You are on page 1of 41

Credits:

Design by: Jon Paulson

Additional Development: Leif Paulson

Art: Anthony Scroggins

Graphic Design/Layout: Jon Paulson

Editing: Leif Paulson, Tim Williamson

© 2012 Paulson Games. Mecha Front, and all associated logos, illustrations and images

are Registered, TM and © of Paulson Games 2012-2015. All Rights Reserved.

www.MechaFront.com

Version 1.7

2

TERMINOLOGY 6

CARDS 8
UNIT CARD .......................................................................................................................................................8
SYSTEM CARD ...................................................................................................................................................9
ACTIVATION CARDS .......................................................................................................................................... 10

TURN & ROUND SEQUENCE 11
ACTIONS ........................................................................................................................................................ 11
STAND UP................................................................................................................................................................... 12
SHOOT ....................................................................................................................................................................... 12
DEFENSIVE FIRE ........................................................................................................................................................... 12
MOVEMENT.................................................................................................................................................... 13
JUGGERNAUT .............................................................................................................................................................. 13
CLIMBING ................................................................................................................................................................... 13

FIELD OF VISION & FIRING ARCS 13
LINE OF SIGHT ................................................................................................................................................. 14

ATTACKING 14
MELEE ATTACKS .............................................................................................................................................. 15
ROLL TO HIT ................................................................................................................................................... 15
ARMOR PENETRATION ...................................................................................................................................... 15
ROLLING TO DAMAGE AND HIT LOCATION ........................................................................................................................ 15
STANDARD DAMAGE .................................................................................................................................................... 15
CRITICAL DAMAGE ....................................................................................................................................................... 16
APPLYING DAMAGE & EFFECTS............................................................................................................................ 16
TORSO DAMAGE .......................................................................................................................................................... 16
SENSOR DAMAGE......................................................................................................................................................... 17
COCKPIT DAMAGE ........................................................................................................................................................ 17
ARM DAMAGE ............................................................................................................................................................. 17
LEG DAMAGE .............................................................................................................................................................. 17
CALLED SHOTS................................................................................................................................................. 18

WEAPONS 18
LINKED WEAPONS ............................................................................................................................................ 18
AUTOFIRE WEAPONS ........................................................................................................................................ 18
SLOW WEAPONS ............................................................................................................................................. 18
HEAVY WEAPONS ............................................................................................................................................ 19

3

BURST WEAPONS............................................................................................................................................. 19
ANTI-AIRCRAFT WEAPONS (AA) .......................................................................................................................... 19
MISSILES ........................................................................................................................................................ 19
BLAST WEAPONS ............................................................................................................................................. 19

COVER AND TERRAIN 20
PARTIAL COVER ............................................................................................................................................... 20
FULL COVER .................................................................................................................... ERROR! BOOKMARK NOT DEFINED.
TARGETING TERRAIN ......................................................................................................................................... 20
DESTROYED BUILDINGS ................................................................................................................................................. 21
WATER....................................................................................................................................................................... 21

FALLING 22

COLLISIONS & RAMMING 22

ADVANCED RULES 23
COMBAT DROPS .............................................................................................................................................. 23

SKILLS 24
BASIC SKILLS ................................................................................................................................................... 25
GUNNERY ................................................................................................................................................................... 25
PRECISION .................................................................................................................................................................. 25
PILOTING .................................................................................................................................................................... 25
ADVANCED SKILLS ............................................................................................................................................ 25
AIR COMMANDER ........................................................................................................................................................ 25
ARTILLERY COMMANDER ............................................................................................................................................... 25
COMBAT DROP SPECIALIST ............................................................................................................................................ 26
GUNNERY SPECIALIST.................................................................................................................................................... 26
LIGHTNING REFLEXES .................................................................................................................................................... 26
MISSILE SPECIALIST ...................................................................................................................................................... 26
PILOTING SPECIALIST .................................................................................................................................................... 26
RECON SPECIALIST........................................................................................................................................................ 26
TACTICAL SPECIALIST .................................................................................................................................................... 26
UNSHAKEABLE ............................................................................................................................................................. 26
SQUADS ......................................................................................................................................................... 26
OFF-TABLE TARGETS .................................................................................................................................................... 26
OFF-TABLE UNITS ........................................................................................................................................................ 27

MECHA CUSTOMIZATION 27

4

........................................................................................................................................ 33 COMBINED ARMS FORCES ........... 29 LINKED SYSTEMS ............................................................................................................................................................................................................................................................................................................. 32 REACTIVE ARMOR ......... 32 COMPACT WEAPON SYSTEM........................................................................................................................................................................................... 32 MOVEMENT ACCELERATORS ....................... 34 AIRSTRIKES.............................................................................................FACTION BONUSES .................... 36 SCENARIOS 37 CAMPAIGNS 37 5 ................................................................................................................................................................................................................................................................... 35 ARTILLERY STRIKES .............. 31 AA SUITE ................................................................................................................. 33 INFANTRY SQUADS ........ 32 ARM PAULDRONS .................................................................................................................................................................................. 31 ADVANCED ECM SUITE........................................................................................................................................................................................................................................................................................................................................................................................ 32 CROSS LINK SYSTEM ................................................................................................................................................................................................................................................................................................................................................................................................................................................................................. 30 BATTLE CANNON ROUNDS ........................................................................................................................................................................................................................................................................................................................... 32 HARDENED ARMOR .................................................. 32 ADVANCED TARGETING SYSTEM ............................................................ 33 TANDEM COCKPIT ..... 31 ADVANCED EQUIPMENT ................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................ 29 ADVANCED AMMUNITION .................................. 30 SPECIALIZED MISSILES .................................. 30 AUTOCANNON ROUNDS ................................................................... 33 STEALTH SYSTEM ................. 31 ADVANCED SENSOR SUITE ..................

-Light Mecha are mounted on 60mm round bases. Critical Success – If a players rolls a natural 12 on a dice it is a critical success. Automatic Failures – Anytime a die rolls a natural 1 it is an automatic failure regardless of what modifiers may apply. Quads have additional rules that standard Mecha do not.Mecha is the term used for the various mechanized two legged walkers that are used in the game.Whenever you roll dice to determine the success of an action you will have a Difficulty Rating.List of Tables Table 1 Pilot Skill Levels _________________________________________________________________________________ 7 Table 2 Hit Location Table ______________________________________________________________________________ 15 Table 3 Power Plant Check Table _________________________________________________________________________ 17 Table 4 Terrain Structure Table __________________________________________________________________________ 21 Table 5 Fall Orientation Table ___________________________________________________________________________ 22 Table 6 Rank and Skill Table _____________________________________________________________________________ 25 Table 7: Mecha Base Stats ______________________________________________________________________________ 27 Table 8: Weapon Tables ________________________________________________________________________________ 28 Terminology The Table .“Quad” is the term used for the various four legged walkers. A result of less than 12 that is increased to 12 by a modifier is not considered to be a critical success. “+1 mod” increases the total for each die rolled by 1. The difficulty of an action may never be reduced below 2. If the result is less than the difficulty rating the action fails. so a roll of 1 will always fail. Quad . 6 . “-1 mod” decreases the total for each die rolled by 1. often abbreviated to “d”.Mecha Front uses 12 sided dice. If you roll that number or higher the action is successful. Dice .Mecha Front is played on a 4' x 4' surface referred to as “the table” throughout the rules. Example: “Roll 4d” means roll 4 twelve sided dice. Bases . "-1d" subtracts one die from the total to be rolled. Mecha . -Medium Mecha are mounted on 75mm round bases. Any measurements are taken from the edge of the bases rather than the model itself. A Natural 12 occurs only when the player rolls a 12 on the die. Modifiers: "+1d" adds an additional die to the total number of dice to be rolled. Difficulty Rating .Bases are the foot print of the models and the amount of room that they occupy. Quads are also a type of Mecha so rules that affect Mecha will also affect Quads.

