Monday, February 19, 2007

Mechaton Rules Blitz 3 & 5

Move Attack Move - Represents a “fly by” attack, extreme maneuverability, or firing on the move.
  • Requires a mech to have 2 movement attachments
  • The mech may use one die (white or green) to move, then attack as normal, then another die (white or green) to move again.
Line of Sight, Artillery, and Spotting - Represents the fact that Artillery has an unlimited range but knowing precisely where a target is, is another story.
  • If Artillery has line of sight to a target then normal shooting rules apply.
  • If Artillery does not have line of sight then it may only target a mech if it currently has a spotting die on it.
    • Normal shooting rules then apply.

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Monday, February 12, 2007

Mechaton Rules Bitz 4 - Alternate Chassis

As everyone knows, the Mech is the most efficient chassis for war machines, construction drones, and a host of other applications. Nevertheless, a few other chassis types are commonly encountered, including:

Power Armor - Power armor uses mech technology concentrated in a suit worn by a single individual, enhancing their motions with incredible strength. Power Armor gets only 1 white die and can 1 attachment.

Spookbots - Actually, the spookbot chassis is only 1 of several designs that emerged before mech technology became widespread. Spookbots may be piloted or robotic. A spookbot has 1 white die and up to 2 attachments.

War Machines - War Machines refer to the vast variety of non mech enabled machines of destruction. War machines get NO white dice at all and may have up to 3 attachments. A war machine without a movement attachement cannot move.

I'm not sure this adds much to the game as written, but it could be a source of fun.

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Wednesday, January 31, 2007

Mechaton Rules Blitz 2 - Initiative Defense

Initiative BonusRepresents an awareness of the battlefield, aiming, finding a mech’s weak spot, or even finding the best route from here to there.

  1. A mech with multiple initiative dice may “hold” an initiative die rather than use it.
  2. After rolling, held initiative can then be applied to as a +1 bonus to any rolled die on a one for one basis.
  3. If a mech is attacked before his first initiative, then all of his initiative dice are removed as normal.
Option: A mech may not apply more than +1 bonus to any single die.
Option: If a mech's defense is 5, then the bonus may not be applied.

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Tuesday, January 30, 2007

Mechaton Rules Blitz 1 - Bounties!

We have now played Mechaton on two occasions and I now feel the need to start adding to it. I am going to post one new rule a day. Some of the rules are mechanical and some are meta. Please let me know what you think or just tell me to stop it.

Meta Rule Proposal 1: Bounties!

Declaring Bounties Represents a willingness to trade your own success for the destruction of another.

  1. At the beginning of a turn you may Declare a bounty on another mech (the Target).
  2. Declare your target and how many points you will pay for the mech’s destruction.
  3. Upon destruction of the mech, the declaring player immediately transfers that many points from his score to the Collecting player.
  4. If the Target survives, that faction receives the bounty.
  5. Provisions:
    • You may not place a Bounty on your own mech.
    • A faction may collect their own bounty.
    • It is considered bad form to declare a bounty on a mech in order to give the game to another faction. Boo and Hiss at that player till they recant.
    • Bounties may not be rescinded.

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