2:2 - 2 Construction Battlemechs (Cannot hit anything but the body, so only take damage on a roll of 4.) [1 point]
 
2:3 - Melee Battlemech (Just make close combat rolls when fighting the melee battlemech.) [2 points]

2:4 - 12 Active Mines (Every time a mine deals damage, destroy it as well) [1 point]
     
     
2:5 - High Altitude Bombers (Instead of rolling for attacks normally, roll six dice and apply any damage shown.) [1 point]
2:6 – 6 Mercenary Battlemechs [2 points]
     
3:1 - 2 Tanks [1 point]
 
3:2 - 3 Light Battlemechs (Cannot hit the head, so if a 1 is rolled, it is ignored.) [1 point]
  
3:3 - 2 Napalm Battlemechs (For each successful hit, instead of taking damage normally, add a heat token.) [2 points]
 
3:4 - 2 Long Range Missile Battlemechs (LRM Battlemechs get a free attack before the battle begins.) [2 points]
 
3:5 - 1 Light Battlemech and 6 infantry (Cannot hit the head, so if a 1 is rolled, it is ignored.) [2 points]
      
3:6 - 2 Shock Cannons (Instead of taking damage normally from the shock cannons, for every 6 rolled take one point of damage to each body
part.) [2 points]
 
4:1 - Homing Bomb (The homing bomb does not attack, but if it is not destroyed in three rounds, it destroys a body part.)

4:2 - 2 Medium Battlemechs [1 point]
 
4:3 - 3 Flame Battlemechs (Each round that you take any damage, add one heat token as well.) [2 points]
  
4:4 - Artillery (Instead of rolling normally for the artillery, roll one dice each round and take that much damage.) [2 points]

4:5 - 3 Aeromechs (Each Aeromech only takes at most one point of damage each round.) [1 point]
  
4:6 - 1 Heavy Battlemech [2 points]

5:1 - 1 Damaged Battlemech (Roll one dice and inflict that much damage on the damaged battlemech before the battle begins) [1 point]

5:2 - 4 Hyper-cooled Battlemechs (Flame throwers have no effect on hyper-cooled battlemechs.) [2 points]
   
5:3 - 6 Scout Battlemechs (Scout battlemechs get a free attack before the battle begins) [2 points]
     
5:4 - Troop Transport and 8 Elite Troopers [2 points]
        
5:5 - 2 Outmoded Battlemechs (Only take one point of damage for every two dice showing the same number.) [1 point]
 
5:6 - 2 Missile Tanks (Every time the missile tanks hit you, take two points of damage.) [2 points]
 
6:1 - Nuclear Battlemech (Only roll one dice for the nuclear battlemech each round, but if it hits, destroy the body part.) [4 points]

6:2 - Stealth Battlemech (After your attack rolls and you decide on an ability, roll one dice. If it is a 5 or 6, any damage you would have inflicted
that round is ignored.) [4 points]

6:3 - 1 Assault Battlemech [4 points]

6:4 - 4 Fuel Cell Transport Battlemechs (Fuel transport battlemechs fight normally, but additionally, when one is destroyed, roll six dice and take
any damage shown) [4 points]
   
6:5 - 1 Rogue Battlemech (Instead of fighting the rogue battlemech, you can pay 8 points from previously fought battles and it will fight with
you. When it fights with you, before each round roll dice for each health it has left and inflict damage for every 5 or 6. Any damage you take
can be inflicted on the rogue battlemech instead.) [4 points]

6:6 - Battlemech Squadron [8 points]
      

