PLAYER'S GUIDE
Everything you need to create and play Maverick Hunters
QUICK START GUIDE
FIRST TIME PLAYER CHECKLIST:
- CHOOSE YOUR HUNTER: X, Zero, or Custom
- CREATE CHARACTER: Fill sheet, choose equipment
- UNDERSTAND BASICS: HP, ENG, ATK, DEF, SPD
- LEARN COMBAT: Move + Action + Bonus Action per turn
- START PLAYING: Explore 7×7 grid, fight enemies, defeat boss
YOUR FIRST SESSION:
1. GM introduces story
2. Choose first Maverick stage
3. Explore rooms (move N/S/E/W)
4. Fight enemies in encounter rooms
5. Find boss room
6. Defeat Maverick with weakness weapon
7. Return to base, get upgrades
1. GM introduces story
2. Choose first Maverick stage
3. Explore rooms (move N/S/E/W)
4. Fight enemies in encounter rooms
5. Find boss room
6. Defeat Maverick with weakness weapon
7. Return to base, get upgrades
CHARACTER CREATION
CHOOSE HUNTER TYPE:
| Hunter | Role | Base Stats | Special System |
|---|---|---|---|
| MEGA MAN X | Balanced Ranged | ATK 2, DEF 2, SPD 2 HP 28, ENG 20 |
Charge Shot |
| ZERO | Melee Specialist | ATK 4, DEF 2, SPD 4 HP 22, ENG 25 |
Combo System |
STAT BREAKDOWN:
- HP: Health Points (0 = defeated)
- ENG: Energy (powers special abilities)
- ATK: Attack Power (adds to damage)
- DEF: Defense (reduces incoming damage)
- SPD: Speed (initiative & movement squares)
CORE MECHANICS
DICE SYSTEM:
- d20: Attack rolls, skill checks
- d6: Basic weapon damage
- d8: Special weapon damage
- d4: Status effect damage
- d10/d100: Percentage rolls (rare)
- d12 Various rolls (rare)
ACTION ECONOMY (Per Turn):
1. MOVEMENT: Up to SPD squares
2. ACTION: Attack, Use Item, Special Ability
3. BONUS ACTION: Charge (X), Combo Build (Zero), Quick Item
2. ACTION: Attack, Use Item, Special Ability
3. BONUS ACTION: Charge (X), Combo Build (Zero), Quick Item
COMBAT BASICS
ATTACK PROCEDURE:
- Roll: d20 + ATK
- Target: 10 + (Enemy SPD/2)
- If roll ≥ target: HIT
- Damage: Weapon Die + ATK - (Enemy DEF/2)
- Minimum Damage: 1
CRITICAL HITS:
- Natural 20 on attack roll = Auto hit, ×2 damage
- Roll d6 with attack: 6 = Critical
- Some weapons/abilities modify critical range
SPECIAL SYSTEMS
CHARGE SYSTEM (X ONLY):
• Bonus Action: "Charge" - Gain 1 Charge Level
• Max Charge: Level 2 (Level 3 with Hyper Buster)
• Effects:
- Charge Level 1: Next attack +50% damage
- Charge Level 2: Next attack +100% damage
• Charge persists until used
• Max Charge: Level 2 (Level 3 with Hyper Buster)
• Effects:
- Charge Level 1: Next attack +50% damage
- Charge Level 2: Next attack +100% damage
• Charge persists until used
COMBO SYSTEM (ZERO ONLY):
• Bonus Action: "Build Combo" - Gain 1 Combo Point
• Max Combo: 4 points
• Effects: Each point adds +1 damage to next attack
4 points = Automatic critical
• Combo resets after attacking
• Max Combo: 4 points
• Effects: Each point adds +1 damage to next attack
4 points = Automatic critical
• Combo resets after attacking
MAVERICK WEAPONS (X ONLY)
| Icon | Weapon | Source | Damage | Cost | Effect |
|---|---|---|---|---|---|
![]() |
