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Megaman Battle Network Tabletop Game
Megaman Battle Network Tabletop Game
Megaman Battle Network Tabletop Game
Megaman Battle Network Tabletop Game
Authored by SCJHB for /tg/ <3
INDEX
INTRO
The Megaman Battle Network Tabletop Game is a cardbased roleplaying game made to be
played with a GM (Game Master) and one or more players to create and enjoy stories in the
Megaman Battle Network Universe and its spinoff universes (Star Force, etc.) that use similar
gameplay mechanics.
The rules listed here are made to properly simulate two things:
1. Rules light social play and simple conflict resolution outside the Net.
2. Truetothegame combat resolution for net battles, mixed with dungeon crawl elements to
allow for a more unified feel of the Net.
UNDERSTANDING THE BASICS
The Megaman Battle Network Tabletop Game (henceforth referred to as MBNTG), has two major
methods of conflict resolution; the first is conflict resolution through and by dice rolls and
character characteristics, using simple dice pools.
When you make a roll in this game, you roll a number of d6 (sixsided dice) equal to your stat; for
every dice that comes up as a 4 or higher,
OPERATOR AND NONCOMBAT
For Operators, stats run from 0 to 4; to resolve a conflict, roll a number of d6 equal to your stat;
for every roll that is four or higher, you gain a Success. Most actions will only require one
success; the GM has the right to require multiple successes for incredibly strenuous or difficult
actions. Rolling to resolve a conflict in this way is called an Event Check.
When two parties attempt to overcome the other in direct competition, there is instead an
Opposed Check. Both parties roll the relevant skill and check their Successes against each
other; the party with the higher number of Successes win. In case of a draw, either reroll or
declare a standstill, depending on what the situation allows. Generally, fixedtime events (racing
to a control panel) should be resolved by rerolls, while other events should be declared a
standstill with the possible option to attempt later (Player A and B are both trying to hack each
other’s PETs while protecting their own, and are consistently pulling up countermeasures, and
neither make any progress in the time period listed… the GM could rule they have either put up
appropriate countermeasures, or that they have both merely delayed the contest by a period of
time). It is important for DMs to regulate these contests, especially in regards to combat.
BATTLE
The second method of conflict resolution is Battle. Battles occur between Navis and Viruses on
the Net using powerful weapons known as Battle Chips and Busters, pitted against the natural
weapons of a virus.
During Battle, Navis normally utilize Battle Chips from a Folder that randomly generates useable
weapons for them. The Folder is a deck of 30 Battle Chip Cards that is shuffled and then drawn
from. At the beginning of Battle, unless otherwise noted by your GM, shuffle your Folder and
draw 5 cards; these cards make up your Hand. Every Round, you can then Transmit Chips
from your Hand to your Navi. You can transmit any number of Chips to your Navi so long as they:
1. All have the same name.
OR
2. All have the same Alphabetical Code. “*” Chips are Wild, and match with any other
code.
Chips are transmitted in a Stack. Place the chosen cards in the order of your choosing in a pile
near the field, separate from your field and deck. You may choose to leave these face up or face
down; some groups will enjoy keeping Chips secret until they are used, some would prefer to
show the topmost chip on the stack. Either way, Chips can be activated from the top of the stack
in battle to reap their benefits.
Navis and Viruses battle over the course of Turns. Turn Order (who goes first, second, third) is
determined by dice roll. Roll a d6 for each unit involved; the highest numbers go first. In case of a
tie, the Unit with the most Action Points per round goes first. In case of a tie still, reroll the dice
for those units and order them by highest among themselves before placing them at the right
order. If a Unit ambushed, surprised, or otherwise would gain the upper hand by being cognizant
of hostility before the other, assume they rolled a 6 on the d6 roll.
A full series of Turns (starting with one Unit and then going through each Unit until they have all
acted) makes up a Turn Cycle.
After a set amount of Turns Cycles, a new Round begins; draw Battle Chips from the top of your
Folder until you have 5 in hand, then repeat the process of Transmitting Chips.