When a friendly unit is making an attack roll. There are three types of pilots: Rookie. he adds +2 to the results of each die. Veteran. (this modifier does not apply to Armor Penetration checks) Example: An Ace pilot attempts to shoot an enemy unit with a laser.When performing an action or piloting roll a pilot may spends one or more of their Edge points to roll +1d for each Edge point spent on that action. Pilots may only spend edge points on their own unit. Once the action is complete he now has -1 less die for the rest of the turn. Unit . one or more sensor points from any friendly mecha can be spent to add a +1 To-Hit modifier for each point spent. His resulting rolls are 6 and 8.When making Combat or Skill Checks the pilot grants a bonus to his dice roll. in those cases the rule will only apply to that particular type of model. he adds +2 to each giving him modified results of 8 and 10.Sensor Points function similar to Edge points in that they can be spent to modify dice on any attack or defense roll. Edge is a powerful tool but it comes with a price. -Heavy Mecha are mounted on 90mm round bases. Edge Points (Edge) . He fires a laser that has 2 combat dice. During their activation pilots may also spend one or more edge point to gain an additional action for each point spent. Some rules will refer to a specific Unit type of unit such as "Armor Unit" or "Mecha Unit". Table 1 Pilot Skill Levels Level SD Actions Mod Edge Rookie 1 2 0 1 Veteran 1 2 +1 2 Ace 2 3 +2 3 Skill Die (SD) . Pilots . However unlike Edge Points they can be used when performing actions of any friendly unit.Each turn a pilot has a number of actions based on their rank. Sensor Points . and Ace. if a pilot has used his edge points during the turn any following actions or skill checks have a penalty of -1die for each point of edge they have spent this turn. or reactionary fire roll.“Unit” is the term for any one model (Even if they are also part of a squad). Pilot Skill Modifier (Mod) . Example: A rookie pilot is performing his first action. The player decides he wants an additional die to help him hit so he spends an Edge Point to get an additional die to add to his roll. Actions (Act) . 7 .All Mecha are driven by a pilot. Each level of pilot receives a number of actions and skills based on their combat and piloting experience. including those in other squads. Whenever the rules use the term “Unit” it refers to all model types. -Quad Mecha are mounted on 120mm round bases. Pilots may also spend edge points to allow them to make reactionary actions during an opponent’s activation.All pilots have skill dice which are used for performing actions such as combat or piloting skill checks. Certain units may be crewed by more than one pilot (which will be indicated in the unit profile card). defense roll.

spent Sensor Points do not impact a pilot’s dice pool and units do not receive dice penalties for spending sensor dice. There are also System cards which are the weaponry or additional options that the Unit uses. In this case it is a NorAm Raptor which is a light mecha. Unit Cards represent the Mecha. Att: is your unit’s attack value. Cards There are several different types of cards used in this game. Sensor Points also allow players place Target Lock on enemy mecha and perform other firing options as (page. xx). or how difficult it is to hit. (NorAm) The middle green field displays your unit’s damage boxes and system locations. Def: is your unit’s defense ability. Quad or other unit types that are fighting on the battlefield. Unit Card The upper left corner displays the mecha name and class. This is the number of dice you add to your roll when making an attack (and also add the dice rating of the weapon). 8 . The black boxes display your unit’s stats. The upper right corner displays the unit’s faction logo. Move: is the distance in inches that your mecha may move when performing a move action.Unlike Edge Point dice.

Sen: is the number of sensor points available to the unit each round. In this case it would attach to a Raptor light mecha. 9 . Machinegun refers to the weapon type. 15+15=30 points total) The horizontal bars in the center of the card each represent a different weapon or system. Skill: this is your pilot’s number of skill dice. Act: this is the number of actions your unit may perform during a round. The black box indicates how many additional points that this particular configuration costs. Pts: is the basic point cost of the mecha. In this case the Raptor Alpha would cost a total of 30 points (15 from the unit profile and 15 from the system profile. For instance this card could not be used by a NorAm Falcon even though they are from the same faction and weight class. The top most bar reads “R Torso1” which indicates that it is located in critical space #1 on the damage chart for the right torso (on the unit card). or how difficult it is to damage. System Card The upper left displays the mecha name and class. Adding weapons and systems will further increase the cost of the mecha. “R Torso 2” would indicate it’s in critical space #2 and so on. It cannot be used by mecha of another name. RNG: is the weapons optimum range in inches. A weapon may always fire past this range but does so at a penalty. It is added to the points indicated on the unit card. Arm: is your unit’s armor value. Edge: this is the number of edge points available to your unit during the round.

In this case the Raptor has a special system of movement accelerators. during this additional turn he has one remaining action to use. Activation Cards When the game begins add the following cards to a combined activation deck: -Each Unit receives an activation card which is placed in the deck. he activates and uses 3 action points during his turn. Example: A Noram Ace pilot has 4 action points. -Each Unit or Pilot that has the command trait receives a command card. The bottom bar indicates any special traits or systems for the unit. (as he spent 3 of his 4 actions earlier). This does not restore any action points that were spent by the unit during the current round. Mod: is the weapons modifier to hit when making attack rolls. Autofire (Auto). AP: is the weapon’s modifier to armor penetration rolls. The machinegun has the following traits listed. He ends his turn with one action remaining on his unit. Special: special traits of the weapon are listed here. When a Command Card is revealed the indicated player may activate any one unit they wish. and the ability to be fired as a linked weapon. The shorter bar below the missile launcher bar indicates that the mecha’s ammunition count. Some weapons may grant bonuses or penalties depending on the type. Both players add their cards to the combined Activation Deck and it is shuffled before the game begins. If a Veteran or Ace Card is selected it allows the unit to activate in the same manner as its normal unit card. Later during the round his Ace pilot card is revealed allowing him to activate a second time.D: is the number of dice rolled when firing the weapon (which is added to the pilot’s attack dice). These units may activate more than once in a round. Defensive Fire (Def). each missile launcher has one shot which is represented by a white box. His unit card is revealed. -Each Veteran and Ace pilots receive an additional activation card. This allows a unit to act more than once per round in the same manner as revealing a Veteran or Ace card. however this does not restore any action points that were spent by the unit during the current round. 10 .

-Some actions have no cost and are called Free Actions. 5. 4. Turn & Round Sequence When a player is resolving the actions of one of his units. The next card of the activation deck is revealed and the indicated unit begins its turn. Aim The unit may spend one Action Point to aim. Shuffle the activation deck. This sequence continues until all units have resolved their turn Once all units and squads have resolved their action the round ends and a new round begins. Reveal the top card of the activation deck. A unit performing a free action may do so without needing to spend an action point. Sensor and Action points are restored to full. 11 . 6. During a turn the player announces what action their unit will perform and resolves the action before performing any further actions. Aiming provides a +3 To-Hit Modifier to a ranged attack immediately following the aim action. 2. Once the units actions are complete the player must declares that its turn is finished before any other unit can take its turn.. the round is over and another round begins. Actions Each unit or pilot begins their turn with a number of action points which can be spent in order to perform various actions during their turn. Once all units have taken a turn. the unit indicated on the activation card begins its turn. 3. movement & combat. Each unit resolves its turn in the initiative order (explained below).e. The player declares that he is finished with that unit’s turn. Edge. The following is an example of the sequence of play: 1. he is performing that unit's turn. The attack must be made in the same turn that the aim action was taken and cannot be used on Missiles. -During their turn a unit may spend one or more Edge Points to gain an additional action for each point spent. i. The unit resolves all of its actions.

