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THE MECHA COMBAT SYSTEM

CORE RULES
TABLE OF CONTENTS

Introduction………………………………………………… 1 Selecting Skills ……………..…………………………… 9

Round Phases……………………………………………… 2 Selecting Feats ……………………………………………..10

Movement………………………………………………….. 3 Pilot Levels………………………………………………… 10

Shooting…………………………………………………….. 4 Terrain and Cover……………………………………… 11

Wait Action………………………………………………… 5 Missions……………………………………………………. 12

Close Combat…………………………………………….. 5 (For charts such as Weapons, Equipment, Skills,


and Feats, see separate document.)
Building Your Force…………………………………….. 8
INTRODUCTION have seemed to last forever for those Involved or
Welcome to The Mecha Combat System, a fast and a soldier can be so highly trained that he can do a
ferocious game where players take the role of pilots series of actions in one smooth motion.
and pit their models against each other using the
Programmable Combat Responses Engine or PCRE. To simulate this into gameplay, this phase
determines how many actions each model can
The game is divided into Rounds and each Round into perform in a single round.
combat actions where an otherwise single
activation can be broken down into several actions Piloting Phase
depending on the intensity of the fight and
Each trained soldier will have a series of actions
situational awareness of the combatant.
hardwired into his mind as well as having his own
In game terms, players pre-plan the series of reactions based tactical experience.
actions of their models and carry them out
Here, players program the actions of the pilots.
alternately in an “I go. You go.” sequence per action,
only allowing last-minute adjustments to the Combat Phase
actions of their models. It is important to know your
opponent and the tools he brings to this battle. The
HOW THE GAME PLAYS Here, players alternate revealing actions and let
slightest miscalculation can make the difference their units perform the revealed actions assigned
Each round is divided into 5 phases:
between defeat and victory. to them.
1. Initiative
Resolution Phase
COMPONENTS NEEDED 2. Combat Intensity
3. Piloting When there are no actions left, the game proceeds
The players will need the following: 4. Combat Phase to this last phase of the round. Some effects
1. Model or Figure of a mech of appropriate 5. Resolution happen or end here. In some scenarios, this is
size mounted on an action base. (Action where victory points or VP is tallied.
Initiative Phase
base No. 5 recommended)
2. Six sided Dice or D6 In combat, aggression can shift from one side to Cross Universe / Series Rule:
3. Measuring tape the other. Here, players determine who has Certain technology that limits a model to be used in a
certain environment or tech that nullifies weapons of
4. Tokens to determine or list down actions initiative. other mecha have not been incorporated at the time of
and to reflect game effects. Combat Intensity Phase the writing of this rules. This is because the game
includes models and technology from different universes
or timelines. This rule has been adapted so that all
Being in the middle of a battle can have several models are playable and may be used by those enjoying
effects on a pilot. Some situations can happen so this game. Remember that the objective is to have fun.
fast that the combatant can only do one thing. In
other instances, what was a 2 minute battle may
1
PHASES
INITIAIVE PHASE PILOTING PHASE COMBAT PHASE
Each player rolls a D6 to determine who has Once the number of actions are determined, Seizing the Initiative
initiative. The one who rolls the higher (highest if players now secretly program specific actions to
The player that lost initiative may discard up to 2
multiplayer) has initiative. Reroll the dice in case be performed by the unit, in order. After this
actions assigned to any of his units to increase his
of a tie. phase, the actions may not be changed or
chances to seize the initiative.
rearranged.
The player who has initiative will determine in
Actions Discarded Chance to seize
the start of the Combat Phase which player gets The following are the actions that may be
1 6+
to play his action first. performed by the unit:
2 5+
Action If he makes the roll initiative transfers to that
COMBAT INTENSITY PHASE F Move Forward 10” player.
During this phase, the player that lost the L Move Left 8”
The player with initiative selects which player
initiative roll rolls a D6 Combat Intensity Roll R Move Right 8”
will be the active player and carry out one of his
consults the Combat Intensity Table below and B Move Back 8”
S Shoot using a ranged weapon actions first. That player reveals their one of their
chooses how many actions each unit can do this unit’s action and the unit performs this action.
M Initiate Melee Attack
round. After this, the opponent becomes the active
H Hold
D6 Result No. of actions per model this round O Manipulate Objective w/in 5” player and then does the same. Note that since
1 1 OR 2 the actions are programmed, actions should be
2 1 OR 3 revealed and done in the set order. Players carry
It is recommended that players use tokens that out this alternating series of actions until all
3 2 OR 4
can be placed face down and arranged in order actions have been accomplished.
4 3 OR 5
5 4 OR 5 per model so that actions are properly queued.
If a model is destroyed, all actions assigned to it
6 Pick 1 -5
are discarded as well and may not be played
anymore.