During your turn, you have a number of Action Points determined in Character Creation and by
Programs. These can be spent to do any of the following things:
Expending 2 Action Points can activate and utilize a Battle Chip. Some Chips have slightly
higher or lower AP costs, which will be listed.
Expending 1 Action Point fires the basic Buster.
Expending 1 Action Point moves your character one tile orthogonally.
In addition, you can save Action Points to expend at any time to give yourself an additional
Dodge attempt or Tank a Hit action per turn for each point expended.
Finally, you can Prepare an Action. You set aside the points needed to do any of the things you
can do during your turn, plus one, and give a conditional statement (such as “I fire my Cannon1
chip if they move into line of fire”). You can then take that action if the conditions are met. You
can still use the points set aside to dodge (or anything else that allows Action Point use outside
your round) but if you don’t have enough for the Prepared action, you can no longer take said
action.
Utilizing a Battlechip:
To utilize a Battlechip, simply follow the instructions on the chip. If the target has an evasion
rating, they get a dodge attempt so long as they have not utilized their one dodge attempt this
round (or have saved Action Points to use for gaining additional dodges). Once a chip is used, it
goes to the Junkyard, and cannot be used again until after the Battle (at which point it is shuffled
into the Folder). In some areas, Chips in the Junkyard are not recovered to the Folder until the
Navi reaches a new area, jacks out, or another condition is met (DM’s choice).
Chips are made up of a few parts:
Image: The official Battle Network Image, or an Author’s choice.
Code: The Alphabetical Code.
Power: Similar to a Buster, the damage one hit of the Chip will do.
Type: Aqua, Fire, Wood, Elec, Null (no element). See Elements rules below.
Description: A short description of the chip, including the rules for its use.
Chip Name: The name of the Chip.
Dodging:
Dodging can be done in response to being targeted by a Battle Chip, Buster, or Virus Attack. Roll
a number of d6 equal to your Evasion Rating; a roll of 5 or 6 evades the attack, meaning it
passes through your tile without harming you and continues on until it is fully resolved (NOTE:
Dodging requires you to roll a 5 or 6, while other rolls require only a 4 or higher). If this is the first
round of combat, you have no Action points put aside to dodge until your turn; you only get the
one!
You can add an additional die to your dodge attempt for every additional Action Point you spend
on a single dodge. You can add an additional die in this way a number of times per dodge equal
to your Evasion Rating (minimum 1).
Tank a hit:
You can choose to expend your dodge (or an Action Point as if to dodge) and instead waive your
dodge roll. If you do, roll a d6; on a roll of 2 or higher the attack deals half it’s damage to you, and
you don’t flinch (see Charge). This is useful for Navis that have a poor Evasion Rating.
Using a Buster:
Every Navi comes equipped with a Buster, built into their core systems as a simple defense
against weak, everyday viruses. Busters can vary wildly amongst the hardened Net Battlers, but
they all have the same basics in common. Busters fire straight in the direction they’re faced until
they hit the first target in line. They all share the same 3 basic stats, which are all rated 15:
Power: A measure of how much damage a buster shot does. This transmits directly into the
damage of a single Buster hit; a power of 1 does one damage, 2 does 2 damage, and so on.
Speed: A measure of how fast your Buster fires. A Buster with a speed of 1 fires one shot per
use, whereas a speed of 2 fires two, etc… Each shot can be dodged separately and each hit
damages for the power of the buster. Regardless of your Speed Rating, your Charged Shots
take up the full expenditure of firing the buster; you can’t fire a Charged Shot and two normal
shots with Speed Rating 3, for example.
Charge: The Charge of the Buster represents it’s ability to build up a charge, unleashing a
powerful ability. While the effects of charges vary (they are chosen at character creation and can
be modified later if needed), they are powerful attacks. A Buster with a Charge Rating of 1
cannot execute a Charge shot. A Buster of Charge Rating 2 can fire a Charge shot after 4 Turns
of charging. A Buster with Charge Rating 5 can fire after only 1 Turn of charging.
