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Mecha Bardagulan v4.5 Rules

The document outlines the rules and mechanics for playing the Mecha Bardagulan game, detailing necessary materials, setup procedures, terrain types, and pre-game preparations. It describes various game modes, combat mechanics, special abilities, and actions that players can utilize during gameplay, along with optional rules that can be agreed upon before starting. Additionally, it includes a FAQ section to clarify common questions regarding gameplay elements and strategies.

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0% found this document useful (0 votes)
297 views7 pages

Mecha Bardagulan v4.5 Rules

The document outlines the rules and mechanics for playing the Mecha Bardagulan game, detailing necessary materials, setup procedures, terrain types, and pre-game preparations. It describes various game modes, combat mechanics, special abilities, and actions that players can utilize during gameplay, along with optional rules that can be agreed upon before starting. Additionally, it includes a FAQ section to clarify common questions regarding gameplay elements and strategies.

Uploaded by

sepejoh296
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Table of Contents

I. Introduction (Page 2)
​ What You Need to Play: Outlines the basic materials necessary for gameplay, including a
table, dice, measuring tools, and terrain.
​ Setup: Details the pre-game setup process, including determining turn order, terrain
placement, and objective placement for specific game modes.
II. Terrain and Pre-Game Preparations (Page 2)
​ Terrain Types: Explains the different types of terrain and their effects on gameplay, including
Elevation, Low Cover, LOS Blocking, Obscuring, and Difficult terrain.
​ Pre-Game: Covers unit customization and deployment, including selecting weapons and
upgrades and placing units on the table edge.
​ Optional Rules: Lists optional rules that can be agreed upon before the game, affecting
damage, weapon types, hit rolls, measuring, and unit movement.
III. Game Modes and Structure (Page 3)
​ Game Modes: Describes the two primary game modes, Annihilation and Domination,
outlining the victory conditions for each.
​ Time: Specifies the time limits for 1v1 and team battles, outlining the turn order for team
play.
​ Bases: Discusses the use of bases for consistent measuring and recommends specific base
types or measuring methods for units without bases.
​ Game Flow: Presents a step-by-step overview of the game's phases, from the optional
Posing Phase to the Clearing Phase, explaining each phase's purpose and actions.
IV. Combat Mechanics (Page 4)
​ Rules - Movement: Explains the rules governing unit movement, including the number of
moves allowed, movement direction, pivot costs, and movement after attacking.
​ Rules - Attacking: Details the rules for attacking, covering attack arcs, back attacks,
minimum damage, healing limits, disengaging from melee, weapon usage, and
multi-targeting.
V. Special Abilities and Actions (Pages 4 to 5)
​ Other Skills: Lists additional skills that can be used during gameplay, costing CP, and
providing various effects like improving accuracy, enhancing damage, or manipulating
movement.
​ Other Actions: Presents offensive, defensive, and special actions that players can perform
using CP, including grenade throws, mine planting, reactive armor activation, and
minesweeping.
VI. Support Elements and Clarifications (Pages 6 to 7)
​ Frequently Asked Questions: Answers common questions regarding Support Weapons,
stat boosts affecting Funnels/Support Weapons, CP gain, saving CP, and strategic
movement.
​ Glossary of Key Terms: Defines essential terminology used throughout the rulebook,
ensuring a clear understanding of game mechanics and concepts.

SMP/JJ Page 1
Mecha Bardagulan v4.5 Rules
What you'll need to play:
Table to play on (22” by 30”, 4ft by 2ft, or bigger)
Some D6 (Six-sided dice) for playing the game and as counters for Health Points,
Command Points, Tokens for Funnels, etc.
Measuring tool (Inches)
Items that you can use as terrain for cover
Learn how to create your units (Datasheets).

SETUP
1. Roll off to determine who goes first for Turn 1. (Winner of roll off will decide)
2. Players then alternate in placing the terrain on the board starting with the player who won the
roll off.
3. Be sure to effectively place terrains so that the games would still be balanced when using
melee or range-focused mechs.
4. If playing Domination, alternatingly place the objectives after the terrain.

