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Rubbish Mechs: What Y LL Need
Rubbish Mechs: What Y LL Need
Rubbish Mechs: What Y LL Need
In this game, you and your friends will design and then fight with your very own
Rubbish Mechs.
Start by drawing your mech, including two fists, some homing missiles, a sword, a
really big flippin g n, a targeting system, an engine reserve, and a self-destruct
system. I d e n ma e ha he l k like, he e he a e.
Then, y ll all roll and draft dice to power the different modules of your mech before
turning their firepower on each other. But choose your targets wisely! These are some
rubbish mechs, and he m d le nl ha e limi ed e bef e he b eak and can be
used again.
What Y ll Need
• Two D6 dice per player (preferably of two different designs or colours)
• One pen or pencil per player
• One copy of the Mech Design Document (MDD) per player
Set Up
• Each player draws their mech and gives it a name.
• Each player takes a die to use as a heat tracker, sets it to 1, and
places it on the designated space on the MDD.
Key Concepts
La Mech S a di
I a igh -royal-robo-rumble and the game lasts until only one mech is left
standing. Mech a e KO d hen hei la Heal h Box is crossed off.
The Heat Is On
• When an offensive module is used (Fists, Mecha-Blade, Homing Missiles, or
R.B.F.G.), you must raise your heat by the amount indicated in the
mod le in c ion .
• You can only fire an offensive module with an associated die number equal
to or greater than that of your current heat value (Note: Mecha-blade and
Static Discharge can only be used at a heat of 1).
• At 6 heat, you take one damage per turn.
• To vent heat, draft a die and reduce heat by that amount. You cannot
activate a module on the same turn that you vent.
Self-Destruct System
REQUIRES Seven 1s
Destroys your mech, deals 10 damage to all other mechs
Leaves you with 1 health and no weapon.
Heat Targeting System Engine
Tracker Reserve
Fists
6 6 6 6 3 3
REQUIRES Two 2s
Deals 4 damage
Each fist can be used twice
Draw Mech Here Each use raises heat by 2
3 3 Engine Reserve
6 Heat =
1 Damage Per Turn Fist R* Space for four 3s
Each drafted 3 die lets you upgrade your health by
Fist L*
2 2 completing three additional health boxes
Homing Missiles
2 2 2 2 Space for four 4s
Deals 2 damage – can be fired individually or in a
2 2 +2 Heat
per blow
volley of 2, 3 or 4.
Each missile fired raises heat by 2
+2 Heat R.B.F.G
per blow Homing
Missiles* REQUIRES Four 5s
Deals 10 damage
R.B.F.G*
4 4 Once fired roll one die and take the result as damage
5 5 Raises heat by 5
5 5 4 4 Targeting System
REQUIRES Four 6s
+2 Heat Adds 3 to the damage dealt by any other module (other
+5 Heat per
than self-destruct) for the rest of the game
Missile
Mecha-Blade
REQUIRES 1 & 2 & 3 & 4 & 5 & 6
Mecha-Blade* Self-Destruct Can hit up to three mechs simultaneously
System*
1 2 3 4 5 6 1 1 1 1
Deals up to 6 damage to each mech hit.
RAISES HEAT BY 5
+5 Heat Static Discharge
Static* 1 1 1 Any die can be used add power to Static Discharge.
When activated, deals 1 damage per power.
Discharge* Not all stored power needs to be used in a single attack.
DOES NOT GENERATE HEAT.