How does the system work? What’s the appeal for using it for mecha?
The basic dice mechanic is 1D6, 2D6, or 3D6. Get a 5 or 6 (just one needed) and you succeed. Mathematically, this is 33.3%, 56%, or 70% odds.
You get 2 actions when it becomes your turn. The actions are attack, move, focus, evade, suppressing fire, and take cover.
As for Mecha the game has 4 (5 actually) classes of light, medium, heavy, and giant (the actual names are different), with an unacknowledged 5th for combiners. They each get more hit points, but fewer fuel points as you go bigger. You also get with about 1-3 special use gizmos powered by fuel from four categories of sensors, defenses, weapons, and movement. You can design your own machine pretty quickly. This includes transformers and combiners.
You can do nearly the same with the monsters. In fact, rules wise they are almost identical to Mecha. Also, there is nothing in the game that says you can’t do only Mecha vs Mecha, or monster vs monster. You even set the scale to be what you want. It’s entirely feasible to say the Mecha are power armor, or are the size of skyscrapers. It’s a pretty open ended game.
The main appeal is rules light, super easy to learn game that is suitable even for kids (not a lot of math during play).
The bad news is Tiny D6 can get a bit too simple at times.
I’m bringing this topic up here since the new version is nearly out for sale as others have posted above. I’m ready for a new and improved version of this game.