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• A Mech can do a number of different combinations of on the table

BrickMech Move and Attack in a round, but it may not take three below. Primary
BrickMech is a game of futuristic armored combat played Move actions nor three Attack actions nor three
A Mech may not
with modular Mechs made out of construction bricks. Scavenge actions.
fire outside its
The game is designed to be a rich gaming experience
• A player can wait to see the outcome of an action primary and
that's simple to play, so all rolls in the game are made
before declaring the next action. secondary firing
with standard six-sided dice. Secondary Secondary
arcs.
Move Action. As a movement action, a Mech may move
Objective: To be the player or team with the last unit
up to its Movement Points. 4.The attacker rolls Figure 1: Firing Arcs are determined by the
standing. Individual games may be played with other pips on the Mech’s base.
• To move a unit, put the Brick Ruler against its base the all his/her
objectives—destroying a target, gaining possession of
and advance it, measuring movement in Bricks1. Each Attack Dice for the appropriate range, adds his/her
something, protecting a resource, etc.
Brick worth of forward movement (or fraction thereof) Targeting Bonus, and adds any attack modifiers.
How to Play costs one Movement Point. Each Brick worth of 5.The defender rolls Modif iers to Attack Rolls
1. Create a Mech by combining preconstructed modules backward or sideways movement or fraction thereof his/her Defense
—1 leg unit, 1 torso, 2 shoulders, and 2 arms. These costs two Movement Points. Heat
Dice, adds his/her
-1 For eac h attac ker's
modules are designed to be interchangeable between Dodge Bonus,
• Every 90 degrees of turning (or fraction thereof) costs heat marker
Mechs, so if you blow a part off another Mech you and adds any
can swap it in if it will improve your statistics. one Movement Point. Units turn in place (keeping the
defense Firing Arc
center of the base in place). -1 A ttac k is in a
2. Draw up stats for your Mech using a Record Sheet. modifiers.
• A Mech cannot split one Move action before and after s ec ondary firing arc
3. Begin the game rounds. The game consists of 6.The defender
an Attack. Modif iers to Def ense Rolls
multiple rounds of combat; a round begins with each calculates
player rolling initiative. Players then alternate taking • Players may agree before a game that certain terrain damage by Heat
action with their Mechs. costs more Movement Points to cross. subtracting his -1 For eac h defender's
Defense score heat marker
The Round Attack Action. When a player makes an Attack action from the Attack
with a Mech: Cover
Roll Initiative score. A negative
1.The player declares the target. A defender may be partially
At the beginning of a round, each player must roll two or 0 result means c overed by an obs tac le—another
dice for initiative, adding the Mech’s initiative bonus to 2.The attacking player determines range by measuring no damage M ec h, a building, a botanic al or
the result. The player with the highest total Takes Action the distance between the closest points on the resulted. The geographic al feature, etc . T o
first. attacker’s and defender’s bases using the BrickRuler. defender must meas ure c over, put your head
mark all damage behind the attac ker and es timate
• If two or more players tie, higher initiative bonus Range Distance
from the round how muc h of the defender is
Melee • Less than or equal to 3 bricks
breaks the tie. Short • Greater than 3 bricks off his Armor bloc ked vis ually.

• If initiative bonus is also tied, players should roll


• Less than or equal to 10 bricks Points. +1 Defender is partially
Long • Greater than 10 bricks
c overed by an obs tac le, but
again to see who goes first, again adding the • Less than or equal to 20 bricks No attack may
Out of Range • Greater than 20 bricks les s than 2 5 %
initiative bonus. This second roll only breaks the tie— result in more than
players keep their original initiative number. 5 points of damage. +2 Defender is at leas t
If the target is out of range or in a range for which the
2 5 % but les s than 5 0 %
attacker has no Attack Dice, the attack fails. The For every full 5
When the highest-initiative player’s actions are over, the c overed by an obs tac le
player may not declare another attack as the same points difference
next player in initiative order may proceed. +4 Defender is 5 0 % -
action. between Attack and
Defense, the 7 5 % c overed by an obs tac le
Take Action
Each player, on his/her turn may declare zero to three 3.Players determine if the attack is in the attacker’s defender must Defenders more than 7 5 %
actions with a Mech. Actions are Move, Attack, or main firing arc. White pips on the base of a unit show make a Massive c overed may not be attac ked.
Scavenge. its main firing arc; for a vehicle with a turret, any Damage roll from Attacked f rom Behind
angle falls within its main firing arc. the table on the -3 A ttac k c omes from
• A Mech may perform up to two actions without gaining Mechs have secondary firing arcs indicated with grey record sheet. defender's rear (outs ide
heat. pips. (See Figure 1.) If a unit attacks outside its main When recording the P rimary and Sec ondary A rc s )

• If a Mech performs three actions it has rushed. Place firing arc, it suffers a negative attack modifier shown result, remember
that bonuses may go negative but dice do not go below
two Heat Markers on the Mech's base at the
0.
beginning of its third action. 1
When these rules refer to Bricks as distances for movement and
range, they’re using a standard four-stud-long brick as the measure.

