Tuesday 24 September 2024

Mech Campaign - Part 4 - Draft Game Rules

Before playing any more games in this mech campaign, I figured it would be timely to do a post about the draft rules I am using. They are fairly simple, as I prefer rules that fit on a single, double-sided sheet of paper. These rules are designed for a small-scale game using between 4 to 6 miniatures per side. The majority of units will be mechs, large, human-piloted robotic machines built for combat in the harsh planetary environment. However, for a bit of variety, the rules also feature drones, sentry guns, and tracked mechs.

I have kept combat simple and it is all via ranged attacks, with mechs armed with advanced guns and missiles. These weapons allow them to inflict damage, provide suppressive fire, and lock onto targets to boost the accuracy of other mechs shooting. However, to counter this, the mechs are also equipped with sophisticated defensive repair systems. 

Given the limited number of mechs in play, the rules allow multiple actions per unit, creating I hope a fast-paced game. I did not want the games to always finish with the last man standing, or in this case last mech standing. So fitting in with the campaign background, mechs are costly on the remote mining world and pilots will break off the battle before facing complete destruction.

The units I am using are:

Mechs - These make up the core of most forces, as they are specially designed to function in the planet's hostile environment. Typically, they come in two varieties: light mechs, which are fast and agile, and heavy mechs, which can carry extensive weaponry but sacrifice speed. 

A large mech - Slow but with powerful weapons.

A small mech - fast and agile.

Tracks - These are tracked mining vehicles repurposed for combat and used to make up the numbers. They are slow and have limited firepower. Their one advantage is their ability to navigate the warren of underground tunnels left by mining operations and suddenly appear to ambush the enemy.

Tracks - repurposed mining equipment.

Drones - Built to operate in harsh, thin atmospheres, using advanced propulsion like anti-gravity stabilisers and thrusters to fly. They are remotely controlled from a base unit and also use AI to direct their movement and attacks. Though lightly armed, they are useful for providing target locks and suppressive fire.

A drone and base launching vehicle.

Gun Sentries - Mining operations frequently deploy gun sentries as a cost-effective way to safeguard their assets. With limited weaponry, these stationary defences rely on AI to control their targeting and firing.

Gun Sentries.

Sequence of Play

Each game turn consists of two player turns. During a player’s turn, the following steps are performed in order:

  1. Calculate the player's available action points.
  2. Spend action points to activate units one at a time, until all action points are used or the player wants to take no further action.
  3. Remove all suppression and target lock markers from the player's units.

Calculating Action Points

To determine the number of action points a player has for their turn, total up the total number of active units (excluding any eliminated ones) and add the result of a dice roll. These will determine how many actions a player’s units may perform.

Activating Units

Select a Unit: Choose a unit to perform one or more actions. Complete all actions for the selected unit before choosing another unit.

Action Limits: Each unit may perform up to three actions per turn. Actions require action points to be spent:

  •    The first action costs 1 action point.
  •    The second action costs 2 action points.
  •    The third action costs 4 action points.

A unit cannot perform an action if a player has insufficient action points. Keep track of the remaining action points as they are used.

Available Actions:

The available actions a unit can take are:

  • Movement
  • Shooting
  • Suppressive Fire
  • Target Lock
  • Repairs
  • Recover from Suppression
  • Special Action

Movement

Heavy and tracked mechs are limited to 1 move action per turn, while light mechs may perform multiple move actions. Move actions must be consecutive; a unit cannot move, perform another action, and then move again.

Ground Unit Movement:

  • Ground units allowed to move may advance 4 inches in a straight line per move action. Turning at the start and end of their movement. Heavy mechs and tracked mechs are limited to 1 move action per turn, while light mech units can perform multiple move actions. 
  • Movement must stop if a unit comes within 4 inches of an enemy unit. Ground units already within 4 inches of an enemy can only move if they are moving directly away from the enemy.

Air Unit Movement

  • Air units, such as drones, have unlimited movement in a straight line. Turning at the start and end of their movement. However, movement must stop if they come within 4 inches of an enemy air unit. 
  • Air units are required to perform at least one movement action each turn, even if it means circling to stay in the same position. If a player opts not to move an air unit, it is removed from the tabletop and may return in a future turn, placed anywhere on the battlefield.

Note: Air units must complete a movement action before they can perform any other action, eg, shoot.

Shooting

To perform a shooting action, a unit must have line of sight to the target, be within the frontal facing 180 degree arc, and be within a 12-inch range. Heavy mechs may take up to 2 shooting actions per turn, while all other units are limited to 1 shooting action. After shooting, units may only perform additional shooting actions (if allowed) and cannot take any other actions.

When shooting, roll a die. On a roll of 4 or higher, the target is hit and takes 1 damage point. The roll can be modified by the following factors:

-1 if the target is in cover.

+1 if the shooting unit is on higher ground.

+1 if a target lock is active on the target (remove target lock marker once used).

-1 if the shooting unit is a drone or gun sentry.

Suppressive Fire

Units may choose to use their firepower to suppress enemy units rather than inflicting damage, forcing the enemy to spend action points to remove suppression. A maximum of 2 suppression marker per enemy unit is permitted. All suppression markers are removed at the end of the owning player’s turn.

Note - Suppression is a good way to force an opponent to use up their action points or tie up heavy mechs.

Target Lock

Units, excluding sentry guns, may place a target lock on an enemy unit to enhance the shooting accuracy of other friendly units. Place a target lock marker on the target unit. 

Repairs

Any unit, except fixed defences and air units, with more 2 or more damage points may attempt 1 repair action per turn. Roll a D6. On a score of 4+, remove 1 damage point. For example, a unit with 2 damage points may repair 1, but a unit with only 1 damage point cannot repair. They carry that damage for the remainder of the game.

Recover from Suppression

Units with suppression markers must use 1 action to remove the marker. For example, a suppressed mech spends 1 action to remove the suppression (1 action point) then moves (2 action points).

Special Actions

Any special actions specified by a scenario. The action may be automatic or require a dice roll to determine their success.

Eliminating Units and Resolve

Units are removed from play after sustaining 4 or more damage points. They can perform repair actions to recover from some hits, but they cannot fully restore all damage points. Whenever a unit is eliminated, the player must test the mech group’s resolve. Roll the dice and add 2. If the score is less than 1, then the force retreats and the game is lost.

End of a Player’s Turn

At the end of their turn, a player removes all suppression and target lock markers from their units.


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