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Adventures in

READY ~ 1.6.1

(c) Robert Kurcina and Damon Williams

updated 2017.12.31
Day, Clear
Visibility OR 16”
Use this sheet to build your assembly and to
Twilight, Overcast record it for posterity so that it can be used
Visibility OR 8”
again in future sessions.
BP Night, Clear, Full-moon Genre v.1.6.1
Visibility OR 4”

Character (type) CCA RCA REF INT POW STR FOR MOV SIZ Traits (weapons, armor, equipment) BP
1

10

11

12
MEST :: Basic Game Rules Version 1.6.1

The following rules set are READY as of 2015.06.26

Publication History
update 2012.01.29
update 2012.02.26 ~ Beta 1.1
update 2012.04.01 ~ Beta 1.2
update 2012.05.01 ~ Beta 1.3
update 2012.06.01 ~ Beta 1.4
update 2013.03.20 ~ Beta 1.5
update 2013.09.13 ~ Edition 1.5.4
update 2013.11.23 ~ Edition 1.5.5
update 2014.01.30 ~ Edition 1.5.6
update 2014.02.13 ~ Edition 1.5.7
update 2014.04.03 ~ Edition 1.5.8
update 2015.06.26 ~ Ready 1.6.0
update 2017.06.13 ~ Ready 1.6.1

Note
MEST is the universal game engine for these Basic Game rules as well as for the forth-coming Advanced Game
rules. Together these form the core rules. It is my hope that this game engine becomes a solid foundation
for a series of genres that are in planning. These genres will build upon the core rules and cover a very wide
spectrum of science-fantasy worlds.
The Advanced Rules will introduce customizable characters known as “Champions”, mass-scale characters
known as “Troopers”, some additional chrome rules for handling effects like fire and poison, numerous play-
aides like Tactics cards and Resource cards, and also define a comprehensive campaign system.
Each genre itself brings in new archetypes, traits, weapons, armor, equipment, and genre-specific missions,
scenarios, and campaigns.
- kitrok 2012.02.27

All rights reserved.


(c) 2017 Robert Kurcina and Damon Williams

i
© 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

Written by
Robert Kurcina
Overview 1 Damon Williams
Materials Required for Play 1
Dice & Modifiers 2 Photography
Characters & Traits 2 Damon Williams
Building an Assembly of Characters 3
Tests 4 Illustrations & Layout
Rule of Three & Carry-overs 5 Robert Kurcina
Measuring 6
Standard Conditions 7 Figure Painting & Terrain
Environment & Terrain 8 Damon Williams
Game Start 10
Turn Sequence 11 Special Thanks
Actions 12 Ricardo Frausto
Standard 12 Ralph Morgan
Special 14 Devin Murphy
Complex 16 Aaron Clark
Combat 17
Range Combat 18 Play-testers
Close Combat 18 Many hours of play-testing were accomplished with
the help of these prize individuals:
Indirect Attacks & Scatter 18
Robert Kurcina, Damon Williams, and a
Friendly Fire 19
bunch of people at various wargaming
Multiple Weapons 19 conventions.
Situational Modifiers 22
Bonus Actions 24
Passive Player Options 24
Wounds 24
Morale, Fear, and Rally Tests 25
Figures
Victory 25 The various illustrations within this book are shown
with abbreviations for their manufacturer as so:
Character Design 26
Common Characters 26
AA Alternative Armies
Armor 26
Blue Blue Moon
CC Copplestone Castings
Weapons List 27 EM4 EM4
Traits 28 FFG Fantasy Flight Games
Sample Assemblies 32 Foundry Miniatures
FM

GW Games Workshop
Mission Types 47 Hobby Japan
HJ

OG/W Old Glory/West Wind


Glossary of Terms 51 PS/BM

PA
Parroom Station/Brigade Models
Prince August
Play-aides 62 Pulp

RafM
Pulp Figures
RafM
Reference Sheet 62 RM Reaper Miniatures
Reference Cards, Tokens, Markers 62 WhizK! Whizkids!
Scatter Diagrams and Rulers 62 WotC Wizards of the Coast
Dice Labels 64
The rulesbook cover is illustrated using Pulp Figures
miniatures and RafM miniatures.

ii
© 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

Adventures in

Matter. Energy. Space. Time. The MEST Narrative miniatures rules system is designed to be a flexible light-weight
set of features that can work with numerous genres such as Swords & Sandals, Medieval, Swashbuckler, Wild West,
Horror, Victorian Adventure, Pulp Heroes, Modern Battles, Future War, Sci-Fi, or Superheroes.

With these rules two or more players can simulate the last exciting minutes of derring-do, harrowing deeds, and
heart-stopping acts of courage of any small-scale engagement pulled from any number of genres; from penny novels,
serials, and otherwise. Will the dastardly villains win? Will the heroes prevail? Who lives? Who dies? The answers to
these questions and more await your decision!

ƒƒ At least 12 six-sided dice in three colors are required. We recommend white for use as Base dice, red for
Modifier dice, and yellow for Wild dice. These are known as MEST Dice.
ƒƒ At least 4 models per player. We recommend 28MM or 1:56 scale figurines, but the game can support any
scale. These 1:56 scale models should be mounted upon 30MM (1.25-inch) circular bases if human-sized.
ƒƒ A play-area of at least 24" x 24" in dimensions.
ƒƒ Lots of terrain representing trees, buildings, hills, walls, and clutter.
ƒƒ Markers and tokens of various colors; beads are extremely useful for this purpose. (See below)
ƒƒ A pair of measuring sticks 8" long divided into 1" segments. Or a measuring tape.
ƒƒ Paper and pencils or pens for record keeping.

During game-play a character will


succumb to one or more status effects. Done Large
(blue)
Such information could be recorded
on paper but it is actually more useful Wait Large
to identify models by placing colored (clear)
glass beads or gemstones next to them.
OG/W

Here are the colors and sizes that are Hidden Small
(dark)
recommended as the standard for play.
Wound Small For example; here it can clearly be
(red) recognized that this character has
sustained a single Wound and has
Stun / Delay Small received 2 Fear tokens.
(white)

Fear Small
(yellow)

© 2017 Robert Kurcina & Damon Williams


1
MEST :: Basic Game Rules Version 1.6.1

ƒƒ Six-sided dice of three different colors; Base, Modifier, and Wild dice are used for Tests.
ƒƒ Modifier dice may be specified as +1 or -1 Modifier, or as +1m or -1m. Wild dice are specified as +1w or -1w.
All other dice bonuses are always Base dice which are shown as +1b or -1b.

MEST Dice Colors

Red
Modifier Dice
White
Base Dice
Yellow
Wild Dice
To provide consistency when playing by these rules against other groups of players, we strongly recommend these dice colors to represent
each of the dice types.

Players control models; each are Common characters using the archetypes listed at the back of these rules. In the
Advanced Game, there will be other types of characters such as Champions and Troopers. Characters are rated
in 9 attributes and some traits. The average attribute score for a human character is 2, and each point higher
roughly doubles that attribute's effectiveness.

Here are what each of the attributes represent and what they are used for:

Attribute Description Applies to which tests?


CCA Close Combat Ability Attacker Close Combat Hit.
Defender Close Combat Hit.
RCA Range Combat Ability Attacker Range Combat Hit.
REF Reflexes Defender Range Combat Hit. Reaction.
Attacker Detect.Defender Detect.
INT Intellect Initiative. Attacker Magic Hit and Damage.
Puzzles & Traps.
POW Willpower Morale. Defender Magic Hit and Damage.
STR Strength Throw OR. Attack Close Combat Damage.
FOR Fortitude Defender Damage.
MOV Movement Movement rate. Dr. Nigel Benson, Thaumaturge.
SIZ Size Wounds taken before being KO’d or Eliminated.
Relative modifiers for targeting and damage.
These test aspects becomes available when using the Advanced Rules for some genres.

For Your Comparison


Here's a snapshot of the first three Common character archetypes. By looking closely you will find that for 30 BP Average characters
have twos in everything. Acrobats have the Evasive and Acrobatic traits but lower RCA and STR, and higher REF; they are very hard
to hit and their 38 BP reflects this. Marksman are unusually good at shooting for 37 BP they get the Shoot trait and a higher RCA.

Common CCA RCA REF INT POW STR FOR MOV SIZ Traits BP
Average 2 2 2 2 2 2 2 2 3 30
Acrobat 2 1 3 2 2 1 1 2 2 Evasive. Acrobatic. Slippery. 38
Marksman 2 3 2 2 2 2 2 2 3 Shoot. 37

© 2017 Robert Kurcina & Damon Williams


2
MEST :: Basic Game Rules Version 1.6.1

ƒƒ Players assemble their forces using Build Points [ BP ]. Players should agree upon how big of a game to play.
A Small game is 500 BP per player allowing about 4-8 models each. The Standard game is 750 BP which
allows about 6-12 models each. A Large game is 1000 BP allowing each player about 8-16 models. Assemble
forces near those values ranges as much as possible. If either the allowed BP or model count needs to be
reconsidered, be sure to ask the other player first; try to keep within about 25 BP of each other.
ƒƒ If there are three or more players, double the total number of BP and models available and divide between all
players. It is permissible for one player to have a greater allotment that the others if all agree For example; if
this is a Small game; divide 16 models and 1000 BP between all three or four players.
ƒƒ MEST recommends the WYSIWYG (wiz-ee-wig) rule or "What you see is what you get." Try to use models that
are sculpted to represent what they are to be. Want a werewolf? use a werewolf model. Want a thug with
a sword? use a model that has a sword. Want an assassin with a rifle? use a model with a rifle of some sort.
ƒƒ All characters, weapons, armor, and equipment are rated with a BP cost. For example a Common Average
character costs 30 BP; but is 58 BP with a Medium Pistol. Near the end of this rule book are reference charts
that identify the available character archetypes, armors, and weapons that each player may purchase.
ƒƒ Assign weapons, armor, and equipment reasonably to characters according to how those models are sculpted.
Assign to each character up to a weapon per hand, and up to one armor of each type.
ƒƒ Characters, weapons, armor, and equipment are also given traits which are little rules that alter or break the
rules in the game. Most traits are beneficial but some have penalty effects.
ƒƒ Players are encouraged to record their built assemblies on a copy of the Assembly Record Sheet which is
provided as a play-aide available within these rules. Here's what it looks like:
Use the Record Sheets!

x
500BP
Day, Clear

Highlander
Visibility OR 16”

Genre
Use this sheet to build your assembly and to
Twilight, Overcast record it for posterity so that it can be used
Visibility OR 8”
again in future sessions.
Night, Clear, Full-moon v.1.6.1
Visibility OR 4”

Character (type) CCA RCA REF INT POW STR FOR MOV SIZ Traits (weapons, armor, equipment) BP
Kurgan Warrior 4 3 3 2 4 4 4 3 3 Leader 2. Fight 2. Grit.
1(Heroic) Spear + Sm.Shield + Gear 138
Kurgan Brawler 3 3 3 3 3 3 3 3 3 Leader 2. Fight 2. Grit.
2(Elite) Spear + Light Armor + Helmet 121
Kurgan Leader 2 2 2 3 2 2 2 2 3 Tactics 2. Leader.
3(Leader) Sword + Helmet + Armored Gear 86
61 61 83 Here's an assembly of six members for a small 500 BP game within the Victorian
Sci-fi genre.
It can be seen that their total basic cost prior to weapons is 316 BP. Examining the
sculpts we can assign these weapons and stay within the BP-limit for the game;

Average w/ Revolver 30 + 28 » 58 BP
FM

Average w/ Revolver 30 + 28 » 58 BP
Average Average Brawler
Brawler w/ Revolver 52 + 28 » 80 BP
Marksman w/ Shotgun 37 + 30 » 67 BP
Leader w/ Pistol 60 + 26 » 86 BP
67 91 135 Heroic w/ Revolver 107 + 28 » 135 BP
TOTAL 484 BP
With 16 BP remaining which is enough to assign Armored Gear to the Leader and
Helmet to the characters with Revolvers.
Total spent is now 499 BP.

Marksman Leader Heroic


3 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

ƒƒ Tests are either Opposed or Unopposed; two players are always involved in scoring dice in both. Opposed tests
are used when two characters are involved. Unopposed tests are for all else.
ƒƒ The player with the Active character performs the tests usually as the Attacker and the other Player performs
it on behalf of the target and is known as the Defender or Passive player.
ƒƒ Each player rolls their dice and adds their character’s value for the matching attribute. If the test is identified
with two attributes; the player with the Active character adds the value for the first attribute and the other
player adds the Passive character’s value for the second attribute. If an Unopposed Test is identified, the Passive
player merely rolls dice for the “game system” and adds 2 to the total.
ƒƒ Some tests are given a familiar name such as a “Morale Test” to mean an Unopposed POW Test.
Opposed or Unopposed?
Opposed Examples Unopposed Examples
When the Active player's Close Combat Tests When the Active player's Indirect Attack
character attempts an Range Combat Tests character attempts an Rally Test
action that targets another Detect Test action independent of Morale Test
character. other models.
Initiative Test Fiddle Test

ƒƒ Tests may identify bonus or penalty dice. For example a +1m Combat Test provides +1 Modifier die to the
Active character. Whenever a character is penalized a die this means the opposing player is awarded that die
instead. For example a -1m Close Combat Test awards the Passive character because penalty dice actually
award the other character instead. Bonus and penalty dice can be identified to affect more than one test. Note
how a +1m Attacker Range Combat Hit Test is more specific than a +1m Combat Test.
ƒƒ When scoring tests (Unopposed or Opposed), players always receive 2 Base dice plus any number of additional
dice according to whichever traits, weapons or situational modifiers occur. If both players receive the same
kind of dice for tests they cancel each other out in equal number and are removed from use. The last 2 Base
dice for each Player are never removed.
ƒƒ A die is scored as a single success when its face-value after rolling is 4 or higher. Base dice always score 2
successes if the face-value of the die is 6. Wild dice score 3 successes if the face-value of the die is 6.
ƒƒ Dice are never added together for scoring tests; instead each die is scored individually.
ƒƒ A player's test score is their character's attribute plus successes scored by the dice. A test is passed when the
Active character has an equal to or greater test score than the other player. Otherwise the test has failed.

Opposed Tests Unopposed Tests Cancelling Dice

When an Opposed Test is performed, each When an Unopposed Test is performed, Each player always receives their two
player determines their test scores by the Active player determines the test score Base dice (white). Presume Player A
adding an attribute value to the number normally. The Passive player instead receives +2 Modifier dice and Player B
of successes scored by their dice. adds a fixed value of “2” to determine the receives +1 Modifier die.
final test score. The Passive player does
In the diagram above, the value added is One of the Modifier dice cancel out; the
not add an attribute value.
shown as an question mark (?). two Base dice do not.

Attribute Active Player Attribute Active Player Before After

? + ? + A
Attribute Passive Player fixed value Passive Player

? + 2 + B

© 2017 Robert Kurcina & Damon Williams


4
MEST :: Basic Game Rules Version 1.6.1

ƒƒ “One against Many”; In order to speed game-play, whenever one model, effect, or attack has a Test which
affects multiple targets have each target compare its test score against the same roll by that model, effect, or
attack.
ƒƒ Cascades are the difference in test scores in favor of the Active character. Misses are what would have been
needed to pass. Active characters always win ties with a cascade.
ƒƒ Carry-overs are dice that become available as bonuses for the Active character in the next test for the current
action. Modifier and Base dice “carry-over” as bonus Modifier or Base dice if the face-value of the die is 6. Wild
dice scoring at least one success always carry-over as bonus Wild dice automatically.
Understanding the Different MEST Dice Types

Each of the dice types provide different rates of scoring successes and carry-overs for each face-value rolled.

Modifier Base Wild

a 1, 2, or 3 is nothing
a 1, 2, or 3 is nothing a 1, 2, or 3 is nothing

+1 +1 +1
a 4, 5 is one success and becomes a carry-over
a 4, 5 is one success a 4, 5 is one success for the active character

+1 +2 +3
a 6 is one success and a 6 is two successes and a a 6 is three successes and
a Modifier die carry-over Base die carry-over for the a Wild die carry-over for the active
for the active character active character character

Here are sample rolls; see if you get the same results by examining the dice!
The Fundamentals Between Two Players
Successes
Presume the Active player has an attribute value 3 and scored this way:
0 Successes Attribute Test Score

Successes 6 + 3 = 9
+1
1 The Wild die becomes
a carry-over Wild die.
+2 +1 +3

Presume the Passive player has an attribute value 4 and scored this way:
Successes Attribute Test Score
Successes

+2
2 The Base die is a
carry-over Base die. +1 +1
2 + 4 = 6
Successes The Active player's test score is more than the Passive players' so this is a

+1 +3
4 Both dice are carry-
overs; one Modifier
passed test. The cascades is equal to the difference which is 3. Total carry-
overs are; the two Wild dice and one Base dice.
die and one Wild die.

5 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

ƒƒ One Measured Unit [ MU or 1" ] is equal to the base-diameter of a SIZ


3 model; the standard human-sized character. This is a 30MM circular
base for 1:64 to 1:48 scale [ 25MM to 33MM ] models. MU thus changes
according to scale. 8" measuring sticks should be created and players
can use one-length to measure angle and distance.
ƒƒ Measuring from a model is from its base up to its height. Models
sculpted or mounted in unusual positions, or raised bases, must be
treated as though of normal height which for a SIZ 3 model is equal to
its base diameter.
ƒƒ All measuring fractions round down to nearest 0.5". Slop (imprecision
in measuring) is allowed up to 0.5" if players agree. This SIZ 3 human at the left is mounted
upon a 30MM circular base. The SIZ 4
ƒƒ Game scale is 2 meters or yards per 1", and about 5 seconds per Turn. werewolf at the right is upon a 40MM
Game-turns with very little movement or activity can be considered base.
upwards of 30 seconds long.
ƒƒ Line-of-Sight [ LOS ] occurs if the line drawn between the Active
model’s and the target is not entirely obstructed by Blocking terrain like walls. LOS may be traced from the
Active model within half Agility of any Obstacle in base-contact.; see below on page 8 for "Agility".
ƒƒ Line-of-Fire [ LOF ] is the line between two models and beyond the target but not necessarily in LOS which
is useful for Indirect Attacks.
ƒƒ Optimal Range [ OR ] is a distance [ such as 6" ]. An OR Multiple [ ORM ] is some multiple of that OR distance
towards a target. Each multiple above one is a -1 Modifier die for Detect Tests and Range Attack Hit Tests.
Targets that are within half of a Range Attack's OR are “Point-blank” and instead provide +1 Modifier die. The
maximum OR multiple [ ORM ] is 3; no Test may exceed that under normal conditions.
Model Sizes
Various model sizes. Left-to-right SIZ 3-4-5-6-7-8. Base-diameters start at 30MM and go upwards.
Keep bases relatively small compared to the model's height.

WotC
RafM
FFG
HJ

Optimal Range

The character at the bottom left corner at A has an Optimal Range of 8" and
is attempting to perform a Detect Test for something at the barrel located
at B. Each multiple of the OR above the first is a penalty Modifier die for
targets within that range.
As can be seen the target is at 3 ORM away; this is a penalty of -2 Modifier
dice for both Detect Tests and Hit Tests.
Also note that per the Rule of Three; Detect and Hit Tests are disallowed
beyond the third multiple. (Although, there exists the Concentrate action
that allows players to ignore this rule)..

© 2017 Robert Kurcina & Damon Williams


6
MEST :: Basic Game Rules Version 1.6.1

Line-of-Sight and Line-of-Fire

Line-of-Sight [ LOS ] and Line-of-Fire [ LOF ] can be quite different. LOS terminates when Blocking
terrain is encountered. LOF can continue onwards for weapons that may attack over walls.

LOS LOF

Model A has targeted model B for a Range Attack. Model A has targeted model B for an Indirect Range Attack.
The Line-of-Sight and Line-of-Fire both go beyond model B Line-of-Sight stops just before the wall. The Line-of-Fire
and stops at the wall. Model E is not in Line-of-Sight. continues over and beyond the wall.