RESOLUTION PHASE
This is the end phase. Some effects take place or
expire this phase. Here victory points are
calculated and players check for win conditions

2
Right Movement sample
ACTIONS

Forward, Back, Left, and Right Movement

These are movement actions that will allow a


model to move a number of inches towards the FRONT EDGE +
direction set by the action. The measurement
line will start from the center of the base and Forward
should pass through the 90 degree angle based
on the direction.
Left + Right
8 inches
The model’s placement is based on the center of Back
its base. Distance should be center to center of
the final placement. After this movement, the
model may change its facing 90 degrees to the
left or right.
For Action Base No. 5, (The recommended base) The
90 degree boundary can be identified by using the
small peg holes nearest the front edge and the rear
edge as a basis.

FRONT EDGE
Forward

Left Right

Back

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The following below are the rules for SHOOTING SEQUENCE
movement:
SHOOTING
The shooting action follows the following
1. A model must move at least half the If a shoot action is revealed, the player may sequence:
maximum distance. select a weapon that has not fired yet this round
to target an enemy model that is not within 5 1. Select target within legal range of a
2. A model cannot make a move action that
inches. Check if the target model is within the weapon you intend to shoot with.
will place the center of its base within 5”
shooting model’s front arc and range of the Premeasuring is allowed. Distance from
of the center of a base of any enemy
weapon. shooter to target is center to center.
model. Note only a Melee action may allow
2. Make an Attack Roll. Roll an amount of
it to do so and reach base contact with the Front arc
enemy model D6 equal to the weapon’s Attack Rating.
3. A model can never end its movement A model’s front arc is the area in front of the Any rolls of 4+ is a successful attack
with its base overlapping another base center of its base. 3. Defending player makes a Save Roll. Roll
or beyond the play area. an amount of dice equal to the number
4. A model is free to pass through other of successful attack rolls. Successful save
FRONT ARC
models as long as it final placement does rolls have the result of 4+.
not violate any of the rules above. 4. Deal damage to the target based on the
number of failed save rolls times the
FLATFOOTED Center damage rating of the weapon. Apply
If for any reason the activating model cannot special effects for receiving damage if
move the minimum distance, it is given a any.
Flatfooted token. Models with a Flatfooted 5. If the model has taken damage equal to
token are given the following penalties: its Damage Capacity, it is destroyed and
-1 to save rolls during a removed from play.
Flatfooted FLANK
shoot action.
Token Cannot benefit from cover.
EVASIVE If a model performs a Left or Right Weapon Ranges
Movement Action, and the model moves the
There are 5 range bands in this game. Range is Flanked
full 8 inches, put the L / R token on it to serve as
divided into 10” range bands. R10 is the first 10
the evasive token. If the shooting model is behind the front arc (or
inches, R20 is up to 20 and so on up to R50
in the flank) of the target then the shot is
Evasive Token +1 to all save rolls
If a weapon has a numerical modifier in a range considered a flank shot and the target model
against shoot actions
NOTE: Flatfooted and Evasive tokens are band that modifier is applied to attack rolls receives a -1 modifier to its save rolls.
removed at the start of the affected model’s against targets in that range band. If a range
next activation. band has an X on it, the weapon cannot be used
to attack targets within that range band.
4
HOLD ACTION
Flanked !!!
If a Hold action is revealed, the model does not
move but may perform a Lock on attempt.

