Mechaton dudes revealed!

Over at Vincent’s blog, there’s been a lot of talk about Mechaton, a superfun mecha fighting game. You build your guys, say what all the parts do, then take strategic objectives while smashing each others’ guys, leaving Lego body parts strewn across the table. It’s the best such game I’ve ever played. Strategy’s very important, as is tactics, and luck has just the right effect on things.

Here is the army I like to use the most. There’s one more guy than I can use, and I decide at game time what I want the loadout to be.

This guy’s all defense. He’s got 2 Reds at Long range in the form of a recoilless rifle on his back and a pair of smashin’ guns for 2 Reds at Direct range on his arms.

The same guy. You can see the Glaug influence.

This is Shiva. One Green for bird legs, ECM and carbon chassis for stealth (2 Blues), lasers for kick you ass at Direct range.

This is Scout. 2 Yellows for the sensors, a Blue for ECM, two Green for running on all fours, and a Green d8 for not having ranged weapons. Sometimes, he gets Big Missiles. I couldn’t find the missile rack, so none are shown.

These are the Fuchikoma built to fight as a single, revolting mass. They’ve got two Reds at HtH, a Yellow for their sensor dome, a Blue for being little, and a Green d8 for not having ranged weapons. Their optional Green for having four legs is left behind so they get another initiative die.

One of them, alone.

The game will be on sale at GenCon Indy. I was going to sell kits, but it’s a huge amount of work. I’d have to have a huge demand up front to put that energy in. Nonetheless, you should totally buy the game and play it. I’ve had more fun with this game than all the time I’ve spent playing Warhammer and Battletech combined.

Shock: illustrations, hot off the drawing board!

The following are the two extant illustrations for Shock: They’re both from Who Art in Heaven, the game fiction written by Ben Lehman.
A vacuumorph, laid out for dissection by company trainees.
The Revolution starts and blood is spilled.
In process is a drawing of the town in a nameless game played with Vincent and Carrie. The town is a company town, based around a space elevator on an alien planet. I’ll probably do another from Trash in the Hopper, played with Judd Karlman, Shawn DeArment, and Stephan Edelson. Most likely the scene where Judd’s character’s body is craving intimacy.

The place to find shocking things under the bed.

I’m finally getting this weblog running. It’s a weblog about design for the most part, and because many of my friends will care, it is sometimes about my life.

The design I’m talking about is largely game design, but also graphic design and sometimes probably even industrial design. Everything you see that someone made? Someone designed that. Every brick, every book cover, car handle. Every word was placed by someone in that book, every rule was considered. That’s what I want to talk about.
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