PLAYER'S GUIDE

Everything you need to create and play Maverick Hunters

QUICK START GUIDE

Mega Man X

FIRST TIME PLAYER CHECKLIST:

  1. CHOOSE YOUR HUNTER: X, Zero, or Custom
  2. CREATE CHARACTER: Fill sheet, choose equipment
  3. UNDERSTAND BASICS: HP, ENG, ATK, DEF, SPD
  4. LEARN COMBAT: Move + Action + Bonus Action per turn
  5. 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

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

COMBAT BASICS

ATTACK PROCEDURE:

  1. Roll: d20 + ATK
  2. Target: 10 + (Enemy SPD/2)
  3. If roll ≥ target: HIT
  4. Damage: Weapon Die + ATK - (Enemy DEF/2)
  5. 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

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

MAVERICK WEAPONS (X ONLY)

Icon Weapon Source Damage Cost Effect
Shotgun Ice Shotgun Ice Chill Penguin 2d6+ATK 5 ENG Target Chilled (SPD -1, 2 turns)
Electric Spark Electric Spark Spark Mandrill 2d6+ATK 6 ENG 33% stun chance (d6 ≤ 2)
Fire Wave Fire Wave Flame Mammoth 2d6+ATK 8 ENG Burning (3 damage/turn, 3 turns)
Storm Tornado Storm Tornado Storm Eagle 2d6+ATK 8 ENG Hits all enemies in area
Rolling Shield Rolling Shield Armored Armadillo 2d6+ATK 7 ENG Blocks next attack, returns for damage
Homing Torpedo Homing Torpedo Launch Octopus 2d6+ATK 6 ENG Auto-hits, ignores SPD defense bonus
Boomerang Cutter Boomerang Cutter Sting Chameleon 2d6+ATK 5 ENG Hits up to 2 enemies in line
Chameleon Sting 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

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

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)

QUICK JUMP

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