LOCK ON ATTEMPT

1. Pick a target within 40”


2. The active players rolls 4 dice.
3. The owner of the target model rolls 3
Direct Front dice.
4. If the Active player rolls more 4+, place a
Piloting a mobile suit and getting an opponent
Lock on token of the target.
directly in front of your crosshairs can be quite
5. At any time during the game, the model
challenging. However, some pilots are skillful
that made a successful lock on, may
enough to catch their target at dead center.
spend that lock on token at the start of a
If the target’s center is directly in front of the shoot action to a) fire guided weapons at
shooter’s central line, the shooting model gets the target model or b) give the target a
+1 to all his Attack Rolls. -1 modifier to the target’s save rolls
when using a weapon without the
guided trait.

Shooting Into Melee CLOSE COMBAT


If the target is within 5” (in melee) of a friendly Any enemy model within LOS and 10” may be the
model, follow the shooting sequence as usual. target of a melee action.
All successful hits that are saved by the target is
Rotate the active model so that it is facing the
dealt to the friendly model instead without any
target model Direct Front and move it directly
saves. If there are two or more other models
towards the target until it comes within 5” of the
FRONT ARC would receive this damage, deal it to the nearest
target or nearer. They are now engaged in
model to the shooting model. Damage dealt
melee.
during this shooting attack cannot be cancelled
by a shield. If there is no legal target the model must move
half the distance towards the nearest target in
LOS. If there is no legal target in LOS, the active
model stays in place. Failed Melee actions give
the active model a Flatfooted token.
5
5. Determine Winner NOTE: a player may simply rearrange the model
The player that rolled more successes is on top of its base to change its facing towards
the winner, scoring hits to the opponent the rear arc (now becoming the front arc)
equal to the number of successes he without moving the base to represent this.
made over the opponent’s.
6. Deal Damage Melee Modifiers Effect
The losing unit gets damage equal to the Initiating Melee – M +1 dice to the active
no. of hits times the weapon damage. action that resulted model
in melee combat
Melee while engaged to multiple enemy Surprised +1 dice to the active
models model
MELEE SEQUENCE Ganging Up (see ganging up)
When a melee sequence takes place while in
1. Secretly Select Melee Weapon close combat against more than 1 enemy model, Surprised !!!
Each player secretly puts a number of the active model chooses which enemy model it
dice in their hand based on the attack will resolve the melee sequence against.
rating of the melee weapon plus melee Ganged Up
modifiers that add or reduce dice. (See
Melee weapon chart). Initiating a Melee An active model gets +1 dice if a friendly model
action adds 1 dice. This is their melee is within 5 inches of the target model. That
dice. friendly model must not be within 5 inches of
2. Reveal Weapon another enemy model to provide the bonus
Players simultaneously reveal their dice melee dice to the active model.
and declare the melee weapon chosen. When Attacked from the Flank
3. Declare Skills
Players now declare use of feats or skills If an enemy model, begins it Melee action in the
starting with the inactive player. flank of the target the target is considered
4. Melee Combat Surprised. The target model must be turned
Players simultaneously roll their dice and around exactly 180 degrees so that the
count the number of successes (rolls of attacking model is in its front arc.
4+)

6
Effects of actions when locked in close
combat
If a model is engaged in close combat and
performs an action consult the chart below
to see what happens.

Action Action Resolution


revealed
M Active model initiates Melee.
(melee) Melee Sequence takes place.
Move Model attempts a move to
Action disengage and the Melee Sequence
takes place. If the active model
wins, it does not deal damage and
it may leave base contact and
move as normal.

Hold Melee Sequence immediately


takes place. Note: this model is not
considered as Initiating Melee

Shoot Active model may shoot a Point


Blank weapon following the
normal shooting sequence.
Otherwise, Melee Sequence takes
place with the active model having
his melee dice reduced by 1.