ƒƒ Lighting is either “Day, Clear” weather, or “Twilight, Overcast”. Visibility limits all other OR and limits all range
values. Use Visibility OR 16" for “Day, Clear” and OR 8" is used for “Twilight, Overcast”.
ƒƒ Models are considered to be within Cohesion if they are within 4" and LOS of another model. This is at best
equal to half Visibility [ rounded down ].
ƒƒ All models normally begin the game as Ordered, but can become Disordered or even Panicked due to Morale.
ƒƒ A model is in base-contact if its base touches and it is anywhere within the height of the other model. A target
is within Melee Range if it is in base-contact. The bases of models should not be allowed to overlap.
ƒƒ A model is considered Engaged if it is within the Melee Range of an opposing model. Models that are not
Engaged are Free. A Scrum is when three or more opposing models are Engaged.
ƒƒ “Outnumbered”; When a target (Attacker and Defender) is outnumbered, receive +1 Wild die for each additional
friendly Ordered Attentive model which has it also within Melee Range.
ƒƒ The opposite of Attentive is Distracted. Characters are usually Attentive unless Knocked-out [ KO'd ]
ƒƒ Models with Delay tokens are always Distracted and are penalized -1 Modifier die for all Tests except the
Damage Test.
OG/W

OG/W

OG/W

These models are in base-contact. These are not in base-contact. These three models are in base-contact.
The models are considered to be However, the hunter has a spear with These models form a Scrum and the two
Engaged. the Reach trait which allows its Melee outside models are both Engaged to the
Range to be an addition 1". Therefore central model.
the werewolf is Engaged but not the
hunter.

7 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

Clear LOS ƒƒ Small games are played on battlefields measuring 24"x24" or 36"x36".
Standard games can play on 36"x36" or 48"x48" fields, while large games
should use a 48"x48" and bigger battlefields.
ƒƒ Place enough terrain to make the battlefield interesting with enough
room to maneuver; limit open areas.
ƒƒ Terrain is categorized as Walls, Obstacles, or Fields. Fields are relatively
RafM smooth flat terrain upon the battlefield. Walls are terrain with large
Blue
surfaces that rise vertically. Obstacles are everything not Fields but small
enough to navigate around.
There is a clear Line-of-Sight (LOS) ƒƒ Terrain is graded as Clear  Rough  Difficult  Impassable and degrades
between these two models because in that order. Models entering or starting Difficult terrain must either;
there is no terrain between them.
stop, or pay an extra Action Point [ AP ]. Movement in Difficult or Rough
terrain costs 2" for each 1" crossed.

Cover
ƒƒ Terrain is also graded as Clear  Cover  Hard Cover  Blocking. Blocking
terrain prevents LOS. Targets are considered behind Cover if LOS could
pass through an Obstacle and about half of the model is obscured. Hard
Cover is that which can potentially negate all weapon effects for a given
attack; like a wall or a car. A target in Cover or Hard Cover receives +1
Modifier die Defense Range Hit Test. Hard Cover also provides +1 Wild
die Defense Range Damage Test.
ƒƒ See the Terrain Elements chart at the right. Most placed Terrain is at
RafM
CC

least Rough if not Difficult. Ladders are Rough terrain. Stairs are Clear
terrain. Characters can climb up ropes as Difficult terrain but down as
Rough. Unlocked but closed doors and windows require a Fiddle action
The model with the shotgun is penalized to open, doorways are Clear, and opened windows are Difficult. Hills and
-1 Modifier die because the target with steep ramps are Rough if moving up and Clear if moving across or down.
the sword is behind Cover.
Steep hills are Difficult if moving up and Rough moving across or down.
Elements like rubble, tangled roots, and thick brush are Difficult. Any
other placed terrain elements are by default Rough.
ƒƒ If a model can't lay flat upon a terrain element without slipping or falling,
Hard Cover
or if its base or the model itself doesn't fit into within a portion of a
terrain element; then it shouldn't be placed there and shouldn't receive
any benefit of that terrain element as though it had be placed there.
Players should clearly identify exceptions to this rule.

ƒƒ Agility is MOV × ½". Keep fractions. A character may benefit from using
CC

Agility once per Action as follows.


ƒƒ If climbing up or down, allow up to half base-diameter to be Clear. If
This model is in Hard Cover from jumping up, allow up to half of Agility to be Clear but the action ends. If
behind the stone wall. Attentive, allow jumping across gaps up to Agility treating that as Clear.
When defending from this position the In both cases if there is a ledge to grab add an extra base-diameter but
character would receive +1 Modifier acquire a Delay token.
die for both the Range Attack Hit Test
and Range Attack Damage Test. ƒƒ When Jumping down the vertical displacement doesn't affect the
total distance that a character can move. If that distance going down
is beyond Agility measure the extra base-diameters required; the
character receives a Delay token as Stun damage for each.

© 2017 Robert Kurcina & Damon Williams


8
MEST :: Basic Game Rules Version 1.6.1

Terrain Element Type Notes


Ladder Clear
Agility
Stairs Clear
Climb down Rope Rough
Climb up Rope Difficult
Closed Door Impassable Fiddle action to open
Open Door Clear
Closed Window Impassable Fiddle action to open

AA
Open Window Difficult
Doorway Clear SIZ 3 models have a base-diameter of
Up Hill Rough 1"; this allows them to cross gaps and
cross ground obstacles no taller than
Up Steep Hill Difficult 0.5" as though Clear terrain.
Down Hill Clear
Down Steep Hill Rough
Across Hill Clear
Across Steep Hill Rough
Across Ramp Clear
Up Ramp Clear
Up Steep Ramp Rough

Blue
Down ramp Clear
Rubble Difficult
The majority of the Common character
Underbrush Difficult archetypes found in the Basic Game
Tangled roots Difficult rules have a MOV 2, which makes their
Agility be 1".
Gardens Rough This allows them to climb to be placed
Broken Terrain Rough atop these walls if they are Attentive.
River rocks Difficult
Gap up to Agility Clear
Gap beyond Agility + base-diameter Clear Remainder degrades
Climb to half base-diameter Clear
Rough Terrain
Jump up Agility Clear Must end action
Jump down beyond Agility - a Stun/+base-diameter

The HMS
Bradley Kehoe.
A fighting
robotika The Eagle's
AA

manned by Claw; Pride


TSgt. Carl of Gross-
E.Q. Dunning, deutsch-
esq. land.
Piloted by This swordsman is upon Clear terrain
Leutnant but at his front is some terrain that
Wolfgang A.
is considered Rough (bordering
Speer
on Difficult) because of its thick
undergrowth and rocky surface.
HJ

In both Rough and Difficult terrain


every 1" crossed actually requires 2"
HJ

to be spent. To cross this terrain will


cost 6" total to cross its 3" width.
9 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

Balance The very first thing that players are encouraged to do is to pick a time-period,
genre, or theme for the game session. If ideas are needed, be sure to refer to
the images within these pages or the sample play-test assemblies at the back..

1. Pick Game Size


Games are either Small, Standard, or Large. This determines the
number of Build Points each player is given to assemble their
forces, the number of characters allowed, the size of the battlefield
to be used, and the minimum number of Turns to be played.
When laying out the battlefield, be Size Points Characters Battlefield Size Turns
sure to set up a balanced arrangement
of terrain and obstacles. One player Small 500 BP 4-8 24"x24" or 36"x36" 4
should not have a distinct advantage
for initial starting conditions.
Standard 750 BP 6 - 12 36"x36" or 48"x48" 6
Large 1000 BP 8 - 16 48"x48" and larger 8

Buildings
2. Layout the battlefield with terrain
Provide for enough terrain to make the game-play interesting.
Terrain should be varied; there should be Soft and Hard Cover,
Blocking terrain, Rough, and many Walls or Obstacles. Buildings are
a nice touch as well.

3. Assemble forces using Build Points [ BP ]


PA

These Basic Game rules allow players to purchase characters of


the Common archetypes and outfit them with weapons, armor, and
Adding buildings makes for interesting equipment. Charts for this are near the back of the rules. There are
game-play. Buildings can be simple sample assemblies described there as well.
boxes which no model can enter and
represent pure obstacles, or they can
be something larger with an interior 4. Determine Mission Attacker and Defender
big enough for models to enter, explore, The default mission for the Basic Game is "Fracas" identified below. Other
and hide.
missions are available and are listed at the back of these rules.
ƒƒ Check Initiative using Opposed INT Test of an Ordered character
designated as Leader.
Congestion ƒƒ Winner may choose to be Mission Attacker or Mission Defender,
and assigns paired adjacent battlefield edges, picks Day or Twilight
Lighting for Visibility, and then chooses who deploys first.
ƒƒ Starting with the Mission Attacker alternate deploying 1 or 2 models
if possible; out of LOS or behind Cover and within Cohesion of friendly
models, but no closer than 8" to opposing models.
ƒƒ Models if qualified may start as Hidden.
PA

Congested! ƒƒ All models start as Ready.

Be aware that adding too much terrain


or not having enough Clear terrain
5. Apply the Turn Sequence until Victory!
can make for a congested playing area A game usually ends after a fixed number of Turns. The player with
which may be cause for a less dynamic the most Victory Points [ VP ] wins the game. See the Standard
experience. Victory Conditions section for more information.

© 2017 Robert Kurcina & Damon Williams


10
MEST :: Basic Game Rules Version 1.6.1

ƒƒ Games are played in Turns alternating activations of


characters; with each player taking a Round.
Game Start
ƒƒ At the start of each Turn, remove all Done tokens from
all models; this make them all become Ready.
ƒƒ All players must Check Initiative via an Opposed INT Begin Turn
Test using an Ordered character designated as Leader.
Characters with 2 or more Fear tokens are Disordered;
characters are otherwise identified as Ordered.
ƒƒ The player with the highest successes is awarded the Winner receives IP
Initiative and receives Initiative Points [ IP ] equal to Choose Who Goes First
the cascades against the lowest successes. In case of ties
use the highest dice total to determine the winner.
Players which lose or tie on the Initiative Test instead
acquire an IP for each six they score on Base dice.
Initiative Points (IP) Benefits
ƒƒ Activate another model consecutively, or Activate Character
ƒƒ Force any player to take another activation Spend 2 AP on Actions
ƒƒ Remove Remove a Delay token from a Spend IP as desired
model at the end of its Initiative upon
placing its Done token. Opponent Takes Round

ƒƒ The winner can decide to either go first, or forces the


other player to go first. In case of ties, the player that
lost the Initiative last Turn has it now.
ƒƒ The Player with the Initiative executes a Round by
activating a Ready character; by proxy the model
receives the Initiative and also becomes the Active
model.
ƒƒ When a character is activated, it receives 2 Action Discard Remaining IP
Points [ AP ] to spend on one or more Actions. See the Check Bottle Test
Actions section for more information on how to deal Check for Victory
with Actions and Action Points. Ready Models
ƒƒ After a character finishes its Initiative, mark it with
a Done token; it is no longer Ready. The next player
then has the Initiative and takes a Round. If this is a
game with three or more players, the current player
picks another player that hasn't yet taken a round to Game Ends
go next. Maintain this order for the remainder of the
Turn.
ƒƒ At the end of the Turn, Initiative Points not spent are
lost. The Eagle's Claw and
the HMS Bradley Kehoe
ƒƒ If at the end of a Turn it is determined that more than are near fisticuffs!
half of a player's forces have been KO'd or Eliminated, At the foot we see
that Hauptman Szimzyc
Breakpoint Morale has been reached and a Bottle Test is KO'd.
is required by that player. See section for Morale, Fear, This doesn't bode
and Rally Tests. well for the
fortunes of Pride of
PA
HJ

ƒƒ Check the Victory Conditions and end the game if met. Grossdeutschland.
Otherwise start a new Turn. See section on Victory
Conditions for more information.
11 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

ƒƒ When a player receives the Initiative, they begin their Round as the Active player and receive 2 Action Points
[ AP ] to spend on a Ready character of their choice. That character, and its model, becomes the Active
character and model; it becomes Activated and receives the Initiative.
ƒƒ A character which becomes Active and has Delay tokens must first remove them by spending 1 AP each.
ƒƒ Characters with one or more Delay tokens are penalized -1 Modifier die for all Tests except Damage tests.
ƒƒ Characters which have 2 or more Fear tokens are Disordered and must, if possible; spend 1 AP and perform a
Rally action on themselves before doing anything else. Furthermore, characters with 3 or more Fear tokens
are Panicked and as their next action must move at maximum rate towards the nearest battlefield exit and
away from all enemy units.
ƒƒ During a character's activation the controlling player can spend its remaining APs by picking from the
available Standard, Special, or Complex actions shown in the following tables. Most Actions are 1 AP each.
ƒƒ After a character has finished its activation, mark it with a Done token.
ƒƒ Pushing: Once per Initiative; characters having no Delay tokens may “Push” and acquire a Delay token
instead of spending 1 AP.

These are the most common of all the available actions; they are used for the majority of the game.

Move Pay 1 AP. If Free, move model up to its MOV + 2" acknowledging terrain and Agility
limitations; stop if in base-contact with Attentive opposing model.
Once per Initiative move across the bases of Friendly models as degraded terrain unless
they are Distracted or Engaged.
Range Combat Pay 1 AP. If Free, attack a target in LOF at range using a weapon that has an OR value.
ƒƒ If target is not in LOS it must be attacked as an Indirect Range Attack.
ƒƒ Must use a weapon identified with an OR value such as “Thrown”, “Bow”, “Fire-arm”,
“Support”, or “Range”. All other items can be used as an Improvised Thrown weapon
but may require removing the weapon from play after the attack.
ƒƒ Thrown weapons, and weapons with the Throwable trait have an OR equal to the
character's STR. All other items can be used as an Improvised Thrown weapon but
will require removing the weapon from play after the attack.
Close Combat Pay 1 AP. If target is within Melee Range, perform Close Combat Attack.
Charge Bonus;
If a character performed movement by starting Free from at least 1" away while
traversing Clear terrain it may qualify for one or both “Charge Bonuses”; “Charge” and
“Impetus”.
ƒƒ “ Charge”; If performed a Move action for at least 1" receive +1 Modifier die Close
Combat Hit Test.
ƒƒ “ Impetus”; If performed two Move actions in a row for at least 2", the Close Combat
action is at zero AP.
isallow both bonuses unless the path taken towards the Opposing character is the
ƒƒ D
shortest, straightest path possible across Clear terrain except if upgraded by a trait.
Disengage Pay 1 AP. If Engaged, perform +1m Opposed REF vs. CCA Test with a single target in base-
contact. Apply all Situational Modifiers for Close Combat Hit Tests.
Targets are disallowed the Counter-strike option. Upon pass move up to MOV × 1".
Refresh Pay 1 AP. If Free, remove a Delay token.

© 2017 Robert Kurcina & Damon Williams


12
MEST :: Basic Game Rules Version 1.6.1

Move to Charge Disengage Sequence

In Step 1, the situation is that model A could move If a model that is Engaged wants to move away,
to engage either opposing models. one opposing model in base-contact is allowed to
an opportunity to attack it before it leaves.
In Step 2A, the Active model receives +1 Modifier
die Close Combat Hit Test because it did move prior In Step 1, Active player wants his model to move
to attacking. away.
In Step 3B, the Active model opts to instead move In Step 2, the Active models performs the +1m
twice and get into Melee Range with the furthest Opposed CCA vs. REF Test. If it fails, the Passive
model. With this it receives the +1 Modifier die as character may perform a free Close Combat Attack
before and also its Close Combat action is free. action.
Also notice that its path avoids becoming Engaged In Step 3, the test has been passed and the Active
with the closer opponent. model is allowed to move away using up to its
MOV ˟ 1".

EM4
Step 1: Situation Step 1: Announce

Step 2A: Moved Once Step 2: Test EM4


EM4

Step 2B: Moved Twice Step 3: Move

13 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

These represent tasks that can be commonly used depending on the type of game-play or genre being explored.

Revive Pay 1 AP. If Free and in base-contact with a Free model; optionally perform on
self. Have Active character perform Unopposed Test using target's FOR.
Upon pass if the target was KO’d right the model and identify it as Ready but with
two Delay tokens. Or if not KO’d spend a cascade to remove each Delay token
and 2 cascades per each Wound.
Characters may only benefit from this once per Turn.
Rally Pay 1 AP. If Free, a character may perform a Rally itself or others. If for itself,
perform an Unopposed POW Test and remove cascade Fear tokens. May instead
attempt to perform a Rally for a friendly model within Cohesion of this model.
Characters may only benefit from this once per Turn.

Fiddle Pay 1 AP. If Free, do something with a weapon, equipment, object, lever, or to
somebody.
If agreed between players; require an Unopposed Test using a specific attribute to
accomplish something not covered by the rules. Apply a Difficulty Rating [ DR ] of
-1, -2, or -3 Base dice as deemed appropriate.
Concentrate Pay 1 AP. Combine with any other action.
ƒƒ Receive +1 Wild die bonus for the next Test of choice this activation.
ƒƒ Ignore the Maximum OR multiple, and double all ORs used for the Action;
Visibility, Range Attack, Rally, Cohesion, etc.
ƒƒ While Attentive, reduce FOR of target within Point-blank by 1 for Attacker
Range Damage Tests.
Combined Pay 2 AP. Perform a move action up to MOV + 2" and perform a Fiddle or Attack
action at any time. If interrupted by a Wait action compare REF scores; the higher
REF goes first. Afterwards, complete the movement unless become Engaged.

Fiddling
The Fiddle action is primarily used to either remove a
Jammed! or Out-of-Ammo! status on a Firearm weapon, or
maybe to reload/renotch a Bow weapon.
It can be used for a lot more to allow for open-ended game-
play, but the thing to which it applies needs to be agreed
upon between players.
Even so, with the risk associated to such actions it may not
EM4
EM4

be worth the effort!

© 2017 Robert Kurcina & Damon Williams


14
MEST :: Basic Game Rules Version 1.6.1

Combined Action Example Rally Self and Rally Other

The Combined Action costs 2 AP to perform but Fear tokens eventually lead to characters becoming
provides a lot of flexibility. Eliminated. The Rally action can be used to remove
those Fear tokens and keep characters in action.
In Step 1, the ranger is out of LOS to the hungry
ghost and the tong. In Image 1, the situation looks dire; the Leader at A
and the remainder of the team all have Fear tokens!
In Step 2, the ranger has moved into position and
opens fire. In Image 2, the player can have the Leader perform
a Rally action for any of the members of the team
In Step 3, the ranger has apparently succeeded
within the Cohesion range of the Leader.
in KO'ing the hungry ghost and has completed its
action by moving the remainder to out of harm's In Image 3, those models out of Cohesion range can
way. always perform a Rally action upon themselves. All
characters including the Leader character always
have this option.

OG/W

EM4
Blue
FM

Step 1: Move Image 1: Situation

Step 2: Shoot! Image 2: Rally Other


OG/W
Blue
FM

OG/W
Blue
FM

Step 3: Move Image 3: Rally Self

15 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

These are actions that require a bit more thinking or planning in order to use properly.

Wait Pay 2 AP. If Free, mark model as Wait Done and end activation. During Wait, opposing
models in LOS that are not in Cover lose Hidden status. Remove Wait at start of next
activation or to interrupt the action of an opposing model in LOS at any time including
interrupting an interruption; this last is a "React".
ƒƒ If multiple players each have characters which qualify for React actions, resolve the
React actions starting with the highest REF and then in Initiative Order.
ƒƒ When performing a React, note the current position and activities surrounding the
character and the Active models. It will be useful to mark the Active character.
ƒƒ Must have higher REF to interrupt any action not involving target's MOV or if
becoming Engaged. When interrupting, remove the Wait status and receive 1 AP to
perform any Action; allow use of Pushing if qualified. During this time, become the
Active character.
Characters on Wait when targeted for a Test may remove it and acquire +1 Modifier die. If
targeted for a Close Combat Hit Test when Attentive, receive +1 Wild die instead.
Hide Pay 1 AP. If Free, mark model in LOS but behind Cover as Hidden. There is no cost if not in
LOS. Models that were Hidden at the start of an action receive +1 Modifier die Combat Hit
Tests.

