Introduction to Warpspawn Games


LINKS architect Matrix Script Warner Brothers Reloaded Script Matrix.net GAME DESIGNERS NOTES



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LINKS


architect

Matrix Script

Warner Brothers

Reloaded Script

Matrix.net

GAME DESIGNERS NOTES


Revolutions comes out in a few days.

I’m sure I’ll add a few cards, but I’m hoping the premise of the

Design & the game mechanics holds up.

MEGA TANK

INTRODUCTION


Solo Science Fiction Card game with two decks.

You control the Mega Tank trying to wipe out the defenders more conventional forces.


ARMOR


The Mega Tank starts with 40 points of armor.

TURN SEQUENCE


Each turn has 4 phases:

Deploy Defenders Phase

Reload Phase

Attack Phase

Counter Attack Phase

DEPLOY DEFENDERS PHASE


Draw 1D6 Defender cards and place the face up on the table.

If the roll is 2 or less then reroll.

If a command post is already out draw and place an extra card.

If a post is already out and you draw another discard it to the defender reserve pile.


RELOAD PHASE


Draw 5 cards from the Megatank Deck.

If there are no cards left in the deck shuffle the discard and draw from it.

You may discard the hand and draw a new hand once this phase.

ATTACK PHASE


Discard Megatank cards from your hand to destroy deployed

Defender cards of the appropriate type.

Defender units may roll saving throws.

Saves are based on having protective armor and the ability to find

shelter, evade attacks, and stay out of sight.

Destroyed defender cards go to the Defender Casualty discard.

Units not destroyed stay in play.

COUNTER ATTACK PHASE


Remaining Deployed Defenders attack.

Discard Armor cards and Anti-Missile System cards to negate attacks.

Subtract the damage inflicted from the Mega Tank Armor Value.

Defender cards remain in play unless the card description says to discard.


VICTORY & DEFEAT


If the Mega Tank Armor Value is ever reduced to zero then every point of

damage done causes the top card of the Mega Tank deck to be removed from the game.

If the Mega Tank Deck has no cards left then it is destroyed and you lose.

If all of the Defender cards are in the casualty pile you win.


MEGATANK DECK CARD LIST


Card Num# Notes

Main Gun 5 Kill Far Away Ground Unit or Command Post

Missiles 10 Kill Air Unit

Gun Battery 10 Kill Ground Unit or Command Post

Antipersonnel System 10 Kill Infantry Unit

Armor 5 Negate 1 Light Attack

Move 10 Cause 1 defender card to be discarded to the reserve pile

Anti-Missile System 5 Negate 1 Missile Attack

Energy Absorption Grid 5 Negate 1 Energy Attack

Radar 5 Look at next 10 cards in Defense Force Deck

Num# = Number of that card in the deck.

DEFENCE FORCE DECK CARD LIST


Card Num# Type Dam Save Use Notes

Power Infantry 10 G 1 2 - L

Tac-Air Raider 6 A 4 2 - M

Drone Cluster Bomber 4 A 8 - R M

Heavy Laser Tank 4 G 4 2 - E

Plasma Tank 2 G 5 1 - E

Selfpropelled Rail Gun 2 G 3 1 -

Howitzer Battery 4 G 5 1 - F

Missile Launchers 2 G 7 - R FM

Light Attack Vehicle 4 G 2 1 - L

Command Post 3 G - - -

Mine Field 2 - 1D6 - R X

Save = If unit attacked it is not destroyed on a roll of this or less on 1D6.

G = Ground Unit

A = Air Unit

F = Far Away

L = Light Attack

M = Missile

E = Energy Attack

R = Unit goes to reserve pile after attacking in Counter Attack Phase.

X = Discard to Casualty pile after attacking

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.

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.


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

Notes: One move point can be used to move the mech forward one

hex or for one 60 degree turn.

ATTACKS


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.

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



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