7
BUILDING YOUR FORCE
BUILDING YOUR FORCE
2. WEAPONS AND EQUIPMENT 4. FEATS
Identify the weapons and equipment on These are extraordinary abilities and
your model and determine how many Hard enhancements brought about by particular
Points they use (see weapons chart). technology or the combination of the mech
Hard Points 4 6 8 10 12 along with the pilot using it. These are once
Cost 10 20 30 50 70 per game skills. Character / Named mechs
may be given a feat or two. A mech can only
have 1 Feat of a particular name.
No. Feats 1 2
3. SKILLS Cost 20 30
Players will have the option to select skills
Your force consists of the Mecha or Units, and POINT COST SUMMARY TABLE
that would be appropriate on how the model
the pilots in them. would perform in battle. (See Selecting Skills Cost 10 20 30 50 70
Each Unit will have a certain pointage based on at the next page). A mech can only have 1 DC 4 6 8 10 12
its weapons, equipment, and capabilities. Skill of a particular name. Hard 4 6 8 10 12
Total No. of 1 2 3 4 5 Points
The chart above is used to compute the total Skill Levels Skills 1 2 3 4 5
points of a particular mobile suit. Cost 10 20 30 50 70 Feats -- 2 3 -- --

STEPS:

1. DAMAGE CAPACITY 100 ZGMF – X09A Justice Pilot: Veteran (20)


CA Bonus: 1
ASSAULT
Determine the Damage Capacity (DC or Hit
points) of your model. Standard DC will be 6. Damage
Capacity
6 (20) Hard Points: 8 (30)
You may use DC 4 for mass produced or light
armored units and higher DC for heavily
armored or larger models. SKILLS: Sustained Fire (10) FEATS: BLITZ (20)

Weapon Exh Att Dmg 10 20 30 40 50 Ammo


Damage 4 6 8 10 12
Capacity Full Shield (2)
Beam Rifle (1) 3 1 0 +1 0 Unli
Cost 10 20 30 50 70
Beam Sabre (1) 3 1 Exploding (6) Unli
Fatum 0 (2) 2 DC, Support(3), Mobility
8 Twin Cannons (2) 3 2 Exp (5)
SKILLS, FEATS, AND PILOTS

Mechs use skills and feats to further define their IMPORTANT: Primary Skill Category (PSC) is
role. However, acquisition of such abilities have Frame Type Mobility Gunnery Assault CQB highlighted in red. Frames with a PSC MUST
limits which is based on the classification or Anti MS 2 3 2 3 purchase a skill from that category before buying
frame of the mech. other skills. The number of skills in any other
Artillery 0 3 0 0 category may not exceed the number of PSC
Skills are divided into 4 primary skill categories: Assault 2 2 3 2 skills.
1. Mobility CQB 2 0 1 3
2. Assault NOTE:
General Purpose 1 1 1 1 General Purpose Class
3. Gunnery
Long Ranged General Purpose Classification will have no primary skill
4. Close Quarter Battle 1 2 1 0
set but may get up to 1 skill from each of the skill sets.
High Mobility 3 1 2 1
The chart below determines the primary skill OGRE GNX
Psycho Frame 3 3 3 3
skill catergory of the frame or mech Close Quarter Combat
classification. Sniper 2 3 0 0
Stealth Skills 3
Skill Set Frame / Classification 2 1 2 2
1. Charge (CQB)
Mobility High Mobility 2. Boost (Mobility)
Assault Assault, 3. Slip Away (Mobility)
Attack
Decisive Attack
Aquatic
Gunnery Sniper ZENITH WANZER
Long Range Assault Wanzer
Launcher
Close Quarter Battle Close Quarter Battle Skills 4
Close Combat 1. Sustained Fire (Assault)
Striker 2. Strafe (assault)
Melee 3. Weapon Master (CQB)
4. Leading Shot (Gunnery)
SPECIAL CLASSIFICATION
A mech with no distinct class will be counted as
General Purpose.

9
SELECTING FEATS Combat Awareness Bonus is the number of Other Pilot Bonuses
action the unit gets in addition to the number of
The Feats Chart will indicate which kind of mech actions selected during the Combat Intensity Level Once per game, after dice has
Phase to the maximum of 5. been rolled.
can get a particular kind of feat. Feats can only
be used once per game and a mech can only
Pilot Level Combat Cost Veteran re-roll 1’s during a shooting
have a maximum of 2 feats. Just like skills, a
Awareness attack action
mech cannot have 2 feats of the same name. Ace re-roll 1’s during a melee or
Trained 0 0
Veteran 1 20 shooting attack action
Ace 2 30
Note: Details about the weapons, equipment,
feats, and skills can be found in their respective
charts.

