A Thousand Points of Light
Mecha Combat occurs on the Bullseye Battlemap.
The Bullseye Battlemap is not supposed to represent a set number of meters or any concrete distance. Instead, it is an abstract measure of the relative positions of the various mecha, infantry, tanks, and buildings that are found on the battlefield. This allows combat to scale from the smallest unit to the largest and for battles to occur over a few meters of turf or hundreds of kilometers.
Once the combat is set up, it can begin in earnest. Combat is broken up into rounds with each player getting a turn. During their turn, each player may take a full combat action. Once all players have had their turn, a new round begins.
Step One: Spend Tactical Points
If any of the players earned a Tactical Point during their personal scene, they can now spend it to move their mecha, an enemy mecha, or the objective counter one movement point from its starting location. For more on Movement Points, see “Making a Move” below.
Step Two: Roll Initiative
Initiative is used to determine what order the pilots act in during combat. Acting before your opponent can be crucial to victory. Each player rolls a number of dice equal to their Engineering linked stat. Each die that comes up equal to or lower than their pilot’s Mecha Combat skill adds one to their initiative. This is just like any other roll in the game, so re-roll ones, and keep an eye out for Great Successes and Cut Scenes.
The Gamemaster creates a list, putting all of the combatants in order from the highest initiative result to the lowest. If there are any ties, the mecha with the highest Engineering stat goes first. If there’s still a tie, the players of the tied mecha each roll a die and whoever gets the higher result goes first.
Step Three: Take Turns
Using the Gamemaster’s initiative list as reference, each player takes a turn in descending order of initiative (the highest initiative acts first, and so on . . .).
On a player’s turn, their pilot can Move and Attack (in either order) or Hold.
Holding refers to waiting to take your full combat action. A player can declare
that they are holding and not take either of their combat actions. The player may take their turn after any other player’s turn has completed, but may not act in the middle of another player’s (or the GM’s) turn.
Making a Move
To move their pilot, the player rolls a number of dice equal to their mecha’s Movement Linked Stat. Each die that comes up equal to or lower than the pilot’s Mecha Combat skill generates one Movement Point. The player may then spend these Movement Points to move across the Bullseye Battlemap.
It costs 1 Movement Point to move from sector-to-sector (across a curved line) and 2 movement points to go from one quadrant to another (across a straight line). There is one caveat: a mecha cannot cross two quadrants in a row in the same turn. So on turn one, if the player crosses a quadrant, they must then cross a sector or wait until turn two to move across another quadrant.
If the player so chooses, the mecha may stay in the same sector for that turn and strafe instead of moving. Any Successes gained in a Movement roll will form a pool that remains until the beginning of the player’s next turn. The dice in their pool can
be split across several Defense rolls, but they can only be used once.
Making an Attack
To make an attack, the player chooses one of their mecha’s weapons to attack with. When a weapon has been used to make an attack it must “cool down” (spend a turn unused) before it can be used again. Once the player has chosen which weapon to attack with, they chooses which enemy mecha they will target.
Each weapon has an Optimal Range (which is the number next to the weapon on the profile sheet) and a Damage Type (which is the word next to the weapon on the profile sheet). Count the number of Movement Points that it takes to get from the attacking mecha’s sector to the target mecha’s sector using the most direct path. This number is the Range of the attack.
The attacking player then rolls a number of dice equal to their mecha’s Attack linked stat, minus one die for each point of difference between the range of the attack and the optimal range of the weapon being used. Each die that comes up equal to or lower than the attacker’s Mecha Combat skill counts as a success.
In response, the target of the attack always makes a Defense Roll. The player of the targeted mecha rolls a number of dice equal to their mecha’s Defense linked stat. Each die that comes up equal to or lower than the defender’s Mecha Combat skill counts as a success.
Once the attack and defense results have been determined, players can bid Overdrive back and forth to modify the results.
If the attacking player rolls more successes than the defending player, the player of the targeted mecha checks one of the boxes on their mecha’s damage track and must make a Stability Roll to remain in the battle (see below).
In addition, the attacking player can move the damaged mecha a number of movement points equal to the difference between the attack and defense results.
The Stability Roll
Each time a player marks a box on their mecha’s damage track, he must attempt a Stability Roll. The player rolls a die. If the result is higher than the number of marked damaged boxes, the mecha manages to hold together and stay in the fight.
If the result is less than or equal to the number of boxes checked off, the defender has two options. First, they can accept they have been disabled, remove their mecha from the Bullseye Battlemap and sit out the rest of the combat. Alternatively, the defender can chose to fight on. The defending player must immediately choose one Configuration to go offline. Their means that the Configuration can no longer be activated during battle and must be repaired before any Stability Track damage. If a mecha no longer has any configurations, it has entered the lethal damage phase.
Lethal Damage Phase
When a mecha enters the lethal damage phase, the pilot gains a free point of Overdrive because he’s going to need it.
By entering the Lethal Damage phase, the player is signaling to the GM that it’s okay to kill this character. The mecha may fight on as normal, though without use of its Configurations, but if the mecha fails a third Stability Roll, the pilot dies. End of story.
After each character has had a single turn, if any character begins their turn in the same sector as the objective marker, their side wins the battle. The other way to win the battle is by destroying all enemy mecha involved in the fight.
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