Book: NanotrasenDethmekE2 #10088 Published

Rules of Nanotrasen Deathmech


Movement is done differently per mech caste, but it’s on a tile basis. Moving diagonally does not slow you down and counts as 1 tile. An infinite amount of mechs can be on 1 tile, meaning you don’t need a unique tile per mech in your whole army. Mechs cannot walk over walls unless it’s a phazon.

Turns, Attacks, & Phases

Before starting, the first turn and chooser of their own side (chooses the side they want to be on) is the one who wins a coin flip.

Turns work in 2 phases, the movement phase, and afterwards the battle phase. Attacks of enemy mechs are allowed once per mech per turn, unless the mech is a durand or seraph.

To attack a mech, simply use a mech on enemy mech and it will fight. Most mechs can only attack from a 1 tile range

During the movement phase, only reticences are able to attack, but every friendly mech is able to be repositioned at will until the player ends his movement phase. However, during the battle phase, you are not allowed to reposition your mechs, but you are allowed to attack. 

The first turn only has one phase, which is the deployment phase. Each side should have 2 deployment squares, with one being the main deployment spawn. During the deployment phase, you are allowed to put your mech on either of the deployment spawns for your team and move the mech from it, however there is no attack phase during deployment.

Specific mech bits (special abilities, movement, etc)


Clarke and Ripley

This mech moves at 2 tiles a turn. Any tile it’s on counts as a wall to enemy mechs


This mech moves at 2 tiles a turn, however it can walk through walls. Phazons can also only move diagonally, however they are unable to attack diagonally.

If a durand kills a phazon while it is on top of a wall tile or pit tile, the durand is forced to move into the pit and cannot attack again. Leaving the pit takes an extra turn. This does not apply to seraphs.

Deathsquad Ripley

This mech moves at 3 tiles a turn. Any mechs (friendly or enemy) within a 1 tile radius around it, are slowed to 1 tile movement a turn.


This mech can move infinitely up, down, left, or right per turn (think a rook), however it cannot walk through walls. This mech is invisible, meaning it cannot be attacked first by enemy mechs, however it can attack enemy mechs first. This mech is unable to do objectives such as capturing points. Can attack during movement phase, however not during attack phase.

When the Reticence gets a kill, it creates an invisible wall that enemy mechs are not allowed to walk through on the tile of the mech it killed. This wall lasts 2 turns.


This mech moves at 2 tiles per turn while alone, however if any other mech is within a 1 tile range of it ((friendly or not)), it is reduced to 1 tile movement per turn. Everytime an Odysseus wins a fight against someone, they get to revive one of their allies.
If a friendly mech is killed within 1 tile of the Odysseus, the Odysseus immediately attacks the one who killed the friendly mech.


This mech moves at 2 tiles a turn, and when killed, the mech that killed them switches sides. If the H.O.N.K. gets a kill, all other H.O.N.K.s on the battlefield are revived, friendly or not.

During the attack phase, the H.O.N.K. is able to push one mech instead of fighting, which moves the pushed mech 1 tile away from the H.O.N.K. (you can also push friendly mechs, take that as you will.) If the mech is pushed into a wall, it moves into the wall and is unable to attack anything or move until they are able to get to the top of the wall, which takes 1 full turn. H.O.N.K.s are also able to push themselves in any direction they wish if they decide to push themselves.

Firefighting Ripley

This mech moves at 1 tile a turn, however if an ally is at most 2 tiles away, it can move 2 tiles. They are able to throw nearby friendlies 1 tile in front of where they moved during the movement phase once, at the expense of their ability to attack during that turn. They are unable to throw into walls.


This mech moves at 2 tiles a turn. If their ability is activated whatsoever during a fight and they manage to lose the fight, they do not die and immediately move “behind” the enemy that attacked them (i.e. if an enemy is attacking a gygax that is southeast and the gygax “runs away” from their death as is their special ability, they move to the tile northwest. The gygax is immediately killed if the tile they move to is a wall)

Durand and Seraph

This mech moves at 1 tile a turn. If they kill something, they immediately move onto the tile of the thing they killed and get to attack again in the same turn if any enemies are near.

The seraph in specific cannot stop attacking other mechs until it is impossible for them to attack again, and thus also targets friendly units.

Mauler and Marauder

This mech moves at 1 tile a turn. Due to their ranged combat nature, they are able to start fights from a distance of at most 2 tiles away. This mech is unable to be passed through (like a wall) if they do not move for a turn. Once they move, they are able to be passed through again.

Premade unique scenarios/objectives for aspiring Nanotrasen Deathmech hosts, alongside common sense. Mix and match until satisfied.

if your mech dies it dies, unless it gets revived. You win by killing the entire enemy army or completing the objective. Minimum amount of mechs needed for most modes of gameplay is 3 boxes of toy mechs (at your own discretion though, just recommended)

King Of The Station

“Attention (nanotrasen emergency response team/syndicate operatives,) this station has been taken control of by an enemy force. Take it back by any means necessary, or die trying.”
-Nanotrasen Admiral/Syndicate Captain

The way this objective works is you have a single objective point that is 3*3. If a team can hold it for 6 turns without any contest from the enemy team, that team wins


A singularity (can be represented by a toy singularity) is placed in the middle of the map, and moves a tile once for every phase that passes. Roll a d10 to see where it goes, if you roll a 10 or 9, it stays still, however 1-8 clarifies what direction clockwise it moves (1 being north, and 2 being northeast, etc etc.) Every tile the singularity inhabits becomes a wall tile and any mechs on the tile are killed. Last army alive wins. If the singularity moves off the map, it is removed from the round permanently.

