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.
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
MOVEMENT AND FACING
One move point can be used to move the mech forward one
hex or for one 60 degree turn.
ATTACKS
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.
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.
Small Meks are -1 to be hit. LargeMeksare +1 to be hit.
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
CRITICAL DAMAGE TABLE
D12 System Damaged Notes:
1 Leg Destroyed Meka topples & cannot move or change facing but can still attack
2 Pilot Shaken Pilot takes 1D6 hits
3 Leg Damaged Move Rate -1 (or Wing blown off: No flying & Fall if flying)
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
Notes: Roll on the critical hit table whenever a hit does 10 or more points of damage.
Pilots have 6 hits each.
A Flying mech that falls loses 2D6 X 10% of its full Hits.
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 8 10
Rail Cannon 3 3D6 12 8
Siege Gun 4 4D6 16 6
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 8
Medium 2 1D8 2 6
Large 3 1D12 3 4
Mortars: SIZE DAMAGE RANGE AMMO
Small 1 1D8 6 12
Medium 2 2D8 8 10
Large 3 3D8 10 8
OTHER SYSTEMS SIZE NOTES
Armor 1 +10 Hits
Bomb 1 6D10 damage to all Adj mechs (Self destruct)
Melee Weapon 1 Swords, clubs, whips, maces, Jaws, Tail, etc.
Targeter 1 +1 to hit with one ranged attack
Four Legs 1 Move +2
Jump Jets 1 Move +4: Clear obstacles
Jet Wings 1 Move +8: Full hits are -20% of customary.
Transformer 1 Full hits are -20% of customary (see Optional rules)
Medium Mekas may get Jets at a cost of size = 2.
Large Mekas cannot get Jets.
WEAPON NOTES:
Plasma weapons can only be fired once every other turn.
Mortars have indirect fire.
Plasma weapons & Flamethrowers are +1 to hit.
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.
WEAPON ARCS
All weapons attack into a 90 degree arc:
The arc is determined by the Mekas weapon configuration.
Arcs include: (F)orward, (L)eft, (R)ight, and (B)ack.
MISSILE, BALLISTIC, & MORTAR ROUNDS
Type: Notes:
Armor Piercing Damage +1
AI Guided To Hit +1
High Explosive Area of Affect = target hex and all adjacent hexes.
HAND TO HAND DAMAGE TABLE
MEKA SIZE CLASS PUNCH KICK MELEE WEAPON
SMALL 1D4 1D6 1D8
MEDIUM 1D6 1D8 2D6
LARGE 1D8 1D10 2D8
All Mekas are able to make one HTH attack per turn.
MEKA DESCRIPTIONS: HUMAN DESIGNS
SIZE MEKA NAME WEAPON SYSTEMS(ARC)
2 Imp Wings, Small Flamethrower(F)
2 Sprite Wings, Lasgun(F)
2 Cockroach 1 Armor, Chaingun(F)
2 Ranger Jump Jets, Small Missles(F)
2 Grenaider Jump Jets, Small Mortar(F)
2 Kamikazee Wings, 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 2 Lasguns(L+R), Wings
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 Four Legs, Jaws, 1 Lascannon(F)
4 Tasmanian 2 Lasguns(L+R), 2 Medium Missles(F)
4 Hedgehog 4 Lasguns(F+L+R+B)
5 Samurai Large Laser(L), Sword(R), 2 Small Missles(F)
5 Firestorm 2 Plasma Projectors(L+R), Med Missles(F)
5 Pheonix Wings, 1 Large Flamethrower (F)
6 Lancer Particle Accelerator(L), 2 XL Missle(F), Targeter
6 Mattock Mace(R), 2 Armor, Railgun (L)
7 Cyclops Fusion Cannon(F), 3 Armor
7 Hellion 4 Large Missles(F), Flail (R), Plasma Projector (L)
8 Demoness Wings, Sword(R), Whip(L), 2 Lascannons(R+L)
8 Hawklord 2 Railguns(F), Claws(F), 2 L-Missiles(F), Wings
9 Manticore Tail(B), 4-Legs, 2 Claws (L+R), Med Flamer(F), 3-S missles(F)
10 Destromatic 2 Particle Accelerators (R+L), 1 Siege Gun (F)
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)
ACTION DECK CARD LIST
Card Name: Notes:
Meka Hustle Target Meka move points +4.