Moving while Hidden degrades all Terrain except for that which is crossed using Agility.
Ignore this rule if the entire path of movement is out of LOS from all enemy models.
ƒƒ When Hidden, Cohesion distance is halved.
ƒƒ Hidden models may not be targeted by a Range Combat unless it is an Indirect
Attack.
ƒƒ When a Hidden model is targeted for an attack, or when an enemy model moves
within Cohesion: allow the Hidden model to first displace up MOV × 1" but it must
lose Hidden status.
ƒƒ Models automatically lose Hidden status if within opposing LOS while not behind
cover at the start or end of any model's actions.
ƒƒ Models further than Visibility × 3 ignore do not automatically lose Hidden status
unless within LOS of an opposing character in Wait status.
Detect The first Detect costs 0 AP and can be combined with any other action. Otherwise 1 AP.
if Free perform a Detect Test as an Opposed REF Test. against a target within LOS to
remove its Hidden status and make it Revealed.
Detect OR is equal to half Visibility.

Hiding
Models need to be either out of LOS or behind Cover in order
to qualify for the Hide action.
The raider at the left is in the open; there are no models
that can trace LOS to it, so it could conceivably use the Hide
action and receive Hidden status.
At the right, the model behind the barrels could maintain
EM4

its Hidden status, but the raider would not be qualified any
EM4

more because it is within LOS.

© 2017 Robert Kurcina & Damon Williams


16
MEST :: Basic Game Rules Version 1.6.1

Wait and React Hide and Detect

When used properly, the Wait action can pre-empt The Hide and the Detect actions work to cancel each
the actions of opposing characters. other and in doing so create interesting situations
for game-play.
In Step 1, the Passive character has been identified
as in Wait status. In Image 1, the scavenger at A is in Hidden status
behind the wreck though it is in LOS because it is
In Step 2, an Active model moves in range of the
behind Cover. And so the raider will have greater
Passive character. The Passive player can remove
difficulty hitting the scavenger with Range Combat.
his character's Wait token and perform any action
worth 1 AP, usually to attack but can be anything. In Image 2, the scavenger is moves into LOS and
thus loses its Hidden status. This could also happen
In Image 3, the Passive character is already in
if the raider moved instead.
range of two opposing models. If either opponent
attempts to perform an action doesn't involve the In Image 3, the raider could perform a Detect
MOV attribute - such as attacking - the Passive test and if the scavenger loses the test; it becomes
character may act instead if it has higher REF. Revealed.

EM4

Step 1: Waiting Image 1: Situation

Step 2: Shoot! Image 2: In LOS


EM4

EM4
EM4
EM4

Image 3: Waiting Image 3: Failed Detect

17 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

ƒƒ Announce the Melee weapon to be used; the character must be armed


with a weapon of class Melee or Natural. If it is not of class Melee or
Natural must be used as “Improvised”. All characters are otherwise
considered “Unarmed”.
ƒƒ The Active character acquires a Delay token if this is not the first attack
this Initiative unless using a Natural weapon. Apply any Situational Test

OG/W
Modifiers as necessary. Add weapon's Accuracy [ Acc ] bonus.
Range Attack ƒƒ Resolve this attack by performing a Hit Test using Opposed CCA. If
pass the Hit Test, use the Rule of Three and award any carry-overs and
Each of these four constables are armed
cascades accordingly.
with pistols and can perform a Range
Attack against the berserk wampir. ƒƒ If the Hit Test was passed, perform the Damage Test using Weapon
Damage vs. target FOR. Upon pass, the target acquires 1 Wound per
cascade.

ƒƒ Announce the Ranged weapon to be used; the weapon must have an OR


value, be a Thrown weapon, or have the Throwable trait. If the weapon
has the AoE or Scatter trait, apply the rules for an Indirect Attack instead.
ƒƒ The Active character acquires a Delay token if this is not the first attack
this Initiative unless using a Natural weapon. Apply any Situational Test
OG/W
CC

Modifiers as necessary. Add weapon's Accuracy [ Acc ] bonus.


Close Attack
ƒƒ Resolve this attack by performing a Hit Test using Opposed RCA vs. REF.
The axeman is in base-contact with the
explorer and is therefore qualified to ƒƒ If the Hit Test was passed, perform the Damage Test using Weapon
perform Close Attack. Damage vs. Target FOR. Upon pass, the target acquires 1 Wound per
The dual-blade fighter is yet too far cascade.
away and is thus disallowed to attack. ƒƒ Unless weapon used has the Silent trait, remove Attacker's Hidden status
if in LOS. Thrown and Bow weapons are always Silent.

Scatter Diagram

ƒƒ Ranged Weapons with the AoE or Scatter trait may attack a target that
is a model, or ground location within Line-of-Fire. Place a token at the
desired target for easy reference.
ƒƒ Targets not in LOS now can be attacked as a “Blind Throw” if either;
a Free friendly model within Cohesion has LOS to the target, or if the
target was in LOS at the start of Attacker's activation, or if the target is
not in LOS but also not Hidden. These attacks acquire the Scatter trait.
Use this for a scatter diagram. Presume ƒƒ When using an Indirect Attack where the LOF crosses a wall or other tall
the center of this diagram is at the obstacle consider the height of that obstacle. No attack may take place
target location with the red arrow if the target or the attacker is closer than that height to the obstacle. If
pointing away from the attacking
model. the obstacle is wide measure from its center point.
Roll a six-sided die to determine the ƒƒ Before resolving the attack allow all Attentive, Ordered models the
scatter direction. If this is Biased option to acquire a Delay token and then displace up to MOV × 1".
Scatter, re-roll the first '3', '4', or '5';
and re-roll the next '4'. ƒƒ Resolve the Indirect Attack as an Unopposed RCA Test -1 Base die per OR
Multiple [ ORM ]. Apply Situational Test Modifiers as necessary.
© 2017 Robert Kurcina & Damon Williams
18
MEST :: Basic Game Rules Version 1.6.1

ƒƒ If the attack involves the Scatter trait, if there are misses displace the
targeted location a distance equal to the score of a Wild die × 1" per miss,
plus 1".
ƒƒ Determine the scatter direction using a regular die with a Scatter
diagram; count clock-wise with the ‘1’ pointing towards the target and
the ‘4’ points towards the attacker; re-roll the first ‘3’, ‘4’, or ‘5’. Re-roll
the next ‘4’.
ƒƒ If the attack involves the Scatter trait and is also a “Blind Throw”; use the

Blue
Scatter diagram with an extra Wild die but do not re-roll the direction.
Indirect Attack
ƒƒ Displace any additional distance necessary down-hill or falling off
precipices but stop if hit a wall. The Tong model with Dynamite has
STR 2, and so its OR is 2. The weapon
also has the AoE trait.

ƒƒ Friendly Attentive Ordered models in base-contact with the model


performing a Range Attack are never in risk of “Friendly Fire”.
ƒƒ If the target of a Range Combat Attack is missed; one randomly selected

Blue
Friendly model is subject to being attacked if it is in base-contact with or
within 1" of the target, or if it is within 1" of LOF. Identify Target
The player with the Tong character
places a marker at the desired location
to be targeted.

ƒƒ Characters are considered to be able to use multiple weapons at the


same time if their model is sculpted showing this and the weapons are
available for play; usually because they were purchased using BP.
ƒƒ If using multiple weapons pick a different primary weapon for each
attack action. Characters must have enough “hands” to use each; be
sure to examine the [1H] and [2H] traits for more information.

Blue
ƒƒ Each additional Ranged weapon provides +1m Range Combat Tests
and each additional Melee weapon provides +1m Close Combat Tests.
Scatter
ƒƒ Natural, Improvised, and Thrown weapons never benefit from the
Presuming the attack suffered from
Multiple Weapons rules. Scatter; reposition the marker. Blue

AoE Trait
However, the AoE trait of the Dynamite
allows it to automatically hit all models
within its radius; perform a Damage
Test for all models within range!

19 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

A Detailed Look at Close Combat


1 Active
Engaged
Passive
2CCA 3 Hit Test
CCA 2
3 Carry-overs

WhizK!

WhizK!
OG/W

WhizK!
OG/W
+1
OG/W

The Active player scores a '2', and '5' on


Let's examine in greater depth a Close his Base dice for 1 success. The Wild die There are no carry-overs!
Combat attack. The Active character is a scored zero successes because it has a
pickman and the target is the zombie. face-value of '2'.
Presume both models receive their two The pickman has a CCA 3 and this makes
Base dice, but the pickman receives its test score become 4. The Passive player
a bonus Wild die for performing a with the zombie scores no successes and
Concentrate action. adds a CCA 2 for a test score of 2.
Both players then roll their dice for the The score is 4 versus 2; the test passed by
Hit Test. This will be an Opposed CCA Test. 2 cascades. As a result, the Active player
is now allowed to perform the Damage
Test.

4 Results 5STR 3DamageFORTest


2
6 Wounding

+2 +1

+2 +1 +1

For the Damage Test, each player again Close Combat Damage tests are Opposed Here's the results of the Damage Test.
receives their two Base dice. STR vs FOR. The pickman's test score is more than
As can be seen on the Weapons chart Both players roll their dice. that of the zombie; 7 versus 5. The test
within the reference section of these rules; has passed. The cascade is 2.
The pickman player generates a '4' and
the pickmans' Axe weapon provides him '6' on his Base dice for 3 successes. An This causes 2 Wounds to be applied
a Wild die additional success is received for the '4' immediately to the zombie.
The zombie gets no additional dice. that was scored on the Wild die for a total
of 4 successes. The pickman adds its STR
3 making its test score become 7.
The zombie scored 3 successes for its '4'
and '6' on its own Base dice. Adding its
FOR 2 gives the zombie a test score of 5.

© 2017 Robert Kurcina & Damon Williams


20
MEST :: Basic Game Rules Version 1.6.1

A Detailed Look at Range Combat


1 Targeting 2 Hit Test 3 Results
REF 3
Active Passive RCA 4
Blue

+1 +3 +1
RafM

+2 +1
Here we see an agent that is about to Range Combat Hit Tests are Opposed RCA The Passive player with the deep one rolls
perform a Range Combat Attack against vs. REF. his 2 Base dice plus an additional one
a deep one. Presume that the agent acquired perhaps from a trait.
The Active player rolls his 2 Base dice, a
receives 2 Modifier dice and a Wild die Wild die, and 2 Modifier dice. He rolls '1', '4', and '6'; this generates a
owing to Situation Modifiers for "Point- total of 3 successes for him. Presuming
blank" range, and that it is using a He gets '3' and '4' on the Base dice; this
the character has a REF 3, the defender
weapon with the ROF trait. scores 1 success. On the Wild die he rolls
generates a test score of 6.
a '6' which is 3 more successes. On the
Similarly, the deep one receives an Modifier dice he rolls '3' and '6'; the '6' The agent has a greater test score;
additional Base die because of its traits. gives yet one more success. 9 versus 6. The Hit Test is passed.
Both players then roll their dice for the Comparing the two test scores, the agent
Total successes is 5. Presuming the Active
Hit Test. receives a cascade of 9 minus 6 or 3.
character has an RCA of 4, the test score
would be 5 plus 4 which is a total of 9.

4 Carry-overs 5 Damage Test 6 Wounding


Damage 4 FOR 3

+2 +1
+2 +2

Players roll their dice for the Damage


One of the Base dice scored a '6' creating Now for the Damage Test. Range Combat Test. The Active player scores 2 successes
one carry-over allowing the Active Damage Tests are Opposed Weapon from his dice for his agent; two for a '6'
player to receive a bonus Base die. Damage vs. FOR. and one for a '4' on his Base dice. If the
agent is using a Medium Pistol this has a
Additionally a Wild die is also received Both characters receive as always their damage attribute of 4; combined the test
as a carry-over because it scored a two Base dice. score is 7.
success, and another bonus Modifier die is And, perhaps as a result of a trait - maybe The deep one scores 4 successes. The
acquired as a carry-over because it had a Acrobatic - the deep one receives a bonus deep one's FOR is 3; the Passive player's
face-value of '6'. Modifier die. test score is therefore 7.
As can be seen, this cancels out one of the Since 7 is equal to 7, the Damage Test
agent's own Modifier dice. passed with a tie cuasing one Wound.

21 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

Numerous situational modifiers for the various tests are available, most of which do not much by themselves but
when combined with the others add up to become significant enough to alter the odds in favor of a desparate
character. The majority ˗̵̶ not all ˗̵̶ of these modifiers have been identified elsewhere within the rules.
Close Combat & Disengage
+1 Impact for Attacker Damage Test per extra friendly Ordered Attentive model with same target in Melee Range.
+1m Attacker Hit Test if using multiple Melee weapons.
+1m Attacker Hit Test if "Charge"; moved into Melee Range over Clear terrain from a Free position.
+1w Disengage and Hit Tests for each extra friendly Ordered Attentive model with the same target in Melee Range.
+1m Disengage, Hit, and Damage Tests to higher model if higher than opponent by about half its base-diameter.
+1m Disengage and Hit Tests to smaller model per SIZ smaller than opponent.
-1m Disengage and Hit Tests if “Cornered”; model is Engaged and in base-contact with wall or precipice.
-1m Disengage and Hit Tests if “Flanked”; the line between the bases of two opponents divide this model's base.

Range Combat & Detect


+1m Active character Hit or Detect Tests if higher than opponent by 1" for every 4" away.
+1m Active character Hit or Detect Tests if target is in “Point-blank”; which is at half OR or less.
-1m Attacker Hit Test if target has Cover or Hard Cover.
-1w Attacker Damage Test if target is behind Hard Cover.
-1m Attacker Hit Test per miss against Unopposed REF Test when resolving Friendly Fire.
-1b Attacker Hit Test per OR multiple above the first if attacking using multiple Ranged weapons.
-1b per OR multiple for Indirect Attacks to determine the amount of Scatter.
-1m Active character Hit or Detect Tests if friendly model is within 1" of LOF to and between target.
-1m Active character Hit or Detect Test for each OR multiple above the first to target; per OR multiple if this
is an Indirect Attack.

Miscellaneous
-1m Active character every Test except Damage for having each type; if have Wound, Fear, or a Delay tokens.

Marjorie Hensen and Olga


Smirnov encounter a ghastly
thing.

I'm quite sure everything


will be all right.
RafM
Blue
CC

© 2017 Robert Kurcina & Damon Williams


22
MEST :: Basic Game Rules Version 1.6.1

OG/W

OG/W

CC
+1 +1

Multiple Weapons Outnumbering Cornered


The tong with the two swords at the The wampir is in a Scrum; three or The adventurer would be considered
bottom right has not yet Engaged more models that are Engaged. When cornered if one or more of the
the adventuress. When it does, it the swordsman attacks, it receives +1 mummies were in base-contact; they
will receive +1 Modifier die in Close Wild die for the Hit Test. are not.
Combat Hit Tests.
When either the swordsman or the Had they been, they'd each receive +1
dame is attacked, they would also Modifier die for Close Combat.
receive a +1 Wild die for the Hit Test.

OG/W
+1

FM

CC
+1
OG/W
Blue
CC

-1 -1 -1
High Ground Flanked Each Token Color
The ranger with a Revolver on the The Active character attacking the Each of these characters show
pyramid is high upon the steps of the blue wampir receives +1 Wild die differently colored status tokens [
pyramid and receives +1 Modifier die for the spearman outnumbering, Wounded, Fear, Delay ] next to their
for being on higher ground. and another +1 Modifier die for the models.
spearman and itself Flanking.
Another +1 Modifier die is awarded For each token color that a model
for being at Point-blank for any of the has associated with it; it is penalized
zombie targets. -1 Modifier die.
OG/W

+1

-1
OG/W
FM

FM

Line-of-Fire Point-blank Larger Model


The constable with the torch is within The pistoler receives the Point-blank The werewolf is a SIZ 4 model and is
1" of the Line-of-Fire between the bonus of +1 Modifier die Attacker adjacent to a SIZ 3 model. The human
magister at the bottom right and Range Hit Test. It would receive this receives +1 Modifier die Attacker Close
its target the were-wolf. This is a -1 bonus even if in base-contact because Combat Hit Test is for both attacking
Modifier die penalty for the Range pistols and revolvers have the Melee and defending.
Attack and if the attack misses; the trait.
constable is subject to Friendly Fire.

23 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

A character is given a single Bonus Action to be used immediately after either


a successful Hit or Damage Test. If not used, the bonus is lost. Some of these
actions can be negated or used by the Passive player with Attentive models.
Hide if Free; perform Hide action if behind Cover or if not within LOS
of an enemy model.
Reversal if in base-contact; switch positions with target.
Circle in Close Combat; rotate up to 180 degrees around target.

OG/W
Reposition if Free, move up to Agility. If also Attentive, or if acquire a Delay
token; move MOV × 1" instead.
From this starting position, both
models are Engaged at base-contact. Disengage If also Attentive, or if acquire a Delay token; move up to Agility
instead.
Presume the wampir receives a Bonus
Action against the priest. Push-back in Close Combat; move target back this model’s base-diameter.
Optionally move this model to maintain base-contact. If target
Here are some of the things it could do: is pushed into a wall it receives a Delay token.
Pull-back in Close Combat; move back this model's base-diameter.
Pull-back Optionally move the target model to maintain base-contact.
Refresh if Free as a result of causing target to become KO’d or
Eliminated, remove a Delay token. May only be selected once
each Initiative.

If the Active model is in Melee Range the Passive model is allowed these options:
OG/W

ƒƒ Opportunity Attack. An Active model that leaves base-contact without


performing a Disengage action is subject to a free Close Combat attack
by one of the opposing models with which it had been Engaged.
The wampir pulls the deacon back.
ƒƒ If Attentive Wait, or Attentive and have same or higher REF; may either
Negate, Counter-strike, or any Bonus Action. Afterwards acquire a Delay
Push-back
token if not on Wait otherwise remove the Wait status.
ƒƒ To Negate, when the Active model attempts a Bonus Action, disallow it .
ƒƒ To Counter-strike, when Attacker fails Close Combat Hit test count its
misses as cascades and perform Close Combat Damage Test. Receive
any Bonus Action as though the Active character upon pass.
ƒƒ To instead do the Bonus Action; the Passive character is allowed this
option but only after the Attacker has failed its Hit test.
OG/W

The wampir pushes the deacon back.


ƒƒ If a character has Delay tokens equal to its AP, any more which are
Reversal received if acquired as Stun damage convert to 1 Wound each.
ƒƒ Characters with Wounds equal to or greater than its SIZ are Knocked-
out [ KO’d ]. Place model side-ways on the table and remove its markers
and tokens; it may no longer perform any actions, is always Done, never
Active, and never causes models to be Engaged. KO’d models cannot
be directly targeted by ranged attacks. KO’d models hit by a weapon
with the AoE trait or targeted by a Close Combat attack is automatically
Eliminated. KO'd models count as Rough terrain, and provide Cover for
OG/W

models SIZ - 3 or smaller.


ƒƒ Characters with one or more Wound tokens are penalized -1 Modifier
The Active model and the target switch die for all Tests except Damage tests.
positions.
ƒƒ Sustaining Wounds exceeding double its SIZ by eliminates a character.
Eliminated characters are removed from play along with all of its tokens
and markers.
© 2017 Robert Kurcina & Damon Williams
24
MEST :: Basic Game Rules Version 1.6.1

ƒƒ Characters are considered Ordered at the start of the game. A Morale


Test is required at the end of an action upon receiving a Wound or when
starting activation with two or more Fear tokens. A Morale Test is also
required if Free or if Disordered, and a friendly model within Cohesion
become KO’d or Eliminated.
ƒƒ Perform Morale Test using Unopposed POW. If an Attentive Ordered

OG/W
friendly model in Cohesion receive +1m. Acquire 1 Fear token per miss.
Characters with one or more Fear tokens are penalized -1 Modifier die Oops!
for all Tests except Damage tests. The hunstman with POW 4 is at the base
ƒƒ A character with 1 Fear token is Nervous, 2 Fear tokens is Disordered, of the temple and recently received a
Wound from the last attack performed
and with 3 it is Disordered and Panicked. Disordered characters are no by the constable at the top of the ruins.
longer Ordered.
An Unopposed POW Test is performed;
ƒƒ While Disordered and Engaged a character must perform Disengage the player with the huntsman rolls 2
actions until Free. If Disordered and Free it must immediately move Base dice and scores no successes; test
score is merely 4.
away from all opponents and towards nearest Cover or until out of LOS
not and within the movement range of any opposing models. The Passive player rolls 2 dice as
well, plus a Modifier die because the
ƒƒ Panicked characters must try to exit nearest friendly battlefield entry huntsman has a Wounded token. Scores
edge as long as they are not moving towards any Attentive or Ordered is 4 successes plus 2 for the Unopposed
enemy character. Any other edge is otherwise acceptable. test; total is 6.
The difference is 2; the huntsman
ƒƒ Disordered or Panicked characters must first attempt to Rally receives 2 Fear tokens as a result
themselves. Failing to Rally, then the character must continue to meet
their movement and cover conditions.
ƒƒ Characters with more than 3 Fear tokens or which exit the battlefield
are considered Eliminated.
ƒƒ Breakpoint Morale is when a player has half or more of his models
become KO'd or Eliminated.
ƒƒ A “Bottle Test” is required of a player at the end of every Turn once
the Breakpoint Morale threshold is reached. Pick an Ordered character
designated as the Leader to take the Morale test; upon failure or if the

OG/W
player has no Ordered characters the game ends immediately. I'm safe!
ƒƒ Rally Tests are Morale Tests but no Fear tokens are acquired upon failure.
The huntsman is considered to be
Disordered and must move away from
all opponents to the nearest cover.