AI Theft

“We’ve heard reports of a station AI that could be valuable technology for us to learn. Go and take it before someone else does.”
-Syndicate Commander

Two syndicate branches are fighting eachother! Have a mech grab the intellicard (can be represented with a toy emag) at Objective 1 to head to Objective 2 (the ai) to capture the ai. Once the AI is inside the intellicard, head to your deployment spawn with the mech that holds the AI intellicard to win! At any point in this process, if a mech kills the mech that is holding the intellicard, the mech instantly grabs the intellicard. All mechs with the intellicard move at 1 tile per turn.



One mech is sacrificed from each team to join the cult, and the sacrificed mech can be placed anywhere. Cultists are not part of either team, meaning they are able to move and attack on both players turns. Cultists work by moving towards the nearest non-cultist mech as fast as they possibly can, and always move at the end of the movement phases.

Everytime a cultist gets a kill, the kill is revived as another cultist. When a cultist is revived, the cultist is able to attack immediately if there are nearby mechs. Cultists are unable to win, meaning the last living normal non-cultist army wins.

Drug Cache

“You have found a drug cache, but so have the (Space Police/Gangsters)! Grab the cache and run before they kill you all, or kill them and reign the lands!”
-Police Chief/Gang leader

A drug cache is in the middle of the arena between two sides in the main objective point, with your secondary objective point being your own spawn. A mech can walk into the center to collect the drugs, however they turn into a drug zombie and run after the nearest mech to try and kill them, however they only move 1 tile a turn and only move on the same turn as the team that sacrificed their mech to the drug cache. You must lead the drug zombie past your spawn line to win.

If a mech kills the zombie, they instantly collect the drugs and become the new zombie. If a mech becomes the new zombie, it is able to attack again if any mechs are nearby. If a zombie gets a kill, it moves to the tile of the mech it killed but is unable to attack again (unless it’s a seraph or durand).

Tug of War

“Ha ha ha you mortal! You are now going to play TUG OF WAR WITH MY MAGIC ROPED NUKE! Enjoy.”
-Wizard? Badmin? Who knows.

This scenario has a nuke in the middle of a rope, with the ends of the rope being at each base. A team must be on the tile of the nuke with no enemies on the same tile uncontested in order to push it a tile towards the enemy base, and the first team to either nuke the enemy base or kill the entire enemy team wins. Any rope that is not carrying the nuke acts as a wall, however if you push the nuke you won’t be stuck on the rope, but rather pulled alongside the nuke.

Prison Breach

“We’re locked up in here for good, when will we get out of this hellhole? Wait, is that the syndicate I hear?”
-Prisoner #04985, who, for some reason, still has a mech in containment.

In this scenario, all mechs except for 1 mech on each team are locked up in different cells, and join the team of the first person to stand on their cell objective without moving for a turn. Cells are scattered all around the map.

Gladiator Death Combat

-Slave Gladiator Mech Pilot

In this scenario, all mechs are placed around the north and south sidelines of the arena, however they are all uninhabited. Each team starts with 1 mech operator who must choose a mech on their side (south or north) to operate. Once a mech is chosen for the pilot, it will attack the enemy mech instantly, with the loser grabbing another mech and fighting again, and again, and again, until one side has no mech, in which the mech pilot without a mech will get crushed and be declared the loser.

Immovable Rod

-some unlucky soul

Exactly the same as the singularity, except it moves twice as fast on each roll (1 tile northeast turns into 2 tiles northeast, not roll twice) and doesn’t destroy terrain, but still destroys mechs in its path.

Blood Singularity

“One part cult… One part terror… One part immovable rod… One part singularity… One part methamphetamine… AHA YES, I HAVE DONE I-”
-an unfortunate theocratic chemist

Blood singularities are almost exactly the same as a normal singularity, except they don’t turn tiles into walls when moving and don’t move like a normal singularity. Blood singularities actively try to move towards the nearest mech, in which they only instantly kill the first mech they eat. When they get their first kill, the mech revives on the singularities side and attaches itself to the singularity. That mech then attacks as a cultist of the singularity, and becomes attached to the blood singularity. Everything the cultist kills revives and joins the legions of the blood singularity to rampage through the world. The blood singularity moves a tile faster for every attached mech. If the blood singularities legions of cultists completely run dry, the singularity disappears.



“Hold the line! More mechs on their way to help!”
-Syndicate High Command/Nanotrasen Admiral

Each team starts with 3 mechs, with all the other mechs off the playing field. In the middle of the playing field is an objective point which is the communications console. If you reach the communications console, for every turn you’re on it with no enemies contesting, 2 mechs join your side from the sideline. After all the mechs have been depleted, you can kill the other side or capture the communications console objective for 2 turns

Moderation Station

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