(It moved too quickly between buildings for Unit B to react) 12 . This may only be done if both of the mecha’s legs are functional.Example a rookie pilot (1 die) using a laser (3dice) that spends an action to aim would resolve their next attack with a total of 4 dice. Note: Quad units are slow moving and may only move one per turn. making any number of facing changes during this move. Reactionary Fire A unit may spend one of its actions to fire at an enemy unit that has completed an action within its current LOS. Reactionary fire has a -2d modifier to the to- hit roll. +3 weapon dice. To indicate a radar lock on a unit place a small token or counter next to the model. a medium mecha with 3 sensor points may lock onto 3 separate targets gaining +1 Mod against each. Stand Up A prone unit may spend one Action Point to stand up and is no longer prone. each getting +3 on the To-Hit result. Defensive Fire A unit may spend one Action Point to perform defensive fire against an incoming missile attack. provide he has enough sensor points to do so. A pilot may place a radar lock on multiple enemies in the same action. Each unit may only react once with reactionary fire to the triggering action or movement. Use a separate token for each sensor point that was spent in this fashion. Friendly units firing missiles at a radar locked target do not need LOS and may fire indirectly. Note: a prone Quad unit may stand up as a free action. during the move it becomes visible to Unit B before ending its movement behind a building blocking LOS. Unit B may spend an action to fire at Unit A before it can perform its next action. Radar Lock The pilot may spend one action and one or more Sensor Points in order to obtain a radar lock against an off-table unit. (This effect lasts until the end of the current round). Example: Unit A moves across a street. A quad unit must have at least 3 functional legs in order to stand. Shoot A unit may spend one Action Point to fire one ranged weapon (or one set of linked weapons). Unit B is unable to fire at Unit A because it finished its movement outside of the current LOS. Move The unit may spend one Action Point to move up to its full Move Rating. Example. with a +3 To-Hit modifier) Melee The unit may spend one Action Point to attack with a physical attack. or any enemy unit within LOS. For each Sensor Point spent friendly units all have +1 Mod on their to hit roll for any attacks that target the radar locked unit. Example: Unit A performs a move action which ends placing it within Unit B’s LOS. (1 skill die. or two targets with any combination totaling up to 3 sensor points.

If the structure survives the damage then the quad must either stop or move around the structure in order to complete its movement. Juggernaut Quads are capable of crushing terrain (and enemies) in its path. Quad units are slow moving and may only move once per turn but ignore all movement penalties for terrain. Quad mecha may not climb. Climbing up or down one level costs 4 inches of movement. Any Mecha may move through difficult terrain. loose sand (page. rubble. xx). A unit moving through a space occupied by another models base must make a successful piloting roll with a difficulty of 5+ if walking. Units may pass through space currently occupied by another model. 8+ if running. A unit’s movement distance may vary depending on the class of mecha and what type of terrain they attempt to maneuver in. xx). When performing a move action it may make a melee action against any unit or terrain element with in base contact as a free action. but at double the movement cost while within that terrain. If the damage destroys the building the quad may continue its movement normally. Attacks and damage inflicted this way are part of the movement and do not trigger reactions until the move action is fully completely. Examples of difficult terrain: mud. 13 . or 9+ is sprinting. Climbing During part of its normal movement a Mecha with both legs still functioning can climb up onto a piece of terrain that is one level different in height . but may not end their movement on top of another models base. Units may never end movement over the same space as another unit’s base. foliage. If a Quads movement ends where it’s base in is contact with another unit (friendly or hostile) the other unit is displaced as though it had been rammed by the Quad. 9+ if sprinting to avoid falling (page. -A unit that has moved more than twice during the current round is sprinting. xx) If a Mecha unit enters difficult terrain and is moving faster than walking speed it must make a piloting skill check of 7+ If running. When performing this action any building or structure that the Quad comes into base contact with is automatically hit and receives damage equal to the quads armor value. If the roll fails the units collide (page.or climb down one level from a piece of terrain that is one level different in height. -A unit that has moved more than once during the current round is running. -A unit that has only moved once during the current round is walking.Movement A unit’s entry details how far the model may move with one action (usually 6-8 inches). streams.

but there is a chance that the intervening object will be hit instead of the target. If the target is partially obscured by an object or piece of terrain. it can still be attacked. extending 45 degree to each side. The restricted fire arc is a 90 degree arc centered on the models front. Anything behind the remaining 180° is in the unit’s rear arc known as its blind side. Arm weapons use the front fire arc. Attacking First select a type of attack: ranged attack or melee. but some weapon types use a smaller restricted fire arc. Torso mounted weapons use the Restricted Fire Arc. All units may make ranged attacks up to their listed range without any penalties. Most weapons cover the Forward Fire Arc. The following diagram shows a unit's FOV. Depending on the type of weapon and where it is located it will use one of two possible firing arcs. Ranged Attacks The attacking model must have LOS to the enemy it is firing upon. A unit must have a clear LOS to the target from a firing arc in order to attack it.Field Of Vision & Firing Arcs All units have a 180° field of vision (FOV) which extends across the front arc of its base. firing arcs. Line of Sight Line of sight (LOS) is an imaginary line drawn directly between the attacker and the target. 14 . and rear arc.

Quads may attack units within both their front and back arcs. Then apply the hits via the location chart. 7-12 left ** Attack strikes nearest leg on 1-8. Standard Damage For each point of damage taken the target marks off one box on their damage chart. the attacker should roll one die (1d) for each penetrating hit and consult the Hit Location Table to determine which part of the unit was struck by the attack(s) and apply damage. Roll to Hit Roll the number of dice indicated by the type of attack (pilot dice plus weapon dice or armor value for melee).Melee Attacks Melee attacks can only be made against models that the attacker is in base to base contact with. Table 2 Hit Location Table Die Roll (1d12) Mecha Hit Location Die Roll (1d12) Quad Hit Location 1-2 Arm* 1-2 Arm* 3-6 Torso* 3-5 Torso* 7-9 Center Torso 6-7 Center Torso 10-11 Leg* 8-11 Leg** 12 Critical Damage† 12 Critical Damage† * If attack comes from the side 1-9 = nearer. Each roll that meets or exceeds the armor value is a penetrating hit and inflicts one point of damage on the target. 7-12 left) if result is 12 it strikes the furthest away leg. *Each natural 12 result on an armor penetration roll means that the attack causes one extra damage. plus the armor value of their mecha in dice as their attack dice. Each die roll that equal or exceeds the targets Defense (DEF) scores a “hit”. † Shooter may roll on the Hit Location Table and apply critical damage OR choose a hit location. Torso (R/L/C). proceed to rolling damage. Armor Penetration For each “hit” scored then roll 1d for an armor penetration check to see if the unit is damaged. A location is “destroyed” when all of its damage boxes are removed. If attack is head on or from behind: 1-6 right. 10-12 = farther (relative to the weapon making the attack). 15 . Mecha making melee attacks may only target units within the attacking unit's front fire arc. Arm (R/L). (If tied make 1-6 right. *Each natural 12result on a hit roll always scores a "Hit" on the target and it automatically penetrates. or Leg (R/L) and apply standard damage. Rolling to Damage and Hit Location After determining how many penetrating hits are scored. When attacking in melee the pilot uses their pilot dice. if result is 9-11 it strikes second closest. Damages boxes are checked off starting from the top most box and working down. Adding or subtracting any situational modifiers (chart 1 page xx).

So if right arm damage box 1 becomes damaged then any weapon or system listed on the system card as being in “Right Arm 1” would be destroyed. When there are no boxes remaining. The box is checked off as damaged but there is no additional effect. Applying Damage & Effects After the hit location has been determined. apply the amount of damage done by the attack (the number of penetrating hits) to the specified hit location on the unit (fill in the boxes of the corresponding hit location on the unit's data card). Since critical damage begins with the bottom box. If the location takes more damage than it has structure points (called "overkill"). Example 2: if a mecha had its left torso destroyed. However unlike standard damage critical damage starts with the bottom most box and works upwards. 16 . If a box containing a system is damaged then the system is destroyed and may not be used for the rest of the game. Example: if a mecha had its left arm destroyed. the railgun is destroyed even though location 1 is still undamaged. If any one of those boxes become damaged the system is destroyed even if there are undamaged boxes remaining. any results that would normally hit the left torso now hit the center torso. Example Right Arm box 2 is damaged but there are no weapons or systems located on hard point 2. Locations that are marked by a number correspond to the hard point location listed on the unit’s system card. System Damage The location of mecha systems are indicated on the unit stat card by a letter or a number. These systems will list more than one hard point location in their profile such as Right Arm 1&2. it will usually cause damage to one or more systems in that location. Location 2 is damaged as the result of an attack. any results that would normally hit the left arm now hit the left torso. Example a mecha has a railgun in its right arm that occupies both location 1 and 2. Some systems may have multiple damages boxes (like heavy weapons).Critical Damage For each point of critical damage taken the target marks off one box on their damage chart. If a system box is damaged but there is no corresponding system then there is no additional effect beyond the destruction of the damage box. the location is completely destroyed (blown off) and any remaining damage is applied to the nearest torso location. the location is “destroyed”.