Games normally end at the conclusion of Turn 4, 6, or 8 depending on the size The aftermath picture above shows
that the huntsman now has two Fear
of the game; Small, Medium, or Large. tokens in addition to its earlier Wound.
It has moved towards the safety of
At the end of each turn starting with Turn 4, 6, or 8 (for Small, Medium, or some Cover.
Large games); roll a die. If it is even, the game ends immediately. Players may
Until this character Rallies, it will
also mutually end a game when it reveals an obvious defeat. suffer -2 Modifier dice for all tests it is
involved with excluding Damage Tests.
If the game ends, the Player with the most Victory Points (VP) is the winner:
ƒƒ +1 VP if outnumbered 3:2 at start of game, and +2 if outnumbered 2:1.
ƒƒ +1 VP if have fewer KO’d and Eliminated characters by BP total.
ƒƒ +1 VP if opponent failed Bottle Test [ “Bottled Out” ] or has no Ordered
characters.
ƒƒ +1 VP for most Characters crossing midline of battlefield during the
course of the game.
25 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

Players should spend their allotted Build Points [ BP ] to assign character archetypes, armor, and weapons
to their models. Characters are allowed at most one of each Armor type.

The Common characters archetypes shown here should be adequate for most introductory games. In
each game session, which archetypes that are assigned to a specific model could change according to
the needs of the player. It is quite reasonable that the swordsman in a previous session was assigned
the Brawler archetype and now it is instead qualified as a Heroic or Leader archetype.

Common CCA RCA REF INT POW STR FOR MOV SIZ Traits BP
Average 2 2 2 2 2 2 2 2 3 30
Acrobat 2 1 3 2 2 1 1 2 2 Evasive. Acrobatic. Slippery. 38
Marksman 2 3 2 2 2 2 2 2 3 Shoot. 37
Martialist 3 2 3 3 3 2 3 3 3 Fight. 61
Brawler 3 2 2 2 3 3 3 2 3 Brawler. 52
Scout 2 2 3 3 2 2 3 3 3 Stealthy. Surefooted. Detect. 69
Leader 2 2 2 3 2 2 2 2 3 Tactics 2. Leader. 60
Elite 3 3 3 3 3 3 3 3 3 Grit. Shoot. Fight. 83
Heroic 4 3 3 2 4 4 4 3 3 Leader 2. Fight 2. Grit. 107
Dog, War 2 0 3 0 2 2 1 4 2 [Beast!]. Surefooted. Stealthy. 41
Sprint. Detect 2. Chase. Bite.
Pack Mentality.
Predator 3 0 3 0 2 4 3 3 4 [Beast!]. Surefooted. Stealthy. Bite. 71
Sprint. Detect. Chase.
Fiend 3 0 3 1 3 3 3 3 3 [Primitive]. Surefooted. Stealthy. 78
Claws. Bite. Detect 2.
Monster 3 0 3 1 3 5 5 2 5 [Primitive]. [Solitary]. Stealthy. 131
Claws 2.Bite 2. Tall.Detect.Fear 2.

What can be considered armor varies greatly from genre to genre. The majority of genres though do
have some equivalent of the Helm, and Gear types of armor. With some creativity, and using an Advance
Game concept of "synonyms"; any one of the following armors could be made available as a result of
super-science, magic, or biological powers.
For example, perhaps there's an old witch character that has a "protection spell" that offers her the
Armored Gear armor for the duration of the game. Or maybe one of the characters - perhaps of the
Predator archetype - has a thick carapace; so assign it the Medium Armor benefit. Lastly, a character
could be assigned something like a Small Shield as a result of an electronic gizmo fastened to its wrist.
Armor Type Traits BP
Helmet Helm Protective. 3
Full Helm Helm [Blinders]. Armor. Protective. 5
Shield, Small Shield [1H]. Deflect. Coverage. 7
Shield, Medium Shield [1H].[Laden]. Armor. Deflect. Coverage. 10
Armored Gear Gear Deflect. Conceal. 5
Light Armor  Suit Armor 2. Deflect. 8
Medium Armor  Suit [Laden]. Armor 4. Deflect. 12
Heavy Armor  Suit [Laden 2]. Armor 6. Deflect. 15
For modern genres (1950 AD onwards), opitionally add the Bullet-proof trait for 10 BP.

© 2017 Robert Kurcina & Damon Williams


26
MEST :: Basic Game Rules Version 1.6.1

The rule for assigning weapons to a character is to examine the sculpt of the associated model; if it has a weapon,
then it qualifies to have a weapon assigned to it. Each weapon type may have a variety of choices available; a
player could decide that a model's over-large knife is a dagger or a saber instead a sword. Some models may have
two or more weapons sculpted onto them; a player can choose to pay for just those intended for use. A weapon
not paid-for can't be used.
Models with no weapons in their sculpt may be created as having either Improvised or Unarmed, with Improvised
as the default. Weapons with the "Conceal" or "Discrete" trait allow purchase regardless if the model has the
proper sculpt. Characters pay full BP value for the highest cost Range Combat (Bow, Firearm, Range, Thrown,
Throwable) and Close Combat (etc.) weapons; others weapons are half-cost.
(star) indicates an OR equal to the character's STR plus the value shown. ACC is used whenever attacking with
the weapon. I is the Impact rating useful against Armors; (see Armor trait)
Weapon Class OR ACC I Damage Traits BP
Daggers Melee +1" - 1 STR [Stub]. Discrete. Throwable. 10
Club Melee - - - STR Stun. 6
Axe Melee  - 1 STR + 1w [Hafted]. Throwable. Cleave. 15
Saber Melee - +1m 2 STR + 1b Parry. 16
Sword Melee - - 1 STR + 2m Parry. Cleave. 18
Bow, Medium Bow +4" - 2 STR + 1m [2H]. [Reload]. 14
Spear Melee  - 2 STR + 2m [2H]. Reach. Throwable. Charge. 19
Revolver, Medium  Firearm 6" - 2 3 [1H]. Melee. Conceal. ROF 1. 28
Pistol, Medium  Firearm 4" - 1 3 Melee. Conceal. ROF 2. 26
Coach Pistol Firearm 4" -1m - 1 + 2b [Discard!][Entropy]. Spray.Melee.Conceal. 9
Rifle, Single-action Firearm 12" - 3 5 [2H]. 35
Rifle, Semi-auto Firearm 12" - 3 4 [2H]. ROF. 35
Blunderbuss Firearm 8" -1m 1 3 + 2b [2H].[Reload 2].[Entropy+] 13
Musket Firearm 12" -1m 2 4 + 2b [2H].[Reload 3]. 22
Shotgun Firearm 10" - - 5 [2H]. [Entropy]. Spray. 30
Sub-machine Gun  Firearm 8" - 1 4 [2H]. Burst. ROF 4. 42
Stick of Dynamite Thrown -1" - 4 1 + 2w [Scatter].[Reload].AoE 2".Conceal. 18
Fragmentation Grenade Thrown  - 2 1 + 4w [Scatter].[Reload].AoE 4".Conceal. Cleave. 45
Beam Carbine Range 8" +1b 2 3 + 2m [1H]. ROF 3. Cleave. Silent. Modern. 55
Unarmed Natural - -1m - STR - 1m [Stub]. -3
Improvised Melee Melee - - - STR [Stub]. 0
Improvised Thrown Thrown -1" - - STR - 1b [Discard!]. 0
 For Modern age (1950 AD onwards) optionally add the Modern trait for 3 BP.
Weapon Examples  For Information age (2000 AD onwards) optionally add the Modern+ trait for 5 BP.
OG/W
GW

GW

GW

GW
AA
AA

AA

Coach Pistols Musket Axe + Shield Sword Spear Club Bow Blunderbuss
GW
PS/BM

PS/BM

OG/W

OG/W
OG/W
CC
CC

Shotgun Revolver SMG Pistol Dynamite Daggers Unarmed Improvised


27 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

Traits modify the main body of rules in very specific ways for the character, armor, weapon, or equipment that
has been assigned them.
ƒƒ Disabilities are traits identified within square brackets such as “[Blinders]”.
ƒƒ Some trait entries are given an X such as “Armor X” to allow traits acquired at a certain level; the default
level for such traits is always 1.
ƒƒ Some traits have multiple variations such as “Modern+” which behaves like “Modern” but with an extra
clause.
ƒƒ Other traits will have a reference to another trait such as “Stealthy X — see Night-vision”. This means that
the referenced trait also applies whenever using the main trait.
Trait Description
[1H] or [2H] When this item is used it requires the use of one or two hands for the duration of
the current Initiative including during an interrupt or a Passive Player Option. A
character is allowed a number of hands equal to its model's sculpt, but it may use
an item with one less hand than required which causes a penalty of -1 Base die for
the very next Test performed when attacked.
[1H] weapons used with a Concentrated action always require two hands instead
of just one.
[Beast] Rally penalized -1 Wild die. Fiddle actions cost an extra AP. If [Beast!] penalize
Fiddle actions DR 1 and climbing up or down degrades Terrain.
[Blinders] Penalized -1 Modifier die in a Scrum. May not perform Reversal or Circle unless
Attentive. Ranged Attacks with Bow weapons are disallowed, with Thrown weapons
is automatic Blind Scatter.
[Coward] May never Engage an opponent. If in a Scrum and awarded a Bonus action it
must Disengage otherwise it will cost an extra AP or be a Delay token. May never
perform a Morale Test to bypass Suppression effects.
[Discard] If [Discard!] do not use again. Else roll a die 4+ to keep if first use; otherwise do not
use again this game.
[Entropy] Presume OR is 8". If [Entropy!] use OR 4" and if [Entropy+] use OR 16". Penalize -1
Damage per OR multiple for Damage Tests.
[Feed] Each ROF die showing ‘1’ for Hit Test is an Out-of-Ammo! die; re-roll and score all 4+
or disallow resolution of test. Identify this weapon accordingly; it is not available
for again for use until this status is cleared via a Fiddle action.
[Hafted] Penalized -1 Modifier die for Defender Close Combat Hit Tests.
[Jam] Each ROF die showing ‘1’ for Damage Test is a Jammed! die; re-roll and score all 4+
or disallow resolution of test. Identify this weapon accordingly; it is not available
for again for use until this status is cleared via a Fiddle action.
[Jitter] Requires an additional AP whenever using ROF points exceeding STR during any
action.
[Laden X] Determine a character's Physicality as higher of SIZ or STR. If total Laden assigned
matches Physicality, reduce Agility by half, and penalize the character -1 REF. For
each amount beyond, degrade Terrain for movement by one level, reduce Agility by
half, and reduce REF by 1.

© 2017 Robert Kurcina & Damon Williams


28
MEST :: Basic Game Rules Version 1.6.1

Trait Description
[Misfire] After failing the Attacker Hit or Damage test, each of your own Base dice showing
‘1’ is a Misfire! die; re-roll and score all 4+ or disallow use of the weapon again
until this status is cleared with a Fiddle action. Identify this weapon accordingly.
[Primitive] This character may only be assigned weapons named “Unarmed”, “Improvised”,
“Club”, “Spear”.
[Reload X] After performing an action with this weapon indicate that it needs to be reloaded.
It remains unusable until after the character performs X Fiddle actions.
[Scatter] This weapon is subject to Scatter effects rules if used as a range attack.
[Solitary] Never contributes to Morale Tests. Never receives bonus for Morale Tests from
other models. Never test when a friendly model is KO'd or Eliminated. Unless there
is no other option available to a player, characters with the [Solitary] trait can never
designated as a Leader for Bottle tests or Initiative tests.
[Stub] Penalized -1 Modifier die Close Hit Tests while in base-contact unless opponent also
using weapon with [Stub] or [2H]. Passive characters are not considered Engaged
unless its opponents also have [Stub].
Acrobatic X Receive +X Wild dice Defender Close Combat Tests.
AoE X Any damage caused by this weapon is Stun damage. Targets within LOS to the center
of the attack are subject to a Ranged Attack using Unopposed REF Test with the OR
being X × 1". For every multiple further reduce damage by half, and reduce level of
Stun and Cleave traits by 1. If target is within X × 1" and LOS it is automatically hit,
and if target is within half X MU; reduce its FOR by 1 and perform using +1 Wild die
for the Attacker Damage Test.
Armor X Receive +X Defender Damage Test; also known as +X AR. Weapon’s Impact rating
[I] reduces total AR by an equivalent amount. Reduce by 3 if Concentrated Attack.
Bite X See Cleave. See [Stub]. This trait may be used to attack as though it were a Natural
weapon. Receive +X Impact and +X Modifier dice for the Attacker Close Combat
Damage Test.
Brawler If Attentive and Engaged may perform Circle or Push Bonus Action in spite of not
passing Combat Test, but acquire Delay token.
Bullet-proof Ignore 3 total Damage received from Firearm weapons unless the Attacker used
the Concentrate action while within Visibility.
Burst X X randomly selected models within 1" behind the target or in base-contact to target
are also attacked if within LOS; use the same Attacker's dice roll for Hit Test for
each. While Attentive allow Range Attacks against targets that are Hidden behind
Cover but the target receives an additional Wild die for both Cover and any Hard
Cover.
Charge When Attentive, receive +1 Wild die Attacker Damage Test and +1 Impact if this
used with the “Charge” bonus.
Chase If Free and Attentive and within Cohesion of a target when it moves away; optionally
move this model towards the target up to its MOV × 1"; MOV × 2" if acquire a Delay
token.
Claws X See [Stub]. This trait may be used to attack as though it were a Natural weapon.
Receive +X Wild dice for the Attacker Close Combat Damage Test.

29 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

Trait Description
Cleave X If target is KO'd it is instead Eliminated. If X is two or more, presume target has first
received an extra X -1 Wounds.
Conceal One item with this trait may always assigned to one of the models in a player’s
assembly that doesn't have any weapon sculpted into its design.
Coverage X Ignore penalties for one Engaged opponent in a Scrum. If X is two or higher, ignore
X - 1 additional Engaged opponents but only when Attentive.
Deflect X Receives +X Modifier dice Defender Hit Tests. Disregard if attack is a Fire-arm
weapon unless this item also has the Bullet-proof trait.
Detect X Receives +X Base dice Detect Tests.
Discrete This may be assigned to any model in spite of its sculpt.
Evasive X If Attentive when targeted for a Range Attack, first displace X × 1". Receive +X
Modifier dice per OR Multiple for Defense Range Combat Hit Tests.
Fear X Once per Initiative, at the end of this action force enemy models which become
within X × 1" and LOS to perform an -X Modifier die Morale Test as a "Fear Test".
Models that attempt to move to within X × 1" and LOS of this model or to become
Engaged are subject to the Fear Test; disallow the move any closer if failure. If
both models have the Fear trait reduce both by the lower rating.
Fight X Ignore up to X penalty Modifier dice for Close Combat Hit Tests. In the current
Initiative, if Fight level is higher than the Engaged opponent; receive an extra
Bonus Action. If two higher; allow performing any Passive Player Option without
acquiring a Delay token penalty unless the Attacker used a Concentrated action.
For each additional level higher; receive +1 Modifier die Close Combat Tests.
Grit X Ignores need for a Fear Test when a Friendly model within LOS is KO’d or Eliminated
unless that model had higher POW. Whenever receiving more than one Fear token
optionally convert up to X of those Fear tokens into Delay tokens instead.
Insane Ignore the rules for any Morale Test involving the Fear trait. Not affected by
models with the Fear Trait.
Leader X Friendly models within Visibility of this character receive bonus +X Base dice for
all Morale Tests. Those models may not receive such bonus from more than one
character with the Leader trait per Turn.
Leap X Increase Agility by +X". Jump up is equal to half Agility.
Melee This weapon may be used in Close Combat but not considered a Ranged attack.
Medic X Receive +X Base dice performing Revive on others, or +X Modifier dice performing
Revive action upon self.
Modern X Ignore first X potential Jammed dice. May use an additional X ROF before
requiring an extra AP. If Modern+ also ignore first X potential Out-of-Ammo! dice.
Night-vision Visibility is at least 8" regardless of Lighting.
Pack Mentality Each friendly model within Cohesion provides +1 Modifier dice for all Morale Tests.
Any number of models may contribute.
Parry Receives +1 Modifier die for Close Combat Defense.

© 2017 Robert Kurcina & Damon Williams


30
MEST :: Basic Game Rules Version 1.6.1

Trait Description
Pounce Receives an additional +1 Modifier die Close Combat Tests for Charging if moved
using Agility prior to attacking. If target is Distracted and no larger than SIZ + 3 it
must move away from this model 1" or receive a Delay token.
Protective X Ignore X Delay tokens received as Stun damage. If Attentive ignore 1 damage when
targeted for a Concentrated attack, must be in Cover if a Range attack.
ROF X  See [Jam],[Feed],[Jitter] Each ROF point is a +1 Wild die for Range Attack Hit Test.
Divide ROF among targets in LOS each within 1" of LOF from the last target.
Targets may not be more than Cohesion apart.
Reach The Melee Range of this character is now up to 1" further than the default; typically
from its base and may extend through the base of a friendly Attentive Ordered
model, or a Distracted or Disordered opposing model.
Receives +1 Modifier die Defending Close Combat while not in base-contact or
when opposing model Charges into base-contact. While Attentive; opponents may
not use Charge movement closer than Melee Range.
Shoot X Ignore up to X Modifier penalty dice for Attacker Range Combat Hit Tests. Increase
OR and OR Multiple by X.
Silent Using this weapon will not remove this model's Hidden status
Slippery X While Attentive may ignore X Opposing models before being considered Engaged.
Must end current action if moved within Melee Range of an Attentive Opposing
character with equal or higher REF. Receives +X Base dice for Defender Disengage
Tests.
Spray See Burst. When performing Range Hit Test ignore accuracy penalty for OR Multiples
while Attentive or using a Concentrated Attack. +1 Wild die Attacker Damage Test if
target is at Point-blank range.
Sprint X Receives X × 4" for movement while moving in a relatively straight line.

Stealthy X See Night-vision. At the end of this character's Initiative automatically become
Hidden at no cost if behind cover or when not in LOS. If Attentive receive +X Base
dice Defense Detect and Defense Range Tests.
Stun Examine the successes for the Attacker Damage Test. Targets receives Delay tokens
as Stun Damage equal to the number of pairs. If X is 2 or greater, target receives an
additional X - 1 Delay tokens.
Surefooted Upgrade Terrain effects on movement: Difficult  Rough  Clear.
Tactics X +X Base dice for Initiative Test when designated as the player's Leader.
Tall X Increase Agility by X x 1". All models within X × 1" of base-diameter may optionally
be considered Engaged. +X STR for when Throwing.
Throwable see [Discard]. Use as Thrown weapon for Ranged Attacks but receives no Acc bonus.
Thrower X Thrown weapons and weapons with the Throwable trait increase OR by X" and
Maximum OR by X. Receives X Modifier dice for Attacker Range Hit Tests.
Trample X see Stun. Assume this is a Natural weapon. Perform Close Combat Attack action
normally against a single target in base-contact, but spend an additional 1 AP to
attack all targets in base-contact. Distracted or Disordered targets are automatically
hit. Receive +X Modifier dice Damage Test and +X Impact per SIZ larger than target.
For the Hit and Damage tests use the same Attacker dice scores against each target.
31 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

Here are some sample assemblies constructed to assist in beta-testing using just the Common character archetypes
available in these Basic Rules. Players can use the lists as they are, mix lists from genres, or pick from within a list
for ideas. In the Advanced Rules, there will be other character options and in each genre document there will be
more archetypes to choose from.

