Professional Documents
Culture Documents
Initiative Phase
All of the mech initiative cards are shuffled and placed face-down on
the table. The first initiative card is flipped over and that mech will
complete its movement phase. This is repeated for each of the mechs in
turn. When the movement phase is finished, keep the initiative cards in
order - the mechs are activated in the same order for the combat phase
and melee phase. To speed up play when larger forces are used, mechs
may be grouped into “lances” of about 4 mechs and then activated one
lance at a time with lance initiative cards.
Movement Phase
Basic Movement
Mechs may move a number of hexes equal to their speed (MP). Mechs
may move backwards but each hex of movement cost 1 extra MP. Piloting
Mechs may choose to remain stationary (to improve their chances of Some actions require that a mech pilot test his piloting skill to avoid
hitting with their weapons). Mechs may not move through a hex already falling down. When this happens, roll 2D6. A roll of 7 or more (after
containing another mech, unless performing a charge attack (see Melee any modifiers for damaged gyro or piloting skill) is a success and the
rules). mech remains upright. A roll of 6 or less results in the mech falling
down and taking damage.
Changing Direction
For each hex that a mech moves forward, it may make a free turn of one Falling Down
hex-side. Any additional turns cost an extra 1 MP per hex-side. When a mech falls down, it takes damaged based on its size. Light
mechs take 1D6 damage, medium mechs take 2D6, heavy mechs take
Elevation Changes 3D6, and assault mechs take 4D6 damage. When a mech is down, it
Changes in elevation by 1 level cost 1 extra MP to enter the hex. may still turn during its movement phase, but it may not move into other
Climbing to change in elevation by 2 levels costs 2 extra MP to enter the hexes.
hex and requires a piloting skill roll. Mechs may not move up or down
3 levels unless they can jump. It costs half of a mechs MP to attempt to stand up. Sanding up requires
a piloting skill roll. If successful, the mech is up and may use any
remaining MP to move. If failed, the mech takes more damage (1 for Attack Roll Modifiers
light, 2 for medium, 3 for heavy, 4 for assault). Note that since it takes Event Modifier
half of the mechs MP to attempt to get up, it may make the attempt attacker’s skill level skill
twice in a turn if desired. When a mech stands up, it may face in any short range (1-5 hexes) +1
direction. medium range (6-15 hexes) 0
long range (16-20 hexes) -1
Mechs that are down may only fire one of their weapons in the combat attacker stationary +1
phase (it is the pilot’s choice which weapon this is). attacker moved 0
attacker jumped -1
Combat Phase indirect fire with LRMs -1
Mechs may fire any of their weapons at any target in their firing arcs Evade Roll Modifiers
(120° front arc for most weapons or 120° rear arc for rear-facing Event Modifier
weapons). At the beginning of a mech’s combat phase, it may make a target’s skill level skill
free turn of one hex-side to bring a target into its firing arc. target stationary -1
target moved 0
target jumped +1
target is light mech +1
target is medium mech 0
target is heavy mech -1
front firing arc
target is assault mech -2
shot from behind -1
intervening terrain see terrain table
If the hit is successful, cross off armour boxes from the target mech
equal to the damage value of the weapon – starting from the bottom row
of armour. A mech is destroyed when all of its armour is gone.
roll hit type effect The damage done is rolled on 3D6 (punch from heavy mech) and comes up as 11,
engine ● speed is reduced by 1 for each engine hit so the light mech loses 11 points of armor.
1
shielding ● 3rd hit knocks the mech out of the game
Since the light mech is smaller than the heavy mech, its pilot must pass a piloting
● speed is reduced to half (round down) test: an 8 is rolled and the mech remains standing.
● must make a piloting roll or fall down
2 legs
● 2nd hit causes automatic fall and cannot get up
(but it may still rotate on spot) Charge
● one of the weapons is destroyed In the movement phase, a mech may declare a charge attack on an
3 weapon ● roll another 1D6 to determine which weapon enemy mech if it is in the forward 120° arc and has the speed to reach it.
(re-roll until a valid weapon is rolled) Charging mechs may not make any other attacks that turn.
● -1 penalty to all piloting rolls
4 gyroscope If the mechs do come into contact, make an Attack Roll/Evade Roll with
● must make a piloting roll or fall down
5 sensors ● -2 penalty on all Attack Rolls all the normal modifiers.