Sensor Damage (S) When a unit's sensor box is damaged (which is marked “S”). A unit with destroyed sensors may not gain any sensor points from other mecha or make use of target locks. Example a mecha’s left torso is destroyed as a result of taking damage. the unit shuts down and is removed from the game. Engine Damage (E) If a unit receives damage to its engine box (which is marked “E”) Roll 1d and consult the following table. it may only walk until the end of the game and may not make move actions more than once per turn. Left or Right Torso Damage When a unit's arm is left or right torso destroyed any weapons or systems mounted on the adjacent arm are also destroyed. the unit loses all sensor points for the rest of the game.Center Torso Damage When all of the damage boxes on a unit's center torso are destroyed. defense and a -2 modifier to all piloting rolls. and a -2 modifier to all piloting rolls for the remainder of the game. Until the end of the game the pilot has -2d to all combat. On a 7-12 the pilot is wounded and continues fighting. Table 3 Power Plant Check Table Die Roll (1d12) Damage Effect 1-4 No Effect 5-9 Power Loss: pilot loses 1 action each turn for the rest of the game. 17 . the left arm is also destroyed (regardless of how many damage boxes is has remaining) and all systems and weapons in both the left torso and left arm are destroyed and may not be used to make any attacks for the rest of the game. When a unit's leg is destroyed. it can no longer use that arm to make any attacks. roll a die on a result of 1-6 the pilot is killed and the unit is removed from the game. Leg Damage If one of the unit’s movement boxes is damaged (marked “M”). Cockpit Damage (C) When a unit’s cockpit box is damaged (which is marked “C”). The unit has a -2d modifier to all attack rolls. 10-11 Catastrophic Failure: The unit is out for the rest of the game 12 Reactor Explosion – Each unit and terrain within 6" takes 6 Damage. The unit also has a -3 modifier to any piloting checks. all systems located on the leg are lost as well. The arm is also destroyed even if still has undamaged boxes remaining. Any weapons or systems mounted on that arm are also destroyed. Arm Damage When a unit's arm is destroyed.

the damage is applied in 2 point groups. which allows one or more weapons to be shot as a single action.not once for each weapon. Slow Weapons Slow weapons (like railguns) require time to reach full charge or reload and may only be fired once per turn. (2 locations suffer 2 points each and the 3rd location suffers just one point) Certain types of Auto Fire weapons may also be used as defensive weapons against enemy missiles. Before making their attack roll the player must announce what part of the mecha they are attempting to hit. If the roll is successful do not roll on the hit location as normal and instead apply the damage to the declared location. When an Autofire weapon is used to attack the target. then resolve any remaining damage as normal with the hit location table. xx). You may link any number of weapons on a mecha as long as they are the same type and in corresponding locations. (L/R arm or L/R torso) There are no modifiers for firing linked weapons. A unit must have at least one functioning leg and another limb remaining in order for it to be able to crawl. or ammunition types that use a blast template may not make called shots. and it cannot stand up for the rest of the game. weapons. A Quad with less than three legs automatically falls and may only crawl with a movement of 2 if it has at least two functioning legs. Example a unit using an Autofire weapon scores 5 hits. When a successful called shot attack is made with an Autofire weapon apply the first 2 points of damage from the attack to the declared location. Autofire weapons are not as accurate as other weapons when making called shots. When firing linked weapons such as lasers or rail guns damage is applied to the same location (except for Autofire and blast weapons). Missiles. the unit automatically falls over (page. When a Quad unit loses a leg. Roll hit location separately for each group (or left over point of damage) that was inflicted. They have -2d and a -2 Mod to Hit on this attack roll. Called Shots When firing a weapon or melee attack a unit may make a called shot which allows them to target a specific location on an enemy mecha. the player makes 3 separate hit location rolls. Autofire Weapons Autofire weapons fire a rapid burst of shots. Weapons Linked Weapons Weapons of the same type may be "linked". but the pilot dice are only added to the attack roll once .When one or both of a unit's legs are destroyed. He would roll a total of 5d. Example: a rookie pilot (1d) spends one action to fire four linked arm lasers (1d each) on his mecha (2laser on each arm). Quads with a destroyed leg may stand up as long as they have at least three functioning legs. The unit may still crawl with a movement of 2 (two inches). 18 . You may not make called shots with a blast weapon. and has at least 3 remaining legs it may attempt to make a piloting skill check of 8 to avoid falling.

Each time a missile is fired remove one of the boxes. 7 & 9 granting him 2 hits. Anti-aircraft Weapons (AA) When firing at off table targets with a sensor lock. (Page. This may only be used to counter against attacks occurring in the unit’s front arc. Missiles Missiles are template weapons and automatically strike their target and ignore cover. 19 . Blast weapons also ignore the rules for cover. 5. The shooter must allocate their dice pool towards a target before hits are determined. Blast Weapons Weapons that explode on impact or have explosive effects are called blast weapons. Example: A mecha is targeted with 8d of missile damage. Any structure or unit that has a base within the blast radius will be hit with a number of hits equal to the weapon damage rating plus pilot skill dice. the defender reacts using his machine gun with Defensive Autofire of 4d. He rolls resulting in a 4. Each of the defenders successes are re-rolled once more.Defensive weapons may perform defensive fire actions against missile attacks. A player making a missile attack may place the blast template in any manner so long as the template overlaps part of the target unit’s base. nearby units and structures may also take damage from the explosion called blast damage. (see advanced rules) Burst Weapons Burst weapons are particularly effective against non-mecha units. which reduces the incoming attack to 6d. Defensive Weapons . Blast damage is applied in 2 point grouping similar to how Auto fire hits are resolved. Each hit that is scored reduces the incoming damage by 1d. This represents the pilot being able to optimize their fire so that it can strike multiple targets at once.Heavy Weapons Heavy weapons are large weapons that require additional hard points to mount. When a blast weapon hits a unit. xx) If a unit is equipped with missiles or defensive Autofire weaponry (such as machineguns) it may react by spend an action to attempt to shoot down incoming missiles. (causing blast damage) Mecha only carry a limited number of missiles represented by an ammo box on the unit stat card. When firing indirectly missiles ignore LOS rules. Once all of their ammo boxes are exhausted they may no longer fire missiles. or using defensive fire against missiles. The defender rolls a number of dice equal to their pilot skill plus the base damage of their defensive weapon against a target number of 7+. When targeting non mecha units they gain +2d. adding any new successes to the total. or hit nearby buildings etc. (When firing linked missiles Pilot dice are only added to the attack roll once – not for each missile fired). Up to two missiles may be fired as a linked weapon. Anti-aircraft Weapons (AA) gain +2d. Blast damage affects all units. flying units. A unit with a successful target lock can target multiple enemies with a missile. Because he has two successful hits he rolls two dice resulting in a 3 and 8 granting him an additional hit further reducing the incoming attack to 5d. terrain and objectives within the blast radius of the explosion regardless of it they are friendly or hostile units. Missiles may also be fired indirectly at a target if it has a radar lock.