Terrain Types - Must be declared before game starts


1. Elevation: Takes 2" to climb; unit gains improved chance to Hit by 1 when shooting (e.g. Your
unit has a Shooting quality of 4+, it will become a 3+ which is easier to get.) 0” when
descending.
2. Low Cover (e.g. collapsed walls): Unit is harder to be Hit by 1, +1 Save (For example your
Save is 4+, it becomes a 3+.). When moving through it -1” movement.
3. LOS Blocking: Blocks line of sight.
4. Obscuring (e.g. forest): Unit is harder to be Hit by 1. When moving through it -1” movement.
5. Difficult: (e.g. craters) Cut movement in half while in this type of terrain

PRE-GAME
1. Select up to 4 weapons/upgrades for your unit
2. Deploy your units on your table edge. The side that won the roll off will decide who goes first

OPTIONAL RULES (Decide with your opponent if you want to enable/disable these before the
game starts)
1. Critical Damage: When attacking, on a natural Damage roll of 6, add D3 damage to the total.
2. Weapon Type bonus: When this is enabled, give Physical weapons an extra 1 AP and Beam
weapons +2 Damage (per attempt/weapon). “E” weapon types can be classified as either
physical or beam-based and have their advantages while “N” weapon types get no benefits.
They must be classified before the battle begins.
3. Critical Hit: When rolling to Hit: On a roll of 6 (no modifiers), the opponent can only Save on
a roll of 6.
4. No pre-measuring: Players cannot measure in advance when moving/attacking. Consume
ammo/uses if attacking a target that is not in range; Treat as if the attack missed.

SMP/JJ Page 2
5. Rapid mobilization: If there are no enemy units within 30” (inches) from your activating unit’s
center, it can move up to a maximum of 12”. Must move towards enemy units. (Recommended
to be disabled after a certain turn, like Turn 3 for example)

GAME MODES
1. Annihilation: The side that deals the highest damage would win.
2. Domination: The side that has more held objectives at the end would win. Objectives are
captured within 5" from the marker center.
Gain additional 1 CP per turn if you control more objectives than your opponent. For
team battles, select which member will get the bonus CP.
TIME
● 1v1: 8 rounds or until one surrenders (1v1)
● Team Battle: 8 rounds - Team A Player 1 > Team B Player 1 > Team A P2 > Team B P2, and so on…
BASES - For easier measuring. Using the same base for both players is recommended for fair
play. I recommend using the following:
● Action Base 2, 5, 6, 7, Goodsmile Simple Stand
If playing without bases: Start measuring from 1” (e.g. small figs) or 2”
(e.g. medium figs) from the units’ center (Decide with your opponent/s).
*Values can be adjusted as needed.

GAME FLOW
0.) (POSING PHASE) (Optional) For narrative/aesthetic purposes only.
1.) (INITIATIVE PHASE) (Optional) Roll two (2) D6 to determine which
player has the initiative.
2.) (ARMING PHASE) (Optional) From your 4 weapons/skills, both sides pick only two (2). The
player with the initiative picks who declares first. Only equipped weapons can be used each
turn.
3.) (COMMAND PHASE) Each unit gain a Command Point (CP)
4.) (BATTLE PHASE)
1. Move (Move and Attack are interchangeable)
2. Attack (Move and Attack are interchangeable)
3. Determine number of Attacks (Check the number beside the letter “A”)
4. Allocate attacks to targets
5. After being targeted, the defender needs to choose a reaction (These 2 do not consume CP):
a. Guard: Total Damage is reduced by D3
b. Evade: Harder to be Hit by 1. (e.g. If the Attacker has a Shooting quality of 3+, it will
become a 4+ which is more difficult to get.)
6. Roll to Hit: Roll the number of dice equal to the number of Attacks. Results should meet or
exceed the required Shooting quality when using Ranged weapons, or Fighting quality when
using Melee weapons.
7. Roll to Save: Factor in the AP of the weapon to make it more difficult for the target to Save (e.g. If
a unit has a Save of 3+ and the weapon used to attack it has AP2, a successful Save would
require them to roll 5 or higher.
8. Calculate the Damage: Roll a die according to the weapon's damage value, which is typically
expressed as "D6-X," where X is a number to subtract from the roll”
9. Guard damage reduction

SMP/JJ Page 3
5.) (CLEARING PHASE) Once all eligible units have been activated. Remove all *wreckage.
*Wreckage: Remains of defeated units. Counts as Low Cover while still on the field of battle.

