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MECHA DICE
INTRODUCTION
Dice game for 2 players.
Each player pilots M.E.C.H.A (Machine Enhanced Combat Hazard Armour). As the name suggests these are
large suits of armour fitted out with weapons and various defensive systems. The game can be played with
simple or advanced rules (which are still simple). It also can be played as a solo game.
DICE & BITS
Each player needs the two Mecha dice that represent their Mecha.
Use the Battle Dice to battle with and the Hit Dice to keep track of Hits. (Told you it was simple)
VICTORY
Reduce your opponent to zero hits.
SETUP
Choose which Mecha you want to pilot.
Each Mecha starts with 1 dice worth of Hits represented by the Hit dice. (80 Light, 100 Medium, 120 Heavy)
Players roll the Hit dice to see who goes first. Highest wins, re-roll draws.
TURN SEQUENCE
Each turn is divided into 3 phases:
Attack Phase
Defend Phase
Damage Phase
ATTACK PHASE
The attacker (the current player whose turn it is) rolls his Battle die.
If you roll the Booster, Roll again and add 10 to the Force of the roll.
If you roll the Tactica, Roll again twice and choose one of the rolls.
If you roll a Defence result the turn ends and you gain 10 Defence for your opponents Attack phase.
You can choose to keep your 10 defence or you can choose to roll in the Defend phase. If you choose to roll
you loose your 10 defence bonus.
If you roll an Attack face proceed to the Defend phase.
DEFEND PHASE
If the defender (the other player) has a defence bonus he may use it or roll his Battle die.
If you roll the Booster, Roll again and add 10 to the Force of the roll.
If you roll the Tactica, Roll again twice and choose one of the rolls.
If you roll any other result proceed to the damage phase.
DAMAGE PHASE
The Attacker does damage (in Hits) to the defender equal to the Force of his Attack result.
If the defender rolled a Defence result in Defend phase, he subtracts the Force of the Defence result from
the Damage he receives. (Treat a negative result as zero)
SPECIAL RESULTS
Neutralize
: This is a type of Attack result: Your opponent skips his next 2 attack phases.
Critical Hit
: This is a type of Attack result: If ATTACKING, roll again and double the Force of the result.
Repair
: This result applies in any phase. Regain 10 lost hits.
© Shaun Austin 2003
Permission granted to copy for personal use
1
MECHA DICE
ADVANCED RULES
If you look at the Battle dice you will notice there are different Weapon and System symbols on the Attack
and Defence faces. Each defensive system works differently against the various weapons.
1. A defence system can negate an attack totally. This is how the simple rules are played.
2. A defence system can be partially successful in negating an attack. In the Defend phase take
half of the defence result rounded up and subtract this Force result from the Damage he
receives.
3. Or a defence system may not negate the attack in other words have no effect at all.
Weapon
Attack type
Defence
Other Symbols
Mass Driver
Ranged
Shield
Booster
Autocannon
Ranged
Armour
Tactica
Laser
Ranged
E.C.M.
Plasma Gun
Ranged
Dodge
Neutralise
Flamer
Ranged
Parry
Critical Hit
Club
Close Combat
Jump
Jets
Repair
Blade
Close Combat
Stealth
Punch
Close Combat
Defence
Negates
Partially Negates
Doesn’t Negate
Shield
Close Combat Ranged Combat
Flamer, Club
Armour
All
-
-
E.C.M.
Critical
Ranged Combat Mass Driver, Close Combat
Dodge
All
-
-
Parry
Close Combat Ranged Combat
Laser, Plasma Gun
Jump Jets
Close Combat Ranged Combat
-
Stealth
Ranged Combat
-
Close Combat
SOLO RULES
You can play the game solo using the simple or advanced rules.
The only difference is when you roll for your opponent, the Tactica counts as a Booster.
Playing solo games is a good way to find out what Mechas are capable of, especially for the advanced rules.