Each genre is named and is given a set of sample Assemblies. Within each sample Assembly there are entries
for its members, their number, archetype, weapons, armor and equipment. Also the Build Point [ BP ] values are
provided. Given the limited nature of the Basic Game rules, there are some conventions used when presenting
the various entries. In general, Predators, Dogs, Fiends, and Monsters may be assigned weapons, armor, and
equipment but these will be identified as "effects" and will be presented within parenthesis For example, a
Mummy might be assigned (Medium Armor) to indicate that it has magically enhanced skin which has the same
effect as though it were wearing Medium Armor.

Players can create their own factions ("Faction") by combining Assemblies together. For example, in a 1000 BP
game for "The Spanish Main" genre, one player could have combined the Dread Pirates and Carribeans together
for a single Faction named "Captain Blackfoot's Crew" worth 980 BP. Players can also of course modify their
Assemblies in whichever manner desired, adding or removing members, changing archetypes, and spend more
or fewer BP as they see fit.

If, for whatever reason; the characters with effective armor (those in parenthesis) were to also be assigned
actual armor, the values will not simply add together. Take the half of the lesser bonuses of each Armor Rating
[ AR ] and Deflect bonuses, dropping fractions but with a minimum of +1. For example, if a Mummy from the
Derring-do genre with its (Medium Armor) were to also be assigned Medium Armor; it would not receives AR
4 + AR 4 = AR 8. Instead, it receives AR 4 + AR 2 = AR 6. Though it would still receive Deflect 1 + Deflect 1 =
Deflect 2.

High-technology and magical weapons are also effects of existing items renamed. If a character is a Wizard with
"Staff of Stinging Death" that Wizard could be a Leader archetype and that staff could be a renamed Shotgun.
It would of course be shown as (Shotgun). If an item - like this staff - were to emulate multiple weapons, each
additional one which must be used with a separate Action Point is at half cost starting with the cheapest.
Such items could also emulate armors. For example; "Staff Replete with Power" could be written as (Shotgun,
Grenade, Heavy Armor) and would cost 45 + 15 + 18 = 78 BP.

Here are some common effects which can be purchased to enhance characters; either as defining features, additions
to their armor, their weapons, or as equipments. No character should benefit from more than two effects. Benefits
without a prefixed plus (as in Sneaky instead of +1 INT) do not stack when added but cost in BP remain unchanged.
Effect Name Benefits BP Effect Name Benefits BP
Athletic +1 Leap, Pounce 10 Night-vision Night-vision 8
Avoidance +1 Slippery, Sneaky 8 Pack Mentality Pack Mentality 5
Fast +1 Evasive, +1 REF 15 Protective Parry, Protective 6
Frightening +1 Fear 10 Sharp Senses +1 Detect, +1 REF 8
Charismatic Intellect +1 INT, +1 Leader 12 Sharpshooter +1 Shoot, +1 RCA 9
Combat Training +1 Fight, +1 CCA 8 Smaller -1 SIZ, -1 STR, -1 FOR -13
Giant Form +1 STR, +1 SIZ 12 Spearman +1 Thrower, +1 Acrobatic 22
Healer +1 Medic 15 Swift +1 MOV, +1 REF 15
Huge Animal +1 SIZ, +1 Trample 11 Tactical Genius +1 INT, +1 Tactics 18
Hunter +1 Stealth, Surefooted 10 Tentacled +1 Tall, Parry 13
Massive +1 STR, +1 FOR 15 Undeterred +1 Grit, Insane 20
32 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

1000 BP  Dark Fantasy


The blend of technologies during this time period around 1680 AD allows melee weapons like
swords to mix with primitive firearms like muskets and coach pistols. The musketeers, brigands,
buccaneers, dread pirates, and natives all get a chance to prove which weapons tech is superior..

Marauders ~ 485 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Warrior Brawler Spear Helmet, Medium Shield 84
1 ⨯ Second Brawler Spear Helmet, Medium Shield, Armored Gear 89
1 ⨯ Chieftan Heroic Spear Helmet, Medium Shield, Armored Gear 144

Ratmen ~ 503 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Craven [1] Average Sword Light Armor, Small Shield, Gnaw (Daggers)  71
1 ⨯ Reaver [1] Elite Sword Medium Armor, Armored Gear, Gnaw (Daggers)  123

Amazons ~ 437 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Swordmaid [2] Martialist Sword Daggers, Light Armor, Armored Gear 122
1 ⨯ Bowlass [2] Marksman Bow Daggers, Light Armor 79
1 ⨯ Vocatrix [2] Leader Sword Daggers, Heavy Armor 114

Sidhe ~ 477 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Mymridon [3] Martialist Sword Medium Armor, (Medium Shield, Helmet)  112
2 ⨯ Spearman [3] Martialist Spear Medium Armor, (Medium Shield, Helmet)  123
1 ⨯ Warlord [3] Martialist Sword Medium Armor, (Medium Shield, Helmet)  122

Undead ~ 486 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Soldier [4] Average Sword Medium Armor, (Armored Gear)  75
2 ⨯ Archer [4] Marksman Bow Medium Armor, (Armored Gear)  78
1 ⨯ Ur-lord [4] Leader Sword Medium Armor, (Armored Gear)  105

 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties.

[1] Receives Pack Mentality [2] Receives Athletic [3] Receives Evasive [4] Receives Frightening

33 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Medieval Madness


Here are several mutually hostile assemblies representing a typical low-fantasy medieval setting
that could be 1307AD ... or not. The monarchists employ the Men-at-Arms to hunt down roaming
monsters and heretical templar knights. Or, it could be some other order of knights that have
been sent on a mission to slay some fellbeasts that have been ravaging the country-side. Lastly, a
troglodyte-lead wolf-pack makes for great tragedy and they are included as well.

Men-at-Arms ~ 1016 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Archer Marksman Bow Helmet, Armored Gear, 59
1 ⨯ Scout Scout Saber Helmet 88
5 ⨯ Footman Average Saber Helmet, Light Armor, Small Shield 64
2 ⨯ Man-at-Arms Brawler Sword Helmet, Medium Armor, Small Shield 92
1 ⨯ Sargeant Heroic Sword Helmet, Medium Armor, Small Shield 147
1 ⨯ Captain Leader Sword Helmet, Medium Armor, Small Shield 100

Knights ~ 1000 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Lay Knight Elite Sword Full Helmet, Med. Armor, Armored Gear, Sm. Shield 130
1 ⨯ Spear Knight Heroic Spear Full Helmet, Med. Armor, Armored Gear, Med. Shield 158
1 ⨯ Sargeant Heroic Sword Full Helmet, Hvy. Armor, Armored Gear, Med. Shield 161
1 ⨯ Commander Heroic Sword Full Helmet, Hvy. Armor, Armored Gear, Med. Shield 161

Monsters ~ 432 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Fellbeast [1] Beast - (Helmet, Large Shield) 90
1 ⨯ Troll [2] Monster - (Helmet, Heavy Armor)  162

Trogs ~ 503 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Wolf Dog - - 41
4 ⨯ Troglodyte [3] Fiend Club (Helmet, Light Armor)  74
1 ⨯ Leader [3] [4] Fiend Club (Helmet, Light Armor)  84

 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties.
[1] Receives Pack Mentality [2] Receives Giant Form [3] Receives Frightening [4] Receives Stealthy

34 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  The Spanish Main


The blend of technologies during this time period around 1680 AD allows melee weapons like
swords to mix with primitive firearms like muskets and coach pistols. The musketeers, brigands,
buccaneers, dread pirates, and natives all get a chance to prove which weapons tech is superior..

Brigands ~ 512 BP
Member Archetype Weapon Armor and Equipment BP
5 ⨯ Swab Average Daggers - 40
2 ⨯ Sailor Brawler Saber - 68
1 ⨯ Sniper Marksman Sabre Blunderbuss 66
1 ⨯ Capitan Elite Sword Coach Pistol 110

Musketeers ~ 505 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Enlisted Average Sword Musket 70
1 ⨯ Ranger Scout Sword Musket 109
1 ⨯ Crackshot Marksman Sword Musket 77
1 ⨯ Officer Leader Sword Musket, Coach Pistol 109

Carribeans ~ 499 BP
Member Archetype Weapon Armor and Equipment BP
5 ⨯ Hunter Average Spear 49
1 ⨯ Guide Scout Bow Club 89
1 ⨯ Elder Brawler Bow Axe 81
1 ⨯ Chief Leader Bow Daggers 84

Buccaneers ~ 456 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Cabin Boy Acrobat Club - 44
2 ⨯ Recruit Average Saber - 46
1 ⨯ Sailor Scout Saber Daggers 95
1 ⨯ Crackshot Marksman Saber Blunderbuss, 2 ⨯ Coach Pistol 84
1 ⨯ Captain [1] Elite Saber Blunderbuss, Coach Pistol 156

Dread Pirates ~ 481 BP


Member Archetype Weapon Armor and Equipment BP
4 ⨯ Cut-throats [2] Brawler Sword - 80
1 ⨯ Capitan [2] Heroic Sword 2 ⨯ Coach Pistol, Light Armor 161

[1] Receives Undeterred [2] Receives Frightening

35 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Gothica
Eastern Europe in the 1850's was a place and a time of much mystery; wampiri, and cursed wolf-
men roamed the wilds outside of the cities where industry began to transform society. In these
back-woods all sorts of horrors could be encountered. Players vie for control of these shadowy
terrorities between islands of civilization.

Cossacks ~ 495 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Green Average Saber Coach Pistol 64
1 ⨯ Sargeant Elite Saber Musket, Coach Pistol 130
1 ⨯ Officer Leader Sword Musket, Coach Pistol 109

Polizei ~ 494 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Constable Brawler Sword Helmet 73
1 ⨯ Sargeant Elite Sword Armored Gear 106
1 ⨯ Officer Leader Sword Coach Pistol 96

Wehrwolfen ~ 501 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Wolf [1] Dog - (Helmet)  54
3 ⨯ Claw [1] Fiend - (Helmet, Small Shield, Medium Armor)  79
1 ⨯ Fang [1] Beast - (Helmet, Small Shield, Medium Armor)  103
1 ⨯ Alpha [1] Beast - (Helmet, Small Shield, Heavy Armor)  107

Wampiri ~ 492 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Bride [1] [2] Fiend - (Medium Armor, Armored Gear)  82
4 ⨯ Thrall [1] Average Sword - 58
1 ⨯ Sire [1] [2] Fiend - (Heavy Armor, Armored Gear)  86

Gypsies ~ 475 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Performer [3] Acrobat Daggers - 58
1 ⨯ Wise-woman [4] Leader Daggers (Light Armor)  96
1 ⨯ Construct Monster - (Heavy Armor)  147

 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties.
[1] Receives Frightening [2] Receives Avoidance [3] Receives Athletic [4] Receives Tactical Genius

36 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Lawless
Desparadoes, gunslingers, law-enforcers, tongs, and tribal warriors. This simple set of starter-
kit assemblies which are representative of the possible factions that may have existed in 1870's
America in places like Dodge City and its uninviting territories.
Posse ~ 486 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Hound Dog Dog - - 41
4 ⨯ Deputy Marksman Shotgun - 67
1 ⨯ Sherriff Marksman Rifle - 77
1 ⨯ US Marshall Leader Rifle - 100

Desperadoes ~ 476 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Sassy Gal Acrobat Revolver - 66
4 ⨯ Convict Average Revolver - 58
1 ⨯ Half-breed Marksman Revolver Daggers 72
1 ⨯ Boss Leader Rifle - 100

Tribal Warriors ~ 504 BP


Member Archetype Weapon Armor and Equipment BP
4 ⨯ Brave [1] Average Bow Daggers 64
2 ⨯ Hunter [1] Marksman Bow Daggers 71
1 ⨯ Leader [1][2] Leader Bow Daggers 106

Tribal Warband ~ 504 BP


Member Archetype Weapon Armor and Equipment BP
6 ⨯ Brave [1] Average Bow Daggers 64
1 ⨯ Leader [1] Leader Rifle Daggers 120

Gunslingers ~ 494 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Recruits Average Revolver - 58
2 ⨯ Vigilante Marksman Rifle - 77
1 ⨯ Leader [3] Heroic Rifle Daggers 166

Tong ~ 492 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Tong Brawler Sword - 70
1 ⨯ Elders Martialist Axe - 86
1 ⨯ Leader Heroic Spear - 126
[1] Receives Stealthy [2] Receives Charismatic Intellect [3] Receives Sharpshooter

37 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Coldsteam Empires


The sun never sets upon the Victorian Empire. The staid and formal world in 1888 AD is an
illusion; a white sheet over the bloody messes that occur with numerous uprisings and in-fighting.
Prussia stands defiant. Africa wants its territories back. India is in unrest. What is a Queen to do?
The answer is to send in the extra-ordinary gentlemen with their steam-suits and gatling pistols.

Prussian Soldaten ~ 712 BP


Member Archetype Weapon Armor and Equipment BP
5 ⨯ Jager Average Rifle Saber 86
1 ⨯ Sniper Elite Rifle Daggers 133
1 ⨯ Officer Leader Rifle Saber, Revolver, Armored Gear 149

British Strike Team ~ 741 BP


Member Archetype Weapon Armor and Equipment BP
5 ⨯ Rifleman Marksman Rifle Helmet, Medium Armor 92
1 ⨯ Sniper Elite Rifle Helmet, Medium Armor, 138
1 ⨯ Officer Leader Rifle Revolver, Helmet, Medium Armor 143

Steam-suit Team ~ 712 BP


Member Archetype Weapon Armor and Equipment BP
3 ⨯ Ironlad [1] Average SMG 1
(Helmet, Heavy Armor)  98
2 ⨯ Ironman [1] Elite SMG 1
(Helmet, Heavy Armor)  151
1 ⨯ Officer Leader SMG 1
(Helmet, Heavy Armor)  116

Steambots ~ 855 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Instigator [2] Heroic - (Spear, 2 ⨯ Rifle S/A 2) (Heavy Armor)  259
1 ⨯ Bombardier [2] Heroic - (Spear, 2 ⨯ Dynamite ) (Heavy Armor)  221
1 ⨯ Officer Leader Revolver Saber, Medium Armor 116

Rebels ~ 970 BP
Member Archetype Weapon Armor and Equipment BP
9 ⨯ Recruit Average Rifle - 70
2 ⨯ Bomber Marksman Revolver Grenade, Daggers 120
1 ⨯ Mascot [3] Acrobat Rifle Daggers 100

 Presume this is either a scepter, staff, or other device that functions as the weapon identified.
 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties.
1 SMG is an abbreviation for "Sub-machine Gun".
2 Rifle S/A is another name for Rifle, Semi-automatic.
[1] Receives Gigantic Form [2] Receives Undeterred, Huge + Gigantic Form [3] Receives Charismatic Intellect

38 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Mettled Men


Global war has come to the world, powered by idealism and an abundance of technology not yet
tried. Royal cousins send in their people to fight their disputes for them. The landscape of 1916
Europe has been transformed into a battlfield of immense proportions. Will Prussia stand down
this time or will the British Empire need to back-hand it once again? And what of the Yanks?
Devastator Robotika ~ 770 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Devastator [1] Monster - (Revolver, Rifle S/A )
2
(Medium Armor)  228
1 ⨯ Officer Leader Pistol Daggers 86

Blaster Robotika ~ 828 BP


Member Archetype Weapon Armor and Equipment BP
4 ⨯ Blaster [1] Beast - (Shotgun, Grenade) (Medium Armor)  178
1 ⨯ Officer Leader - 2 ⨯ Revolver 116

Regulars ~ 738 BP
Member Archetype Weapon Armor and Equipment BP
9 ⨯ Soldier Average Rifle - 70
1 ⨯ Officer [2] Leader Rifle - 108

Veterans ~ 793 BP
Member Archetype Weapon Armor and Equipment BP
5 ⨯ Veteran [2] Elite Rifle Helmet 132
1 ⨯ Officer [2] Leader Rifle Helmet , 2 ⨯ Pistol 123

Heavies ~ 746 BP
Member Archetype Weapon Armor and Equipment BP
7 ⨯ Weaponeer Marksman SMG 1 Helmet, Medium Armor 89
1 ⨯ Officer [2] Leader Rifle Helmet, Medium Armor 123

Grenadiers ~ 794 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Rifleman Marksman SMG 1
Helmet, Medium Armor 92
2 ⨯ Grenadier Marksman SMG 1
Helmet , Grenade, Medium Armor 137
1 ⨯ Officer [2] Leader Rifle Helmet, Pistol, Medium Armor 152

 Presume this is either a scepter, staff, or other device that functions as the weapon identified.
 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties.
1 SMG is an abbreviation for "Sub-machine Gun".
2 Rifle S/A is another name for Rifle, Semi-automatic.
[1] Receives Undeterred, Huge + Gigantic Form [2] Receives Combat Training

39 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Eldritch Horror


This is loosely patterned after H.P. Lovecraft Mythos which takes place around 1926 AD. It's
Agency versus Gangsters verus Cultists. The Cultists get to work with the aliens, while the Agents
have the best training. The Gangsters have heavy weapons but poor training; most of their
members are at best Brawlers or Marksmen. Of the Deep Humanoids work together with the
Cultists but maybe this time they'll pair with the Gangsters.

Agency ~ 480 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Hound Dog Dog - - 41
1 ⨯ Bounty-hunter Elite Shotgun Armored Gear 118
1 ⨯ Agent Elite SMG 1
Armored Gear 125
1 ⨯ Coordinator Leader Pistol Armored Gear 91
1 ⨯ Director Leader Rifle Armored Gear 105

Gangsters ~ 461 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Thug Brawler SMG 1
Daggers 99
1 ⨯ Bruiser Elite SMG 1
Daggers, Pistol 156
1 ⨯ Capo Leader SMG 1 Daggers 107

Cultists ~ 550 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Initiate [1] Average - - 50
1 ⨯ Adept [1] Leader - (Light Armor)  88
1 ⨯ Priest [1] Leader Revolver (Medium Armor)  120

Fresh-cuts ~ 228 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Recruits Average Revolver Armored Gear 58
1 ⨯ Bodyguard Acrobat Saber Light Armor 54

Deep Humanoids ~ 260 BP


Member Archetype Weapon Armor and Equipment BP
2 ⨯ Warrior [2] Brawler - (Sword)  80
1 ⨯ Elder [2][3] Fiend - (Sword)  (Medium Armor)  100

 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties..
 Presume this is either a scepter, staff, or other device that functions as the weapon identified.
1 SMG is an abbreviation for "Sub-machine Gun".
[1] Receives Undeterred [2] Receives Frightening [3] Receives Charismatic Intellect

© 2017 Robert Kurcina & Damon Williams


40
MEST :: Basic Game Rules Version 1.6.1

1000 BP  Derring-do
Sir Randolph Carter paved the way for modern archaeology; there were ancient treasures to be
found, codified, collected, researched, and maybe feared. In 1938 many nations sent their best
and brightest scholars to retrieve these artefacts before war would tear the world asunder once
again. Stopping them of course were hostile natives, their arch-enemies, and a few mummies!

