MEK LEADER






INTRODUCTION
Solo or Multiplayer card game.
Each player is a mercenary commander leading a Squad of Meks.
Meks = Giant robotic war machines with a human pilot.
Some crossover with the Mekatac game.

DECKS
There are 4 separate common decks (each with its own discard):
Mission Deck
Foe Deck
Event Deck
Build Deck
Players keep a Hand of Event cards.

VICTORY 
Be the first player to accumulate 500 Megacredits (MC). 

SQUAD COMPOSITION
At any given time, you may have up to 4 Meks, and 4 pilots in your squad max.
You may not have more attachments than your meks can carry.

THE BUILD DECK
The Build deck has 4 card types:
Pilots
Meks
Weapons
Equipment
Weapons and Equipment are referred to as Attachments. 
Weapons may be further classified as:
Energy, Ballistic, Hand-to-Hand, or Missile.

DICE
Six and 10 sided dice are needed (D6/D10).

SETUP
Each player starts with 100 MC and a hand of 4 Event cards.
Players roll high on 1D10 to see who goes first.

TURN SEQUENCE
Players take turns.
Each turn has 8 phases:
Event Phase
Subsidy Phase
Build Phase
Mission Phase
Foe Phase
Engagement Phase
Debriefing Phase
Repair Phase

EVENT PHASE
Draw 1 Event card.
If a deck runs out, shuffle the discard & draw from it.

SUBSIDY PHASE
Gain 10 MC.
Use coins to represent Megacredits (MC).

BUILD PHASE
Flip face up the top 8 cards of the Build deck.
You may purchase some, all, or none of these with your MC.
You may also at this time sell Build cards from your Squad.
You get full price when selling to the discard.
At the end of build phase discard all cards you did not purchase.
Small Meks cost 10 MC
Medium Meks cost 20 MC
Large Meks cost 30 MC
Small Attachments cost 5 MC
Medium Attachments cost 10 MC
Large Attachments cost 15 MC
Pilots cost 5 MC plus 5 MC per skill they have. 
Pilot skills are determined randomly and must be recorded.

ATTACHMENTS RULES
Weapons, Armor, and Equipment are referred to as Attachments. 
Meks are small, medium, or large.
Attachments are small, medium, or large.
Small Meks can hold 2 small attachments
Medium Meks can hold 4 small attachments
Large Meks can hold 6 small attachments
A medium sized attachment = 2 small attachments
A large sized attachment = 3 small attachments

MISSION PHASE
Flip face up the top 3 cards of the Mission deck.
You may choose to go on one of these missions or 
Not go on any mission at all.
Discard unused Missions.
If you go on a mission decide which of Meks are going and what
Pilot & Attachments each Mek will have.
Each Mek must have exactly one pilot.
Green Pilots cannot pilot large Meks.
There are 3 types of Missions: Assault, Defense, and Patrol.
Certain Event cards may affect certain Mission types.

FOE PHASE
The Mission will have a Threat Level = X.
Flip face up the top X cards of the Foe deck.
These are the enemies your squad must defeat in battle.

ENGAGEMENT PHASE
The engagement ends when one side is destroyed, or you retreat your squad.
The engagement is resolved after one or more Rounds.
Each round has 4 Steps:
1. Long Range: Weapons/ Foes with LR capability may attack.
2. Medium Range: Weapons/ Foes with MR capability may attack.
3. Short Range: Weapons/ Foes with SR capability may attack.
4. Point Blank Range: Weapons/ Foes with PB capability may attack.
All attacks within a Step are simultaneous except for 
Indirect attacks which occur before other attacks.
To make an attack, pick a target & roll 1D10 (The To-Hit roll):
Each Foe will attack one of your Meks at random.
To hit, your roll must be equal to or greater than 5.
Certain conditions will modify the To hit Roll:
Targets at LR are –1 To Hit
Targets at SR are +1 To Hit
Targets at PB are +2 To Hit
Your Small Meks are –1 To be Hit
Your Large Meks are +1 To be Hit
Each Foe will have an Evade value (+2 to –2) To be Hit
Missiles are +1 To Hit
Area Weapons are +1 To Hit 
Indirect Weapons are –1 To Hit
Missiles vs Target with Jammer –2 To Hit 
If a target is hit, it will take 1D6 Damage (The Damage roll).
Certain conditions will modify the Damage Roll:
Small Weapon –1 
Large Weapon +1	
Missiles + 1D6
Area Weapons –1 
Area Weapons are +2 vs Infantry
PB (HTH) Weapons +2
SR Weapons +1
LR Weapons –1 
Ballistic Weapon vs Target with Inertia Field –1 
Energy Weapon vs Target with Absorption Field –1 
Missiles are one shot weapons: They can only be used in the first round.
A unit reduced to zero hits is destroyed (and cannot be repaired). 
Use dice to mark damage.