● the pilot is knocked out
6 cockpit If the charge is successful, the enemy mech takes damage based on the
● the mech is out of the game
size of the attacking mech: 2D6 from a light mech, 3D6 from medium,
4D6 from heavy, and 5D6 from assault. In addition, the enemy mech is
Melee Phase pushed backward out of its hex and must pass a piloting test or fall
down.
A mech may make a physical attack
(punch/kick) on a target that is adjacent If the charge is unsuccessful, the charging mech stops one hex short of
to it and in the front arc. Make an the enemy mech.
Attack Roll/Evade Roll with all the
normal modifiers. Note that a mech may also charge while jumping, although it is more
difficult (due to the -1 modifier for the attacker jumping). In this case,
If the attack is successful, the target the attacking mech must make a second unmodified piloting skill test or
mech takes damage based on the size fall down, but any critical hit on the enemy mech is automatically to the
of the attacking mech: 1D6 from a cockpit, destroying the mech.
light mech, 2D6 from medium, 3D6
from heavy, and 4D6 from assault. In
Scenarios 3. Hold the Hill
Forces: Players choose equal sized forces.
1. Battle Battlefield: One player sets up the battlefield – including a hill in the
Forces: Players choose equal sized forces. centre of the table, the other player chooses a table edge to deploy on.
Battlefield: One player sets up the battlefield, the other player chooses a Objectives: the centre of the hill
table edge to deploy on. Special Rules: The game lasts 6 turns (or any other number of turns
Objectives: none agreed upon at the start of the game).
Special Rules: none Victory Conditions: The player with the most points worth of units
Victory Conditions: Battle until one player’s forces are eliminated. within 3 hexes (or 6 inches) of the hill’s centre at the end of the game is
the winner.
6. Raid
Forces: Players choose equal sized forces.
Battlefield: One player sets up the battlefield, the other player chooses a
table edge to deploy on.
Objectives: The defender places three objectives in their deployment
zone – separated by at least 4 hexes (or 8 inches).
Special Rules: To capture an objective, a unit must move on top of it
and spend 1 MP to pick it up. The objective must then be brought back
into your own deployment zone to score a point. If a unit which is
carrying an objective is destroyed, it is dropped at that location.
Victory Conditions: If the attacker captures at least 2 objectives, they
are the winner.
Mech Construction Medium Mech – costs 20 army points
Build Speed Armour Weaponry
Points MP AP WP
1 5 or 3j 30 30
2 6 or 4j 35 35
3 8 or 6j 40 40
4 10 or 8j 45 45
5 11 or 9j 50 50
Attacks on Infantry
Infantry are difficult to destroy because they are small and spread out
targets that may be dug in to defensive cover.
Infantry • if infantry are hit with a laser, AC, or hatchet, the number of
casualties is limited by the size of the weapon (1 trooper for light
While not as glorious as piloting a mech, the basic infantry trooper also weapons, 2 for medium, 3 for heavy, 4 for assault)
plays an important role on the battlefield. • the casualty limit from a set of grouped AC or laser weapons is
determined as if the weapons were separate (for example a 2x
Instead of having piloting and gunnery skills like mechs do, units of medium AC can cause 4 casualties)
infantry are classified according to their “quality”. Modifiers on any • if infantry suffer a critical hit (successful Attack Roll of
rolls the infantry must make (i.e. Attack Rolls, Evade Rolls) are based doubles), the casualty limit is doubled for that weapon
on their quality. Green troops get a -1 penalty, regular troops get no • damage is worked out as normal for SRM and LRM against
modifiers, veteran troops get a +1 bonus, and elite troops get a +2 infantry (so hitting with a light SRM does 1D6 damage with no
bonus. casualty limit)
• machine guns do extra damage against infantry (2D6 for light
Infantry Movement MG, 4D6 for medium MG) with no casualty limit and also get a
Infantry move in the same manner as mechs, but with the following +1 bonus on the Attack Roll
changes: • infantry get a basic bonus of +2 to their Evade Roll because their
• infantry have no “facing” and thus don’t pay MP to change small size makes them a difficult target
direction (unless mounted on a personal vehicle) • infantry that are “dug in” have an additional +2 bonus to their
• infantry may spend 1 MP to mount a suitable vehicle with cargo evade roll, making them very difficult to hit
space and/or 1 MP to dismount a vehicle
Attacks by Infantry
• infantry may fire their support weapons as normal Motorized infantry may choose weapons from the support weapons
• infantry may fire their personal firearms only at other infantry table. It must be indicated on the infantry card whether each weapon is
(excluding battle armour), they are not powerful enough to mounted on the vehicles (to be fired into the front 120° arc while the
damage the armour of mechs, vehicles, or battle armour troopers are mounted) or if they are just carried by the motorized
• if in base contact with a mech or vehicle, infantry equipped with infantry (to be fired when dismounted). An “m” or “d” beside the
explosives can make a swarm attack, which does 1D6 damage weapon’s name should be used to indicate if the weapon is fired while
for every 5 troopers remaining (rounded up to the nearest 5) mounted or dismounted.
