0% found this document useful (0 votes)
33 views5 pages

Mecha Chronicles Core

Uploaded by

Alfdam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
33 views5 pages

Mecha Chronicles Core

Uploaded by

Alfdam
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

Mecha

Copyright ©2023 Máté Cziner and Zsolt Varga.


Illustrated by Máté Cziner. The text and
Hardware, [/], [X]
images of this work are licensed under the
Creative Commons Attribution-NonCommercial- Your craft has various hardware you
ShareAlike 4.0 International licence. can power. Each hardware has a number of
cells. Each cell may be:
Chronicles Equipment [ ] Unpowered: an empty box
To play you’ll need this booklet, a
C O R E | R U L E S Mission booklet, a Cockpit, a handful of [/ ] Powered: a box with a tick
six sided dice, and a pen. One cockpit
sheet will be used up per mission. [X ] Damaged: a box with 2 ticks

B i g ho n k i ng g u n
About this game
X X / /
In Mecha Chronicles, you will sit in the
seat of a mecha pilot, driving huge,
humanoid war machines. The battlefields Whenever the rules instruct you to
of the future are full of danger and damage hardware, you have to mark a
your decisions with the twists of fate cell with 2 ticks [X ] . You have to mark
will determine your success. powered cells first with a tick [/ ] .
There’s no way to recover damaged cells.
Distribute the scarce resource of
Print & Play nuclear power in the machine to utilise When you see [/ ] in the rules, [/ ] is
Solo & Co-op the different hardware elements and equal to the number of powered cells on
overcome your challenges. Be careful, the corresponding hardware. [X ] is the
by Máté Cziner survival is not enough. Each mission you same for damaged cells.
& ZsoltVarga take on will have a specific goal, that’s
what you have to achieve for victory. When all their cells are damaged the
hardware becomes disabled.
We recommend that you read through the
core rules first. As you learn the game,
using the mission sheets will be enough Enemies
for gameplay.
Bogeys are unidentified enemies,
Now, lock’n’load represented by a crosshair. They cannot
and let’s kick some a**! be destroyed until identified.

Hostiles are identified enemies. They


have hitboxes and can be destroyed.
Their details can be found in the
Mission booklet.
Actions Sectors Campaign play
To do an Action Roll, roll a number The battlefield is divided into sectors. You may choose to play multiple Missions
of 6 sided dice equal to the number of When you are told to select a random as a campaign. You can play missions in
your hardware’s powered cells. In this sector, roll a d6 to find out which one. any order and also play them again as
example, you’d roll two dice. you like.
S ec to rs
If you fail a mission, your campaign is
B ig hon k ing gu n
1- 2 3- 4 5- 6 over. Some missions may allow you to
X X / / abort, without either failing or
completing them. Tally your kills across
Identify all missions as your final score.
Success: each die with a 5 or 6 as a
result is a success. When you are told to identify a bogey, Co-op play
roll on the Mission’s enemies table.
You may choose to push and re-roll all Roll d6 + number of bogeys (before Each player has their own cockpit for
dice that are not successes. However, if identification) in the same sector to the same mission. In each turn phase,
you roll any 1s on the re-roll, you must learn their type. Write the name of both players perform the phase in any
apply 1 damage to the hardware used. You their type next to the crosshair and order they choose.
can push only once per action roll. draw their hit boxes as indicated.
Hostiles do not activate in the same When taking a player action, both
Rounds round they were identified. players may choose to target enemies,
bogeys, or sectors on the sheet of their
Each game round, follow these steps: Sniper [ ][ ][ ] wingman instead of their own.

1. Power up: Power a number of cells When executing an enemy action, the
equal to your reactor rating. Your Hits & Kills other player may opt to take the hit
reactor rating is visible in your instead of their wingman and perform the
cockpit. When you score a hit on an enemy, mark enemy’s action on their sheet instead.
one of their hitboxes.
2. Enemy action: Draw a bogey in a You both have to complete the objective
random sector (see next section). Then Sniper [X][ ][ ] on your sheet to win the mission.
trigger all enemies in this sector in
any order. Execute their actions as When you mark their last hitbox they are Special thanks to
described in the mission booklet in the destroyed. Cross out their name and
order of your choice. Szilvia Czuh, Attila Gulyás,Ferenc
make a tally mark anywhere in your
cockpit to record and celebrate the Honbolygó, István Papp and Ádám Tarnóczy
3. Player action: Choose an action kill. for your feedback during playtests!
from the hardware list of the mission
booklet. You may only choose hardware
with at least one powered cell.
Mecha
Copyright ©2023 Máté Cziner and Varga Mission Setup
Zsolt. Illustrated by Máté Cziner.
As a first step, read through the mission
The text and images of this work are booklet and familiarise yourself with
licensed under the Creative Commons the enemies you’ll face, the hardwares

