30 Minute Missions

by PBDendras

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30 Minute Missions
  1. Basic Rules
    • Scale
    • Action points (AP)
    • Turn Division
      • Player turn
      • Mecha turn
        • Movement
        • Action
    • Making weapons
  2. Weapons & Mechas
    • Weapons
      • Firing/Using weapons
      • Finesse weapons
      • Heavy weapons
    • Making Mechas
    • Roy Roy
  3. Mecha abilities
    • Close Quarters Shooter
    • Heavy Brawler
    • Phalanx Mode
    • Mobile
    • Sharpshooter
    • Battle Mechanic
      • Husk
    • Bombardier

Basic Rules

Scale

The scale for most things is inches, however if you triple it, the scale can be centimeters. Remember however, this isn't exact, so the scale must be chosen at the beginning of a game and kept that way while you play.

Action Points (AP)

On a players turn, he/she/they rolls a 6 sided die to see how many action points (AP) they have. Action points are spent on giving mechas an extra d4 of speed points. You can also use 1 AP to reroll a die. Action points can't be saved up, so saving them is wasteful. Spending them too quickly however is also bad.

Turn division

On a player's turn, that player rolls a 6 sided die for AP, and each of that player's mechs gets a turn. For each of those mechas, the player rolls a d4 for speed.

Player Turn

During a player's turn, each of their mech's gets a turn. However they may also perform a commando ability by spending AP equal to that ability's cost. The player also rolls a d6 for AP.

Mecha turn

During a mecha's turn, a d4 is rolled for speed. That many points are spent on movement, performing actions, or executing abilities.

Movement

For 1 speed point, a mecha moves up to it's speed.

Action

Actions refer to using weapons, placing a roy roy, or repairing friendly units. For a weapon, the cost is stated under it's weapon stats (example below). For repairing, they spend 3 speed points removing 1 injury point.

Weapon name Speed cost Injury roll Range Type Hands/Mount
Sword 2 1d4 Melee Kinetic, Finesse, Heavy 2 handed
Shoulder Rifle 3 1d8 Ranged Kinetic Mounted

Making weapons

In 30 minute missions, there are no fixed stats. Instead, you may come up with any weapon stats of choice, as long as they make sense to the corresponding weapon.

To start, simply take a blank weapon (as seen below) and begin purchasing changes. The cost will be added to the speed cost. Luckily however, you can also decrease the speed cost by making disadvantages, such as making it a melee weapon.

A weapons cost is always minimum 1.

Weapon name Speed cost Injury roll Range Type Hands/Mount
- 0 1d12 Ranged Kinetic 1 handed
Advantage Cost
Lower Injury Roll by 1 die 1
Add Finesse to Type (only melee) 1
Add Energy to Type 1
Make weapon mounted 1
Disadvantage Cost
Add Heavy to Type (only melee) -1
Make Range Melee -1
Make weapon 2 handed -1

All effects will be found on the next page.

Weapons

Firing/using weapons

A mecha can only use a weapon if it has enough speed points. It then subtracts it's current speed points from the speed cost of a weapon. It then uses the weapon should it be in range (line of sight for ranged, being able to touch the other mecha with the tip of it's weapon for melee.)

To make the attack, the mecha rolls the injury roll corresponding with the weapon. Should it be the maximum roll, the weapon hits. This is why a low injury roll is best.

Upon a hit, select arm, leg, torso, or head. You then deal 1 injury point to that body part. Should the damage exceed that body part's HP, the body part is badly damaged and triggers a debuff.

Body part Debuff
Arm Lose access to 2 handed weapons.
Leg Half speed.
Torso Lose access to mounted weapons.
Head Lose access to roy roy.

Only one arm and leg can and needs to be destroyed.

Finesse weapons

A finesse weapon can bring extra power to more skillful players. While they don't directly increase damage dealt, they open up new opportunities. By flanking an opponent in melee range (not necessarily both melee weapons), finesse weapons injure on 1s too.

Heavy weapons

Heavy weapons are hard to control but can deal extra damage. When you land a hit, you roll an additional 4 sided die, dealing an additional injury point on a 4 and completely missing on a 1 or 2.

Making Mechas

Again, in 30 minute missions, there are no fixed stats. Instead, you may come up with mecha stats of choice, preferably matching the corresponding mecha.

To start, take the blank mecha sheet and 8 points, choose your resistance (kinetic/energy), then spend the points to increase arm/leg/torso/head hit points, speed, stealth, perception, and hacking. Lastly, write down the total HP and determine abilities.


Mecha


  • Total Hit Points 4
  • Speed 0

Arm HP Legs HP Torso HP Head HP
1 1 1 1

  • Damage Resistances Kinetic/Energy
  • Stealth. 0
  • Perception. 0
  • Hacking. 0

Roy Roy

The roy roy is a small, immobile drone you can place. At any point, you can spend 2 speed to place a roy roy beside you. The roy roy is equipped with long range scanners and a light weight mini gun. It also only has 1 HP.

At the cost of 1 AP, the roy roy can reveal the nearest enemy.

Weapon name Speed cost Injury roll Range Type Hands/Mount
Light Mini Gun - 1d12 Ranged Kinetic -

Mecha abilities

Close Quarters Shooter

In close quarters, your mecha can fire faster. If the weapon has a speed cost of 2, the speed cost is 1 if an enemy is within melee range.

Heavy Brawler

You're unblockable. If you move at least your entire speed, you can move through enemy mechas. Additionally, you can attempt to knock mechas you move through down. Both of you roll a d6, you adding 1 to your roll, knocking the mecha down on a tie or higher.

Phalanx Mode

You have a built in energy shield. At the cost of 1 speed point per turn, you can render yourself immobile and generate an energy shield around yourself, blocking kinetic weapons and enemy mechas while letting ally mechas pass through.

The shield generates 1 HP per turn to a maximum of 2.

Mobile

You're fast on your feet. After making a melee attack, hit or miss, you may move equal to your speed for free.

Sharpshooter

While 20 inches (60 cm) away from your target, you hit on 1s too if you don't already.

Battle mechanic

At the cost of all your speed points, you roll a d6, turning a wrecked mecha into a husk on a 5 or 6.

You can have up to 3 husks at a time or 1 husk if your roy roy has been destroyed. You control the husk and roll a separate d4 for it's speed points.


Husk


  • Total Hit Points 4
  • Speed 4

Arm HP Legs HP Torso HP Head HP
1 1 1 1

  • Damage Resistances Kinetic
  • Stealth. 0
  • Perception. 2
  • Hacking. 0
Weapon name Speed cost Injury roll Range Type Hands/Mount
Rusty Fist 1 1d10 Melee Kinetic -

Bombardier

When you start the game, you have 6 grenades. You can throw them, but if they are in your hand while they explode they are guaranteed to hurt you and everyone in melee range.

Weapon name Speed cost Injury roll Range Type Hands/Mount
Grenade 2 1d6 Ranged Kinetic -