Meka Blitz Target Meka move points +8.
Dumb Luck Reroll target Diceroll.
Salvo Target Meka gets an extra attack with all of its weapons.
Deflection Target Attack Misses.
Aimed Shot Target Attack automatically hits.
Critical Hit Target attack that hits does +1 Critical hits.
Tactics Negate opponents Action Card.
Initiative Target Meka gets +10 to Initiative roll.
Hesitate Target Meka cannot attack this turn.
Stuck Target Meka cannot move this turn.
Opportunity Attack Target Meka gets an extra attack with one of its weapons.
Notes: the deck contains 4 of each card listed.
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/turn at +1 to hit
2 Guidance One Missile Attack/turn at +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/turn at -2 to hit
6 Maneuver Move points +1
7 Tactics Initiative Roll +2 & Hand size +1
8 Crushing Blow HTH attacks do +1 Damage
9 Pinpoint Attack 1 Ranged attack/turn that hits is a critical hit
10 Parry Block one HTH attack per turn on a roll of 1-3 on D6
11 Gunnery Get one extra Gun attack/turn at -2 to Hit
12 Mechanic Start game with extra Upgrade card
UPGRADE CARD DECK
Before Setup each player draws 4 Upgrade cards.
The deck contains 2 of each card.
Card Name: Effect:
Extra Armor Target Meka has an extra 10 Hit points of armor.
Extra Weapon Target Meka gets an extra size 1 weapon.
Weapon Upgrade Target Weapon on Target Meka Size +1 Level.
Veteran Target Pilot gains one random skill.
Advanced Engine Target Meka gets +1 Move Point.
Ammo Carrier Target Weapon on Target Meka gets double ammo.
STRATEGY CARD DECK
Before Setup each player draws 4 Strategy cards.
The deck contains 2 of each card.
Card Name: Effect:
Terrain Player may add/remove a terrain feature to the map/field.
Ambush Move one enemy Meka up to 8 spaces from starting position.
Battle Damage One target enemy Meka starts with 2D6 damage.
Surprise Get +10 to First initiative roll of game.
Support Fire One X-Large Missile attack from edge of map once per game.
Air Strike One Large Missile attack from edge of map once per game.
Minefield On one space. Write down location. Keep secret.
Hidden Meka On one space. Write down location. Keep secret.
Notes: Support attacks originate from your side of the table and
the target must be in line of one of your Mekas acting as a forward observer.
The Mine does 4D10 damage to the Meka that steps on it.
The Hidden Meka is revealed if it moves/attacks or is in LOS of an enemy Meka.
Mines and Hidden Mekas are placed on your side of the map.
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
Notes: As well as Freelancers.
OPTIONAL RULES- TRANSFORMERS
A Transformer has 2 modes. A transformation takes 1 turn to complete.
The other mode has 1 or 2 systems that are different from the first mode.
(For example: the medium mortar is 'replaced' by a pair of wings)
Weapon Arcs can also be changed.
Systems that cannot "disappear" between modes include Armor & Missiles.
(You cannot be a Transformer just to load up on Missiles)
SPACESHIP VARIANT
This suggestion was made by Matt R. at Wolfhvl@aol.com:
"...some friends and I have combined Mekatac and Galax. We use the
hull sizes and costs from Galax but the weapons and combat rules from
Mekatac. Works pretty well..."
We call it Starmageddon
MEKA TAC FANSITE
Total Facelift pimped out upgrade:
Giant Stompy Robots
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