DEBRIEFING PHASE
If you destroyed all the Foes, you get paid for the Mission.
If your Squad retreated, or was destroyed, you do not get paid.
Payment in MC = 10 x Mission Threat Level. 
Discard the Mission card.
Roll 1D6 for each pilot that was on the (Successful) Mission:
Green: roll 1D6 for each pilot: on a roll of 1-2 the pilot became Regular 
and the player can select a specific skill for the pilot
Regular: roll 1D6 for each pilot: on a roll of 1 the pilot became Veteran 
and gains 1 random skill
Veteran: roll 1D6 for each pilot: on a roll of 1 the pilot became Elite and 
gains 1 random skill
Elite: roll 1D6 for each pilot: on a roll of 1 the player can select a 
specific skill for the pilot
Use The Pilot Skill table for determining skills.


REPAIR PHASE
You may fix your damaged Meks.
It costs 1 MC to repair 1 point of damage.
Small Meks have 10 Hits
Medium Meks have 20 Hits
Large Meks have 30 Hits
Armor attachments add 5 Hits each.
Max Event hand card size = 8 cards. Discard excess cards.

MISSION DECK CARD LIST
Mission:			Threat
Defend Base			7
Defend HQ			8
Defend Colony			7
Defend Transport		4
Assault Outpost			3
Assault Power Plant		6
Assault Convoy			5
Assault Fort			8
Patrol Warzone			6
Patrol Jungle			5
Patrol Arctic			4
Patrol Wastelands		3

EVENT DECK CARD LIST
Card Name:			Notes:
Corporate Convention		Flip +4 cards in Build Phase
Black Market			Draw any 1 card from Build Deck in Build Phase
Battle Scarred			Target Foe/Mek starts battle with 1D6 Damage
On Shore Leave			Discard 1 random Foe
Head Hit			Target Hit on Mek destroys it
Salvage 			Mission earns extra 30 MC
Artillery Support		1 LR Attack +1D6 Damage
Orbital Bombardment		1 LR Attack +1D6 Damage
Cruise Missiles			1 LR Attack +1D6 Damage
Air Support			1 LR Attack +1D6 Damage
Out of Ammo			Target Foe/Weapon cannot attack
Immobilized			Target Damaged Foe/Mek +2 To be Hit
Gyros Damaged			Target Damaged Mek has –2 To Hit
Ambush				Patrol Mission: All your units +2 To Hit first Round
Surprise			Assault Mission: All your units +2 To Hit first Round
Allied Units			Defense Mission: Draw 2 Foe cards: Use as Allies
Investors			Get 10 MC
Detailed Plans			Draw 2 Event Cards
Active Front			Flip +2 cards in Mission Phase
Field Maintenance		Repair 1D6 Damage for Free at end of Engagement 