Motorized Infantry
Units of motorized infantry are squads of five troopers mounted on
personal vehicles such as motorcycles, ATVs, or personal hovercraft.
They are useful for quickly getting to a key location, doing what needs
to be done, and then getting out quickly.
Battle Armour • if a mech or vehicle is hit with a weapon while a unit of battle
Units of battle armour are squads of five troopers wearing advanced armour is hitching a ride, there is a chance that the battle armour
suits of battle armour that improve their strength, speed, and mobility. will take damage
The suits mount much o roll 1D6: on 1-3 the damage is applied to the battle
greater firepower than the armour, on 4-6 the damage is applied to the mech
basic infantryman, making • if a unit of battle armour is hitching a ride on a mech that falls
them a threat to even down, it will try to make an emergency dismount:
vehicles and mechs. They o roll 1D6: on 1-3 the unit of battle armour takes 2D6
are useful for critically damage distributed however the controlling player
damaging mechs as they rip wishes, on 4-6 the dismount is successful and no
into the mech’s armour with damage is taken
their claws and fire into the o the battle armour is then placed in any adjacent hex
vulnerable structures within. • an enemy mech may spend 1 MP during its movement phase
Their mobility is also (or use its physical attack phase) to attempt to remove a unit of
improved by their ability to battle armour from itself by passing a piloting roll
mount transport vehicles in o if successful, the battle armour take 2D6 damage and
addition to “hitching a ride” are removed from the mech and placed in an adjacent
on mechs and vehicles using their claws to hold on. hex of the mech’s choosing
o if unsuccessful, the battle armour take 1D6 damage but
Battle armour may choose weapons from the personal firearms table (in remain on the mech
which case each of the troopers is equipped with the choice), and/or • vehicles may not attempt to remove enemy units of battle armour
from the Support and Battle Armour Weapons (in which case the (since they have no arms)
weapon belongs to the unit as a whole).
Step 2: Weaponry
Choose weapons that add up to the available WP.
Personal Firearms
Weapon WP Range Damage
pistols 5 5 1
Step 1: Choose Type rifles 10 10 1
MG 10 5 2
Choose the infantry type and then allocate 10 build points into
sniper rifles* 10 20 1
Speed/Armour/Weaponry.
note that personal firearms are not strong enough to damage mechs,
vehicles, or battle armour
Standard Infantry – costs 10 army points
* only half of the troopers (rounded up) would be equipped with the
Build Speed Armour Weaponry
sniper rifles, the other half are spotters
Points MP AP WP
1 1 - 5
Support and Battle Armour Weapons
2 2 1 10
Weapon WP Range Damage
3 3 - 15
claw* 5 1 1
4 2j 2 20
explosives 5 1 1D6 per 5 troopers
5 3j - 25
light MG 2.5 5 2
medium MG 5 5 4
Motorized Infantry – costs 10 army points
mortar** 5 10 6
Build Speed Armour Weaponry
light laser 5 5 4
Points MP AP WP
medium laser 10 10 6
1 5 2 5
light SRM 5 5 1D6
2 6 3 10
medium SRM 10 5 2D6
3 7 4 15
light LRM 10 20 1D6
4 8 5 20
* only battle armour may choose a claw
5 8h 6 25
** mortars target a hex, hit on 8+, and scatter 1D6 hexes if missed
Step 3: Infantry Card Blank Infantry Cards
Fill in the infantry card with the information for your unit of infantry.