Rate 2: 4 turns
Rate 3: 3 turns
Rate 4: 2 turns
Rate 5: 1 turn
To Charge a Buster, you simply have to announce that you’re charging it at the start of your turn.
At the very end of your turn, your Buster is considered charged for one turn. You can take an
immediate action if your Buster has become fully charged to fire your charged shot, or you can
hold onto it. Thus, a Charge Rating 5 Buster can fire a fully charged shot every turn.
However, Charging your Buster has it’s drawbacks. While Charging, you cannot activate any
Battle Chips or you forfeit the charge you built up. Furthermore, being hit causes you to flinch;
Navis that flinch lose their charge entirely and must rebuild it.
Movement:
Moving about the battlefield is key to lining up key shots and surviving counterattacks from
enemies. Viruses have predictable attack patterns and can be avoided at times simply by
moving effectively; if the battlefield allows, it’s possible to even take up spots where the enemy is
helpless but to waddle into a better position while you gun them down. Movement is simple; you
simply move your character one tile orthogonally in any direction (forward, backwards, left, right).
Note that you can move, shoot, move, shoot, move…. the only limiting factor is your Action
Points.
Facing: Busters and a lot of Chips are fired in straight lines. Your Navi can fire these chips
Orthogonally or Diagonally. It does not take any additional movement to face the direction you
want; it is assumed as part of the cost of firing.
Damage and Deletion:
Each Navi has a base HP (Hit Point) value, determined by Character Creation and Programs.
Taking Damage is a hazard; damage depletes your HP and gets you closer and closer to
deletion. When your HP hits 0, your Navi is instantly Deleted; you lose all relevant data of the
Navi, and if you don’t have a backup or another form of recovering the Navi, it is permanently
gone; retire the Navi. Likewise, Viruses that reach 0 HP are permanently deleted.
Damage is dealt in combat from Battle Chips, Busters, and Virus Attacks; each of these items
has a listed Power value; when a Navi or Virus is hit by an attack, they instantly are dealt damage
equal to the listed Power, subtracting that total from their HP as Damage.
Elements:
Some Chips, Busters, Navis, and Viruses have elements associated with them. If a Chip or
Buster has an element, they enter into the elemental cycle, and may have their damage altered
significantly.
The elemental cycle is as follows:
Aqua > Fire > Wood > Elec > Aqua…
Aqua beats Fire, Fire beats Wood, Wood beats Elec, Elec beats Aqua.
When a Chip or Buster you attack with has an Element, check its Element against the Navi or
Virus’s associated element. If your Element “beats” theirs according to the rules above, you deal
double damage. If their element “beats” yours according the the rules above, you deal halved
damage (round down). If there is no interaction between the two elements, or one type is Null,
you deal damage normally.
Elements may be added for DM reasons: Suggestions include Break, Sword, Panel Crack,
Cursor, Invis, Number, Recovery
Folder:
Your Battle Chip Folder is a set of 30 Battle Chips that are selected by the Operator; from these
30 chips, you draw your Hand each Round (see combat rules).
You may make your Folder out of any combination of the Chips you own, so long as:
Your Folder contains exactly 30 chips
You can have no more than 4 matching copies of a Chip; to be a matching copy, the Chip has
the same name and code. (Ex: You can have up to 4 Cannon A Chips, and 4 Cannon B Chips,
but not 8 Cannon A Chips)
Environment:
The battles on the net take place in a variety of environments, and each new environment can
alter gameplay by adding hazards, bonuses, or cutting off options:
Null Panel: It’s an empty, open panel. No extra rules. No special considerations. The standard
panel of the net.
Cracked Panel: A panel under structural collapse. If a Navi of Virus enters and then subsequently
leaves a Cracked Panel, the Panel becomes a Broken panel.
