I'm all out of Vincents printed Mechaton books so I had to rewrite my handouts for an upcoming Con so that I have both Hijacked and the classic version of the rules ready for play in both in english and swedish. Amazingly enough it is entirely possible to fit all of the rules on just 3 A4 pages; I make heavy use of
bold and
coloured text for making it easy to find specific rules. Anyway that forced me to pick out all changes I made in my Hijacked version so I thought I might as well post the lot of them here.
Attachments are called modules, simply it translates much better to swedish. So if I talk about modules instead of attachments on the blog I'm probably discussing something related to Hijacked rather than classic Mechaton.
There are no minus on the Shield or Sensor die roll.
Weapon modules gives 1D8. A weapon with 2 ranges rolls 1D6 for each.
No Green D8; instead a mech get +2 move if not shooting or just making a melee attack.
You need a Sensor module to spot.
Missiles are 1D10.
Pilot gives 1 reroll per rank per round. Pilots can be ejected at any time; they land 1D6 from their mecha. They've got 2D10 initiative, 2 move, 1 attack (against infantery only, range 3), 1 defense and can take 1 damage. A pilot can enter any unmanned mecha within 1 move. Name your pilot ranks, 0-3, with cool names that fit your army.
Mechas are bought for building points.
Chassi (white dice): 2 points (max 3)
Module (coloured dice): 1 point (max 2/4/6 depending on Chassi size)
Missile: 1 point (max 1/2/3 depending on Chassi size)
Pilot: 2 point per rank (max 3)
A Mecha can have twice as many modules as its Chassi and as many modules and missiles of each type (each weapon range counts as a different type) as its Chassi.
Recommended starting building points:
For a short game: 20 points. Doomsday clock at 7.
For a full game: 60 points – 10 for each extra player above 2. Doomsday Clock at 14 - #players.
Same number of stations per player as usual.
At the end of a game add the worth of your chassis, modules, missiles and pilots for the mechas left on the battlefield. Each station you control is worth 5 victory points. Most wins (duh!).
Cover and damage roll:
Clear LoS: Hit on a 4 on the damage roll.
No LoS: Hit on a 5 on the damage roll.
Behind cover; within 1 move from wall, terrain etc.: Hit on a 6 on the damage roll.
Attacking, moving, spotting and taking bases can be performed in any order.
Self Destruct: Declare before rolling your dice; you cannot both act and self-destroy. Roll all that mechas dice straight as damage dice; hit on 4-6 to all mechas within 2 move. Mechas within range but behind cover take half damage. If you get shoot at and have to react you can roll defense while stating that you are going to self-destruct later, but all dice rolled for defense cannot be rolled again for self destruct damage. A pilot can eject before self destruction.
Shooting terrain: Remove 6 bricks per hit, but this depends on how your terrain is build so discuss this with the other players before the game begins.
So these are the rules I play with most often, at Cons I demo both these and classic Mechaton. As you can see Hijackeds rules are far more deadly, in most games you can count on losing at least half your mechas from enemy fire, making it even more important to grab bases to make up for the points lost.