MULTI-MECHA COMBAT
It is possible to play with more than one Mecha per side, although more than two per side usually requires a
pencil and paper for record keeping.
In the simple version, players must start with equal numbers of Mecha. The attacker must designate which
opposing Mecha he is going to attack, with each of his own Mecha before rolling any dice. The attacker
cannot gang up on a single Mecha.
When there is an unequal number of Mecha on both sides, (e.g. one side has a Mecha destroyed) then the
attacker may choose which Mecha is not joining the combat and it cannot attack this turn or be attacked by
his opponent next turn.
For a more advanced fight (and more carnage), you can allow ganging up. You can also allow uneven but
matched conflicts e.g. 3 x Light Mecha (240pts) versus 2 x Heavy Mecha (240pts).
In advanced combat the Defend phase result is applied to all Attack phase results not split between them.
e.g. Three Mecha attack and score 30, 20, 40 on a Light Mecha. The Light Mecha scores a 20 for defence.
The result is 30-20, 20-20 and 40-20 for a total of 30 damage, not bad for the onslaught it received.
If it had only scored a 10 it would have taken 60 damage, and if it had not rolled any defence result it would
have been destroyed by 90 damage.
© Shaun Austin 2003
Permission granted to copy for personal use
2
MECHA DICE
LIGHT MECHA
RUNNER
1D8 Result
Type Force Notes
HEAVY MECHA
RAMPAGER
1D12 Result
Type Force Notes
1
Booster
1
Booster
2
Tactica
2
Tactica
3
UL Laser
A
40
3
UL Autocannon A
40
4
Close Combat A
20
4
LG Autocannon A
30
5
MD Flamer
A
20
5
SM Autocannon A
10
6
Dodge
D
40
6
SM Autocannon A
10
7
Jump Jets
D
30
7
Tazer
A
-
Neutralise
8
Armour
D
10
8
Armour
D
40
80 Hit points
9
Shield
D
30
ARMADILLO
1D8 Result
10
Jump Jets
D
10
Type Force Notes
11
Repair Droids
D
-
10 HP
1
Booster
12
Parry
D
10
2
Tactica
120 Hit points
DESTRUCTOR
1D12 Result
3
Club
A
30
4
Blade
A
30
Type Force Notes
5
MD Autocannon A
20
1
Booster
6
Repair Droids
D
-
10 HP
2
Tactica
7
Dodge
D
40
3
Club
A
20
8
Armour
D
30
4
Blade
A
20
80 Hit points
5
MD Mass Driver A
20
6
MD Mass Driver A
20
MEDIUM MECHA
FIREFIGHTER
1D10 Result
7
SM Mass Driver A
10
8
Targeter
A
-
Critical Hit
9
Armour
D
40
Type Force Notes
10
Shield
D
30
1
Booster
11
ECM
D
30
2
Tactica
12
Parry
D
20
3
UL Laser
A
40
120 Hit points
ULTRA MECHA
DRAGON MECHA
1D20 Result
4
LG Laser
A
30
5
MD Flamer
A
20
6
Close Combat A
10
Type Force Notes
7
Stealth
D
40
1
Booster
8
Jump Jets
D
30
2
Tactica
9
Armour
D
20
3
Booster
0
Parry
D
10
4
Tactica
100 Hit points
KNIGHT
1D10 Result
5
Targeter
A
-
Critical Hit
6
Tazer
A
-
Neutralise
Type Force Notes
7
UL Laser
A
40
1
Booster
8
UL Laser
A
40
2
Tactica
9
SM Flamer
A
10
3
Close Combat A
30
10
SM Flamer
A
10
4
Blade
A
30
11
SM Flamer
A
10
5
MD Plasma
A
20
12
SM Flamer
A
10
6
Targeter
A
-
Critical Hit
13
Repair Droids D
-
Repair
7
Dodge
D
20
14
Armour
D
40
8
Parry
D
20
15
Shield
D
30
9
Armour
D
30
16
E.C.M
D
30
0
Shield
D
30
17
Parry
D
20
100 Hit points
18
Parry
D
20
19
Jump Jet
D
10
20
Jump Jet
D
10
200 Hit points
The odds are against you but when you win . . . Boy do you
feel good!!!