Broken Panel: Unusable panel. Navis and Viruses cannot cross this panel unless they have a
method of flight or hovering. Does not count as a Map Edge, but does stop attacks listed as
groundtravelling as if it was a Map Edge. Broken Panels return to Null Panels after d6 Rounds.
Wall Panel: Any Panel that is built on the edge of an area is a Wall Panel in addition to other
types. Wall Panels have unbreakable walls on their edges that cannot be passed through or
broken, and stop Navis and Viruses from falling. These walls safely prevent any unit from leaving
it if they don’t actively attempt to fall. Other Navis or Viruses cannot be dragged over unwillingly.
Wall Panels count as Map Edges for the purposes of abilities or Chips.
Missing Panel: Missing Panels simply are holes in the ground, and function as Broken Panels in
all respects except that they do not return to Null Panels at any point.
Grass Panels: Grass Panels are filled with tall shafts of Grass. Navis and Viruses of the Wood
Element slowly regain HP while in Grass; If a Navi or Virus end uses Action Points while on a
Grass Panel (including moving off of one, but not moving onto one) they heal 1 HP, up to their
maximum HP. If a Navi or Virus on a Grass panel is hit by a Fire Element attack, they take an
additional damage from the attack equal to the attack’s original Power. If a Navi or Virus is hit by
a Fire Element attack in this way, the Grass Panel returns to a Null Panel. Fire Element attacks
can be aimed at panels themselves to return them Null Panels.
Ice Panels: Ice Panels cause Navis and Viruses to slip and slide. When a Navi or Virus steps
onto an Ice Panel, they continue to move in the direction they were going until they reach a
nonice Panel or a Wall panel. Additionally, If a Navi or Virus on an Ice panel is hit by a Fire
Element attack, the Damage they take from the attack is halved, and the Ice Panel returns to a
Puddle Panel. Fire Element attacks can be aimed at panels themselves to return them to Puddle
Panels. If a Navi or Virus on an Ice Panel is hit by an Elec Element attack, they take additional
damage equal to the attack’s original Power.
Puddle Panels: Puddle Panels are areas with shallow water. Navis and Viruses on a Puddle
Panel, may “soak up” the panel at the cost of 1 Action Point, immediately healing 20 HP (up to
their maximum) and returning the panel to a Null Panel. If a Navi or Virus on a Puddle Panel is hit
by an Elec Element attack, they take additional damage equal to the attack’s original Power.
Magnet Panels: Magnet Panels are difficult to move out of once you’re on one, and require an
additional 1AP per panel to move out of. Elec Element Navis and Viruses don’t suffer this
penalty. Additionally, ElecBased Battle Chips can be “Amped” by standing on the panel, allowing
them to be fired without expending the Chip; the Chip remains on the Stack without going to the
Junkyard until it is used normally. Utilizing the Magnet Panel in this way renders it inert for d6
rounds, and it acts as a Null Panel until it recharges.
Lava Panels: Lava Panels are full of magma, which is hazardous to any Navi or Virus that isn’t of
the Fire Element of in possession of a method of flight or hovering. Navis or Viruses that don’t
meet these qualities take an immediate 30 damage upon entering a Lava Panel, and then, if the
Lava does not delete the Navi or Virus via this process, the Lava Panel becomes a Null Panel.
Navis and Viruses of the Fire Element, however, can convert Lava Panels into Power; A Navi or
Virus of the Fire Element can utilize a Fire Element Battle Chip while standing on a Lava Panel,
returning the panel to a Cracked Panel and adding 30 Power to the Chip used.
Poison Panels: Poison Panels are toxic! Navis and Viruses that spend Action Points in Poison
Panels take 1 damage for each Point spent in this way.
Holy Panels: Holy Panels are rare sanctuaries, halving the damage dealt to any Navi (but not
Virus!) that stands on them.
Damaging Panels: All Panels have an HP value of 50 (except Sanctuary Panels, which have a
HP value of 100) can become Broken Panels by taking their HP in damage in a single turn.