PILOTS LEVELS
There are 3 levels of Pilots in this game, Trained,
Veteran, and Ace. Each model must be assigned
a pilot with the corresponding points added to
the points of the model.

Combat Awareness Bonus


Every soldier in the field will have a certain level
of training and combat experience. A combatant
being able to assess what is going on around him
or her and acting accordingly based on what has
been hotwired into his head through repeated
drills, training, and combat experience can be
attributed to Combat Awareness. Some
universes also refer to this as spatial awareness.

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TERRAIN AND COVER
The basic for measurement will always be center
Model B
to center and the placement of the model will Model B is 4”
always be referenced to its center. Model B is in away from
 For a model to be considered in or on a cover and will the building.
terrain feature, its center must be fully receive a +1
mod to his Model B
within the terrain.
 For a model to be able to claim cover, save rolls.
Line of sight from the shooting model’s
center to the target model’s center
Model B’s center is
must cross a terrain feature providing
inside Forest area
cover.
terrain that provides
 For a model to be placed on terrain, the
cover. Model B is in
model must be able to stand on the
cover.
terrain unassisted without moving or
adjusting the terrain feature.
Terrain Traits: Model A

Cover – Models in cover that are targeted by a Model A


shooting action get a +1 modifier to their save rolls.
The model’s center must be within 4” of the terrain
feature to benefit from cover

Blocking – Line of sight cannot be drawn through


this terrain.

Dangerous – If a model ends a move action inside


the terrain, the model must save against 1D3 attacks
at 1 damage.

Destroyable – Terrain may be destroyed and


removed from the table. Terrain will have a Damage
Capacity Stat. Every time a model makes a save due
to cover, the terrain receives the damage.

Indestructible – The Terrain feature may not be


destroyed.

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MISSIONS

For the first few games, players may want to get


the hang of the rules simply by killing the other
force to determine the winner. But as they
become more adept with the rules, they may
want to use missions to further immerse them
into the game whist adding another challenge
to their piloting skills and tactics.

Here are 5 missions set for a 4x4 foot table.


The missions will have the following details:

1. Force Size
Stipulates the number of points / no. of
units each side should have in their
force.
2. Set-Up
Players must place terrain and
objectives set by the mission.
3. Deployment
Determines how players place their
units as a starting point on the table.
4. Victory Conditions
Stipulates how Victory Points or VP are
earned and / or what a player has to
achieve to win the scenario. A mech is
holding an objective if it is 5 inches
The mission above is set for a 4x4 foot table. Terrain has been set up and the game is about to start. Three away from the center.
objectives have been placed on the centerline of the table represented by black dice. The opposing forces 5. Round Limit
have been deployed on the table using the corner deployment set up. Once the roll for initiative is made, This states on which round the mission
Round one starts. (Terrain and game mat care of the Warroom and Terror’s Infinity Terrain) will end.

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MISSION ONE
Duel
Force Size:
50 – 100, 1 Unit
DEPLOYMENT ZONE
Set up:
3-8 Terrain pieces. Players roll off and place
terrain on the table alternately starting with the
player that won the roll off.

Deployment:
Edge Deployment – Center of the model’s base
must be within 6 inches of the edge. 12”
Circle
Players roll off and the winner determines Area
which side of the table his force will deploy on
and deploys one model. The opponent then
deploys his model.

Victory Conditions:
Win – Destroy the enemy unit.
1 VP – for every enemy Damage inflicted.
At the end of round 5, if there are no units DEPLOYMENT ZONE
destroyed, the player with the most VP, wins.
4 VP – if the friendly model ends within in the
12” center area of the table.

