Friday, May 2, 2025

MEST Tactics :: Fillable character sheet

I uploaded a editable PDF for MEST Tactics. 

see via https://sites.google.com/site/mesttactics/downloads?authuser=0

An interactive PDF

It supports up to three characters at a time, and performs some minor calculations.

  1. Click each row to import a 1:1 (square) image. About 150 x 150 pixels.
  2. Provide all Weapons, Armor, and Equipment information including all traits.
  3. Provide the BP value for the Archetype as fBP.
  4. Provide the BP for each Item as BP.
  5. When everything is finished, click the CALCULATE button.
The button will do the following:
  1. Sum all of the BP values and insert it as a total BP value for the profile.
  2. Determine the amount of burden experienced by the profile, showing one or more dots beneath the CCA, REF, and MOV traits.
There's rows for 4 weapons and 2 items, and so you'll need to combine the items. I'll alter this at a later time as I continue to improve the format.

Instructions are on the document itself. Here's what a complete form looks like when printed out:

Example of 3 characters created using the interactive PDF.





Friday, April 18, 2025

MEST Tactics - on YouTube

Avausim - The Four Humours

 

As of this morning, I've uploaded some YouTube videos regarding MEST Tactics, including several dealing with how to use Tabletop Simulator on Steam deck.

These are the four:

As I get more time, I'll build out more videos, but those above should be adequate for starters.

I set up the keywords to be the following so that you can easily find the material on YouTube:

  • MEST Tactics
  • Tabletop Simulator
  • Noble Pursuits
  • TTWG
  • Skirmish
  • Wargaming


Visit this Downloads section to get the free and printable materials and guidelines to get started on local copy of MEST Tactics, including rules, missions, and scenarios:

https://sites.google.com/site/mesttactics/downloads


As always, visit the main MEST Tactics page for a general overview to learning about the game system:

https://sites.google.com/site/mesttactics/home

Friday, April 4, 2025

MEST Tactics :: Tabletop Simulator Update

Overview

I updated the Tabletop Simulator modules for MEST Tactics.

  1. Removed the older QSR rules and reference charts.
  2. Added the new QSR rules as a PDF. This of course has a pop-out.
  3. Updated the Basic set characters profiles.

Gates of Huyuk scenario for MEST Tactics.


Getting Tabletop Simulator

It can be purchased here via Steam, which needs to be first installed if you don't already have it.

MEST Tactics Modules

Once Steam is loaded, either visit the Community Hub at https://steamcommunity.com/app/286160. Or, click on the "Community Hub" button as shown in the image below:


Afterwards, click on the Workshop tab:


In that bottom-right search field, enter "MEST Tactics - Baseline" and hit ENTER to see results:

The MEST Tactics items

Click on the "MEST Tactics - Baseline" result to get to the details page.

Details page for MEST Tactics - Baseline

Click on the Subscribe button to add this to your Tabletop Simulator library of games.

Loading Tabletop Simulator and MEST Tactics - Baseline

Go back to your Steam interface and your list of games. Click on Tabletop Simulator to get to that launch interface. 

You can see here that I dabble in the excellent Card Hunter game, and I've got a bunch of other modules as well. None of those yet have MEST Tactics created for them.








Click the big green "Play" button to launch Tabletop Simulator.














This modal dialog appears. Click "Play" again.














On this next screen, you can either choose to Join an existing server, or Create a new game server. Since this will be your first attempt, click "Create"














And then, these choices appears "Single player", "Hot seat", "Multi player". Choose Single player because you'll be attempting to learn too many things at this time, and the priority is to learn to use Tabletop Simulator with MEST Tactics.














This next screen comes up, and it provides to you a matrix of all of your subscribed games. One of which should be MEST Tactics - Baseline.















If you ever want to get back to this matrix, it appears as an item at the top of your Tabletop Simulator display:


If everything goes well, the MEST Tactics - Baseline is loaded and will appears as follows:


At this point, you'll need to go through the exercises of learning how to use the navigation controls for Tabletop Simulator. Those unfamiliar with 3D controls will struggle for a bit, but the cheat menu is accessible from the tray at the top as "Menu".

Click that, and then click "Help Menu" to see the cheat sheet.













Friday, March 28, 2025

MEST Tactics :: Update

 

Overview

These are the recent changes to the QSR.

MEST Tactics Edits

I went through the rules again, and made many refinements.  at https://sites.google.com/site/mesttactics/change-lists/change-list-2-x

There were also Core rules edits as well, but this post focusses on the changes which affect the Quick Start Rules accessed via the Downloads section.


Actions - [ changes ]
  1. Wait - Allow this to be acquired for 2 AP if not Outnumbered. This includes while Engaged.

Situational Test Modifiers - [ corrections ]
  1. High Ground - Changed to benefits Disengage and Hit Test. Should not benefit the Damage Test.
  2. Outnumber - Altered to be +1 Wild die at 1, 2, 5, or 10 additional Friendly models, instead of per Friendly model.
  3. Obscured - Altered to be -1 Modifier die at 1, 2, 5, or 10 other models along LOF to target, include within 1 MU of LOF beyond target. This adjusts Friendly Fire.
  4. Friendly Fire - [ correction ] Altered with Obscured. Friendly Fire should include non-combatants, and Opposing models. It should limited to just those which cross LOF, unless beyond the target then it is within 1 MU of LOF. 
Movement - [ changes ]
  1. Repositioning - [ correction ] It must be a location within LOS that could have been reached if it were to perform a 2 AP Move action. It can be into base-contact or LOS of the Active model.  The entire path to this repositioned location must not cross into LOS of Opposing models not involved with the action. 
  2. Agility - [ clarification ] The amount of repositioning allowed is reduced by the amount of Agility used.
Other - [ changes ]
  1. In-Hand - [ correction ] Affects Fiddle Tests, and the very next Test when interrupted, when using too many Hands
  2. Stealthy X - [ changed ] Updated to allow repositioning up to X x 2 MU instead of X x 1 MU. I think this will make for a more thematic behavior.