Panels heal to full HP at the end of each turn. If a Navi or Virus is standing on a panel when it
would become broken, it becomes Cracked instead.
CHARACTER CREATION
OPERATORS
Operators have a number of Skills, Rated 04.
Knowledge (Net): Your understanding of the Net, Viruses, and other online things. Can be used
to figure out the strengths, weaknesses and attack patterns of Navis and Viruses encountered
for the first time.
Hacking: Directing a NetNavi to take down firewalls, blockades, or break through security
measures.
Security: Putting up firewalls, blockades or other security measures designed to limit Navi or
VIrus entry into areas.
Social: Speaking with others, influencing people, or otherwise getting the most out of person to
person interactions.
Athletics: Being fit of body and able to perform strenuous actions such as running, lifting things,
etc.
Combat: Being able to best others in physical combat and come out of the confrontation
favourably.
Stealth: Hiding from others, eavesdropping, and generally be unnoticed by others.
NetBattling: The slight edge over less skilled Operators in Battle; NetBattling can be rolled at the
beginning of a Battle, and each success is put aside. These successes can then be converted
into either: 1) Additional Action Points for a Round, added to your Action Points generated per
turn OR 2) Take a number of Chips equal to your Action Points converted from your Hand and
place them on the bottom of your Folder, then Draw Chips equal to the ones returned in this way.
A DM can add new skills as needed, though a DM may want to adjust the amount of points
available at character creation if they add quite a few skills.
Each Skill starts at 0 and additional ranks can be bought for a point apiece in character creation.
A good starting number of Skill Ranks for an Operator is 10; the DM may feel free to alter this at
will.
A rank of 0 in any particular skill means that the Operator has no real aptitude in the area, and
doesn’t really excel enough to be successful under pressure. A ranking of 1 represents some
modicum of skill, while a ranking of 2 is above average. Rankings of 3 represent an affinity for a
skill that is above and beyond the norm and denotes training or focus, while a Ranking of 4
marks expertise in that area.
NET NAVIS
Net Navis don’t have skills like Operators do, and when it comes to Character Creation, the
majority of working on them comes down to their combat capabilities. Character Creation
focuses on their Body, Buster, and Programs.
Some Navis have special abilities both in and out of combat that assist their NetOps; for
example, One Navi could function less as a combatant but more a personal assistant, giving
bonuses to their Operator’s social skills. Likewise, another Navi could be equipped with
advanced decryption tools, giving the Operator bonuses on Hacking when assisted by their Navi.
A Navi’s body is the first choice made when building a Navi, and determines if specialized
options will be available later on. There are two major choices when determining the Body: Size
and Element.
Body size is available in three distinct packages:
Small: A Small Navi is not often built with combat in mind, and stands anywhere from onefourth
to threequarters a Medium Navi’s average size. Their smaller frame is due to data being
focused primarily on specialist equipment, and Small Navis are able to pack some interesting
capabilities into their smaller bodies, at the cost of durability and Programming space.
Base HP: 60
Base Evasion Rating: 1
Base Programming Space: 4
Base Action Points: 4
Medium: A Medium Navi is the standard fare for most NetNavis, and stands at average height
and takes up an average amount of space. What makes a Medium Navi special is that they have
the largest amount of Programming Space, allowing them pack a number of upgrades into their
systems that give them variability, and the fact that they are quicker to act than most other Navis,
making them a popular choice for Netbattlers..
Base HP: 100
Base Evasion Rating: 1
Programming Space: 6
Base Action Points: 5
Large: A Large Navi is almost often built with virusbusting in mind, and are the one most often
seen with highpowered upgrades that allow them to fight multiple foes with more ease. They
have the highest HP of other Navis, being difficult to delete by even powerful attacks.
Unfortunately, they lack a basic Evasion Rating and will thus lag behind in dodging attacks.
Base HP: 200
Base Evasion Rating: 0
Base Programming Space: 4
Base Action Points: 4