20 . Medium – 4” in diameter Large – 6” in diameter Mega – 8” in diameter If multiple units are caught in the blast they may each use defensive fire. Example: a mecha is standing behind a building. If the attack missed the target completely. Example: a unit fires a 5d autocannon attack at a building. Cover and Terrain When Line of Sight (LOS) to a unit is obstructed by an object of some kind. granting it cover by concealing its legs. inflicting 5 damage against the building. Example: an enemy mecha’s right arm is only partially visible to the attacker. Because the attacker can see less than half of the arm. the cover is hit instead and takes the attack’s damage. roll each units result and subtract the combined results from the strength of the attack. Cover Cover is when LOS to the target is partially obscured. There are three blast template sizes that are used in the game. Units in cover may be attacked but there is a chance that the attack strikes the cover instead. All units under a template are hit regardless of if they are friendly or enemy. but LOS to the hit location is obstructed by the cover. If a missile salvo doing 6d becomes linked it now has a12d rating and increases the size of the blast from a medium to large. Any portion of a unit that is more than ½ behind cover is considered to be in cover and any hits will be applied against the cover first. the attack automatically hits. If a unit that is in cover is successfully hit by an attack. The building is struck and damaged rather than the mecha. the right arm is considered to be in cover so any attacks resulting in a right arm hit location will be applied against the cover (until the cover is destroyed) Targeting Terrain A unit may wish to target Terrain or other stationary features. then neither the cover nor the target are hit. When a linked missile salvo is fired it increases the blast size by one level. Also any units under a template are also hit regardless of their elevation. Attacks against terrain automatically hit and inflict damage equal to the D rating of the attack. it is in cover. The attacker shoots and the hit results in a leg location. (if all of the attack dice roll a "miss").A player may also make blast attacks against terrain features.

-Non mecha units may not enter.Some hardened building such as military structures may have an AP value. 21 . The size of the rubble should match the footprint of the building. Table 4 Terrain Structure Table Cover Type Structure Value Single Tree 1 Light Copse of Trees 2 Dense Copse of Trees or Jungle 3 Small One Story Building 3 Small Multi-story Building 5 Medium Multi-story Building 7 Large Multi-story Building 9 Large Building Complex 11 Weak Building -1 Fortified Building (bunkers. Mountains) 5 Example. Destroyed Buildings When a building is destroyed it is replaced by rubble which is treated as difficult terrain. an attacker is shooting at a target that has its left side covered behind light trees. AP 9 Rocks and Boulders 3 Landscape Features (Hills. -Mecha in level 2 water gain complete cover for their entire unit and may not fire any weaponry. In that case the attack hits automatically but the player must make an AP roll in the same manner as performing attacks against mecha. The attacker scores 4 hits but the location is against the left arm which is obscured by the cover. -Hovering of flying units such as VTOL craft may move over water without penalty. and remaining 2 points of damage are inflicted against the target’s left arm. -Mecha in level 1 water gain partial cover for their legs. military bases) +3. Moving in water costs 2 inches for each inch moved. The trees take 2 points of damage and are destroyed. Cliffs. Water Water terrain cannot be destroyed.

(Or ¼ the distance if the target is a higher weight class than the attacker) Roll 1d. Table 5 Fall Orientation Table Die Roll (1d12) Fall Orientation 1-4 face down use of only one arm for the rest of the turn 4-7 right side no use of the right arm while prone 8-10 left side no use of the left arm while prone 11-12 on the unit's back may use both arms (A prone unit has a -1d modifier applied to all attacks) When a fallen unit is attacked. If the ram is successful (if the attack scores a hit. The damage for a collision is one die (1d) for every two inches traveled in a straight line during the current round plus the attacking unit's armor rating in dice. even if no damage is done). A success mean that the ramming attack has succeeded and roll for ram damage against the target’s armor. the attacker receives no additional attack modifiers due to the target being prone. but the damage is that of the distance traveled in a straight line (the same as for a collision). the target is displaced half the distance the attacker moved in the direction given below. When a unit falls. the target is displaced 45 degrees to the left of the ram. If a unit wants to ram another unit. pilot dice plus one additional die against the targets defense. the target is displaced 45 degrees to the right of the ram. apply damage in 2 point groups similar to Autofire. Damage locations from a collision or ram is determined by the hit chart. The damage from a collision is determined by how far the unit moved in a straight line before colliding with the other unit. the attacker must move into base contact with the target of the ram and then make an attack roll. plus the target’s armor dice. the controlling player should roll 1d and consult the following table to determine the unit's orientation after the fall. the modifier for attacker using a ranged weapon in melee combat does not apply when attacking a fallen unit. If the roll is 1-3. In the case of the attacking (ramming) unit.Falling If a unit fails its piloting roll or either of its legs are destroyed it will fall. In addition. Collisions & Ramming A unit may run into or collide with another unit either by accident (due to a failed piloting roll) or on purpose (from a ramming attack). it also takes damage. 22 . plus two additional points for each level fallen. The damage done to the unit is 2 points in two points groups. but the attack is automatically a "called shot". the target is displaced in the same direction as the ram. If the roll is 10-12. On a roll of 4-9. The target’s pilot dice are not added to this damage. (each level is two inches) the location is determined by the hit location table.

If the skill check fails the mecha has veered off course and crash lands. resulting in an uncontrolled skid. (If the mecha lands in difficult terrain the pilot needs to make a skill check of 9+ instead). The mecha deviates from the desired landing point in the direction as indicated by the number on the template.(If the target collides with another mecha or structure as a result of being displaced it is treated as ramming that object and may take further damage as a result). in a straight line based on its current facing. The unit must pass a piloting skill check of 7+. When a unit that is deploying by combat drop begins its first turn. There are few things that can rival the sheer terror of witnessing tons of machinery crash to earth in a barely controlled fall. the attacker overshoots the target ½ of the distance that it previously moved (round down). The building inflicts damage to the mecha equal to its structure value. Advanced Rules Combat Drops Mecha are often vulnerable to armored vehicles and aircraft while in open terrain. If the ramming unit misses the target (if all of the attack dice roll a "miss"). with the number 12 facing directly away from their controllers deployment zone. Heavier mecha and quads have been known to level entire city blocks during their drops and few things fill the civilian population with dread like the blare of air raid sirens preceding the arrival of incoming mecha forces. Mecha are engineered to withstand many of the stresses involved with a combat drop. This may cause the unit to collide with something else. If the overshooting unit enter rough terrain or collides with something else it must make a successful piloting roll or 9+ or fall. but the additional movement for overshooting the target should not be used in determining the damage for the new collision. If a mecha rams or collides with a building it inflicts damage of 1d for every two inches moved in a straight line plus one die for each point of armor value. If the skill check is made the mecha lands at the desired location. Then roll 1 die. but to other combatants and structures as well. Units deploying via combat drop begin the game off table. Mecha are transported by air directly into combat zones and dropped from low altitude with a parachute assist. 23 . place a template or empty base on the table to indicate the intended landing position for each mecha. During scenario play that feature combat drop deployments the following rules are used. They are typically deployed by large VTOL craft performing combat drops. however the urban landscape can prove a difficult obstacle for less experienced pilots. place a scatter template over the intended landing spot. Combat drop landings can be hazardous not only to them. When a unit fails its skill roll. Move the mecha in the indicated direction at a distance of two inches for each point the piloting roll missed by. During standard game units are assumed to have performed a successful combat drop within their deployment zone or somewhere off the table edge and are not required to check for landing results.

Any structures or mecha they come into base contact are treated as being hit with a ramming attack. (such as lasers) There are two types of skills basic skills and advanced skills. Other pilots may be given a gunnery skill for a different type of weapon. Veteran pilots may only chose to take basic skills. It will also need to make a separate pilot roll for each impact in order to remain standing. or piece of terrain crossed) Skills Veterans & Ace pilots have access to skills which are abilities gained from combat experience.From their initial landing point a skidding mecha will continue in a straight line to the new location. Any mecha or building he comes into contact with is treated as being hit by a ram with a distance of 16 inches. plus the mecha’s total skid distance. Example: A player has two veteran pilots he chooses the gunnery autocannon skill for one pilot. The mecha ends its movement with its front arc facing with the direction of the skid. The ramming attack has a distance of 6”. give modifiers to rolls or even grant special actions and special rules for that unit. Hint: When performing a combat drop it is typically advised to spend an edge point to gain an extra die for the skill roll. 24 . A pilot may never take more than one advanced skill. If a unit skids into difficult terrain or collides with a mecha or structure they must make a piloting check of 9+ in order to remain standing. he rolls a 2 (indicating a 2 o clock position on the template) His mecha will skid 10 inches in a straight line to the new location. Advanced skills may only be chosen by Ace pilots.To determine which direction his mecha deviates. Skills may alter a units profile. he cannot give the other pilot gunnery autocannon and must chose a different skill for him. (a check is made for each impact. Example: a pilot in a heavy mecha (armor 7) attempts to make his landing roll. The skidding mecha will inflict a total of 13d of damage against anything it hits! The mecha will also take damage from each object it hits. Skills are chosen prior to the start of the game and a player cannot choose the same skill for their pilots more than once. he rolls a 2 failing by 5 points.