Indigeneous Hostiles ~ 533 BP


Member Archetype Weapon Armor and Equipment BP
4 ⨯ Archer Marksman Bow - 51
5 ⨯ Spearman Average Spear - 49
1 ⨯ Leader Leader Bow Daggers 84

Military ~ 496 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Recruit Average Rifle Helmet 73
1 ⨯ Enlisted Brawler Rifle Helmet 95
1 ⨯ NCO Elite Rifle Helmet 126
1 ⨯ Officer Leader Rifle Medium Pistol, Helmet 129

Adventurers ~ 445 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Guide Scout Rifle Daggers 119
1 ⨯ Porter Average Improvised - 30
1 ⨯ Ex-Military Leader Rifle - 100
1 ⨯ Dependent Acrobat Improvised - 38
1 ⨯ Adventurer Heroic Revolver Dynamite 158

Nemesis ~ 496 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Minion Average Rifle - 70
1 ⨯ Assassin Martialist - 2 ⨯ Daggers 91
1 ⨯ Henchman Elite Pistol - 109
1 ⨯ Villain Leader Pistol - 86

Mummies ~ 420 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Mummy [1] Average Daggers (Helmet, Light Armor) 61
1 ⨯ High Priest [2] Leader Shotgun (Medium Armor)  125

 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties..
 Presume this is either a scepter, staff, or other device that functions as the weapon identified.
[1] Receives Frightening [2] Receives Frightening, Tentacled

41 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Deisel-punk
World War II has many smaller battles that have been long forgotten, having been overshadowed
by the larger and better documented operations of famous generals. These smaller engagements
have their fair-share of the bizarre and the heroic. And then we throw in the zombies, the uplifted
gorillas, the wolf-men, the raving lunatic scientists, the giant robots, and ... and ... and.
(*hyper-ventilating*)
Regulars ~ 523 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Rifleman Average Rifle - 70
2 ⨯ Heavy Weapon Average SMG 1
- 67
1 ⨯ Corporal Elite Pistol - 109

Zombi Detachment ~ 513 BP


Member Archetype Weapon Armor and Equipment BP
4 ⨯ Dead Runner Brawler - (Medium Shield) 62
2 ⨯ Dead Wolf Fiend - (Medium Shield) 57
1 ⨯ Science Officer Elite SMG 1
Saber, (Medium Shield, Armored Gear)  151

Super-soldiers ~ 517 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Supermen Elite SMG 1
Armored Gear, (Medium Armor)  163
1 ⨯ Officer Heroic SMG 1
Saber, Armored Gear, (Heavy Armor)  191

Uplifts ~ 520 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Neo-human Heroic (Club)  - 113
1 ⨯ Officer Heroic SMG 1
Saber, Armored Gear, (Heavy Armor)  181

Warbot ~ 415 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Mech [1] Monster Sword  (2 ⨯ Beam Carbine) , (Bullet-proof Heavy Armor)  297
1 ⨯ Science Officer Leader SMG 1 Armored Gear 118

Shape-shifters ~ 492 BP
Member Archetype Weapon Armor and Equipment BP
5 ⨯ Wehrwolfen Fiend - (Helmet, Small Shield, Medium Armor)  59
1 ⨯ Officer Heroic Sword  (Helmet, Small Shield, Medium Armor)  147
 Presume this weapon is part of the character's design.
 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties..
1 SMG is an abbreviation for "Sub-machine Gun".
[1] Receives Giant Form

42 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  International Spy


It's 1953 AD. Sexy double-agents and manly covert operatives are all pawns in a deadly
international game of chess where each piece representing whole bureaus of men and women can
be sacrificed for the greater cause. Players control small teams of spies that raid and fight their
way into and out of ever present danger. And don't forget the fembots with their machine guns!
Espionage Unit ~ 745 BP
Member Archetype Weapon Armor and Equipment BP
2 ⨯ Weapons Marksman Rifle S/A 2,3
Bullet-proof Light Armor 95
1 ⨯ Sniper Elite Rifle Bullet-proof Light Armor 141
2 ⨯ Agent Elite Pistol 3
Bullet-proof Light Armor 130
1 ⨯ Super-spy Heroic Pistol 3 Bullet-proof Light Armor 154

Guards ~ 457 BP
Member Archetype Weapon Armor and Equipment BP
5 ⨯ Guard Average Rifle Light Armor 78
1 ⨯ Officer Average Pistol 3 Light Armor 67

Fembots ~ 419 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Fembot Average SMG 1
(Daggers)  (Light Armor)  110
1 ⨯ Controller Leader Pistol 3 - 89

Ninjas ~ 513 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Shinobi [1] Scout Sword Daggers 127
1 ⨯ Officer [1] Scout Spear Bow 132

Thugs ~ 442 BP
Member Archetype Weapon Armor and Equipment BP
5 ⨯ Thug Average SMG 1, 3 - 70
1 ⨯ Heavy Brawler SMG 1, 3 - 92

Project X ~ 447 BP
Member Archetype Weapon Armor and Equipment BP
4 ⨯ Spiderbot [1] Dog - (Bow)  85
1 ⨯ Arch-villain [2] Leader Pistol 3 - 107

 Presume this weapon is part of the character's design.


 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties..
1 SMG is an abbreviation for "Sub-machine Gun".
2 Rifle S/A is another name for Rifle, Semi-automatic.
3 Receives the Modern trait (which costs +3 BP)
[1] Receives Swift, Fast [2] Receives Tactical Genius

43 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Retropocalypse
The cloning experiments awoke from their bomb-shelter vaults about a hundred years too late
and the world of the late 50's and 60's has radically changed since the war! The high-desert
regions around Las Vegas remains as desolate as ever but is now populated by escaped lab
experiment dogs, wild scavengers, armored mutants, and radical survivalists. Every now and then
a mad scientist rears his insane stare as he guides another killer robot into place before being
gunned down like others before him.
Vault Dwellers ~ 451 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Rover Dog - - 41
1 ⨯ Dweller Marksman Rifle - 77
3 ⨯ Junior Marksman Rifle S/A 2,3 - 70
1 ⨯ Senior Elite Rifle S/A 2,3 - 123

Mutant Raiders ~ 477 BP


Member Archetype Weapon Armor and Equipment BP
5 ⨯ Grunt Average Saber (Light Armor)  54
2 ⨯ Convert Fiend - (Light Armor)  55
1 ⨯ Raid Leader Leader Pistol 3
(Light Armor)  97

Scavengers ~ 458 BP
Member Archetype Weapon Armor and Equipment BP
1 ⨯ Grenadier Average Daggers Grenade 85
3 ⨯ Daggermen Brawler Daggers - 62
1 ⨯ Raid Leader Heroic Beam Sword 180

Mad Scientist ~ 489 BP


Member Archetype Weapon Armor and Equipment BP
1 ⨯ Killer Robot Monster - (SMG ) , (Bullet-proof Heavy Armor) 
1,3
197
2 ⨯ Lackey Average Pistol 3
Daggers, Bullet-proof Light Armor 87
1 ⨯ Engineer Leader Rifle S/A 2,3 Bullet-proof Light Armor 118

Feral Dogs ~ 231 BP


Member Archetype Weapon Armor and Equipment BP
4 x Rock Hound Dog - (Light Armor)  49
1 x Alpha Beast [1] Beast - (Helmet)  84
 Presume this weapon is part of the character's design.
 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties..
1 SMG is an abbreviation for "Sub-machine Gun".
2 Rifle, S/A is another name for Rifle, Semi-automatic.
3 Receives the Modern trait (which costs +3 BP)
[1] Receives Frightening

44 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Inner City Jive


This is 1973 AD; times they are a changin'. The Nam is almost over; trained soldiers are coming
back into the urbs and not finding any employment. Gangs vie for territory; some stepping up
to organized crime. Only a few outstanding gang-members have access to fire-power; the others
have to beg the local Family for help or use sticks and stones against the Fuzz. There's a heat-
wave rolling through the City and there's about to be a crack-down!
The Fuzz ~ 505 BP
Member Archetype Weapon Armor and Equipment BP
2 x Officer Average Pistol 2
Bullet-proof Light Armor 77
1 ⨯ Sniper Elite Rifle Bullet-proof Light Armor 141
1 ⨯ Sargeant Brawler Pistol 2
Bullet-proof Light Armor 99
1 ⨯ Lieutenant Leader Revolver Bullet-proof Light Armor 111

Special Weapons Assault Team (S.W.A.T.) ~ 438 BP


Member Archetype Weapon Armor and Equipment BP
2 ⨯ Officer Elite Rifle S/A 2,3 Bullet-proof Medium Armor 145
1 ⨯ Lieutenant Leader Rifle S/A 2,3 Pistol 2, Bullet-proof Medium Armor 148

The Family ~ 748 BP


Member Archetype Weapon Armor and Equipment BP
6 ⨯ Soldier Brawler SMG 1,3 Daggers 102
1 ⨯ Capo [1] Leader SMG 1,3 Daggers, Bullet-proof Light Armor 136

Old School Gang ~ 986 BP


Member Archetype Weapon Armor and Equipment BP
9 ⨯ Warrior Brawler Daggers Armored Gear 67
2 ⨯ Second Scout Revolver Daggers 107
1 ⨯ Veteran [1] Heroic Shotgun Pistol 2, Daggers, Bullet-proof Light Armor 169

Asian Gang ~ 903 BP


Member Archetype Weapon Armor and Equipment BP
7 ⨯ Son Average Revolver - 58
3 ⨯ Eldest Martialist Daggers - 81
2 ⨯ Uncle [1] Elite Pistol Daggers 124

 Presume this weapon is part of the character's design.


 Presume these armors to be either magical, technological, or natural equivalents and have no [Laden] penalties..
1 SMG is an abbreviation for "Sub-machine Gun".
2 Rifle S/A is another name for Rifle, Semi-automatic.
3 Receives the Modern trait (which costs +3 BP)
[1] Receives Combat Training

45 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

1000 BP  Conflict Modern


This is 2007 AD ... or so. It could be Iraq, Somalia, or Afghanistan. It could be Mali, Liberia, or the
Congo. The Coalition of the Willing are out to boot-stomp those Evil Doers that have usurped a
region, that have co-opted a religion, that have abused their authority over others all for a bunch
of raisins. All is not exactly clear; from where did these terrorist cells acquire their robots? The
Coalition of the Willing player takes a group of Regulars and either a Robotics or Hunter team.
The Evil Doers may build 1000 BP worth of force from any groups excluding Regulars.

Regulars ~ 740 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Fighter Brawler Autorifle 2,3
Grenade, Helmet, Bullet-proof Medium Armor 172
1 ⨯ NCO [1] Leader SMG 1,2 Grenade, Helmet, Bullet-proof Medium Armor 224

Robotics Team ~ 267 BP


Member Archetype Weapon Armor and Equipment BP
2 ⨯ Killbot [2] Fiend - (SMG )
1,2
86
1 ⨯ Controller Average Autorifle 2,3 Helmet, Bullet-proof Medium Armor 95

Hunter Team ~ 254 BP


Member Archetype Weapon Armor and Equipment BP
2 ⨯ Runbot [3] Dog Pistol 2
(Pistol )
2
85
1 ⨯ Controller Average Pistol 2 Helmet, Bullet-proof Medium Armor 84

Irregulars ~ 240 BP
Member Archetype Weapon Armor and Equipment BP
3 ⨯ Warrior Average Autorifle 2,3
- 80

Cell Leaders ~ 248 BP


Member Archetype Weapon Armor and Equipment BP
1 ⨯ Warrior Average Autorifle 2,3
Daggers 90
1 ⨯ Coordinator Leader Autorifle 2,3 Bullet-proof Medium Armor 158

Thugs ~ 422 BP
Member Archetype Weapon Armor and Equipment BP
6 ⨯ Recruit Average Pistol - 56
1 ⨯ Boss Leader Pistol - 86

 Presume this is either a scepter, staff, or other device that functions as the weapon identified.
1 SMG is an abbreviation for "Sub-machine Gun".
2 Autorifle is another name for Rifle, Full-auto.
3 Receives the Modern trait (which costs +3 BP)
[1] Receives Tactical Genius [2] Receives Combat Training [3] Receives Fast

46 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

The standard mission for the Basic Game is known as "Fracas" and it allows players to start a game quickly. Other
missions are possible as can be seen below. The Advanced Rules and the various genres will introduce new missions
to choose from. Each mission will describe how to set-up, special conditions for play, and victory conditions.
Players should agree upon which mission to play before starting a new game session. Each of these missions below
alter how the game is set-up before play and how victory is achieved.

Fracas
The game begins near the final stages of a long engagement. Characters are scattered about the
battlefield ready to deal with their last hurrah.
Play-aides
ƒƒ Nothing additional required

Special Rules
ƒƒ Players should limit purchase of very powerful archetypes.
Archetype Melee-centric
Elite 1 per 100 BP
Fiend 1 per 150 BP
Heroic 1 per 250 BP
Monster 1 per 500 BP
Layout
ƒƒ Each 12"x12" part of the Battlefield should have enough Terrain to cover about half of it.
ƒƒ Ensure that there's no LOS across open areas longer than about 8".

Set-up
ƒƒ Check Initiative using Opposed INT Test of an Ordered character designated as Leader.
ƒƒ Winner may choose to be Mission Attacker or Mission Defender, and assigns paired adjacent battlefield
edges, picks Day or Twilight Lighting for Visibility, and then chooses who deploys first.
ƒƒ Starting with the Mission Attacker alternate deploying 1 or 2 models if possible; out of LOS or behind
Cover and within Cohesion of friendly models, but no closer than 8" to opposing models.
ƒƒ Models if qualified may start as Hidden.
ƒƒ All models start as Ready.

Victory
At the end of each turn starting with Turn 4, 6, or 8 (for Small, Medium, or Large games); roll a die. If it is even,
the game ends immediately. Players may also mutually end a game when it reveals an obvious defeat.
If the game ends, the Player with the most Victory Points (VP) is the winner:
ƒƒ +1 VP if outnumbered 3:2 at start of game, and +2 if outnumbered 2:1.
ƒƒ +1 VP if have fewer KO’d and Eliminated characters by BP total.
ƒƒ +1 VP if opponent failed Bottle Test [ “Bottled Out” ] or has no Ordered characters.
ƒƒ +1 VP for most Characters crossing midline of battlefield during the course of the game.

47 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

Elimination
The players forces have met for the first time; their assemblies of characters race to maneuver
into position.
Play-aides
ƒƒ Nothing additional required

Special Rules
ƒƒ Players should limit purchase of very powerful archetypes.
Archetype Melee-centric
Elite 1 per 100 BP
Fiend 1 per 150 BP
Heroic 1 per 250 BP
Monster 1 per 500 BP
Layout
ƒƒ Each 12"x12" part of the Battlefield should have enough Terrain to cover about half of it.
ƒƒ Ensure that there's no LOS across open areas longer than about 8".
Set-up
ƒƒ Check Initiative using Opposed INT Test of an Ordered character designated as Leader.
ƒƒ Winner may choose to be Mission Attacker or Mission Defender, and assigns paired adjacent battlefield
edges, picks Day or Twilight Lighting for Visibility, and then chooses who deploys first.
ƒƒ Deploy forces within 8" of opposing edges. Models if qualified may start as Hidden.
ƒƒ All models start as Ready.

Victory
At the end of each turn starting with Turn 4, 6, or 8 (for Small, Medium, or Large games); roll a die. If it is even,
the game ends immediately. Players may also mutually end a game when it reveals an obvious defeat.
If the game ends, the Player with the most Victory Points (VP) is the winner:
ƒƒ +1 VP if outnumbered 3:2 at start of game, and +2 if outnumbered 2:1.
ƒƒ +1 VP if cause first Eliminated Opposing character.
ƒƒ +1 VP if have fewer KO’d and Eliminated characters by BP total.
ƒƒ +1 VP if opponent failed Bottle Test [ “Bottled Out” ] or has no Ordered characters.
ƒƒ +1 VP for most Characters crossing midline of battlefield during the course of the game.

Them heaters are gonna fill ya's


full of lead so I wouldn't try
pushing yer luck.

Run-along and find some other corner of


the world to slink around!

Now git!

48 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

Treasure Grab
A quick hunt for documents, clues, or components. Plays very quickly.
Play-aides
ƒƒ Select 3, 4, or 5 Objective Markers [ OMs ] per player in a Small, Standard, or Large game, plus one
additional OM. Objective Markers are not obstacles and do not affect terrain or provide cover. Once a
model comes into base-contact with an Objective Marker, remove it from play after it spends an AP to
perform a Fiddle action.

Special Rules
ƒƒ No additional rules needed.

Layout
ƒƒ Each 12"x12" part of the Battlefield should have enough Terrain to cover about half of it.
ƒƒ Ensure that there's no LOS across open areas longer than about 8".

Set-up
ƒƒ Check Initiative using Opposed INT Test of an Ordered character designated as Leader.
ƒƒ Winner may choose to be Mission Attacker or Mission Defender, and assigns paired adjacent battlefield
edges, picks Day or Twilight Lighting for Visibility, and then chooses who deploys first.
ƒƒ The Mission Attacker deploys the first Objective Marker [ OM ] within 3" of the center of the battlefield
if possible. Starting with the next player alternate placing one OM no closer than 3" of another but no
further than 8" from the first OM if possible. OMs may not be placed within 8" of the opposing player
edges.
ƒƒ Deploy forces within 8" of opposing edges. Models if qualified may start as Hidden.
ƒƒ All models start as Ready.

Victory
At the end of each turn starting with Turn 4, 6, or 8 (for Small, Medium, or Large games); roll a die. If it is even,
the game ends immediately. Players may also mutually end a game when it reveals an obvious defeat.
If the game ends, the Player with the most Victory Points (VP) is the winner:
ƒƒ +1 VP if outnumbered 3:2 at start of game, and +2 if outnumbered 2:1.
ƒƒ +1 VP if opponent failed Bottle Test [ “Bottled Out” ] or has no Ordered characters.
ƒƒ +1 VP to player that collected the majority of Objective Markers.
ƒƒ +1 VP if have fewer KO’d and Eliminated characters by BP total.
ƒƒ +1 VP for most Characters crossing midline of battlefield during the course of the game.

Members of the
Brotherhood of
the Star Treader
awaiting orders.
Blue

49 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

Supply Run
One of the players (the Defender) needs to prevent raiders (the Attacker) from taking all of his
supplies.
Play-aides
ƒƒ 3, 4, or 5 Special Markers for a Small, Standard, or Large game. Special Markers represent something
tangible; perhaps victims, supply cannisters, or riches. A model in base-contact with it at the start of
an action may move with it but it will cause the terrain to be upgraded by one level. Special Markers do
not provide cover and if attacked are remove from play.

Special Rules
ƒƒ Determine by randomly which player will be the Mission Defender. That player player receives the
normal number of BP associated with the size of the game.
ƒƒ The other player is the Mission Attacker and receives double the allowed BP and also double the number
of models that may be purchased.
ƒƒ Ordered Attacker models that move off the battlefield with a Special Marker do not count as Eliminated
and may return to the game at the start of the next Turn at the edge of their deployment zone.

Layout
ƒƒ Each 12"x12" part of the Battlefield should have enough Terrain to cover about half of it.
ƒƒ Ensure that there's no LOS across open areas longer than about 8".

Set-up
ƒƒ Check Initiative using Opposed INT Test of an Ordered character designated as Leader.
ƒƒ Winner picks Day or Twilight Lighting for Visibility.
ƒƒ The Defender deploys the Special Markers within 8" of the center of the battlefield, and his forces within
Cohesion of those. The Special Markers should be no closer than 4" of each other.
ƒƒ Deploy Attacker forces within 8" of any number of edges. All models if qualified may start as Hidden.
ƒƒ All models start as Ready.

Victory
At the end of each turn starting with Turn 4, 6, or 8 (for Small, Medium, or Large games); roll a die. If it is even,
the game ends immediately. Players may also mutually end a game when it reveals an obvious defeat.
If the game ends, the Player with the most Victory Points (VP) is the winner:
ƒƒ +1 VP if outnumbered 3:2 at start of game, and +2 if outnumbered 2:1.
ƒƒ +1 VP if have fewer KO’d and Eliminated characters by BP total.
ƒƒ +1 VP if opponent failed Bottle Test [ “Bottled Out” ] or has no Ordered characters.
ƒƒ +1 VP to the Attacker for taking one or more Special Markers off the battlefield.
ƒƒ +1 VP to the player that has the most Special Markers by game end.

© 2017 Robert Kurcina & Damon Williams


50
MEST :: Basic Game Rules Version 1.6.1

The MEST Narrative game system can be overwhelming to the novice tabletop gamer and a challenge
to players accustomed to lighter game systems. Here is a comprehensive list of terms paired with some
descriptions and a few page references to where a term may be found in context of the Basic Game
Rules.

Terms followed by this symbol (  ) are those that need better presentation within the rules.

Term Page Description


Action 11, 12 A player option used to control a character. There are numerous Actions such as
Movement, Close Combat, Range Combat, Concentrate, etc. There are also Bonus
Actions and Passive Player Options.
Action Points (AP) 11, 12 When it is a player’s turn, they receive 2 Action Points [ AP ] that they may spend
upon a single character to perform actions such as Movement or Close Combat.