Shotgun Ice | Chill Penguin | 2d6+ATK | 5 ENG | Target Chilled (SPD -1, 2 turns) |
![]() |
Electric Spark | Spark Mandrill | 2d6+ATK | 6 ENG | 33% stun chance (d6 ≤ 2) |
![]() |
Fire Wave | Flame Mammoth | 2d6+ATK | 8 ENG | Burning (3 damage/turn, 3 turns) |
![]() |
Storm Tornado | Storm Eagle | 2d6+ATK | 8 ENG | Hits all enemies in area |
![]() |
Rolling Shield | Armored Armadillo | 2d6+ATK | 7 ENG | Blocks next attack, returns for damage |
![]() |
Homing Torpedo | Launch Octopus | 2d6+ATK | 6 ENG | Auto-hits, ignores SPD defense bonus |
![]() |
Boomerang Cutter | Sting Chameleon | 2d6+ATK | 5 ENG | Hits up to 2 enemies in line |
![]() |
Chameleon Sting | Boomer Kuwanger | 2d6+ATK | 7 ENG | Ignores DEF, poison chance (3 damage/turn) |
WEAPON TIPS:
• Each weapon costs ENG to use (except X-Buster)
• Weapon effects stack with weakness bonus
• You can switch weapons as a free action
• Some weapons work better against groups, others against single targets
• Each weapon costs ENG to use (except X-Buster)
• Weapon effects stack with weakness bonus
• You can switch weapons as a free action
• Some weapons work better against groups, others against single targets
WEAKNESS CHART
BOSS → WEAK TO → WEAPON
-----------------------------
Chill Penguin → Fire → Fire Wave
Spark Mandrill → Ice → Shotgun Ice
Armored Armadillo → Electric → Electric Spark
Launch Octopus → Earth → Rolling Shield
Boomer Kuwanger → Water → Homing Torpedo
Sting Chameleon → Space → Boomerang Cutter
Storm Eagle → Nature → Chameleon Sting
Flame Mammoth → Wind → Storm Tornado
WEAKNESS BONUS: +5 damage
RESISTANCE PENALTY: -5 damage
-----------------------------
Chill Penguin → Fire → Fire Wave
Spark Mandrill → Ice → Shotgun Ice
Armored Armadillo → Electric → Electric Spark
Launch Octopus → Earth → Rolling Shield
Boomer Kuwanger → Water → Homing Torpedo
Sting Chameleon → Space → Boomerang Cutter
Storm Eagle → Nature → Chameleon Sting
Flame Mammoth → Wind → Storm Tornado
WEAKNESS BONUS: +5 damage
RESISTANCE PENALTY: -5 damage
LEVELING UP
XP REQUIREMENTS:
| Level | XP Needed | Total XP |
|---|---|---|
| 1 | 0 | 0 |
| 2 | 100 | 100 |
| 3 | 200 | 300 |
| 4 | 300 | 600 |
| 5 | 400 | 1,000 |
| 6 | 500 | 1,500 |
| 7 | 600 | 2,100 |
| 8 | 700 | 2,800 |
| 9 | 800 | 3,600 |
| 10 | 900 | 4,500 |
ON LEVEL UP:
- HP: +5 + Level
- STAT +1 (ATK, DEF, or SPD)
- New Ability or Upgrade slot
- Fully restore HP & ENG
QUICK REFERENCE CARDS
10 printable reference cards for easy table access
1PLAYER COMBAT REFERENCE
YOUR TURN: 1. MOVE: Up to SPD squares 2. ACTION: Choose one: • Attack (Basic/Special) • Use Item • Defend (half next damage) • Interact 3. BONUS: Choose one: • Charge (X/Custom) • Build Combo (Zero/Custom) • Quick Item • Hunter ability ATTACKING: 1. Roll: d20 + ATK 2. Target: 10 + (Enemy SPD/2) 3. Hit if: Roll ≥ Target 4. Damage: Weapon + ATK - (Enemy DEF/2) 5. Min Damage: 1 CRITICAL HITS: • Natural 20 = Auto hit, ×2 damage • Roll d6 with attack: 6 = Critical • Some weapons modify critical range STATUS EFFECTS: [Chilled] SPD -1 (2 turns) [Stunned] Skip turn (d6 ≤ 2) [Burning] 3 damage/turn (3 turns) [Poisoned] 3 damage/turn (3 turns) [Def Up] DEF +2 (1 turn) [Barrier] Blocks 2 attacks