© Shaun Austin 2003
Permission granted to copy for personal use
3
MECHA DICE
DESIGN YOUR OWN MECHAS
All Mechas must have a Booster and a Tactica.
Light Mechas are 240 points:
80 Hit points
80 points distributed to Attacks
80 points distributed to Defenses
"Critical Hit" Attacks are worth 10 points
"Regain 10 Lost Hits" Defenses are worth 10 points
"Neutralize" Attacks are worth 10 points
You can also design an UltraMecha but
these are not fair to battle.
UltraMechas are 600 points:
200 Hit points
200 points distributed to Attacks
200 points distributed to Defenses
"Critical Hit" Attacks are worth 40 points
"Regain 10 Lost Hits" Defenses are worth 40
points
"Neutralize" Attacks are worth 40 points
You must also include two Boosters and two
Tacticas.
Medium Mechas are 300 points:
100 Hit points
100 points distributed to Attacks
100 points distributed to Defenses
"Critical Hit" Attacks are worth 20 points
"Regain 10 Lost Hits" Defenses are worth 20 points
"Neutralize" Attacks are worth 20 points
Heavy Mechas are 360 points:
120 Hit points
120 points distributed to Attacks
120 points distributed to Defenses
"Critical Hit" Attacks are worth 30 points
"Regain 10 Lost Hits" Defenses are worth 30 points
"Neutralize" Attacks are worth 30 points
Equipment to design your own Mecha
Weapon
Small
Medium
Large
Ultra
Mega
Mass Driver
10 L,M,H
20
L,M,H 30
H
40 L,M,H
Autocannon
10 L,M,H
20
L,M,H 30
H
40
H
50*
H
Laser
10 L,M,H
20
L,M,H 30 L,M,H 40 L,M,H 50* L,M,H
Plasma Gun 10 L,M,H
20
L,M,H 30 L,M,H 40 L,M,H
Flamer
10 L,M,H
20
L,M,H 30 L,M,H 40 L,M,H
Club
10 L,M,H
20
L,M,H 30
M,H
40
H
50
H
Blade
10 L,M,H
20
L,M,H 30 L,M,H 40
M,H
Punch
10 L,M,H
20
L,M,H 30 L,M,H 40 L,M,H
Defence
Small
Medium
Large
Ultra
Shield
10 L,M,H
20
L,M,H 30
M,H
40
H
Armour
10 L,M,H
20
L,M,H 30 L,M,H 40
M,H
50 H
E.C.M.
10 L,M,H
20
L,M,H 30
M,H
40
H
Dodge
10 L,M,H
20
L,M
30
L
40
L
50
L
Parry
10 L,M,H
20
L,M,H 30
M,H
40
H
Jump Jets
10 L,M,H
20
L,M
30
L,M
40
L
Stealth
10 L,M,H
20
L,M,H 30
M,H
40
M,H
50*
H
* Shadowtech Industries only.
Defence
Negates
Half Negates
Doesn’t Negate
Shield
Close Combat Ranged Combat
Flamer, Club
Armour
All
-
-
E.C.M.
Critical
Ranged Combat Mass Driver, Close Combat
Dodge
All
-
-
Parry
Close Combat Ranged Combat
Laser, Plasma Gun
Jump Jets Close Combat Ranged Combat
-
Stealth
Ranged Combat
-
Close Combat
Special
Equipment
Neutralise
Tazer
L,M,H
Critical Hit
Targeter
L,M,H
Repair
Repair droids
L,M,H
© Shaun Austin 2003
Permission granted to copy for personal use
4
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