If a character has one or more Delay tokens, a player needs to remove those first by
spending 1 AP per such token removed. This may result in a character having no AP
remaining.
Activated, Activation 11, 12 A player that assigns an action to a character has caused it to become Activated. That
player and the character are now the Active player and the Active character. .
Active 4 When a player assigns an action to a character under his control, that player becomes
the Active player and that character becomes the Active character. All other characters
become Passive characters and all other players become Passive players. .
Agility 8 Equal to half of a character’s MOV attribute keeping fractions. It is used to navigate
Walls and Obstacles during movement. .
AoE (trait) 27, 28 An “Area of Effect” trait assigned to the Dynamite and Grenade weapons which allows
them to be used for Indirect Attacks to a target location on the battlefield. The AoE
value allows all targets within that distance from the center of target to be attacked.
archetype 2, 26 An archetype is a generic set of attributes and traits that is given a name. In the
Basic Game there are numerous Common archetypes such as Average, Heroic, or
Fiend. When players use their Build Points [ BP ] to purchase characters, they are
purchasing Common archetypes.
Armor (item) 26, 28 An item that can be purchased by a player and assign to characters to improve their
ability to withstand Damage during combat. Armor has several sub-types each of
which can be assigned just once for each character; Helm, Gear, Shield, Suit
Armor (trait) 26, 28 A trait assigned to Armor. Each level of this trait will reduce the amount of Damage
received by a character assigned the Armor by 1.
Armor Rating [ AR ] 26, 28 Items assigned the Armor trait receive an Armor Rating [ AR ] of 1 per level of the
Armor trait. Something that has Armor 6 is the same as Armor Rating 6. Each AR
reduces the amount of Damage received by a character assigned that Armor by 1.

An attack that is combined with the Concentrated action will reduce any Armor Rating
by 3. A weapon with an Impact [ I ] rating will also reduce AR by an equal amount.
Aseembly 2, 3 A player’s collection of characters and their representative models.
Attack 12 An action where one character affects another character or some target; usually to
harm. It is possible that the other character is a friendly one. Weapons with the AoE
X trait such as Grenades may attack several characters at once.
Attacker 2, 4 The character performing an action or a test. The player that controls that character.
Attentive 7 Characters in play are Attentive unless KO’d. It is the opposite of Distracted.
Attribute 2 Three sets of three valued “triplets” that define the basic capabilities of a character
archetype. These triplets are CCA-RCA-REF, INT-POW-STR, FOR-MOV-SIZ. For an
adult human “Average” archetype all values are 2 except for SIZ which is 3. This is
shown as the triplet 222-222-223.
51 © 2017 Robert Kurcina & Damon Williams
MEST :: Basic Game Rules Version 1.6.1

(continued)

Term Page Description


Base die 1, 2, 4 A type of six-sided die. Base dice should be white in color and have a unique set of
faces that show the following as correlated to a regular six-sided die:

 nothing
 nothing
 nothing
 success
 success
 two successes and a carry-over as a Base die
base-contact 7 When the (usually circular) base upon which a figure is mounted touches something
else like a Terrain element or the base of another model.
Battlefield 8 An area of play. Elements like character models, buildings, trees, and walls are placed
upon the battlefield.
Biased Scatter Diagram 18 A play-aide to help displace something in a random direction. What that is will
usually favors(“is biased towards”) a player’s prefered direction.
Blind Throw 18, 19 Performing an Indirect Range Attack against a target that was in LOS but is not now.
This is allowed under very specific conditions; target must have been in LOS at start
of the Attacker’s Activation, or a friendly model within Cohesion has LOS to the target,
or if the target is not Hidden.
Blocked, Blocking 8 One of the terrain grades associated with the set of Obstacles that includes walls,
building, hills, or trees. If LOS can’t be traced to a target without encountering a wall
for example, LOS is Blocked and the wall itself is considered to be Blocking.
Bonus Action 12, 24 A character is given a single Bonus Action to be used immediately after a successful
Hit or Damage Test. These actions include Hide, Reversal, Circle, Reposition, Disengage,
Push-back, and Pull-back. Bonus Actions normally have no Action Point [ AP ] cost
but some Bonus Actions allow an additional AP to be spent to do more.
Bottle Test 11, 25 A way to quickly end a game session. A Bottle Test is required of a player at the end of
every Turn once his assembly has met the Breakpoint Morale threshold.
Bottled-out 25 A player that fails the Bottle Test has “Bottled-out”.
Breakpoint Morale 11, 25 A player’s assembly when it loses half or more of its member characters has
reached Breakpoint Morale. As a result a player is greatly at risk of causing a game
immediately conclude. See Bottle Test and Bottled-out.
Bow (weapon) 27 A class of Ranged weapons. Bows have the Silent trait; after using them a character
that is Hidden remains Hidden.
Build Point [ BP ] 2, 3, 10 Build Points [ BP ] are used to purchase characters, weapons, armor, and equipment.
How many BP each player receives depends on the size of the game [ Small, Medium,
or Large ], the number of players, and the mission. Generally in a Large game involving
two players each receives 1000 BP.
Bullet-proof 26, 28 A trait assigned to Armor. When players purchase Armor Suits for any of their
characters they may also assign the Bullet-proof trait to it. This will allow any
character assigned that Armor to ignore 3 more Damage from Firearm weapon
attacks unless the Attacker uses the Concentrate action while within Visibility.
carry-overs 5 Bonus dice received for a test as a result of how they scored in a prior test that was
successful (‘passed’). Modifier and Base dice that have a face-value of ‘6’ will carry-
over as Modifier dice. Wild dice that have a face-value of ‘4’ or ‘5’ or ‘6’ will also carry-
over.
cascades 5 Cascades are the difference in test scores in favor of the character performing a test
which has passed. Per the Rule of Three every third cascade in a Hit Test awards a
bonus Modifier die for the Damage test.
CCA 2 An attribute representing “Close Combat Ability”. It is used by the Attacker and the
Defender during the Close Combat Hit Test.

© 2017 Robert Kurcina & Damon Williams


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MEST :: Basic Game Rules Version 1.6.1

(continued)

Term Page Description


Character 1, 2, 3, A controllable gameplay element based upon one of many archetypes and assigned
4, 26 weapons, armor, and equipment. It is represented in play with a model; usually
something sculpted to appear as a human or human-like but could be exotic like a
robot, a beast, or an alien creature of some sort.
Clear (Movement) 8 A Terrain grade that affects movement. As with all Terrain, what is considered Clear
usually depends on a character's Agility and the traits assigned to it. Terrain that is
regarded Clear may be traversed or climbed as using normal movement rules where
1 MU crossed or climbed costs 1 MU of available movement.
Clear (LOS) 8 A Terrain grade that affects Line-of-Sight [ LOS ]. When measuring a line between
targets - models or terrain - if that line does not become interrupted by something
else then it is Clear terrain.
Close Combat 12, 18, An action that allows a character to attack another while in base-contact. The
20 weapon must be of class Melee or Natural otherwise it is treated as an though it were
Improvised. see also Melee (trait).
Cohesion 7 An Optimal Range [ OR ] value that is equal to the Visibility OR divided by 2. Cohesion
is never more than 4 MU and must acknowledge Line-of-Sight [ LOS ] concerns. A
character that is in Hidden status has half the normal Cohesion.
Common (character) 2, 3, 8, A class of archetypes representing nameless characters used in most pick-up games.
10, 26 The Advanced Game rules will introduce named characters known as Champions, and
mass-combat characters known as Troopers.
Concentrate 6, 14, An Action that can be used at the same time with another for an additional 1 Action
16, 20, Point [ AP ]. The Concentrate action provides numerous benefits such as reducing a
28 target's Armor Rating and modifying the Rule of Three.
Cornered  22, 23 This is a Situational Test Modifier. A model that is in base-contact with any wall or
precipice is considered Cornered if it is also Engaged by an Attacker in Close Combat.
As a result, award the Attacker +1 Modifier die Close Combat Hit Test
controlled  2 Characters and game-elements are controlled by a single player at any one time. As
a result that player may perform actions using those characters and game-elements.
Counter-strike 24 This is a Passive Player Option available when the Attacker fails the Close Combat Hit
Test. It allows the Defender character (if qualified) to immediately perform a Damage
Test.
Cover 8, 9, 16, Targets are considered to be behind Cover if the Line-of-Sight [ LOS ] traced to them
22 could pass through an obstacle but isn’t completely blocked.
Damage  8, 27 The result of any attack is some form of penalizing effect to the target which usually
results in the target receiving one or more Wound tokens.
Damage Test 4, 5, 8, An Opposed Test performed by an attacking character against a target. If the Hit
11, 14, Test passes, the attacking character is allowed to perform a Damage Test against the
18, 19, target. If the Damage Test passes and the attacking character has not yet done so; it
20, 21, may immediately perform a Bonus Action.
22, 24,
The usual result of a Damage test is to apply the effects of the weapon used against
the target. Normally this is assigning the cascades of the Damage Test as Wound
tokens to the target.
Defender 2, 4, 10 The player in an Opposed test that is not the Active player. Usually the Passive
character which is also the target of an attack. see also Mission Defender.
degrade 8 Terrain has two grading sequences; one for movement and one for Line-of-Sight [ LOS
]. When terrain gets degraded; it becomes disadvantageous to the Active character
in one of those two grading sequences. When terrain is upgraded; it becomes more
advantageous.

53 © 2017 Robert Kurcina & Damon Williams


MEST :: Basic Game Rules Version 1.6.1

(continued)

Term Page Description


Delay, Delayed 7, 8, 11, A status assigned to a character. As soon as a character is assigned a Delay token
12, 24 it becomes Distracted which will cause it penalties when performing actions. At the
start of a character’s Activation, it must remove its Delay tokens at a cost of 1 AP each.

A character assigned one or more Delay tokens is penalized -1 Modifier die for all tests
excluding Damage Tests.
Detect Test 2, 4, 5, An Opposed Test used by an Active character to remove the Hidden status of a target.
6, 12,
16
Detect (trait) 26, 28 A traits assigned to characters that gives it bonus Base dice for Detect Tests.
dice 1, 2, MEST uses several different kinds of dice. Regular six-sided dice are used and
4, 5 their faces are labeled 1,2,3,4,5,and 6. Dice of three different colors are required to
represent special dice known as MEST Dice. These are color-coded as Modifier (red),
Base (white), and Wild (yellow) dice.
Difficult (terrain) 8 A Terrain grade that affects movement. As with all Terrain, what is considered Difficult
depends on a character's Agility and the traits assigned to it. Terrain that is regarded
Difficult is similar to Rough terrain in that it requires 2 MU for each 1 MU crossed.
However Difficult terrain also requires 1 Action Point [ AP ] when starting or entering
it.
Difficulty Rating [ DR ] 14 A penalty of -1, -2, or -3 Base dice assigned to a character attempting a Fiddle action
that both players agree may only be completed if a Fiddle Test is passed.
Disengage 12, 24, An action that allows the Active character that is Engaged to move away from the
25 enemy character’s Melee Range.
Disordered  7, 11, A character with 2 or more Fear tokens is considered Disordered. If this is the result of
12, 25 a test the character will immediately move away to the nearest cover even if currently
Engaged. This may provoke an Opportunity Attack if it is within Melee Range of any
opposing models.

Disordered characters must as their first action attempt to Rally themselves. If that
fails, they must be moved away from enemy models and towards a friendly battlefield
entry edge.
Distracted 7, 11 A status assigned to a character. A character is considered Distracted if it has one or
more Delay tokens, or if it is Engaged to an Attentive enemy character with a higher
REF.
Done 1, 11, A status assigned to a character after it completes its Initiative. Characters are
12, 16 considered Ready until identified with a Done token
Eliminated 2, 5, 11, Characters that are Eliminated are removed from play. This usually comes as a result
14, 24, of acquiring too many Damage tokens or Fear tokens.
25
enemy 12, 16, In a two-player game both players and the controlled characters are enemy to
24, 25 each other. Players not on the same team are enemy to each other as well as their
controlled characters.
Engaged 7 A model that is within the Melee Range of an opposing character is considered Engaged.
By default the Melee Range is base-contact but can be modified to something other
depending on the weapon used by a character.
fail, failed 4 A test either passes or fails. A test that results in a tie favors the Active or attacking
character; it passes. A test that doesn’t otherwise create one or more successes has
failed. see Tests.

© 2017 Robert Kurcina & Damon Williams


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MEST :: Basic Game Rules Version 1.6.1

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Term Page Description


Fear (status), 5, 11, Upon failing a Morale Test a character can be Nervous, Disordered, or Disordered and
Fear (token) 12, 14, Panicked if it has been assigned a total of 1, 2, or 3 Fear tokens. Upon acquiring the
22, 25 fourth Fear token it is Eliminated and removed from play.

A character assigned one or more Fear tokens is penalized -1 Modifier die for all tests
excluding Damage Tests.
Fear (trait), Fear Test 28 A trait assigned to a character that adversely affects the behavior of enemy characters
nearby causing them to perform Morale Tests. See Valor Test,
Fiddle, Fiddle action 14 A catch-all action that allows players to be creative with their characters. Normally
it is used to remove a status marker but can be used to do actions like open doors,
unlock gates, or search a treasure chest.
Fiddle Test  4, 14 An Unopposed Test required of an action - Fiddle Actions - agreed upon between
players that has an uncertain result.
Fields (terrain) 8 Fields are flat areas upon the battlefield. If the battlefield is physically represented by
a table, a board, or a blanket and appears visually to be flat; it qualifies as a Fields. As
a result it is generally considered to be Clear terrain.
figurine 1 Used somewhat interchangeably with the term ‘model’ and miniature’. This is
a miniature sculpture representing different types of things such as soldiers,
investigators, monsters, robots, cars, etc. When it becomes mounted upon a based
and used as a game element it is known as a model. See model for more information.
Firearm (weapon) 14, 27 A weapon with the class Firearm. It is capable of performing Range Combat Attacks
and is also considered to be a Ranged weapon. Firearms are do not have the Silent
trait and so characters that use them while in Hidden status lose that status if they are
within LOS of an opposing model and not behind Cover.
Flanked 22, 23 A Situational Test Modifier for when a character is Engaged between two enemy
models each on the direct opposite sides.
FOR 2 An attribute representing “Fortitude” or the ability to resist injury. It is used by the
Defender during Combat Damage Tests.
Free 7 A model that is not Engaged is Free.
friendly  7, 10, All of a player’s characters under his control are considered to be friendly to each
14, 18, other. If there are three or more players; players that are on the same team are
19 considered friendly as well as all of their controlled characters.
Friendly Fire 19, 22 When a Range Combat attack fails, one friendly character selected at random may be
at risk of becoming hit by that attack instead.
Gear (armor) 26 When assigning Armors to a character, it is allowed a single item of the class Gear.
Genre 1, 2, 3, A collection of thematic elements to replicate a style of setting. Terrain, buildings,
10, 14, figures, weapons, armor, equipment, traits, and other things will vary from genre
26, 30 to genre. The default genre for MEST Narrative is “Pulp Action” but the system can
support nearly anything else like Fantasy, Wild West, etc. Some ideas of how this can
be done using just the Basic Game rules are shown in the sample assemblies starting
on page 30.
Hard Cover 8 A form of cover for targets that provides +1 Modifier die Defender Hit Test and
+1 Modifier die for Defender Damage Test. When setting up the battlefield terrain
elements, players should first agree as to what is Hard Cover.
Helm (armor) 26 When assigning Armors to a character, it is allowed a single item of the class Helm.
Hide 16 An action that allows a character to receive Hidden status. To qualify the model must
Free and either be out of Line-of-Sight [ LOS ] to any enemy model, or if it is within LOS
it must also be behind Cover.
Hidden 1, 10, Unless the character’s model is identified with a Hidden token it is considered to be
12, 16 Revealed. Hidden characters receive many bonuses for when attacking and defending.
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Hit Test 4, 5, 6, An Opposed Test performed by an attacking character against a target. If the Hit
8, 11, Test passes, the attacking character is allowed to perform a Damage Test against the
12, 18 target.
Impact  27, 28 Impact Rating attribute [ I ]. Shown as the letter I on the weapons chart. Allows an
attack to ignore a target's Armor Rating [ AR ] by an equivalent amount.
Impassable (terrain) 8 A Terrain grade that affects movement. As with all Terrain, what is considered
Impassable usually depends on a character's Agility and the traits assigned to it.
Terrain that is regarded Impassable may not be traversed or climbed.
Improvised (weapon) 18, 19, Character assigned the Improvised weapon have no useful weapon; it could be a rock
27 or stick that was picked up or maybe a frying pan or shoe. see also Unarmed.
Indirect Attack 4, 6, 7, A Range Combat Attack targeting a position upon a battlefield instead of targeting
12, 18 another character. This is often done with weapons that have the AoE trait because
where that attack targets will affect all characters within a certain distance of it.
Initiative 2, 4, 10, Turns consists of Rounds that alternate between players. A player is given the Initiative
11, 12, when it is his Round - his chance - to do something. A player with the Initiative when
18 controlling a character automatically gives that character the Initiative.
Initiative Point [ IP ] 11 At the start of each Turn players perform an Initiative Test. The winner of that test
receives Initiative Points [ IP ] equal to the cascades. These IP may be spent during the
Turn to Activate another character in sequence, to force any player to take another
activation, or to remove a Delay token on a model that has completed activation. At
the end of a Turn any IP not spent are lost.
Initiative Test 11 An Opposed INT Test between characters designated as Leader. This test is used
to determine how a mission is set-up and also to determine who gets to have the
Initiative first at the start of each Turn.
INT 2 An attribute representing the general intelligence of a character. INT 2 is an average
human; INT 1 is a bright animal or a slow-minded person. INT 3 are smart, INT 4 and
higher are geniuses.
Jammed! 28 A status assigned to a weapon preventing it use for Range Combat attacks until it is
cleared by performing a Fiddle action. The status is a result of the [Jam] trait that
comes with the ROF trait.
Knocked-out [ KO’d ] 7, 24 A status assigned to a character usually as a result of being assigned a number of
Wound tokens equal to the value of its SIZ attribute. KO’d characters may not perform
any actions until a friendly model succeeds with a Revive action.
[Laden] 28 A limitation trait assigned to heavy items of weapons, armor, and equipment.
Leader (designation)  10, 11, A designation for one of a player’s controlled characters. This character must be
25 Ordered but between tests can change according to the whim of the player. Used for
when determining Initiative, performing Rally Tests, Morale Tests, and Bottle Tests.
Leader (archetype) 26 A character archetype designed to be very good at winning Initiative Tests and very
good at rallying friendly characters.
Leader (trait) 29 A trait assigned to some character archetypes to improve their abilities to Rally
friendly characters.
Lighting 7 Lighting is determined by the Mission Attacker and can either be "Day, Clear" or
"Night, Clear, Full-moon". The Lighting selected determines the Visibility for the
battlefield. For "Day, Clear" use Visibility OR 16”. For "Night, Clear, Full-moon" use
Visibility OR 8”.
Line-of-Fire [ LOF ] 6, 7 Line-of-Fire [ LOF ] is the line from the Active model passing through the target.
regardless of LOS. It is useful for Indirect Attacks. LOF can continue beyond a target
and onwards for weapons that may attack over walls.
Line-of-Sight [ LOS ] 6, 7 Line-of-Sight [ LOS ] occurs if the line drawn between the Active model and its target is
not entirely obstructed by Blocking terrain like walls. LOS terminates when Blocking
terrain is encountered.
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Term Page Description


markers and tokens 1, 24 Status markers and status tokens are used to identify a model that has received a
status. Tokens are used most often and as such should be colored beads. Markers are
used less often and have a great variety. It is recommended that status markers are
labeled 0.75-inch discs with some icon or symbol upon them.
measuring 6 When measuring to and from characters, use the nearest edge of their bases and up
to their general height (minus hair, hats, weapons, etc.). When measuring to and from
Terrain, use the explicit terrain feature itself.
Melee (trait) 27, 29 A trait that allows a Ranged weapon such as a Revolver or Pistol to be used without
penalty while in Close Combat.
Melee weapon  18 A weapon that identified as class Melee, or Unarmed, or has the Melee trait assigned
to it. This allows the weapon to be used in Close Combat. All other weapons must be
treated as Improvised.
Melee Range 7, 12, Characters with models in base-contact are considered to be in Melee Range. The
22 Reach trait assigned to a Spear weapon increases a character’s Melee Range. see also
Engaged.
MEST Dice 2 These are color-coded special dice used for performing Test within the MEST
Narrative game system. There are Modifier, Base, and Wild dice. Regular six-sided
dice can be used but their faces are read differently than normal.
miniature 1 see model.
misses 4 A test that fails creates misses equal to the amount required for it to have instead
passed. see Tests.
Mission 10, 42 A generic game configuration with its own set-up instructions, special rules, and
Victory Conditions which can be applied to any genre.
Mission Attacker, 10, 42 These are player designations. At the start of a mission players perform an Initiative
Mission Defender Test; the winner becomes the Mission Attacker and acquires the Initiative. The other
player becomes the Mission Defender.
model 1, 2, 3, Used interchangeably with ‘figurine’ and ‘miniature’. A model is the physical
etc. representation of a character, vehicle, or terrain element. For example; when making
references to the physical location of a character use its model. When making
reference to the attributes, traits, or status of a model uses its character.
Modifier die 1, 2, A type of six-sided die. Modifier dice should be red in color and have a unique set of
4, 5 faces that show the following as correlated to a regular six-sided die:

 nothing
 nothing
 nothing
 success
 success
 success and a carry-over as a Modifier die
Morale Test  4, 22, An Unopposed POW Test required of a character usually after receiving a Wound
25 token. If the test fails, any misses become Fear tokens assigned to the character.
MOV 2 An attribute representing “Movement” capability. For each Action Point [ AP ] spent
on the Movement action, a character is allowed to move across Clear Terrain up to 2
MU. Each MOV is roughly 10 Kph of top-speed. see also Terrain, and Agility.
MU 6 An abbreviation for “Measured Unit” which is the base-diameter of a SIZ 3 model.
When using 28MM figures these are mounted upon bases that are about 1.25-inch or
30 MM across. So in these games, 1 MU is about 30MM. MU is used often shown with
two-tick marks. For example 3 MU is also shown as 3”

