Injurius Games: Meck Wars (PDF)
Injurius Games: Meck Wars (PDF)
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Injurius Games: Meck Wars (PDF)

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The Mecks Enter the Injurius Games Arena

Meck Wars is a supplement for Injurius Games, and adds the terrifying Mecks as a second squad option for players to use in their campaigns. It also contains optional Veteran’s League rules to allow players to begin play with upgraded gladiators. Any player can choose to play Mecks instead of the standard Injurius Games Legionnaires, replacing the standard squad of power-armored gladiators with five mechanical war machines. Each Meck squad includes:

·       One Jumper: The leader of a Meck squad and a deadly combatant, armed with a powerful trample attack, the ability to jump over obstacles, and three weapon hardpoints.

·       Two Spartans: Reliable, middle of the road trooper Mecks with two weapon hardpoints.

·       Two Runners: Fast and agile Mecks with only light armor, but two weapon hardpoints and a close-range static charge attack.

What does Meck Wars Bring to the Table?

Mecks are fearsome war machines, built specifically for combat. This brings with it a number of advantages, weaknesses, and special rules that make playing them very different than their organic opponents. 

·       Command Points: Mecks always roll a full D12 for command points, and ignore distance when spending them. Instead, it costs a set number of command points to issue each type of Meck an order.

·       Modular Weapons: Mecks and their weapons earn upgrades separately, and these weapons can be transferred between members of the squad in between battles. This allows Meck players to tune their squad to suit their tactics or opponents, but means Mecks have fewer unique upgrades than other gladiator squads.

·       Unique Power-Up Table: Mecks use their own unique table when they pick up a power-up in the arena, leading to even more mayhem.

·       System Damage: As dedicated war machines, Mecks’ bodies are reinforced against damage. Instead of losing hit points and developing worsening wounds like living gladiators, Mecks suffer damage to individual systems. Any attack that hits hard enough causes damage to one or more systems, while weaker attacks simply bounce off.

·       Lingering Damage: Unlike living gladiators, Mecks do not roll for critical hits after a match where they were taken out of action. Instead, they roll to see if system damage they suffered is repaired in between matches or if it lingers into the next match.

·       Multifire: As Mecks all carry more than one weapon, they are able to make multiple attacks a turn, though they suffer penalties for doing so.

·       Time on Target: Due to the way Mecks suffer damage, other gladiator squads have learned to make simultaneous attacks to have the best chance of cracking through their armor.

·       Hatred: Mecks are soulless mechanical killers, and many gladiators despise them. Certain gladiators from other squads gain bonuses on any roll to attack a Meck.