RULES
Movement:
1. Can only move once per turn.
2. Movement starts from the front or back only.
3. Pivot/rotation is free at the end of a move, but otherwise costs 1 inch per pivot)
4. Can consume remaining movement after attacking

Attacking:
1. Can only attack from your front arc unless stated otherwise
2. Back Attack (If one can draw a straight line from the attacking unit to
the target's back) +1 to Hit. The target cannot react (Guard/Evade)
3. For successful attacks, always a minimum Damage of 1 (even if
actual value goes negative due to computation or Enemy reaction)
4. Heals can't exceed the initial HP
5. Within melee range of the enemy, roll 4+ to Disengage. If you fail,
you can still move and/or pivot, but must remain within their melee
range and front arc.
6. As long as there is enough CP, you can use up to 3 different weapons/skills per turn
excluding OTHER SKILLS.
7. Most difficult Save value is 6 even with AP and other conditions.
8. Most accurate Shooting/Fighting quality value is 2+ even with other conditions.
9. Multi-targeting: When using weapons/skills with multiple attacks (A2 and above). You may
target multiple units as long as you are facing them, have Line of Sight and they are within
range. Just be sure to declare them first before you make any rolls to Hit. For AD3 and AD6
determine the number of attacks first and then designate targets. After that the targets would
react separately.

OTHER SKILLS (Can be used mid-game as long as you have sufficient CP. You do not need to
include them as part of your 4 weapon/skills equipment loadout slots)
● [Ready] 1 CP: Improve Shooting or Fighting quality by 1 (Should not move this
activation) Has no effect if said stat is 2 and above to Hit (e.g. if your Shooting quality is
4+, it will become a 3+, making it easier for you to Hit.)
● [Focus] 1 CP: Roll a D6 before attacking; on a 3+, your next attack gets Damage +D3. If
the next attack misses, the effect disappears.
● [Aim-Assist] 1 CP: When attacking, after your target declares their reaction. Consume
the required CP, roll a D6 before rolling to Hit; on a 3+, your target cannot Evade.
● [Assess] 1 CP: Roll a D6 before attacking; on a 3+, Add 1 AP to your next attack. If the
attack misses the effect disappears.
● [Look out!] 1 CP: Lets a unit shoot a target even if an ally is between them
● [Parry] 1 CP: When targeted by an attack, use this reaction instead of Guard/Evade.
Both attacker and defender will roll 1 D6. If the attacker has a higher result, resolve the

SMP/JJ Page 4
attack as normal. If the defender wins, the attack is canceled, and the attacker will stay
in place–interrupting its activation. The weapons’ AP values (if any) are added to the
results.
● [Step] 1 CP: Move+D3 (Can attack after) (D3 only if already moved this turn)
● [Advance] 2 CP: Move+2D3 (Can attack after) (2D3 only if already moved this turn)
● [Retreat] 2 CP: Move+2D6 (Can't attack) Must move away from enemies (2D6 only if
already moved this turn)
○ *Fast units can reroll Step, Advance, and Retreat rolls once per attempt.
● [Concentrate] 2 CP: Improve Shooting or Fighting quality by 1. (Can attack after) Has
no effect if said stat is 2 and above to Hit (e.g. if your Shooting quality is 4+, it will
become a 3+, making it easier for you to Hit.)
● [Fly/Hover] 2 CP:
● While flying: (You can use a token/die to indicate this status)
■ Ignore intervening terrain when moving and attacking. Since you can see
enemies clearly, they can see you too.
■ Only flying units can attack flying units in close combat.
■ Can swoop down on ground targets to fight them, but you’ll be forced to
land after attacking (No CP cost).
■ Unable to capture objectives
■ Do not detonate mines
■ If the unit’s HP=1, it will be unable to fly. If it’s flying, it’s forcibly grounded.
● While on land, if this unit is within Engagement range of ground enemy units and it flies,
this unit will automatically Disengage.
● Automatically Lands next activation
● [Repair] 3 CP: Add D6 to HP
● [Damage Boost] 3 CP: +2D3 damage (must be declared after choosing the weapon but
before rolling to Hit)

OTHER ACTIONS
A.) OFFENSE
[Throw Grenade] 1 CP (0 to 6") Roll to activate first on a 4+, then roll 1D6 for the number of
attacks. (4-inch indiscriminate blast radius from the center. Destroys Obscuring terrain. Uses: 3)
Save as normal. Damage 1. (LOS not blocked by Low Cover, Obscuring terrain.)
*Splash damage from attacks such as Grenades are only 1 attack per extra target within blast
radius. This is not designed to down full health units, but only as additional damage.