Round Limit: 5

13
MISSION TWO
Sector Secure
Force Size: DEPLOYMENT ZONE
100-250 points, 2-4 units

Set up:
3-8 Terrain pieces. Players roll off and place
terrain on the table alternately starting with the
player that won the roll off.

Deployment:
Edge Deployment – Center of the model’s base
must be within 6 inches of the edge.

Players roll off and the winner determines


which side of the table his force will deploy on.
Players alternate placing models on their
deployment zone starting with the player that
won the roll off.

Players declare their commander mech. DEPLOYMENT ZONE


Victory Conditions:
1 VP – for every enemy unit destroyed
2 VP – for destroying the Commander unit
1 VP – each friendly unit within that is within
the enemy’s deployment zone at the end of the
game.

Round Limit: 6

14
1 VP – for every objective carried by a friendly
MISSION THREE unit at the end of the round starting round 2.
1 VP – for destroying the Commander unit.
Retrieval Mission
Force Size:
100-250 points, 2-4 units Round Limit: 6

Set up:
3 objective tokens are placed on the centerline
of the table.

3-8 Terrain pieces. Players roll off and place


terrain on the table alternately starting with the
player that won the roll off.

Deployment:
Corner Fan – Center of the model’s base must
be within 12 inches of the corner.

Players roll off and the winner determines


which corner of the table his force will deploy 8 inches from
the edge
on. Players alternate placing models on their
deployment zone starting with the player that
won the roll off.
8 inches from
the edge
Players declare their commander mech.

Victory Conditions:
When a unit makes an O action to manipulate
an objective, place that objective on the unit’s
base and that unit is considered as carrying that
objective.

If a unit carrying an objective is destroyed, place


the objective token anywhere in base contact
within the front arc before removing the model.
15
Defended: has Vulcan point defense and melee
MISSION FOUR dice of 2
Observer position: is never in cover.
Establish Outpost Base no. 5 or 2 may be used as the Outpost
token
Force Size:
100-250 points, 2-4 units Victory Conditions:
1 VP – for every damage dealt to the enemy
Set up: Outpost
3-8 Terrain pieces. Players roll off and place
terrain on the table alternately starting with the Steal intel - Commander model performs an O
player that won the roll off. action while in base contact with the enemy
outpost. Put an intel token on the commander.
No terrain with the Blocking trait may be used
for this mission. 4 VP - the token is still carried by the
commander by the end of the last round.
Deployment:
Corner Box – Center of the model’s base must Round Limit: 6
be within the 12 inch box.
DEPLOYMENT
ZONE
Players roll off and the winner determines
which corner of the table his force will deploy
on. Players alternate placing models on their
deployment zone starting with the player that
won the roll off.

Players declare their commander mech.

Players then place an Outpost Token 12 inches


away from their left edge and 12 inches away
from their deployment edge. The outpost has
the following stats:
12 inches

Damage Capacity: 8
12 inches

Armored: 4+ save against shooting actions, DEPLOYMENT


Indestructible ZONE

16
MISSION FIVE Victory Conditions:
1 VP – if you have more mechs holding the
THE ANOMALY objective at the end of the round

Force Size: 2 VP- if you have more mechs holding the


100-250 points, 2-4 units objective at the end of the round and the
commander mech is one of them.
Set up:
3-8 Terrain pieces. Players roll off and place
terrain on the table alternately starting with the Round Limit: 6
player that won the roll off. DEPLOYMENT DEPLOYMENT
ZONE ZONE

Deployment:
Edge Split Deployment – Center of the model’s
base must be within 6 inches of the edge.
Anomaly token
Players roll off and the winner determines placed at the
which side of the table his force will deploy on. end of round 1
Players alternate placing models on their
deployment zone starting with the player that
won the roll off.

Players declare their commander mech.


6 inches
Special Rules:
At the end of round 1, place an Anomaly
objective token on the center of the table.

6 inches
DEPLOYMENT DEPLOYMENT
ZONE ZONE
At the start of subsequent rounds, before
Initiative Phase, the token moves 6+2D6 inches
in a random direction.

The token stops if it touches the table edge. If


this is the case, instead of moving the objective
before the initiative phase, return the object to
the center of the table.
17

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