A while back I wondered what a Donald Featherstone Mech Combat ruleset would look like. I give you Mechstorm. The smaller Mechs are painted and based pieces from Risk 2210AD, the larger mechs and flyers are from EM4 (you probably already recognised them). For the rules the smallest of the Risk Mechs I named ‘Pups’, the medium ‘Dogs’ and the largest ‘Wolves’, any EM4 Mech is a Titan, and the flyers are split into Fighters and Bombers depending on what seems most appropriate for the mini. This evening I played out a game between two faction the Ventauran Rebels (in camo) and the Hadradyne Corporation (purple).



So, on to the first iteration of the rules, with lots of room for development:
MECH STORM
UNITS
Units are organised in the following way:
Pups come in units of 5.
Dogs in units of 3.
Wolves, Titans, Fighters or Bombers in units of 1.
Figures in a unit must remain within at most 1” of another member of the same unit.
THE BATTLEFIELD
The game board should be divided up into 1’x1’ sectors. Each sector should have at least 1 terrain item in, and one objective. Each objective must be at least 9 inches away from each other objective. Players then roll off and the higher roller decides which board edge is their ‘Home’ edge, and the opposing player takes the opposite edge. No figures begin the game on the board.
PLAYING THE GAME
At the start of the game decide which player is the red player and which player is the black player. Then shuffle a deck of standard playing cards including the jokers and place it face down. Then flip the top card. If it is a number card the corresponding player (red or black) can activate a single unit. If it is a face card the corresponding player can activate 2 units, or gamble and activate D3 units. If it is an ace the corresponding player can activate 3 units, or gamble and activate D6 units.
ACTIVATIONS
When unit activates – Pups, Dogs, and Wolves can do one of the following:
- Jump move up to 12”.
- Move up to 6” and Shoot.
- Recharge Shields.
Titans can:
- Move up to 6” and Shoot.
- Recharge Shields.
Fighters can:
- Move 12” and Shoot.
Bombers can:
- Move up to 12” and Shoot.
- Perform a Bombing Run.
MOVING ON TO THE TABLE
When a unit activates for the first time it comes on from its controlling player’s home board edge.
MOVING
When a unit makes a ‘jump move’ it ignores intervening terrain and figures as if it were flying. When a unit makes a 6” move it must move around terrain and intervening figures, other than friendly figures which can be moved through. Fighters and Bombers always ignore intervening figures including other fighters and bombers, and terrain. Figures cannot finish their moves on top of other figures.
SHOOTING
When unit shoots first check the range and line of sight, and then if you need to roll for the number of shots roll for each figure in the unit individually for its number of shots. Then roll for each shot to see if you damage the target.
| Damages Target: | |||||||||
| Shooter | Range | Shots | Pup | Dog | Wolf | Titan | Fighter | Bomber | Cost PU |
| Pup | 12 | 1 | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 3 |
| Dog | 18 | D3 | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 5 |
| Wolf | 24 | D6 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6 |
| Titan | 48 | 2D6 | 2+ | 3+ | 4+ | 4+ | 5+ | 5+ | 22 |
| Fighter | 18 | D6 | 3+ | 4+ | 5+ | 6+ | 4+ | 4+ | 6 |
| Bomber | 18 | D3 | 2+ | 3+ | 4+ | 4+ | 5+ | 5+ | 7 |
First a unit takes damage to its shields – each unit begins the game with 6 shields, other than Titans which begin with 12. Each point of damage removes 1 shield and when shields are reduced to 0, each point of damage removes a figure.
If the target is in some form of cover then the number to damage them is increased by 1 up to a maximum of 6+. Fighters and Bombers never count as having cover.
BOMBING RUNS
When a Bomber performs a Bombing Run it moves up to 12” in any direction in a straight line. Any unit under the path of the Bomber (including friendly units) as it moves suffers D3 damage. Bombing runs do not affect other Fighters or Bombers.
RECHARGING SHIELDS
When a unit recharges its shields the unit regains D3 shields, a unit can never have more than its starting number of shields.
FINISHING ACTIVATIONS
Place a counter next to a unit to show it has activated, the unit cannot activate again until its activation counter is removed. Once all units in play on one side have activation tokens all activation tokens on all units on both sides are removed. This also occurs when a Joker is drawn from the deck.
Love the miniatures – great job – and a nice set of rules.
Thanks for sharing😀
Thanks! I’m currently working on getting the balance right between the number of units per deck of cards, size of table etc. But the core does work well!
Great rules! Simple, easy to learn, flexible, and no saving throws (my personal bugbear)! Sorry, I can’t stop myself, I’ve got a few trivial questions: I assume one uses a d6? In the table, what does 6+ mean – how can you get higher than 6? Do fighters & bombers have (non-rechargeable) shields? BTW you mention Titans twice under Activations – I assume the first mention is a typo.
Thanks for the feedback! Yes, the first ‘Titans’ is a typo (I’ll edit that). The 6+ is a vestige and from a previous iteration of the rules where if you didn’t move you’d get a +1 to shoot, it may come back at some point. Yes, initially fighters did not have rechargeable shields mainly because they’re much harder to hit, I’m play testing them with and without. If I include more anti air stuff in the future they’ll certainly get them.
I like the idea of what Donald Featherstone would do with a box full of armoured mechs, as the ex tankie that he was. Workmanlike He tackled Air Wargames readily enough when asked to do so.
I think I mentioned that Donald Featherstone’s reprint (with John Curry) of Skirmish Wargames has previously unpublished fantasy and sci-fi Skirmish rule extensions / scenarios.
Yes you have! I’ve got my own copy of his Skirmish rules and they are certainly interesting and give a fairly good game, although since like you most of my games are solo I tend not to bother with written orders.