Make your own free website on Tripod.com


MEKA TAC





Quick & Dirty Tactical Giant Robot Combat Rules

TURN SEQUENCE
1. Initiative- Roll high to see which player goes first this turn
2. Move Mekas
3. Fire Weapons: Roll to hit & for Damage
4. Next Player repeats steps 2 & 3


MEKA MOVEMENT RATE
MEKA 	MOVE			SIZE
SIZE	POINTS 		HITS	CLASS
1	8		10	Small	
2	8		20	Small			
3	7		30	Small			
4	7		40	Small			
5	6		50	Medium			
6	6		60	Medium			
7	5		70	Medium				
8	5		80	Medium			
9	4		90	Large		
10	4		100	Large			
11	3		110	Large				
12	3		120	Large			
One move point can be used to move the mech forward one hex or for 
one 60 degree turn.

TO HIT ROLLS
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

CRITICAL DAMAGE TABLE
D12	System Damaged	Notes
1	Leg Destroyed	Meka topples and cannot move or change facing but can still attack
2	Pilot Shaken	Pilot takes 1D6 hits
3	Leg Damaged	Move Rate -1
4-5	Weapon		1 Random system destroyed
6	Reactor Core	Meka will explode 50% at the end of every turn as bomb
7	Computers	Meka is -1 to hit on all attacks
8	System Shock	Meka can do nothing on its next move
9	Topple	        Meka spends next turn getting up. No move or attack
10	Electrical Fire	Take 1D4 Damage at the beginning of every turn
11-12	No Effect
Roll on the critical hit table whenever a hit does 10 or more points of damage.

FACTIONS
1	Colonial Federation
2	Terran Empire
3	Andromeda Alliance
4	Corporate Mercenaries
5	Fringeworld Pirates
6	Templars of the Church of Mankind
7	Independent Warlords
8	Rebel Worlds
9	Planetary Defense Force
10	Alien Invasion Force

WEAPON SYSTEMS
Beam Weapons		SIZE	DAMAGE	RANGE		AMMO	
Lasgun			1	1D4	6		U		
Lascannon		2	1D8	9		U
Particle Accelerator	3	1D12	12		U

Missle Launchers	SIZE	DAMAGE	RANGE		AMMO						
Small			1	1D10	12		6	
Medium			1	2D10	18		3	
Large			1	3D10	24		2	
X-Large			1	4D10	30		1	

Ballistic Weapons	SIZE	DAMAGE	RANGE		AMMO	
Chain Gun		1	1D6	4		12
Rail Gun		2	2D6	6		12
Rail Cannon		3	3D6	8		12	

Plasma Weapons		SIZE	DAMAGE	RANGE		AMMO						
Plasgun			1	1D10	2		U	
Plasma Projector	2	2D10	3		U	
Plasma Cannon		3	3D10	4		U	
Fusion Cannon		4	4D10	6		U	
													
Flamethrowers	        SIZE	DAMAGE	RANGE		AMMO		
Small		        1	1D4	1		4
Medium 		        2	1D8	2		4
Large		        3	1D12	3		4

Mortars		        SIZE	DAMAGE	RANGE		AMMO				
Small		        1	1D8	8		8	
Medium 		        2	2D8	12		8	
Large		        3	3D8	16		8	

Other Systems	SIZE	DAMAGE	RANGE		AMMO    NOTES
Armor		NA	NA      NA		NA      +10Hits
Bomb		1	6D10	All Adj		1 		
Melee Weapon	1	2DX	1		U	Swords, clubs, whips, etc
Fist: Punch	NA	1DX	1		U	
Leg: Kick	NA	2DX	1		U	
Targeter	1	NA      NA              NA      +1 to hit with one ranged attack				

WEAPON NOTES: Plasma weapons can only be fired once every other turn. 
Mekas hit by flamethrowers take damage for 3 turns. The Bomb is a self 
destruct mechanism. All Mekas in an adjacent space take 6D10 Damage. 

HAND TO HAND TABLE
MEKA SIZE CLASS	   PUNCH 	KICK    MELEE WEAPON
SMALL		   1D4		1D6        1D8	
MEDIUM		   1D6		1D8        2D6	
LARGE		   1D8		1D10       2D8	

MEKA DESCRIPTIONS: HUMAN DESIGNS
SIZE	MEKA NAME	WEAPON SYSTEMS(ARC)
1	Imp		Small Flamethrower(F)	
1	Sprite		Lasgun(F)	
1	Cockroach	Chaingun(F)	
1	Ranger		Small Missles(F)
1	Grenaider	Small Mortar(F)	
1	Kamikazee	Bomb(NA)
2	Myrmidon	Lascannon(F)
2	Gunslinger	2 Lasguns(L+R)
2	Duelist		Sword & Dagger(L/R)
2	Guardian	Chaingun(F), Small Missles(F)	
3	Spitfire	Lascannon(F), Small Missles(F)
3	Sharpshot	Railgun(F) & Targeter
3	Logrus		Small Mortar(F), 2 Lasguns(L/R)
3	Reaper		2 Small Missles(L+R), Plasgun(F)		
4	Wardog		2 Lascannons(L+R)
4	Tasmanian 	2 Lasguns(L+R), 2 Large Missles(F)
5	Samurai		Large Laser(L), Sword(R), 2 Small Missles(F)
5	Firestorm	2 Plasma Projectors(L+R), Med Missles(F)
6	Lancer		Particle Accelerator(L), 2 XL Missle(F), Targeter
6	Mattock		Mace(R), 3 Armor, Railgun (L)
7	Cyclops		Club(R), Fusion Cannon(F)
8	Demoness	Sword(R), Whip(L), Med Flamer(F), 2 Lasercannons(R+L)
9	Manticore	Flail(R), Medium Flamer(R), 2-L missles(F), 4-S missles(F)
10	Destromatic	2 Particle Accelerators (R+L), 2 Railguns (R+L)
11	Hurcutron	Club(R), 2 Rail Cannons(R+L), 2 Medium Mortars(F)
12	Titanicus	2 Fusion Cannons(R+L), 2 XL Missles(F), 2 Med Missles(F)

PILOT SKILLS
After a major battle, campaign, or intense period of training
a pilot may increase in one random skill: 
D12	Skill			Notes
1	Accuracy		One Gun Attack +1 to hit
2	Guidance		One Missle Attack +1 to hit
3	Agility			Dodge one ranged attack per turn on a roll of 1-3 on D6
4	Martial Arts		One extra punch (-1 to hit) or kick(-2 to hit) per turn
5	Weapon Katas	        One extra HTH weapon attack at -2 to hit per turn
6	Maneuver		Move +1	
7	Tactics  		Initiative Roll +1
8	Crushing Blow	        HTH attacks do +1 Damage
9	Pinpoint Attack	        Ranged attacks do +1 Damage
10	Parry			Block one HTH attack per turn on a roll of 1-3 on D6
11	Gunnery		        Get one extra Gun attack at -2 to Hit
12	Mechanic                Pilot can repair his own mech between battles





Return to Warpspawn Mainpage