Copyright ©2004 - 2006 Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickMech v1.1.12 August 2006
If a unit is reduced to 0 or fewer Armor points, the unit proper location and in the Attack Dice totals. Leave a • Remove Heat Markers based on the number of actions
is considered destroyed. After rolling any Massive note near the part listing its side and its dice. taken this round: 0 actions = -2 heat, 1 action = -1
Damage rolls, leave the shoulder/arm assemblies (if any heat, 2-3 actions = -0 heat
• When attaching, add the dice for the new parts. Make
remain) on the field, making a note of their remaining • Remove one Armor Point if the Mech has 6 or more
sure to update the Attack Dice totals.
dice, then remove the Mech from the field. Heat Markers.
Each component has to be placed in its proper place. An • Make a Massive Damage roll if the Mech has 8 or more
Scavenge Action. As one Scavenge Action, a Mech may
arm must be attached to a shoulder; it cannot be heat markers.
detach a shoulder with the attached arm, if any, detach
attached directly to the torso. All arms and shoulders
just an arm, or mount an arm, shoulder, or
are either left or right and must be attached on the
arm+shoulder within 1 Brick and attach it on the A Final Note
proper side.
appropriate, empty slot. When any question of judgment arises (such as firing
• When detaching, on the Mech’s record sheet, remove Ending a Turn arc or cover), a decision by the majority of the players is
the old dice from the removed part(s) both in the When a unit is done with its actions: binding.

Optional Rules
Players should agree which, if any, of these rules they're Alternate Firing Times Targeted Shot
following before the game begins. Usually Mechs attack during their turn. However, there Sometimes it's to an attacker's advantage to target a
are two additional times when a Mech may make its specific part of the defender. If an attacking player
Players with More Than One Unit attack: wishes to call a Targeted Shot on a location which is
When rolling initiative, any player with more than one • Return Fire: If a Mech has not fired in the current clearly visible from the Mech's vantage, the Attack
Mech should only roll once, adding the highest initiative round (either before or after its turn) and is attacked suffers a -4 penalty. Defense is rolled normally.
bonus. by another Mech within its firing arcs, the player may
declare Return Fire when attacked. In Return Fire, If the attack deals damage, Armor Points are deducted
During the round, go through the initiative order with as usual; if the attack causes one or more Massive
both players roll their Attack Roll at the same time, roll
each player choosing one Mech to take action. When all Damage rolls, however, the defending player only does
the Defense Roll at the same time, and resolve the
players have taken action with one unit, go through the the Effect Roll for each—all Massive Damage is taken on
damage at the same time. Return Fire may only come
initiative order again; any players with another unit the targeted location.
from a Mech against which an attack is declared, and
may take action with it. The same unit may not go twice
must target the attacker. The Return Fire attack
in a round. If any players have a third unit, repeat the
initiative order until all players have moved all units.
counts as one action for the Mech for the round. Adapting Ranges
• Hold Fire: If a player wishes not to take any action Depending on the size of your playing field, the ranges
When all units have taken action, the round is over and a
new round begins. during his/her turn, s/he may declare Hold Fire. The specified in these rules may be too large or small for a
player should secretly write down the range (Melee, reasonable-length game. If you wish to change the
Critical Hit and Critical Defense Short, or Long) and the firing arc (Primary, Left ranges for your game, just keep two things in mind:
• Critical Hit: If a player rolls all 6s on an Attack Roll Secondary, or Right Secondary) for which s/he is • The Melee Range should work visually; a Mech
which has more than one Attack Die, the defending Holding Fire. As soon as another Mech enters the shouldn't be considered to be in Melee Range if it
player must make an additional Massive Damage roll. desired range and arc, the player may reveal the doesn't look like the attacking Mech could hit it.
Even if the Defense Roll was higher than the Attack secret note and roll his/her attack. The player need Generally you don't want more than 2 bricks for Melee
Roll, the player must make this Massive Damage roll. not attack the first Mech to enter the range and arc; Range; on the other hand, if you make Melee Range
• Critical Defense: If a player rolls all 6s on a Defense s/he may wait for a particular Mech. The Mech may too small (like “in base contact”) it can be very difficult
Roll which has more than 1 Defense Die, then the only take one Hold Fire attack per round. If a Mech for Mechs to engage in Melee attacks.
defending Mech loses no Armor Points and makes no declares Hold Fire, it only loses 1 Heat Marker at the • The Long Range should be double the Short Range,
Massive Damage rolls from this attack. end of the round; a Mech holding fire cannot lose a whatever you decide that is. Short Range should be at
If the attacking player rolls a Critical Hit and the second heat marker for taking no actions. most half the shorter dimension of the playing surface.
defending player rolls a Critical Defense, then the
defending player loses no Armor Points and makes no Charge Faster Initiative
Massive Damage rolls from the attack, but still must take If a Mech takes a Move action immediately prior to a To speed up larger games, all players roll initiative as
a Massive Damage roll for the Critical Hit. Melee Attack action (in the same round), and that Move normal, but rather than following each initiative roll,
includes at least 3 bricks' movement in a straight line to start with the highest initiative and then proceed
the target, the Mech gains an extra Attack die for the clockwise if the initiative is an even number and
Attack action. counterclockwise if odd. Switching the order in this way
prevents one player from almost always going before the
person on one side of him.

Copyright ©2004 - 2006 Peter F. Guenther. Permission is granted to reproduce this document for personal entertainment only. BrickMech v1.1.12 August 2006

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