2MAVERICK WEAKNESS CHART
BOSS → WEAK TO → WEAPON ----------------------------- Chill Penguin → Fire → Fire Wave Spark Mandrill → Ice → Shotgun Ice Armored Armadillo → Electric → Electric Spark Launch Octopus → Earth → Rolling Shield Boomer Kuwanger → Water → Homing Torpedo Sting Chameleon → Space → Boomerang Cutter Storm Eagle → Nature → Chameleon Sting Flame Mammoth → Wind → Storm Tornado Digital Sigma → ALL → Any (+5 damage) ELEMENT CHAIN: Ice → Fire → Wind → Nature → Space → Water → Earth → Electric → Ice WEAKNESS BONUS: +5 damage RESISTANCE PENALTY: -5 damage
3ROOM TYPE REFERENCE
SYMBOL | ROOM TYPE | EFFECT -------|-----------|-------- S | Start | Safe, beginning . | Empty | Nothing happens E | Enemy | Combat encounter B | Boss | Maverick boss C | Capsule | Dr. Light upgrade T | Treasure | Item reward M | Miniboss | Strong enemy + Gold Hyperchip chance R | Recovery | Restore HP & ENG K | Checkpoint| Save point (need 2 to unlock boss) H | Hazard | Environmental danger STAGE GRID: 7×7 rooms START: Column 1, center row BOSS: Right 2 columns, random row MOVEMENT: One adjacent room per action RETREAT: Move back, provokes attack
4ITEM & UPGRADE REFERENCE
HEALING ITEMS: • Med Chip: Heal 10 HP (Common) • Sub-Tank: Heal 25 HP (Uncommon) • Large Sub-Tank: Heal 50 HP (Rare) • Mega Tank: Heal 100 HP (Epic) ENERGY ITEMS: • Energy Tank: Restore 10 ENG (Common) • Energy Plus: Restore 25 ENG (Uncommon) BUFF ITEMS: • Attack Booster: ATK +2 for 3 turns (Rare) • Digital Shield: DEF +2 for 3 turns (Rare) • Adrenaline Shot: SPD +2 for 3 turns (Rare) X UPGRADES: 1. Buster Upgrade: ATK +2 2. Body Armor: HP +10 3. Helmet Upgrade: DEF +2 4. Leg Upgrade: SPD +2 5. Hyper Buster: ATK +3, ENG +10 6. Ultimate Armor: HP +15, ATK +5, DEF +4, SPD +3 7. Gold Armor: HP +30, ATK +8, DEF +6, SPD +5 (needs 4 Gold Hyperchips)
5SPECIAL SYSTEM REFERENCE
CHARGE SYSTEM (X/Custom Blasters): • Bonus Action: Gain 1 Charge Level • Max: Level 2 (Level 3 with Hyper Buster) • Effects: Level 1: Next attack +50% damage Level 2: Next attack +100% damage Level 3: Attack pierces all DEF • Charge persists until used COMBO SYSTEM (Zero/Custom Sabers): • Bonus Action: Build Combo (+1 point) • Max: 4 points • Effects: Each point = +1 damage to next attack 4 points = Automatic critical • Combo resets after attacking OVERCHARGE SYSTEM: • Build when damaged at full ENG • 1 Overcharge per 5 damage • Max: 10 Overcharge • Use: Spend 5+ as Free Action • Effect: Next attack ×2 damage • Cost: All remaining ENG GOLD ARMOR SYSTEM: • Needs: 4 Gold Hyperchips • Activation: Action (once per stage) • Effects (until stage end): - All stats ×1.5 - Unlocks ultimate ability • Ultimate Cost: 50 ENG, once per stage
6LEVEL UP & PROGRESSION