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Natural (weapon) 18, 19, A character that is assigned the Unarmed weapon (i.e.; has no weapons). Some
27 archetypes are assigned traits such as Claws or Bite; these are Natural weapons but
function as Improvised instead of Unarmed. Natural weapons are intended for use in
Close Combat and therefore also Melee weapons.
Nervous (status) 25 A character assigned one Fear token is Nervous. A character with one or more Fear
tokens receives a penalty of -1 Modifier die for all of its tests excluding the Damage
Test..
Obstacles 8 A terrain element that interferes with movement or Line-of-Sight [ LOS ]. Examples
could be trees, parked cars, walls, dumpsters, a giant boulder, or even a building.
Opposed Test 4 A Test that is performed by both the Active and Passive players using attribute values
of their characters. See Tests.
opponent, opposing 2, 7, 10, Players on different teams are considered opposing as well as their controlled
12, 16, characters. Interchangeable with ‘enemy’.
18, 24
Opportunity Attack 24 A Passive Player Option which allows one of the Passive characters in Close Combat
to attack the Active character if it leaves base-contact without first performing the
Disengage action. This usually occurs when the Active character becomes Disordered
or Panicked.
Optimal Range [ OR ]  5, 6, 18 Optimal Range [ OR ] is a distance [ such as 6" ].
OR Multiple [ ORM ]  5, 6, 18 An OR Multiple is some multiple of that OR distance towards a target.
Out-of-Ammo! 28 A status assigned to a weapon preventing it use for Range Combat attacks until it is
cleared by performing a Fiddle action. The status is a result of the [Feed] trait that
comes with the ROF trait.
Outnumbered 7, 25 In a Scrum a character that is Engaged to two or more enemy models is Outnumbered.
Similarly, the target of a Close Combat attack is Outnumbered if it is also within the
Melee Range of two or more friendly models.

In terms of Victory Conditions, some missions provide a bonus Victory Point [ VP ] to


the player that began the game being outnumbered with models by some ratio such
as 2-to-1 odds.
Panicked 25 A character assigned 3 Fear tokens is Panicked. It is also Disordered. Panicked
characters must as their first action attempt to Rally themselves. If that fails, they
must be moved away from enemy models and towards a friendly battlefield entry
edge.
pass, passed 4 A test which results in a tie or better in favor of the Active player.
Passive 4, 24 One player and the character currently being controlled is ever Active at a given time.
All other players and characters are Passive.
Passive Player Options 24 A collection of choices allowed to the Passive player controlling a character in Close
Combat. These include; Opportunity Attack, Negate, Counter-strike, and Bonus Actions.
Point-blank 6, 22 A Ranged Combat attack that occurs against a target no further than half of the
attacking weapon’s OR.
POW 2 An attribute representing “Willpower”. It is most often used to determine if a character
will acquire Fear tokens as a result of becoming Wounded after a Damage Test.
Rally 14 A special action for 1 Action Point [ AP ] that allows a character to remove Fear tokens
from itself or from a friendly model within Cohesion.
Rally Test 14, 25 A Morale Test that if failed has no penalty effect.
Ranged (weapon)  19, 22 Weapons that are of the classes Range, Firearm, Thrown, and Bow are Ranged weapons
and can be used in Range Combat attacks. If the weapon has the Throwable trait or
otherwise has an OR value it also qualifies as a Ranged weapon.

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Range Combat 12, 19, Range Combat is whenever an attacker targets another model with a Ranged weapon;
21 often this occurs at a distance outside of base-contact.
RCA 2 An attribute representing “Range Combat Ability”. It is used by the Attacker during
the Range Combat Hit Test.
Ready 10, 11, A status assigned to a character when it begins its Initiative; be sure to remove any
14 Done token. After a player has completed activation for a character it is then identified
as Done.
REF 2 An attribute representing “Reflexes”. It is used by the Defender during the Range
Combat Hit Test. It also affects how well a Passive character can respond to
opportunities when an Active character does something.
regular six-sided die 1, 2, 18 Regular six-sided dice have faces that are labeled with 1, 2, 3, 4, 5, and 6 or have that
many pips showing. When used for the Scatter diagrams the exact value scored for a
die is read. see also MEST dice.
Revealed 12, 16 All characters unless identified with a Hidden status token are considered to be
Revealed.
ROF 28 A trait assigned to some Ranged weapons especially Firearms. The ROF trait is quite
powerful and so the limitation trait [Jitter] is also assigned to it. ROF provides bonus
Wild dice to a Range Attack Hit Test. These dice must be scored separately because
poor results have the limitation traits [Jam], and [Feed] associated with them.
Rough (terrain) 8 A Terrain grade that affects movement. As with all Terrain, what is considered Rough
depends on a character's Agility and the traits assigned to it Terrain that is regarded
Rough requires 2 MU for each 1 MU crossed.
Rule of Three 5, 14, A set of rules that each use the number three. Characters that use the Concentrate
18, 24 action alter each of the rules in the set.
Scatter 18, 22, When a Range Attack using a weapon that subject to scatter effects is made against
27 a target location upon the battlefield, the position where the effect of weapon takes
place might be moved in a random direction.

A weapon is subject to scatter if it is assigned the [Scatter] trait (such as for Dynamite
or Grenade weapons) or it the attack is a Blind Throw.
Scatter Diagram 18 There are two sorts; Biased Scatter Diagram and Unbiased Scatter Diagram. Scatter
diagrams are used in conjunction with dice rolls to displace something into a random
direction.
Scrum 7 Whenever 3 or more opposing models are Engaged it forms a Scrum. Some traits
provide bonuses for having a character be within a Scrum.
Shield (armor) 26 When assigning Armors to a character, it is allowed a single item of the class Shield.
Situational Test 4,18, 22 A list of situations that provide bonus or penalty dice. Many of the situations are
Modifiers common enough to be given names like Outnumbered, Cornered, Flanked, or Point-
blank.
SIZ 2 An attribute representing “Size”. It is used to limit how many Wound tokens a
character may acquire before it becomes Knocked-out [ KO’d ] as well as Eliminated.
Cover (terrain) 8 A kind of cover for targets that provides +1 Modifier die Defender Hit Test.
status 1, 14, During the course of a game a character acquires one or more statuses. There are
16, 18, many different statuses some of which are explicitly identified with a token or marker,
24 and others which are determined from a combination of factors.
STR 2 An attribute representing “Strength”. It is used by the Attacker during Close Combat
Damage Tests. It is also used by characters to determine how their Range Attack OR
when throwing a weapon, and is used to limit how much Armor can be assigned to it.
Stun (trait) 27, 29 A weapon trait that causes Stun Damage in addition to a weapons normal effects.

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Stun (damage), 8, 24 A Delay token that is acquired as the result of some action, usually an attack. If a
Stun Damage  character is assigned more Delay tokens than its allotted Action Points [ AP ] -
normally 2 - then any excess Delay tokens are converted to Wound tokens instead.
successes 4, 5 Each Modifier, Base, or Wild die used by a player for a Test is scored individually. If the
face value is 4 or more, a die will score a single success.
Suit (armor) 26 When assigning Armors to a character, it is allowed a single item of the class Suit.
target 6 The thing (character, building, tree, location on the battlefield, etc.) that is being
attacked, or being referenced for Line-of-Sight or Line-of-Fire.
Terrain 8 At its simplest the battlefield contains just itself as Clear Fields terrain if it is relatively
flat. Any other gameplay elements added to the battlefield will be different kinds of
terrain.
Test 4 These are all categorized for ease of reference; they’ll be Natural, Walls, or Obstacles
for the thing that they are. They’ll be graded for how they affect movement such as
Clear, Rough, Difficult, or Impassable.

They’ll also be graded for how they affect Line-of-Sight [ LOS ]such as Clear, Cover,
Hard Cover, and Blocking. When introducing terrain elements to a battlefield, players
must agree to what each thing represents and how it will affect the game.
test score 4 The total successes a player has scored for a Test. This total includes the addition of
any bonuses provided by attributes, weapons, armor, equipment, and traits.
Thrown (attack) 18 A Range Combat Attack that uses a Thrown weapon; usually that will be a weapon
with the Throwable trait, or a weapon of the Thrown class.
Thrown (weapon) 12, 18, A weapon that is allowed to perform a Range Combat Attack. The Optimal Range [ OR
27 ] for such a weapon is the value of the Attacker’s STR attribute.
Throwable (trait) 29 A weapon trait that allows a Close Combat weapon to be used for a Range Combat
Attack. It qualifies as a Thrown weapon.
tokens and markers 1, 24 see markers and tokens.
Trait 3, 28 Little rules assigned to characters, armors, weapons, and equipment. For example the
Marksman archetype is assigned the Shoot trait. Helmets are assigned the Protective
trait. Clubs are assigned the Stun trait. Traits are assigned levels with the default
being level 1. For example Tactics 2 is level 2 while Tactics is level 1.

Traits may be bonuses as well as penalties such as the [Beast] trait which is assigned
to Dog archetypes.
Unarmed 18, 27 A character that is assigned the weapon “Unarmed” is presumed to have no weapons
or items that could be used as weapons. As a result these characters are little cheaper;
-3 BP to their total cost. see also Improvised.
Unbiased Scatter 18 A play-aide to help displace something in a random direction. What that is entirely
Diagram random. see also Biased Scatter Diagram.
Unopposed Test 4 A Test that is performed by the Active player adding the value of an attribute of his
character against a Passive player that adds a value of 2. see Tests.
Valor Test 28 A Rally Test that has a penalty if failed which disallows a character to move within 3
MU of a target with the Fear trait (or with a higher Fear trait level). See Fear (trait).
Victory Conditions 10, 25 The goal of each mission played is to win. How this is achieved depends on the Victory
Conditions. Normally the player that has the fewest KO’d or Eliminated characters is
the winner.
Visibility 7 Visibility limits all other Optimal Ranges [ OR ] and limits all range values. It is used to
compute Cohesion. see Lighting.
Victory Points [ VP ] 10, 25 All mission specify how to win by associating Victory Points [ VP ] to one or more
Victory Conditions. When a mission ends the player with the most VP wins.

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Wait 10, 14, An action that assigns a Wait token to a character. While a character is in Wait it may
16, 2 interrupt an opposing character’s actions.
Walls (terrain) 8 A terrain element that is rises vertically. This could be a fence, the face of a building,
a free-standing brick wall, or even the face of a cliff or precipice.
Weapon 3, 4, 7, An item with numerous attributes and possibly some traits. Weapons are assigned
8, 12, to characters in order to improve their abilities to perform Range Combat or Close
14, 18, Combat attacks. Weapons are given a class such as Firearm, Bow, Ranged, Thrown,
27 Melee, or Natural.
Wild die 1, 2, A type of six-sided die. Wild dice should be yellow in color have a unique set of faces
4, 5 that show the following as correlated to a regular six-sided die:

 nothing
 nothing
 nothing
 success and a carry-over
 success and a carry-over
 three successes and a carry-over as a Wild die
Wound, Wounded  2, 5, 18, Each weapon used in an attack has an effect often resulting in the target receiving
24, 25 damage in the form of Wound tokens. When a character is assigned Wound tokens
to match the value of its SIZ attribute, it becomes KO’d. Characters with one or more
Wound tokens are penalized -1 Modifier die for all tests excluding Damage Tests.
WYSIWYG 3, 27 An abbreviation for the concept of “What you see is what you get” and is pronounced
as “wiz-ee-wig”. MEST uses WYSIWYG to keep things friendly an d simple.

When assigning models to characters remember that these are proxies. A figurine
that shows a human could like also represent a vampire or an android. It would be
nice to have figurines to be exact matches but this is often hard to do.

However, a figurine that is a human should not be used to represent a giant robot or
a martian with four arms. A character shouldn’t be assigned battle-armor unless the
model used to represent it is sculpted with battle-armor. Similarly, a bear model that
doesn’t come sculpted with a sword will disallow any character using that model to
be assigned a sword weapon.

WYSIWYG does allow some freedom in choices. If a model is sculpted with a pistol,
the character using that model could be assigned a Pistol or Revolver. That weapon
could be Light, Medium, or Heavy. Additionally, some weapons are given the Conceal
or Discrete traits which allow them to be assigned to characters regardless of the
model’s sculpting.

61 © 2017 Robert Kurcina & Damon Williams


Common CCA RCA REF INT POW STR FOR MOV SIZ Traits BP
Average 2 2 2 2 2 2 2 2 3 30
Acrobat 2 1 3 2 2 1 1 2 2 Evasive. Acrobatic. Slippery. 38
Marksman 2 3 2 2 2 2 2 2 3 Shoot. 37
Martialist 3 2 3 3 3 2 3 3 3 Fight. 61
Brawler 3 2 2 2 3 3 3 2 3 Brawler. 52
Scout 2 2 3 3 2 2 3 3 3 Stealthy. Surefooted. Detect. 69
Leader 2 2 2 3 2 2 2 2 3 Tactics 2. Leader. 60
Elite 3 3 3 3 3 3 3 3 3 Grit. Shoot. Fight. 83
Heroic 4 3 3 2 4 4 4 3 3 Leader 2. Fight 2. Grit. 107
Dog 2 0 3 0 2 2 1 4 2 [Beast!]. Surefooted. Stealthy. Bite. 41
Sprint. Detect 2. Chase. Pack Mentality.
Beast 3 0 3 0 2 4 3 3 4 [Beast]. Surefooted. Stealthy. Bite. 71
Sprint. Detect. Chase.
Fiend 3 0 3 1 3 3 3 3 3 [Primitive]. Surefooted. Stealthy. 78
Claws. Bite. Detect 2.
Monster 3 0 3 1 3 5 5 2 5 [Primitive]. [Solitary]. Stealthy. 131
Claws 2.Bite 2. Tall. Detect. Fear 2.
Armor Type Traits BP
Helmet Helm Protective. 3
Full Helm Helm [Blinders]. Armor. Protective. 5
Shield, Small Shield [1H]. Deflect. Coverage. 7
Shield, Medium Shield [1H]. [Laden]. Armor. Deflect. Coverage. 10
Armored Gear Gear Deflect. Conceal. 5
Light Armor  Suit Armor 2. Deflect. 8
Medium Armor  Suit [Laden]. Armor 4. Deflect. 12
Heavy Armor  Suit [Laden 2]. Armor 6. Deflect. 16
 For Modern genres (1950 AD onwards), add the Bullet-proof trait for 10 BP.
Weapon Class OR ACC I Damage Traits BP
Daggers Melee +1" - 1 STR [Stub]. Discrete. Throwable. 10
Club Melee - - - STR Stun. 6
A xe Melee  - 1 STR + 1w [Hafted]. Throwable. Cleave. 15
Saber Melee - +1m 2 STR + 1b Parry. 16
Sword Melee - - 1 STR + 2m Parry. Cleave. 18
Bow Bow +4" - 2 STR + 1m [2H]. [Reload]. 14
Spear Melee  - 2 STR + 2m [2H]. Reach.Throwable. Charge. 19
Revolver, Medium  Fire-arm 6" - 2 3 [1H]. Melee. Conceal. ROF 1. 28
Pistol, Medium  Fire-arm 4" - 1 3 Melee. Conceal. ROF 2. 26
Coach Pistol Fire-arm 4" -1m - 1 + 2b [Discard!]. [Entropy]. Spray. Melee. Conceal. 9
Rifle, Single-action Fire-arm 12" - 3 5 [2H]. 35
Rifle, Semi-automatic Fire-arm 12" - 3 4 [2H]. ROF. 35
Blunderbuss Fire-arm 8" -1m 1 3 + 2b [2H].[Reload 2].[Entropy+] 13
Musket Fire-arm 12" -1m 2 4 + 2b [2H].[Reload 3]. 22
Shotgun, Pump-action Fire-arm 10" - - 5 [2H]. [Entropy]. Spray. 30
Sub-machine Gun  Fire-arm 8" - 1 4 [2H]. Burst. ROF 4. 42
Stick of Dynamite Thrown -1" - - 1 + 2w [Scatter]. [Reload].AoE 2". Conceal. 18
Fragmentation Grenade Thrown  - 2 1 + 4w [Scatter]. [Reload].AoE 4". Conceal. Cleave. 45
Beam Carbine Range 8" +1b 2 3 + 2m [1H]. ROF 3. Cleave. Silent. Modern. 55
Unarmed Natural - -1m - STR - 1m [Stub]. -3
Improvised Melee Melee - - - STR [Stub]. 0
Improvised Thrown Thrown -1" -1w - STR - 1b [Discard!]. 0
 OR is equal to character’s STR attribute plus the given value..
 For Modern Age genres (1950 AD upwards), add Modern trait for 3 BP
MEST v.1.6.1  Information Age genres (2000 AD onwards), add the Modern+ trait for 5 BP
12.7mm (0.5”) Stickers
for MEST 16mm dice 2013.04.02
Here are are reference cards to ease identification of tokens and markers. The smaller markers are 0.75-inch
(19mm) and the larger ones are 1.50-inch (38mm). If there is access to a hole-punch, label paper, and an ink-jet
paper; these can be mounted upon bingo chips or 7/8” (22mm) washers, and 2-inch wooden disks or 39mm poker
chips.

There are also some status markers identified with labels which really should be replaced with glass beads and
gemstones. These can be found at any crafts store, boardgames store, or even at pet stores which sell fish.

The large star-shaped tokens are Objective Markers but will fit much nicer upon the battlefield if replaced with 3-D
tokens showing things such as books, weapons, corpses, tech, etc.

Done Jammed Done Jammed

Wait Out-of-Ammo Wait Out-of-Ammo

Hidden Reload Hidden Reload

Wound Wound
Initiative Initiative
Delay Delay
Objective Objective
Fear Fear

Face-value Face-value
1,2,3 4,5 6 1,2,3 4,5 6
Modifier Modifier
(red) - +1 +1 (red) - +1 +1

Base Base
(white) - +1 +2 (white) - +1 +2

Wild Wild
(yellow) - +1 +3 (yellow) - +1 +3

Carry-over as same die type Carry-over as same die type


0.75-inch circular labels - 108 count

6
1.20-inch circular labels - 48 count
2-MU Disk

2-inch Disk

Scatter Diagrams and Measuring Sticks


Shown are two different sets of scatter diagrams and rulers. One set is scaled for inches, and the other is scaled for MU of 30mm.

8-MU Ruler

8-inch Ruler

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