If the airstrike card is revealed later in the turn it is ignored and reveal the next card in the deck. This skill may only be taken by an ace pilot. If an artillery card is revealed later in the turn it and you have no tokens remaining on the table the card is ignored and reveal the next card in the deck. 25 .Table 6 Rank and Skill Table Rank Skills Grunt 0 Veteran 1 Ace 2 Basic Skills Gunnery Autocannon: +1 To Hit Mod when using autocannons Laser: +1 To Hit Mod when using lasers Machine Gun: +1 To Hit Mod when using machineguns Railgun: H +1 To Hit Mod when using railguns Precision Autocannon: +1AP when using autocannons Laser : +1AP when using lasers Machinegun: +1AP when using machineguns Railgun: +1AP when using railguns Piloting Pilot has a +2 Mod to his piloting skill rolls Advanced Skills Air Commander When a command card is revealed you may activate an airstrike as though it were a unit. Artillery Commander When a command card is revealed you may activate an artillery strike as though it were a unit. Battlefield Commander Pilot adds two command cards to the activation deck.

i. unless it is the only unit in that squad. Lightning Reflexes Pilot does not suffer penalties when performing reactionary fire Missile Specialist Pilot has +1d when using missiles Piloting Specialist Pilot may gains one extra action each round which may only be used for movement Recon Specialist Pilot has +1d sensors Tactical Specialist Pilot adds one command card to the activation deck Unshakeable Pilot does not receive penalties for spending edge Squads In large games where each side has more than 6 units all units must be assigned to groups called a squad. Red Fox is a Hero unit and makes up squad B even though he is only one unit. If a unit joins a squad during gameplay it may ignore the weight class restriction. Missiles have a range of several miles and are the only weapons that have the speed and range required to engage off-table targets. A Hero begins the game as a single unit squad. Missile may be used against that target.e. Off-Table Targets Units that are not on the table are not able to be targeted by attacks (with the exception of missiles). Hero units are special characters that are treated as a squad even if it is just made up of one unit. Direct fire weapons such as Lasers and Autofire weapons may never target off-table units as the range is too great. but may join another squad if they number less than five models.Combat Drop Specialist Pilot automatically makes all combat drop rolls and may deploy via combat drop in any game even if the scenario normally does not include combat drop deployment. Quads may not be assigned to a squad and they may not join squads during game play. multiple units that are working together as a group. If a radar lock is placed on an off table unit. For example 3 mecha make up squad A. 26 . A squad is composed of a group of at least two models and has a maximum size of 5. Gunnery Specialist Pilot gains an additional skill die when using the selected weapon of the player’s choice. A unit may not leave a squad. Their combat role is that they always operate independent of other units. However specific scenarios may alter this rule. A Single unit without a squad may join another squad if the squad numbers less than 5 units. When starting the game Squads must always be made up of units of the same weight class if possible.

e. A pair of linked lasers for example may have one laser mounted in each arm. (This discount is already included in pre-made configuration ie the stat cards) Each weapon is rated by weight class and must be mounted on a hard point. or other systems that the mecha equips. Linked weapons require two hard points but may be split between locations of the same type. etc. These are listed on the stat cards as being a “dual” weapon. these points are deducted from the total cost of weapons. advanced armor.Off-Table Units Units that are off-table are not able to target on-table units. Systems such as advanced sensors. or quad linked system. Heavy weapons require two hard points to mount. Weapons of a lower weight take up half the hard points they normally would. You cannot mix locations for linked weapons i. A mecha may opt to mount a lower weight class of weapon. Mecha may include weapons that are one weight class above their rating but that weapon occupies twice the number of hard points. The item description will indicate any hard point requirements.. it requires only a single hard point instead of two. For example “Dual MG” (dual machineguns) If the hard point damage box is destroyed both weapons are lost. Each mecha provides a discount on systems. or one laser mounted in each L/R arm location. It will be listed on the mecha’s system card as Dual Lasers 27 . For Example a heavy mecha decides to mount a pair of linked medium lasers in its right torso. The hard points used for mounting a higher weight class weapon must all be in the same location. A weapon that is the same weight class as the mecha occupies one hard point. or one laser mounted in each L/R torso location. These weapons must be bought as either a linked system. armor. For example a light mecha may take a medium laser for its arm weapon but uses both of its available hard points in order to do so. Any weapons or systems that are added to it also add their cost to the total cost of the mecha. may require hard points or placement on damage boxes in order to mount. one arm and one torso location. and may be upgraded to a linked weapon that occupies a single hard point. Mecha Customization Table 7: Mecha Base Stats L/R L/R Arm Ct Torso System Mecha Class Spd Def Arm Torso Cost hard pts hard pts Discount hard pts Light 10 9 6 2 1 0 15 -10 Medium 8 7 7 2 1 0 30 -20 Heavy 6 5 9 3 2 1 60 -30 Quad 8 4 11 3 3 2 90 -40 Each mecha class has a basic cost.

Burst. Burst. Link 20 Battle Cannons Light 15 2 -1 0 Slow. Link. M Blast 20 Railguns Light 25 3 +1 +2 Bulky. Link 10 Heavy 30 3 +1 +1 Autofire. M Blast 5 Medium 20 3 -1 +1 Slow. Burst. Link 5 Medium 25 2 +1 0 Autofire. Burst. Link. Defensive. Link 8 Medium 30 4 +1 +3 Bulky. Burst. Link 15 Quad 35 4 +1 +2 Autofire. M Blast 15 Quad 30 5 -1 +3 Slow. 15 Link Quad 25 5 +2 +2 Autofire. Link 23 Quad 40 6 +1 +5 Bulky. Burst. Link 15 Heavy 35 5 +1 +4 Bulky. 5 Link Medium 15 3 +2 +2 Autofire. M Blast. Defensive. Slow. Burst. Defensive. M Blast 10 Heavy 25 4 -1 +2 Slow. Burst. Link. Defensive. Link. Link. Slow.Table 8: Weapon Tables Weapon Type Class Rng D Mod AP Special Cost Machineguns Light 10 2 +2 +2 Autofire. Link 30 Lasers Light 15 1 0 0 Link 5 Medium 20 2 0 +1 Link 10 Heavy 25 3 0 +2 Link 15 Quad 30 4 0 +3 Link 20 Light Missiles Light 30 3 0 -1 AA. 20 Link Autocannons Light 20 1 +1 -1 Autofire. Slow. Ammo 5 1 28 . 10 Link Heavy 20 4 +2 +2 Autofire. Slow.

Link. They may not take the same systems again. Missile and Rocket weapon systems are automatically considered to be linked or quad link at no additional costs. (with the exception of sensor systems) Mecha with hardwired advanced sensors lose their benefit if the mecha’s default sensor box is destroyed. L Blast. Ammo 15 1 Quad 60 3 0 +3 AA. Link. Link. M Blast. L Blast. L Blast. Bulky. Medium 40 3 0 0 AA. Linked weapons systems must all be the same type. L Blast. M Blast. Dual Linked system (2 weapons of the same type) Class Light Medium Heavy Quad 5 10 15 20 Quad Linked System (4 weapons of the same type) Class 29 . 15 Ammo 1 Heavy 60 5 0 +2 AA. (Torso S location) This is in addition to the standard damage penalties. M Blast. 10 Ammo 1 Medium 50 5 0 +1 AA. Link. Bulky. Ammo 10 1 Heavy 50 3 0 +1 AA. Ammo 20 1 Heavy Missiles Light 40 5 0 0 AA. Link. and you may not link more than 4 weapons. 25 Ammo 1 Faction Bonuses Each faction has their own preference and specialization for mecha construction and have a predetermined system built into their faction’s mecha profile. Blackfrost – Equipped with Heavy Armor and Advanced Sensors Neo-Bloc – Equipped with Hardened Armor and Advanced Sensors NorAm – Equipped with Movement Accelerators Linked Systems Linking weapon systems has an additional cost to the weapon systems. 20 Ammo 1 Quad 70 5 0 +3 AA. Link. These systems may not be removed and do not take up any hard points as they are hardwired into the mecha’s basic design. Link. Bulky. Bulky.