Chronicles Attribution-NonCommercial-ShareAlike 4.0


International licence.
of your mecha and the conditions of
success and failure.

MISSION#1|PROTOTYPE Story Buckle up and boot up


Hey Rookie, your day has come. Jump hardwares
into our prototype mecha, power up all
systems and destroy as many enemies as Write your callsign on the Cockpit
you can. The goal is easy: destroy the sheet. Power up 3 cells on your shield
enemy’s commander and you’ll get the and 2 cells on your missile. Choose
badge. Go down in a blaze of glory, another system and power up 1 cell.
and our engineers will analyse the
wreckage for improvements. At the end
of the mission, we all win.
Install secondary
hardware
It’s up to you what
configuration you put Select any Hardware and write their name
in your two-legged on the secondary hardware box in your
war machine, and cockpit. Your secondary hardware is a
also, you’ll have less powerful version of the original
the opportunity to and has one less cell than the original.
link two hardwares. Mark other cells as damaged now.
Choose wisely, and
if you feel that the
config is not Linked controls
perfect, just call
Draw a cable between two pieces of
abort on the radio
hardware.
and we’ll pull you
out so you can start
Whenever you activate one of them the
over.
other is also activated unless disabled
or unpowered.

Incoming!
Good luck out there Mark 2 bogeys and 1 scout in random
and be careful with sectors.
those tormentors!
ROLL Enemy ACTIVATION Hardware ACTION
VICTORY DEFEAT
Choose a sector. Make an
If there are 3 or Win when you Fail when you
action roll and mark 1 hit
more bogeys in this destroy the have no way left
- Bogeys
sector, identify one
Turret on a number of hostiles
equal to your successes in Commander to score a hit.
of them.
the chosen sector.
Select a sector. Mark
Pathfinder Make an action roll. Score 3
2-4
[]
a bogey, and identify
it.
hits on a hostile of your Special rules
Missile choice if you rolled at

Grunt
Damage 2 different least one success. Damage Enemies
5 hardware of your missile after the roll.
[][]
choice.
Make an action roll and Captain
Damage the most identify a bogey of your When scoring the 10th hit on enemies,
Tormentor choice for each success. You the captain appears in a random sector.
6 damaged non-disabled
[][] may select an adjacent
hardware. Scanner result on the table when you
Apply 2 damage to the identify them. Bogey, Commander
Sniper Captain and Commander can’t When the captain is destroyed, the
7 most powered
[][][] be chosen. commander appears in a random sector.
hardware.

Damage 3 different Before taking damage from an

Brute
hardware of your enemy action, you may make Radio commands
choice. Then score a Shield an action roll and take one
8+ [][] damage instead of another When using your radio you may choose
hit on any non-brute
[][] hardware for each success. either of these commands:
hostile in the same
sector.
Damage this, then perform
Over-
Captain Execute the action of [/] extra actions. None of Intel
drive them may be this one. Identify all bogeys.
- [][] all hostiles in an
[][] adjacent sector.
Damage this, then select a
Cannot be damaged non-disabled hardware. Airstrike
Perform its action as if all Score 2 hits on all hostiles (except the
directly by hardware. Nitro
Commander its cells were powered, even Commander) in a sector of your choice.
Mark a hit on this
- [][][] the damaged ones. Radio
every time you
[][][] can’t be chosen.
destroy a hostile in Evacuate
the same sector. Abort the mission and survive to fight
Damage this, then choose a
Radio command (see special rules). another day.
S
H
IE
EG L
T L D
B OO
E T
R R
T U

o
SCANNER

di
Ra
E
R IV
E RD
OV

O
MISSILE

R
T
I
N
Mecha
Chronicles
MISSION#1|PROTOTYPE

You might also like