Scavenge: (Roll one dice. If it is a 1-4, roll using the success table, otherwise roll using the disaster table. If your roll is a permanent effect that
you already have, nothing happens, roll for the next battle. If your roll is one of the items that can be used later, such as the plasma bomb, you
can have multiple of these, so keep track of how many you have.)
Disaster: (Roll two dice and add them together.)
2 - Killer Nanobot Hive - Reduce the health each of your body parts by half, rounding down.
3 - Electrical Disruption Trap - Take 2 damage to the head.
4 - Anti-Mech Mine - Roll six dice and take any damage shown.
5 - Lost in Swamp - Lose 10 experience points.
6 - Achilles Heel Scanning Bot - Your battlemech takes double damage at the next battle (for each dice roll that hits, mark off two checkboxes).
7 - Damaged Fuel Cell Explosion - Add four heat tokens.
8 -  Inhospitable Landscape - Take an additional heat token after each battle for the rest of the game.
9 -  Low Altitude Satellite Tracking - Only roll for encounters, you no longer have time to scavenge.
10 -  Low Altitude Satellite Strikes - After each battle, roll two dice and take any damage shown.
11 -  Low Altitude Satellite Disruptor - Your head ability cannot be used.
12 -  Dropship Defense Perimeter - The dropship will only come when the dice rolled as doubles are less than 5 (rolling two 5's or two 6's
cannot end the game).
Success: (Roll two dice and add them together.)
2 - Decode opponent battle plans found in the wreckage. Gain 10 experience points.
3 - Replace a destroyed arm or head, or repair a damaged one, to full health.
4 - Roll on the arm weapon table. If you want you can change one of your arms to this weapon and restore it to full health. You must change
the weapon to the one rolled to restore it.
5 - Pick another head ability and this ability can be used as well (along with your existing abilities) as long as your head has not been destroyed.
6 - ___ Time Disruption Device - You get an extra attack. Each disruption device can only be used once, but it can be used at any point in the
game.
7 - ___ Inferno Rocket Launcher - Roll six dice. For any 3, 4, 5 or 6 rolled, apply one point of damage to your opponents. Each rocket launcher
can only be used once, but it can be used at any point in the game.
8 - ___ Non-Directed Plasma Bomb - Roll six dice. For any 5 or 6 rolled, apply four points of damage to your opponents. For each 4, add one
heat token to yourself. Each plasma bomb can only be used once, but it can be used at any point in the game.
9 -  Absolute Zero Coolant - At any point in the game you can remove all existing heat tokens and take three points of damage.
10 -  Low Altitude Satellite Cloaking - Low altitude satellites cannot detect you, so any effects from them are ignored.
11 -  Camouflage - You get a free attack before every battle.
12 -  Long Range Dropship Communicator - You can end the game after any battle, you do not have to wait to roll doubles.
Abilities:
Basic (Your Battlemech has both)
Close combat: Instead of rolling three times for your attack, just roll three dice - Inflict the lowest dice as damage to your battlemech and
the highest dice as damage to an opponent. This damage can only be applied to a single opponent.
Repair: Straight of 3 - Remove 1 dmg.
Straight of 4 - Remove 2 dmg.
Straight of 5 - Remove 3 dmg.
Straight of 6 - Remove 4 dmg.

Head (Pick one)


Advanced Targeting (AT): At the end of the three attack rolls, you can change one of the dice to any number you choose.
Auto-Defense (AD): After you roll for your opponents, you can choose to re-roll. All of the dice must be re-rolled if you do this and it can
only be done once.
Scouting System (SS): Every time you roll for the next battle, you can re-roll the second dice one time.

Arms (Pick two, one for each arm. The number in parenthesis is the die roll for one of the successful scavenge table rolls)
(1) Flame Thrower (FT): Straight of 3 - 1 dmg. to each opponent
Straight of 4 - 2 dmg. to each opponent
Straight of 5 - 3 dmg. to each opponent
Straight of 6 - 4 dmg. to each opponent
(2) Machine Gun (MG): One point of damage for each 1 rolled. This damage can be applied to multiple opponents.
(3) Laser (L): Two of a kind - 2 dmg.
Three of a kind - 3 dmg.
Four of a kind - 4 dmg.
Five of a kind - 5 dmg.
Six of a kind - 6 dmg.
Laser damage can only be applied to a single opponent and only one "x of a kind" can be applied per round.
(4) Short Range Missiles (SRM): Full House - Apply the amount of damage shown on the 6th dice. This damage can be applied to
multiple opponents. When using this ability, all six of the dice can be used for other abilities as well.
(5) Long Range Missiles (LRM): Before each battle apply two points of damage to your opponents. Also roll six dice, applying an
additional two points of damage for each pair rolled.
(6) Hatchet (H): For close combat, only apply damage to your battlemech when the lowest dice is a 1, otherwise ignore it.

Body/Legs (Pick one)


Displacing Armor (DA): Any damage taken can be applied to a different body part than the one that should have taken it.
Jump Jets (JJ): Before you roll each round you can add a heat token and any damage you receive is cut in half, rounding down. This means
for a normal attack it takes two dice showing the same number to inflict one point of damage to a particular body part.
Heat Sinks (HS): Remove up to two heat tokens between battles instead of just one.

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