Advanced Ammunition Mecha (and other vehicles) are capable of carrying a variety of specialized ammunition types. +2 AP EF – Explosive Fragmentation +2 To-Hit Mod. If a Medium mecha is equipped with 4 lasers for 40 points. M Blast Battle Cannon Rounds ST – Explosive Shell (standard shell) Same as default weapon profile DP – Depleted Uranium -1 To Hit Mod. Damage is applied in 1 point groups. -10” range. A mecha may carry up to two different ammunition types for their autocannons or battle cannons. Damage is applied in 1 point groups. SS – Sabot Shot +2 To-Hit Mod. A mecha may only fire one type of ammunition each round.Light Medium Heavy Quad 15 30 45 60 Examples: A Medium mecha is equipped with 2 lasers for 20 points. M Blast. Autocannon Rounds ST – Explosive Shell (standard shell) Same as default weapon profile AP – Armor Piercing +2 AP. linking them costs an additional 30 points for a total of 70 points. linking them costs an additional 10 points for a total of 30 points. -2AP. +1 AP 30 . Slow EF – Explosive Fragmentation +2 To-Hit Mod. FL – Flechette +1To Hit Mod. (declare which type is being used on the mecha’s first shot) When firing linked weapons both weapons fire the same ammunition type. -2AP. L Blast.

RO – Rockets +3d. (Such as advanced guidance) Defensive fire rolls used against this missile type do not get to perform any additional rolls for successful hits. Hard point requirement: 1 which must be placed in a torso location. A unit may remove fire by entering level two water. (check vs armor. Two shots worth of rockets use a single hard point. Defensive fire rolls used against this missile type do not get to perform any additional rolls for successful hits. No Blast. Rockets are not guided and must roll to hit their target and may not be fired indirectly. SS – Sabot Shot +2 To-Hit Mod. no roll to hit) Infantry units stuck by incendiary weapons are automatically destroyed. Rockets cannot receive any bonuses from other systems. Units that are on fire suffers 2d of damage at the beginning of each round. -5” range. M Blast Specialized Missiles In place of using standard (HE) missiles and mecha may be equipped with other types of missiles. Advanced Equipment Each systems costs 5 points unless indicated otherwise AA Suite While this system is undamaged this unit’s AA weapons have a +2 To Hit Modifier against airborne targets and missiles. KK – Kinetic Kill +3AP. At the beginning of each round roll 1d: on a 1-8 they remain on fire on a 9-12 the fire dies out. Unable to fire indirectly. HE – High Explosive (standard missiles) Same as default weapon profile IN – Incendiary Fire – In addition to doing normal damage a unit struck by an Incendiary weapon is on fire. +1 Ammo. Advanced ECM Suite To be determined Advanced Guidance System 31 . -1To Hit Mod. Unable to fire indirectly.

Hard point requirement: 1 in the same location as the laser weapon. May not be combined with other armor types High Yield Array (lasers) While this system is undamaged it gives accompanying lasers in the same location +2 AP rolls and +5 inches to range. Hardened Armor Hardened armor increases the mecha armor rating by 1 to a maxium of 11. On printed cards movement accelerators will be marked by the ”A” damage box on the leg location. Hard point requirement: 1 (if firing a linked missile attack they have +4d total) Advanced Sensor Suite While this system is active it provides the mecha with an extra sensor die. (Armor for example) Cross Link System While this system is undamaged it allows the unit to link weapons of the same type in different locations. The Mecha has +1 Def and it’s armor rating is reduced by 1. Allowing the mecha to fire linked weapons in both the arm and torso locations. These weapons much all be fired in the restricted arc. The system occupies the damage box adjacent to the movement box in each leg. The mecha may not use any armor systems.While this system is functional each of this mecha’s missile attacks have +2d against targets that have a target lock placed on them. A single array can boost a set of linked lasers so long as they are in adjacent hard point locations. Hard point requirement: 1 location in the left and right torsos. This is not considered to be an armor system. however there is no special effect if the damage box is destroyed. 32 . This system occupies a hard point location. Hard point requirement: 1 in each L/R torso and each arm location. Hard point requirement: 1 Arm Pauldrons Each arm has one additional damage box. If either box is damaged the system’s movement bonus is lost. The mecha has -2 movement and -1Def. Compact Weapon System This system reduces the hard point requirements for another system by 1. Hard point requirement: 1 in each arm. The mecha also gains one additional action each round which may only be spent on a sensor action or placing a target lock. May not be combined with other armor types Heavy Armor (10pts) Each hit location on the mecha has one additional damage box. While this system is active on a mecha all of its weapons of that class receive a +1 to hit modifier. Movement Accelerators While this system is undamaged the mecha’s movement is increased by 4 if it is a light or medium mecha or by 2 if it is a heavy or quad mecha. Hard point requirement: 1 Advanced Targeting System Nominate a weapon type and weight class. (to a minimum of 1) This is applied after all other hard point costs are calculated and cannot reduce hard point requirements for a system mounted in more than one location.

(If using 10mm scale infantry you may use a 40mm base) Aircraft and ground vehicles are mounted on a 60mm base. but they may make ram attacks. Hard point requirement: 1 (linked missile attacks have -4d total against this mecha) (This does not affect rockets as they have no guidance systems) Tandem Cockpit This system splits the mecha pilot and combat controls between a drive and gunner. If this system is damaged it is resolved in the same manner as a cockpit hit but applies against the gunner. IFVs use a vehicle profile track their damage and hit locations. but they may make ram attacks. IFVs have a movement of 6 and may perform 2 actions. If the system box is destroyed any infantry currently mounted in the IFV are automatically destroyed and the IFV is no longer able to carry infantry. IFV’s have a Transport system box indicated as T on their center hull. IFV’s may not enter difficult terrain. 33 . Armored Fighting Vehicles (AFV or Tanks) AFV’s may not may not perform melee actions. Ie. Combined Arms Forces Infantry squads are mounted on a 60mm base. Rapid Charge Capacitors (railguns) If this mecha only has one railgun equipped this system removes the slow trait while the system is active and undamaged. Mecha equipped with this system receive one additional action each round which may only be used for movement. They may not perform melee actions. they may not fire indirectly. IFV’s may not have pilots assigned to them. IFV’s may not mount Heavy weapons. Unless specified by scenario rules a player may not spend more than 30% of his force points on combined force units. May not be combined with other armor types Stealth System While this system is active each missile attack against this mecha has -2d and may not be fired indirectly against this mecha. Weapons mounted in the turret may be fired in either the front or rear arc. Hull mounted weapons may only be fired in the IFV’s restricted fire arc. not engaged on the table top. (After all this is intended to be a mecha focused game) It is assumed that the majority of combined forces are in use elsewhere in the larger combat theatre. Mecha are rapid assault forces and their typical method of deployment prevents most traditional ground forces from reacting in time. This system cannot be used on a mecha that has more than one railgun. If the gunner is killed the pilot may take over all functions of the mecha but loses the additional movement action and has -1d to all rolls. Hard point requirement: 1 in the same location as the cockpit. Infantry Fighting Vehicles (IFV) IFV’s may not gain any benefits from sensor dice or target locks. Hard point requirement: 1 Reactive Armor Mecha receives -2d damage from any attack with a blast effect.