Friday, March 7, 2025

Random Photos

 Here are just some photos I created recently of the MEST Tactics game.

AGrav Vehicles. I designed these in Blender and then printed them out on my FL-SUN QQS using a 0.4mm head. I'm still working out the Vehicle rules for MEST Tactics, but I think I like them.

Another Black Gates of Hoyuk play-test. These are the Rangers who defend against mazemouth incursions.

And these are the Undying of the Great Underworld Empire. The mazemouth has formed a warpgate to allow the Denizens to attack the Overland.


Monday, February 17, 2025

MEST Tactics :: Update

Overview

These are the recent changes to the QSR.

MEST Tactics Edits

I went through several play-tests to scrub them and will promote these changes. I've identified each change here as well as below:

Bonus Actions - Several tweaks.
The majority of these are simplifications or normalizations of phrasing. In the case of the addition for "+1 MU per 3 more cascades spent", these Bonus Actions ("Push-back", "Disengage", and "Reposition") allow the battlefield to be more dynamic.
  1. Circle - [ clarification ] terrain must be Clear, and the path can’t be through other models.
  2. Fiddle - [ new ] If Free Ordered Attentive, perform any Fiddle action if have a carryover for the Attacker Damage Test.
  3. Reposition -  [ correction ] if Free, reposition model up to MOV × 1". Allow +1 MU per 3 more cascades spent.
  4. Disengage -  [ correction ] Allow +1 MU per 3 more cascades spent.
  5. Push-back - [ correction ]  in Close Combat; reposition target away up to the Active model’s base-diameter. Allow +1 MU per 3 more cascades spent.

Passive Player Options - Several tweaks.
Counter-charge! actually is a correction and Wait status already offers more than was had been written before this change.
  • Counter-charge! - [ correction, clarification ] Allowed otherwise also during first 1 AP used for Movement if REF is higher than Active model.
  • Defend! - [ clarification ] If afterwards no attack can occur, the AP spent is lost.

Other Rules - Several tweaks.
Most of these are small additions to improve theme. Added Durability to create a future hook. It is used by Stun X at the moment. Line-of-Fire is probably uncommon for most game sessions. The change to the Disengage action is because Agility can already be used without cost during reposition
  • Durability - [ addition ] It is the higher of FOR or SIZ.
  • Out-of-Play - [ clarification, addition ] In-play and Out-of-play are opposites. A a model is Out-of-play if it is KO'd or Eliminated.
  • Line-of-Fire  - [ clarification ] LOF may not pass through a model of higher SIZ than the Active model or the target.
  • Disengage action - [ DELETE ] remove “If Attentive spend a cascade to use Agility.” 
  • Leaning - [ limitation ] This is a Fiddle action.
  • Confined - [ clarification ] includes Difficult and Impassable terrain
  • Friendly Fire - [ clarification ] - LOS to a target is blocked if it passes through the volume of a model of higher SIZ than the Active model or target.
  • Keys to Victory - [ clarification ] Elimination - +1 VP if have most Opposing KO’d and Eliminated characters by BP total at game end. Doesn’t include models Bottled.

Traits - Several tweaks
Many small adjustments to the Core rules. For the QSR, this includes Reach X, Fight X, Leap X, and Stun X.
  1. Reach X - [ DELETE ] remove the part about increasing Melee Range according to the SIZ of the model. 
  2. Pummel X [ addition ] - Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
  3. Boxer - [ addition ] Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
  4. Slam X - [ addition ] Receive the Stun trait if the Opposing model is within 1 SIZ of this model.
  5. Fight X - [ clarification ] When Attentive, for each level of Fight higher than the Opposing character, allow an additional Bonus Action for the Attack action.
  6. Leap X - [ clarification ] Must be used at either the start or end of a Movement action or reposition.
  7. Stun X - [ correction ] Uses Durability instead of SIZ and FOR. Effectively the same, just new terminology.

Quick Start Rules [ QSR ] edits - Several tweaks.
These are changes made to the QSR for the 2025 version of those rules. They carry through to the Core rules as well. The prior QSR rules includes some things which are entirely wrong and have been deleted; marked below as [ DELETE ].
  • Re-add Endgame Turns - [ correction ] 4-6-8 for Small-Medium-Large games.
  • Mail armor options - [ DELETE ] Shouldn't be in the QSR.
  • Momentum & Impetus - [ DELETE ] These shouldn't appear within the QSR.
  • Surefooted X - [ addition ] Added to the QSR. Added some Archetypes with these as well.
  • Weapons - [ addition ] Add Long Axe and Warhammer to QSR
  • QSR - [ correction ] phrasing as "... shows Profiles for the sample characters."
  • Concentrate with Move - [ DELETE ] It is effectively the same as being in Wait status and using Focus
Late Changes - 2025-02-25

I simplified and clarified Wait status. First is to remove the limiting requirement to be first be Free. Second is to match how Wait is used with Delay tokens; elsewhere in the existing rules which that if a Delay token is acquired, this removes the Wait status instead.

Late Changes - 2025-02-26

I updated Disengage action by allowing the use of its cascades for a passed Disengage Test to be used with Bonus Actions. This is a huge change, and it encourages thematic behavior. A character can now Refresh and remove a Fear token, or Push-back or Reversal around its target, before using MOV x 1" and repositioning away from harm.

Reach X is modified as well to require the character to be Attentive Ordered to reach across other models.