B.) DEFENSE
[Plant Mine] 1 CP Note down its exact location. All mines can't be
deployed within 4” of the enemy.
● SETUP: Plant a hidden mine within 3" from the unit
performing this action.
● DETONATION: 3" from marker center. Player who placed the
mine must roll 1D6, activates on a 3+ (4-inch indiscriminate
blast radius, Save 5+). Damage 3.

SMP/JJ Page 5
[Emergency Reactive Armor] 1 CP
TRIGGER: If the unit targeting your mech is using a weapon/skill/equipment with more than 1
attack. After they roll to Hit.
EFFECT: Roll 1D6, subtract the result to the attacker's total Number of Attacks. Can reduce
incoming Hits to 0. (Uses: Once per game)

C.) SPECIAL
[Minesweeping] 1 CP (0 to 3") Remove up to 2 mines that are within the range of this action.

Frequently Asked Questions

1.) Can Support Weapons (Melee, Ranged) fly? - SWs follow the Fly/Land status of their
Mother unit. If the main unit is flying then they are too.

2.) Do stats boosts affect Funnels/Support Weapons? - No, unless stated otherwise.

3.) How many CP do you gain each turn? - All units get 1 CP each turn. It's up to the
pilots/players how they manage the limited resource.

4.) Are you able to save CP? If yes, how? - Yes, you can as they carry over. You can use the
Default melee and ranged skills which cost 0 CP.

5.) Since you can move, shoot, and move again in the same turn, provided you have
enough movement points, nothing prevents you from moving out of cover, shooting and
moving again out of line of sight without the enemy being able to do anything about it,
right? - Right. This is useful for Fast mechas as they can be destroyed pretty easily.

6.) Are you able to attack using the same weapon more than once in a turn? - No. Unless
you take the same weapon multiple times in your loadout. For example: You can have 2 Pistols
named [Pistol A] and [Pistol B] respectively which can be used one time each per turn given you
have the necessary CP.

SMP/JJ Page 6
Glossary of Key Terms
APX (Armor-Piercing): A value where the X worsens the target's armor save according to the
number indicated, increasing the likelihood of damage. (a.k.a Armor Penetration) (e.g. Being Hit by a
weapon with AP2, a Save of 3+ would become 5+)
Back Attack: An attack made from the target's rear arc, granting improved chance to Hit by 1 and
preventing the target from reacting.
Beam Weapon: A weapon type that may receive bonus damage under the "Weapon Type bonus"
rule.
Cooldown: A temporary restriction on using a skill or ability, indicated by a number of turns.
CP (Command Points): A resource required to use weapons, skills, equipment, and upgrades in
the game. When the game starts all units start with 1 CP (CP value cannot be negative unless you
use a Mount before the game starts). All units gain 1 CP during the Command Phase in the
succeeding turns. You may not use a weapon/skill/equipment/upgrade if you do not have enough
command points.
CP Cost: Value subtracted to the Total CP when using weapons, skills, upgrades, etc.
D6: Six-sided die used to play the game.
D3: A D6 result divided by 2 rounding up.
Disengage: Moving out of an enemy's melee range, requiring a successful roll.
Evade: A reaction to an attack that reduces the attacker's chance to hit by -1.
Fighting Quality: A unit's skill in melee combat. Used for "To Hit" rolls in melee. When your roll is
equal to or higher than the required value it is considered successful.
Funnel: A detached weapon system that can attack independently, controlled by the "Mother Unit."
Guard: A reaction to an attack that reduces damage by D3.
Loadout Slots: are a core concept in Mecha Bardagulan, representing the limited capacity for
equipping your unit. These slots are filled during the pre-game setup by selecting from various
categories: Melee, Ranged, Defensive, Special Weapons, or Equipment/Upgrades.
LOS (Line of Sight): A clear path between the attacker and the target, necessary for ranged
attacks.
Mother Unit: The unit deploying and controlling Funnels or Support Weapons.
Mount: A separate entity that a unit can ride for increased movement, costing CP.
Physical Weapon: A weapon type that may receive bonus AP under the "Weapon Type bonus" rule.
Save: A unit's armor value. When your roll is equal to or higher than the required value, you can
resist damage from attacks.
Shooting Quality: A unit's skill in ranged combat. Used for "To Hit" rolls in range. When your roll is
equal to or higher than the required value it is considered successful.
Support Weapon: A detached unit deployed by the "Mother Unit" to support combat.
Wreckage: The remains of a destroyed unit, providing low cover while on the battlefield.

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SMP/JJ Page 7

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