This cost the infantry base 2” of movement. 34 . They may move through difficult terrain without penalty.AFV’s may not have pilots assigned to them. Each infantry unit has 5 wounds and a base attack value of 5d. When an infantry unit is in partial cover it has +2 def and +2 to its armor. When an infantry unit dismounts from a vehicle it is placed in base contact with the IFV. They may not make ram attacks. Arm (R/L). When resolving damage from a direct fire weapon like a laser or railgun all damage from the attack is applied against a single box. If a single movement system on an AFV or IFV is destroyed it may only move once per round. If both systems are destroyed the vehicle is immobilized and cannot move for the rest of the game. Torso (R/L/C). AFV’s may enter difficult terrain at double movement cost. perform melee actions. If attack is head on or from behind: 1-6 right. Attacks against infantry never strike the intervening cover. target locks. or Leg (R/L) and apply standard damage. AFV & IFV Hit Locations 1-3 L/R Hull * 4-6 Turret 7-10 Center Hull 11-12 Critical † Uses same critical rules as mecha but occurs on an 11 or 12 * If attack comes from the side 1-9 = nearer. 7-12 left † Shooter may roll on the Hit Location Table and apply critical damage OR choose a hit location. In order to mount an IFV as part of their movement they must be in base contact with it. Direct fire weapons are not particularly effective against infantry units which are often spread out. AFVs have a movement of 6 and may perform 2 actions. All infantry has a movement of 6 and may perform one action. As a result cover works a bit differently for these units. and may not fire indirectly. Each infantry unit is armed with machineguns and have a heavy support missile launcher that does 3d damage and has two ammo boxes. or defensive fire. Infantry Squads An infantry squad is composed of 2 infantry units with an optional armored transport (IFV) For resolving both initiative and movement they are treated as a squad. Damage from Autofire weapons is applied in two point groups against the damage boxes. 10-12 = farther (relative to the weapon making the attack). Weapons mounted in the turret may be fired in either the front or rear arc. Anytime an infantry unit sustains damage they lose a wound and their base attack value is reduced by 1d for each damage box that is removed. During their turn an infantry may either mount or dismount from an IFV as part of their movement. Infantry may not gain any benefits from sensor dice. Machine gun profile: Rng: 10” Dmg: 5d* To Hit Mod: +2 AP: -2 Autofire Infantry units do not have a hit location chart. AFVs use a vehicle profile track their damage and hit locations. Hull mounted weapons may only be fired in the unit’s restricted fire arc. Infantry units may not link their missile attacks.

The chin turret occupies location 1 on the center hull. but they may make ram attacks. Any units being carried in a VTOL that crashes are automatically destroyed. which fulfill a variety of roles ranging from support gunships to carriers for infantry and mecha. If one box is damaged the craft may only make one move action per round. or Leg (R/L) and apply standard damage. VTOL’s may not perform melee actions. They may travel over difficult terrain and water without penalty.Burst and blast weapons are extremely effective against infantry. Arm (R/L). VTOL craft are airborne or hovering at all times. Torso (R/L/C). Weapons mounted in the VTOL chin turret may be fired in the front arc (but not the rear arc). VTOLs use a vehicle profile track their damage and hit locations. Infantry may not enter any area of terrain that is on fire and will be destroyed if they are ever on fire or if any the terrain they occupy gets lit on fire. Rotors have two damage boxes with a movement system in each. VTOL Hit Locations 1-2 L/R Hull * 3-7 Center Hull 8-9 Rotors 10-12 Critical † (Uses same critical rules as mecha but occurs on a 10. While mounted in IFVs or VTOLs infantry units cannot be targeted by attacks nor can they make attacks. VTOL Craft (vertical takeoff and landing) All militaries make extensive use of VTOL craft. If the system box is destroyed any infantry currently mounted in the VTOL are automatically destroyed and the IFV is no longer able to carry infantry. Damage from these weapons is applied in one point groups. Airstrikes are purchased before the game. 7-12 left † Shooter may roll on the Hit Location Table and apply critical damage OR choose a hit location. Some VTOL craft can carry infantry units and have a Transport system box indicated as T on their center hull. VTOL’s may not have pilots assigned to them. VTOL craft have a movement of 18 and may perform two actions per round. * If attack comes from the side 1-9 = nearer. 10-12 = farther (relative to the weapon making the attack). even if they are travelling at level 0. If both boxes are destroyed the VTOL automatically crashes and the unit is destroyed. Airstrikes Forces are able to call on air support from fast moving fighters which can deliver an airstrike. If attack is head on or from behind: 1-6 right. While their hulls are armored to resist light fire from infantry the engines and control surfaces on VTOL craft are fragile and easily crippled by vehicles and mecha. For each airstrike that is purchased roll 1d to determine which round the airstrike becomes available: 35 . 11 or 12). Hull mounted weapons may only be fired in the VTOL’s restricted fire arc.

You may place any of the fighter’s blast templates along that line. Prior to beginning a round when an airstrike will take place. indicate the fighter’s direction of flight by drawing a straight line from the unit’s base to any other table edge. While artillery is not an optimal choice against fast moving mecha it can be used to devastating effect against ground targets. +1 2 M Blast Templates. attack. 7 . When the airstrike’s activation card is revealed the controller resolves their airstrike attack. resolve each airstrike template as a missile attack (which ignores LOS). Before the start of each round: each player rolls roll 1d for each artillery strike they have purchased. Arm 4 and 6 damage boxes. A player may not purchase more than two airstrikes unless a scenario or pilot ability states otherwise. On a result of a 4-10 you may place 36 . A player may not purchase more than 3 Artillery Strikes. Unless stated in the scenario rules an Artillery Strikes may not occur during the first round of the game. On a result of 1-3 the artillery support is busy adjusting their firing pattern and is not available for the round.1-3 arrives at the beginning of the 2nd round 4-8 arrives at the beginning of the 3rd round 9-10 arrives at the beginning of the 4th round On a result of 11 or 12 the fighter has been shot down by other forces before it can arrive. add an airstrike card to the activation deck and place a fighter model (or blank base) along one of the table edges to represent the fighter which is flying at level 5. Airstrikes may use either standard heavy missiles or any of the specialized missiles. +2 2 M Blast Templates. unless one of your units has the air commander skill. Link 1 10pts Heavy Airstrike . Due to their nearly supersonic approach the fighter’s movement. Units acting before the fighter may attempt to shoot down the fighter before it attacks. The controlling player must indicate which missile type will be used at the time they purchase the airstrike. 6 . Airstrikes Class RNG D Mod AP Special Ammo Cost Medium Airstrike . Models targeted with an airstrike however may perform defensive fire as normal. The advanced battle systems of mecha enables them to evade most incoming artillery. Airstrikes may not be activated by command cards. After resolving the airstrike attacks the fighter leaves the engagement zone and is removed from the game. and exiting the game table all occurs in the same action so it does not trigger opportunities for reactionary fire. The fighter has a Def of 10. Link 1 15pts Artillery Strikes Forces are able to call on remote artillery support. The Artillery Strike options are purchased before the game. however even a glancing blow can severely damage an unwary mecha unfortunate enough to get caught in its blast.

Artillery Strikes may not be activated by command cards unless one of your units has the artillery commander skill. Defensive fire cannot be used against artillery strikes. and remove the artillery card from the activation deck. +3 L Blast Template 1 20pts Scenarios Campaigns 37 . +2 L Blast Template 1 15pts Heavy Artillery . The blast damage is applied in 2 point groups and ignores cover. Artillery Strikes Class RNG D Mod AP Special Ammo Cost Medium Artillery . Once an artillery strike is resolved remove that token from the table. place a blast template centered on the artillery token. Any units under that template are automatically hit with blast damage equal to the damage rating of the Artillery Strike. 6 . During that round when a players artillery activation card is revealed they select one of their artillery tokens and resolve that artillery strike. One the Result of 11 or 12 the artillery battery has come under enemy fire and is no longer able to be used for the rest of the game. 5 . Before shuffling the activation deck: each player adds one artillery card to the deck for each of their artillery tokens that was placed on the table. When resolving an artillery strike.an artillery token anywhere on the table.

Medium Blast Template 38 .

Large Blast Template 39 .

Mega Blast Template 40 .

Chart 1. +2 AP) Beyond the weapon's Range (-2d) Using a ranged weapon in melee (-1d) Attacking from a prone position (-1d) Sensors are destroyed (-2d) Called shot (-2d. -2 To-Hit) Mod Firing at a running target (-1 To-Hit) Mod Firing at a sprinting target (-2 To-Hit) Mod 41 . Common Attack Roll Modifiers: Aiming: (+3 To-Hit) Mod Attacking from the target's rear arc (+1d.