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!!!
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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