First, HSBC are poopyheads, do not bank with them. I wish I didn't.
OK, now that's done -
You will need: Hex map (
1,
2,
3,
4,
5),
mecha countersshowing facing, 1d6. Either paper for each player to record mecha info
or, if you want to get fancy, cards to deal out for the Weapons and
Specials.
Build your mecha
Draw from a deck of cards or roll dice to select a weapon and a
special feature to deck out your giant robot chassis. By default all
mecha have 6 HP.
WEAPONS
1. Rocket fists: max range 3 hexes, Damage D2 and spin target around 180 degrees
2. Cannon: range 6, damage d2
3. Blunderbuss: range 3, dam. D6, then take a turn to reload
4. Missiles: Minimum range 4, max 6. Damage D6
5. Hatchet: range 1, damage d6
6. Harpoon: range 4, damage d3, drags opponent closer by 1 hex each turn unless opponent breaks the cable by rolling a 6.
Apart from weapons listed above all mecha can punch (range 1, damage 1).
SPECIALS
1. stickymines (2 of em): Range 1, autokill in 2 rounds unless the opponent rolls a 6
2. more engine: +1 move point
3. jump jets: move 2 hexes in any direction, end with any facing
4. Armour: +4 HP
5. Can opener: range 1, if you roll a 6 you can steal opponent mecha* and your mecha becomes inactive.
6. Super dodge (2 of em): declare before anyone rolls to hit: attack automatically fails.
![](http://lurkerablog.files.wordpress.com/2013/01/poniesdiggiantrobots.jpg?w=595&h=357)
I say giant robots but you could reskin this any way you wanted - and who wouldn’t love a version where adorable candystripe ponies blow kisses and give hugs - or maul each other with missiles and hammers?
Turn Order
Roll for initiative to see who moves first. If players have multiple
mecha then everyone moves one mecha in initiative order, then everyone’s
second mecha etc. After everyone’s moved, everyone gets a chance to
turn one hex-side (60°) to react to the new situation.
Then everyone fights: physical attacks first, then shooting. Roll saves/whatever to react to that, take damage.
Repeat.
Moving
Mecha can only move straight forward and turn. Each mecha gets 4
movement points every turn to spend on moving forward (1 hex = 1 point)
and turning (one hex-side = 1 point).
Fighting
Range in hexes = your difficulty to hit on 1d6 - so maximum range is 6
hexes. You can shoot/fight into the front 3 hexes only. Physical
attacks go first. resolve all damage/death at end of turn.
Ways you can complicate this
All mecha can also Charge (range 1 -into hex directly ahead only, damage = the number of hexes you moved
this turn, and the charging mech takes 1 recoil damage)
Terrain: 1 move point to go up or down 1 level (marked on some maps). You cannot cross a boundary of more than 1 level. Roll 3+ to avoid losing 2 move points when entering/crossing water. Roll 4+ to exit a mud/sand hex. To cross a gorge either use jump jets or run 3 hexes in a straight line that turn (to do a running jump).
Each side has multiple mecha, but only one pilot - the rest are remote controlled. Kill the pilot and the whole side goes down.
pilots can run around outside mecha, try to break into mecha: move 1 hex a turn in any direction, roll 5+ to grab onto a mecha and start climbing. Reach cockpit one turn after climbing, roll 6 to get inside. Pilots have 1 HP.
* is mecha singular, plural or both? Even
Wiktionary is no use. I’mma go with both.
![](http://lurkerablog.files.wordpress.com/2013/01/giant-robot-pilot-s-union.png?w=595)
![](http://lurkerablog.files.wordpress.com/2013/01/steam-man-prairies-huge-hunter-ellis.jpg?w=595&h=379)