FOE DECK CARD LIST
Unit Name:		Hits	Range	Dam	Evade	Notes:
Infantry		6	SR	-2	-	
Power Infantry		8	SR	-1	-2	
Light Mek		10	MR	-1	-1	
Medium Mek		20	LR	-	-	
Heavy Mek		30	LR	+2	+1	2nd Attack at MR
Hover Tank		15	MR	-	-	
Gyrocoptor		6	MR	-1 	-2 	
Artillery		4	LR	+2	+2	
SP Artillery		8	LR	+1	-	
Heavy Infantry		5	MR	-1	+1	
Entrenched Infantry	9	MR	-1	+2	
Scout Mek		10	SR	-1	-2	
Battle Mek		20	MR	+1	-	
Assault Mek		30	MR	+3	+1	2nd Attack at PB
Jump Troops		5	SR	-2	-2	
Support Mek		10	LR	-1	-1	Missiles
MMLS			5	LR	-	-	Missiles

BUILD DECK CARD NOTATION
K = Mek
P = Pilot
W = Weapon
WE = Energy Weapon
WB = Ballistic Weapon 
E = Equipment
Size = (S)mall, (M)edium, (L)arge
Range = LR, MR, SR, PB

BUILD DECK CARD LIST
Card Name:		Type	Size	Notes:
Destromatic		K	L	-	
Hurcutron		K	L	-	
Titanicus		K	L	-	
Hawklord 		K	M	-
Cyclops			K	M	-
Lancer			K	M	-
Phoenix			K	M	-
Mattock			K	M	-	
Guardian		K	S	-	
Myrmidon		K	S	-	
Ranger			K	S	-	
Sprite			K	S	-	
Grenadier		K	S	-	
Wardog			K	S	-	
Card Name:		Type:	Rank:	Starting Skills:	
Kasper 			P	Green	None
Johana			P	Green	None
Icky			P	Green	None
Tink			P	Green	None
Crank			P	Regular	Mechanic
Devos			P	Regular	Martial Arts
Krill			P	Regular	Evasion
Cintia			P	Regular	Gunner
Leyla			P	Regular	Sniper
Zaxxon			P	Veteran	Tactics, Evasion
Ellis			P	Veteran	Mechanic, Gunner
Lodoss			P	Veteran	Martial Arts, Sniper
Sven			P	Elite	Mechanic, Martial Arts, Evasion
Cogan			P	Elite	Tactics, Gunner, Sniper
Card Name:		Type:	Size:	Notes:
Armor			E	S	+5 Hits; Deck has 4 copies
Inertia Field		E	S	-1 Damage from Ballistic Weapons
Absorption Field	E	S	-1 Damage from Energy Weapons
Jammer			E	S	-2 To be Hit by Missiles
Targeter		E	S	+1 To Hit at MR & LR
Jump Jets		E	S	-1 To be Hit
Wings			E	S	-1 To be Hit
Card Name:		Type:	Size:	Range:	Notes:
Laser			WE	S	MR	Deck has 2 copies
Laser Cannon		WE	M	LR	Deck has 2 copies
Particle Accelerator	WE	L	MR	
Flamer			WE	S	SR	Area Affect
Autocannon		WB	M	MR	Deck has 2 copies
Chain Gun		WB	S	SR	Deck has 2 copies
SR Missiles		W	S	SR	Deck has 2 copies
MR Missiles		W	S	MR	Deck has 2 copies
LR Missiles		W	S	LR	Deck has 2 copies
Rail Gun		WB	L	LR	
Mortar			WB	S	MR	Indirect Fire
Hammer			W	M	PB	
Energy Sword		WE	S	PB	
Vibro-Blade		W	S	PB	
Shock Lance		WE	M	PB	
Disruptor Mace		W	S	PB	
Electro-Whip		W	S	SR
Plasma Generator	WE	L	SR	Area Affect
Meson Gun		WE	L	LR



PILOT SKILL TABLE
1D6	Skill:			Notes:
1	Tactician		Reroll 1 target roll once per round
2	Mechanic		Repair 1D3 Damage for free in Repair Phase
3	Martial Arts		+1 To Hit or Damage at PB
4	Evasion			–1 To be Hit vs 1 target attack per round
5	Gunner			+1 Attack/round with 1 non-missile/non-HTH weapon
6	Sniper			+1 To Hit at SR, MR, or LR
	










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