LEVELING UP: • XP Needed: Current Level × 100 • Level 1→2: 100 XP • Level 2→3: 200 XP • Level 3→4: 300 XP, etc. ON LEVEL UP: • HP: +5 + Level • Every 2 levels: ATK +1 • Every 3 levels: DEF +1 • Every 4 levels: SPD +1 • New Ability or Upgrade slot • Fully restore HP & ENG XP REWARDS (Approximate): • Common enemy: 10 + (Level × 2) • Uncommon enemy: 15 + (Level × 3) • Miniboss: 50 + (Level × 10) • Boss: 100 + (Level × 25)
7STATUS EFFECT TRACKER
PLAYER: ______________ [ ] Chilled (SPD -1, _ turns) [ ] Stunned (Skip turn) [ ] Burning (3 damage/turn, _ turns) [ ] Poisoned (3 damage/turn, _ turns) [ ] Defense Up (DEF +2, _ turns) [ ] Defense Down (DEF -2, _ turns) [ ] Barrier (Blocks _ attacks)
ENEMY: ______________ [ ] Chilled [ ] Stunned [ ] Burning [ ] Poisoned [ ] Defense Up [ ] Defense Down [ ] Barrier TURN TRACKER: Turn 1: _____ Turn 2: _____ Turn 3: _____ Turn 4: _____ Turn 5: _____
8PVP QUICK REFERENCE
DUEL SETUP: • Arena: 7×7 grid • HP: +20 starting HP • ENG: +10 starting ENG • Items: 3 max per match • Time: 10 round limit VICTORY CONDITIONS: 1. KO opponent (0 HP) 2. Opponent concedes 3. Judge decision (points) 4. Ring out (if allowed) SPECIAL PVP RULES: • Critical hits: ×1.5 damage (not ×2) • Healing limit: 50 HP total per match • No healing after round 8 • Power-ups spawn rounds 3, 6, 9 POINT SYSTEM (Optional): • Hit landed: +1 • Critical: +2 • Successful dodge: +1 • Status applied: +1 • Healing used: -1 • Ring out: +5 • Victory: +10
9ENCOUNTER DIFFICULTY
DIFFICULTY CALCULATION: (Total Enemy HP/10) + (Total Enemy ATK) + Special Abilities DIFFICULTY LEVELS: • Trivial (1-5): 1-2 common enemies • Easy (6-10): 3-4 common enemies • Medium (11-15): 1 miniboss + 2-3 common • Hard (16-20): 2 minibosses or 1 boss • Extreme (21-25): Boss + miniboss support • Insane (26+): Multiple bosses PARTY SIZE ADJUSTMENT: • 1 Player: ×0.5 • 2 Players: ×0.75 • 3 Players: ×1.0 (standard) • 4 Players: ×1.25 ENEMY COMPOSITION: • Small Room: 2 enemies max • Medium Room: 4 enemies max • Large Room: 8 enemies max • Boss Room: Boss + 2-4 minions
10DICE ROLL REFERENCE
COMMON ROLLS: • Initiative: d20 + SPD • Attack: d20 + ATK • Defense: 10 + (Enemy SPD/2) • Damage: Weapon Die + ATK - (Enemy DEF/2) • Critical: d6 (6 = crit) or d20 (20 = crit) • Stun Chance: d6 (≤2 = stun) • Gold Drop: d6 (≤2 = drop, miniboss only) WEAPON DAMAGE DICE: • X-Buster: 1d6 • Saber: 1d8 • Charge Shot: 2d6 • Maverick Weapons: 2d6 • Special Attacks: Varies (check ability) DAMAGE EXAMPLES: X (ATK 4) vs Enemy (DEF 6): Attack: d20 + 4 If hit: 1d6 + 4 - 3 = 1d6 + 1 damage Zero (ATK 6) vs Enemy (DEF 8): Attack: d20 + 6 If hit: 1d8 + 6 - 4 = 1d8 + 2 damage CRITICAL DAMAGE: Normal: Weapon + ATK - (DEF/2) Critical: (Weapon + ATK) ×2 - (DEF/2)
🖨️ PRINTING INSTRUCTIONS
For best results:
- Paper: Cardstock recommended
- Size: 3×5 inches or 4×6 inches
- Double-sided: Optional
- Color: Recommended for symbols
- Laminate: For repeated use
- Storage: Keep in card sleeves or game box
At the table: Give each player Card 1, GM keeps all cards handy, use status trackers during combat.
QUICK JUMP
Ready to Hunt?







