Building Mecha Bots
Glossary
Connector - A counter placed to connect two things to form one object. Connectors join 2 spaces in order to connect counters on the same chassis that cross locations.
Heavy Bot - A bot that has more than half its chassis filled with components.
Light Bot - A bot that has less than half its chassis filled with components.
Location - One of the 7 areas on a Bot chassis composed of 7 hexes. The areas are called-
Forward Left, Forward Right, Backward Left, Backward Right, Forward, Back and Central
The Central area consists of 6 hexes in which components could be placed and a central hex which contains the brains of the Bot and cannot be moved or changed.
If weapons or sensors are placed in the central location and are not connected to any other location, they have a 360 degree arc.
Outer - Any location except the Central location
Components
Boiler
May be placed in any location
Must be placed next to any other boiler counter
One boiler counter is required for every four weapon, sensor or mobility counters.
Weapons
May be placed in any location
Counters must be connected by a connector if the weapon covers more than one location. Place the connector on the two components that border the two locations.
Connected counters that are in more than one location have an increased firing arc - 60 degrees per location
Weapons placed solely in the central location (and not connected to any other location) have a 360 degree arc.
Sensors
May be placed in any location
Counters must be connected by a connector if the sensors cover more than one location. Place the connector on the two components that border the two locations.
Connected counters that are in more than one location have an increased sensing arc - 60 degrees per location
Sensors placed solely in the central location (and not connected to any other location) have a 360 degree arc.
Armour
May be placed in any location
Protection and Resistance counters must be connect by an armour connector counter for a location's armour
Armour may not be placed to cover more than one location - each location has its own armour
Mobility
May be placed in any location
Speed and Type counters do not need to be connected
Every location that contains counters increases the turning ability of the Bot
Speed = Number of speed counters divided by the number of connected chassis in a Bot, rounded down.
Type = Number of counters determines the mode of transport.
~0 = Wheels, 1 = Halftrack, 2 = Tracks, 3 = Legs, 4 = Powerful legs, 5 = Jump jets, 6 = Jets, 7 = Hover Jets
Jump Jets only operate for 1 hex during a Bots movement. The player determines when they occur. Otherwise they count as Powerful Legs.
Jets operate the entire move of a Bot, but it must land at the end of its move. When landed they count as Powerful Legs.
Hover Jets operate continuously. The Bot is always hovering, but may still be interacted with by the Mad Scientist.
Accessories
Remote Control
Seat
Size 1 counter
Placed in any outer location
The Mad Scientist may ride their Bot by sitting on this seat. If the component takes damage, the Mad Scientist is also hit.
The Mad Scientist may only enter or leave the seat if there is a path in the chassis to the seat that does not contain any components.
While seated inside the Bot the Mad Scientist may forgo their turn and directly control the Bot instead in the Bots Move phase