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