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Ultra simple mecha hack suitable for playing with your kids

January 11, 2013 Leave a comment Go to comments

You will need: Hex map (1, 2, 3, 4, 5), mecha counters showing facing, 1d6. Either paper for each player to record mecha info or, if you want to get fancy, cards to deal out for the Weapons and Specials.

Build your mecha

Draw from a deck of cards or roll dice to select a weapon and a special feature to deck out your giant robot chassis. By default all mecha have 8 HP.

WEAPONS
1. Rocket fists: max range 3 hexes, Damage D2 and spin target around 180 degrees
2. Cannon: range 6, damage d2
3. Blunderbuss: range 3, dam. D6, then take a turn to reload
4. Missiles: Minimum range 3, max 6. Damage D6
5. Hatchet: range 1, damage d6
6. Harpoon: range 4, damage d3, drags opponent closer by 1 hex each turn unless opponent breaks the cable by rolling a 6.

Apart from weapons listed above all mecha can punch (range 1, damage 1).

SPECIALS
1. stickymines (2 of em): Range 1, autokill in 2 rounds unless the opponent rolls a 6
2. more engine: +1 move point
3. jump jets: move 2 hexes in any direction, end with any facing
4. Armour: +4 HP
5. Can opener: range 1, if you roll a 6 you can steal opponent mecha and your mecha becomes inactive.
6. Super dodge (2 of em): declare before anyone rolls to hit: attack automatically fails.

I say mecha but with a light reskin this could work for Pokemon, Barbie, Lego Friends... you know, with hugs instead of missiles.

I say giant robots but you could reskin this any way you wanted – and who wouldn’t love a version where adorable candystripe ponies blow kisses and give hugs – or maul each other with missiles and hammers?

Turn Order

Roll for initiative to see who moves first. If players have multiple mecha then everyone moves one mecha in initiative order, then everyone’s second mecha etc. After everyone’s moved, everyone gets a chance to turn one hex-side (60°) to react to the new situation.
Then everyone fights: physical attacks first, then shooting. Roll saves/whatever to react to that, take damage.
Repeat.

Moving

Mecha can only move straight forward and turn. Each mecha gets 4 movement points every turn to spend on moving forward (1 hex = 1 point) and turning (one hex-side = 1 point).

Fighting

Range in hexes = your difficulty to hit on 1d6 – so maximum range is 6 hexes. You can shoot/fight into the front 3 hexes only. Physical attacks go first. resolve all damage/death at end of turn.

Ways you can complicate this

All mecha can also Charge (range 1 – into hex directly ahead only, damage = the number of hexes you moved this turn, and the charging mech takes 1 recoil damage)
Terrain:
1 move point to go up or down 1 level (marked on some maps). You cannot cross a boundary of more than 1 level. Roll 3+ to avoid losing 2 move points when entering/crossing water. Roll 4+ to exit a mud/sand hex. To cross a gorge either use jump jets or run 3 hexes in a straight line that turn (to do a running jump).
Each side has multiple mecha, but only one pilot – the rest are remote controlled. Kill the pilot and the whole side goes down.
pilots can run around outside mecha, try to break into mecha: move 1 hex a turn in any direction, roll 5+ to grab onto a mecha and start climbing. Reach cockpit one turn after climbing, roll 6 to get inside. Pilots have 1 HP.

Giant-Robot-Pilot-s-Union

Wampus reskin

Wampus reskin

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