xMachiner: Mecha Fantasy Skirmish Battles
A downloadable game
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xMachiner: Mecha Fantasy Skirmish Battles is a brand independent, model agnostic skirmish wargame that uses 1/144 scale robot plastic models of any kind, even the ones you already have in your collection. Everything you need to play on a single page. No measuring tapes or rulers necessary, just a handful of six-sided dice (d6), whatever can be used as covering or blocking terrain, hexagonal action bases, and your choice of mecha!
Status | Prototype |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | tabletoptravelerph |
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Click download now to get access to the following files:
xMachiner_ Mecha Fantasy Skirmish Battles 1.1 (prototype).pdf 818 kB
xMachiner v1.2 Designer Commentary.pdf 84 kB
xMachiner v2.0 Designer Commentary.pdf 97 kB
xMachiner_ Mecha Fantasy Skirmish Battles v2.1.pdf 841 kB
xMachiner v2.1 Designer Commentary.pdf 51 kB
Development log
- xMachiner MFSB Core Rules v2.1 Update76 days ago
Comments
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RE: Core Rules v2.1 Update: Balance Changes to Max. Weapon Name
Hello Traveler!
There’s a very small, yet meaningful change in this update. Just one additional clause to gears that greatly balances the game, maintains the fun, and encourages creative mech loadouts.
Zero Cost Gear Matters
We’ve tested it, ran the numbers, and yes, this does make a big difference in battles. Having a zero-cost attack allows greater flexibility in team building, and ensures that no matter what, a mech will have something to attack with. However, it did result in an unintended exploit where a mech just has zero-cost gear in every part, such that destroying one doesn’t really hamper their performance in battle; they can still attack twice with the same weapon in most situations, even after losing several parts. This led us to the one change we are making for this update.
Maximum Two of the Same Gear
All gear will now be limited to a maximum of two (2) with the same name. This keeps the mech’s ability to have something to attack with at any given time but provides a strategic opportunity for its opponent to aim for destroying one to prevent attacking with the same weapon twice or just force them to attack with weaker zero-cost gear at any given distance by getting rid of the more powerful gear.
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Short and simple update, but we believe that this will lead to a more pleasant game experience!
-Mykey
RE: Core Rules v2.0 Update: LOTS of changes! Please check out the designer commentary to check out all the adjustments I made. There's plenty. Core gameplay remains the same, but stats, attack bonuses, and action limits have been reworked.
RE: Core Rules v1.2 Update: Quality of Life Improvements
Hello Traveler!
Don't panic! Core Rules v1.2 is just a quality-of-life update that will very be helpful to non-wargamers! None of this changes the gameplay from v1.1, but it makes a certain behavior more narratively and mechanically sound, as well as open up design space for the future!
Core Rules v1.2
Yeah, that's it, really! Haha. I was bothered last night thinking about how I could have just made the rear arc attack benefit an actual core rule than baking it into the Shield. A player should feel rewarded in the Core Rules for outmaneuvering an opponent, whether or not there's a Shield involved, but because Shields are so important in the game now, it matters in a way that doesn't fundamentally change the original design intention. I wanted to offload extra mechanics from the Core Rules, but I think the unsaveable damage to rear arc is not a heavy addition.
-Mykey