What You Need To Get Started

Rules
This wiki contains all the rules needed to play a game of WarMechs. If you would like a physical copy of the rules, they are provided (here). A usesul addition are quicksheets. These include abreviated versions of the rules as well as the most important charts.

Dice
There are three types of dice needed to play this game. The first is a D100. The most common way to use a D100 is to have two D10s with the first representing the tens place and the second representing the units. Though only one D100 is needed at any one time, it is usefull for all the players to have their own set.



The second set of dice are D6s. There is not a set number of D6s needed, but it is suggested that there be at least six. Again, it is not neccesary, but is useful to have each player use their own set of D6s.



The final die needed is a Scatter Die. Scatter Die allow a player to simulate the random direction of movement, such as a bouncing grenade, a stray morter round, etc. If you cannot find a Scatter Die at you hobby shop, you can also use this the scatter chart. Since scattering is not usually something that happens every turn, it is usually unnessecary to have more than one or two of them.



Measuring Tape
This game is uses inches (refered to as Paces in reference to the mobile suits) to measure distances and board sizes are usually around 6 feet by 4 feet (though there is no standard). A measuring tape that accomadates these paramaters is needed. Since units move one at a time, only one tape is needed, though more than one never hurts. Depending on how much money and effort you feel like investing, a useful technique is to have measuring tapes that are pre-marked to represent the firing ranges and their modifiers found in the weapon profiles. Using such tapes makes finding range modifiers quicker and easier.



Paperwork
Each unit in the game should have its own unit sheet to keep track of its statistics, weapons/armour/equipment, ammo, and damage.