Wednesday, May 29, 2013

New Mini Mech v1.3 Rules

The Mini Mech rules have been updated!

These changes have been in the pipeline, following feedback and play-testing. I don't feel the game has changed at all really, just streamlined a few things that weren't necessary and adjusted the physical combat to play a larger role in the game. It's still the fast and explode-y game it's always been!

The latest Mini Mech v1.3 rules

The latest v1.3 QRS

Mini Mech - Conventional Forces v0.1 - Alpha

As always, your feedback is welcomed!

Changes from v1.2 to v1.3
- Initiative and turn sequence has been changed to alternating mech classes, lights first.
- "Too Hot" rolls for running or jumping AND shooting will occur afterwards
- "Too Hot" checks adjusted for less malfunctions
- Shut down malfunction changed
- Malfunction Check table changed.
- Physical combat has been changed, no damage to successful attackers


  1. Thank you for the posting of the rules and the ongoing 6mm work.
    You mentioned in July of 2012 about adding conventional forces (infantry, etc) to the rules. Looking forward to that.

    Thanks again,


  2. I like your Mini Mech rules. Can you tell us more about the markers you use? I am trying to guess the multi colored triangle functions. I am going to try these with my Mech warrior clix. I guess you use damage counters or a roster system to track damage?


    Tried your rules and liked them a lot.