Friday, February 7, 2025

Rule Mod: Boss/Kaiju Fights Version 0.1

Back when people were talking about the whole Combiner vs. Kaiju game idea I was initially resistant because it's a straight up slugfest but, then I realized two player games of MFZ are like that anyway.  So let's look at how we can tweak the rules to make this happen.

The Kaiju being Defender -- all they get is one "Frame" -- has parallels to Kaiju fiction because the opponents are always responding after the Kaiju has entered the battlefield.  I also think the Boss being the Defender works mechanically and thematically. Those kind of fights are always set piece battles with the players coming up to the Boss, which means the Boss is the one who has picked the place where the fight is going to occur a.k.a. the Defender.

That being settled, how do you build a Boss/Kaiju?  I think the easiest way to look at this is to break things down to how many White Dice equivalents in Systems a Boss/Kaiju would have if they were to field the minimum force of Frames for a specific size game i.e. Skirmish versus Battle.  If we're keeping it at two players then the Boss/Kaiju Frame should be worth eight White Dice for a Skirmish -- four Frames equivalent -- and ten White Dice for a Battle -- five Frames equivalent.  You can trade some of these White Dice for Systems but you must always have two White Dice when you are done with this process.  You may exceed the "Only two of any System type" limitation as well.

Normally the Defender would be limited to one action, only having one Frame.  So to even out the action economy a little we're going to allow the Kaiju/Boss to have more than two Weapon Systems at one Range.  Three weapons split into as 2d6+d8 and 2d6 and these can be fired at two different targets.  Four is 2d6+d8 and 2d6+d8 and these can be fired at two different targets.  Or, if you prefer, three Weapon Systems can be a Superweapon that rolls 2d6+2d8 but can only be fired at one target.  Four weapons can be combined into a Megaweapon that does 4d6+d10 but also only fires at one target.  This could be used to simulate something like Godzilla's Atomic Breath.

Looking at the Points per Asset math a Kaiju/Boss player would have (1 Frame + 3 Stations) * 7 = 28 points to start.  This means that the opposing player is going to be limited to four to six Frames for a Skirmish and five to six Frames for a Battle.  (See math below.)  If you went any higher the points totals would change so that the Kaiju/Boss player would be the Attacker and that's not how we structured things.  Also, if you look at Sentai fiction -- which is where some of the elements of combiner mechs come from -- a lot of the teams generally have only five members.  So four to six Frames for the Attacker team makes sense.

(4 Frames + 3 Stations)*3= 21 points.
(5 Frames + 3 Stations)*3= 24 points.
(6 Frames + 3 Stations)*3= 27 points.

Just keep in mind that none of these ideas have been playtested.  So take the suggestions posted here with a grain of salt.  I just hope they're useful and people get some fun from them.

1 comment:

  1. Early on when I was learning the game and teaching my kids to play, I had a huge lego robot (set 31115) and we wanted to make it more exciting, so I just straight up doubled all of its dice of each color (no SSRs) and counted it as two frames. It was devastating when it worked out, but overall the results weren’t too extreme since 2d6 keep the highest isn’t ever going to be that different from 4d6 keep the highest. The max is still 6, it just averages a few more 5s and 6s. It had other frames with it to attack other people’s frames, though. Survivability was hard to determine; with everyone focusing fire on Dad’s huge behemoth it never lasted long.

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