Below are sample infantry cards for Standard Infantry, Motorized Name: _____________ Type: ________________ Cost: _____
Infantry, and Battle Armour. Speed: _____ Quality: __________ Armour: _____
Weapons (range/damage)
1. _________________(___/___)
Laser Support
Name: _____________ Standard Infantry
Type: ________________ 10
Cost: _____ 2. _________________(___/___)
3
Speed: _____ Quality: __________ 1
Armour: _____ 3. _________________(___/___)
4. _________________(___/___)
Weapons (range/damage)
10 1
1. _________________(___/___)
rifles
medium laser 10 6
2. _________________(___/___)
light laser 5 4
3. _________________(___/___) Name: _____________ Type: ________________ Cost: _____
4. _________________(___/___) Speed: _____ Quality: __________ Armour: _____
Weapons (range/damage)
1. _________________(___/___)
2. _________________(___/___)
Elemental
Name: _____________ Battle Armour
Type: ________________ 20
Cost: _____ 3. _________________(___/___)
3j
Speed: _____ Quality: __________ Armour: _____
5 4. _________________(___/___)
Weapons (range/damage)
claw 1 1
1. _________________(___/___)
light laser 5 4
2. _________________(___/___)
medium MG 5 4
3. _________________(___/___) Name: _____________ Type: ________________ Cost: _____
light SRM 5 1D6
4. _________________(___/___)
Speed: _____ Quality: __________ Armour: _____
Weapons (range/damage)
1. _________________(___/___)
Scout Cycles Motorized Infantry Cost: _____ 2. _________________(___/___)
Name: _____________ Type: ________________ 10
3. _________________(___/___)
8
Speed: _____ Quality: __________ Armour: _____
4 4. _________________(___/___)
Weapons (range/damage)
10 1
1. _________________(___/___)
rifles
2. _________________(___/___)
medium MG (m) 5 4 Initiative Card Initiative Card
3. _________________(___/___)
4. _________________(___/___)
Step 2: Weaponry
Light Vehicle – costs 10 army points Choose up to six weapons, cargo, and turrets that add up to the available
Build Speed Armour Weaponry WP. The weapons are chosen from those available in Mech Combat.
Points MP AP WP
1 6 10 10 Step 3: Vehicle Card
2 8 15 15
3 10 20 20 Fill in the vehicle card with the information for your vehicle. Be sure to
4 12 25 25 indicate the firing arc for each weapon, as well as which weapons are in
5 14 30 30 turrets by placing an arrow or “t” in brackets.
Medium Vehicle – costs 20 army points Below is an example of a vehicle card filled in for an attack helicopter:
Build Speed Armour Weaponry
Points MP AP WP
1 5 30 30 Strike
Name: _____________ Helicopter
Type: ________________
10
Cost: _____
2 6 35 35 Size:Sample
light Vehicle
________ Speed: _____ 10
3 8 40 40 Armour: _____20
Weapons (range/damage)
Name: Attack Helicopter
4 10 45 45 1. _________________(___/___)
light laser (↑) 5 4
5 11 50 50 Size: medium
2. _________________(___/___)
medium SRM (↑) 5 2D6
Type: Helicopter
3. _________________(___/___)
medium
Speed: 4SRMbuild(↑) 5 =2D6
points 10
Heavy Vehicle – costs 30 army points 4. _________________(___/___)
Armor: 2 build points = 35 AP
Build Speed Armour Weaponry 5. _________________(___/___)
Weaponry: 4 build points = 45 WP
Points MP AP WP 6. _________________(___/___)
Weapons: medium turret (10 WP)
1 4 40 40
Critical Hits
heavy laser in turret (15 WP) Crew: _________
2 5 50 50
1,2. motive syst 3. medium
weapon 4. SRM (105.WP)
cargo sensor 6. cockpit Piloting: _____
3 6 60 60 □□□ □□□□□□ SRM □ (10 WP)□ □ Gunnery: _____
medium
4 7 70 70
5 8 80 80
Blank Vehicle Cards
Name: _____________________
Locust Name: _____________________
Raven
Cost: _____
10 Cost: _____
10
light
Size: ________ 12
Speed: _____ light
Size: ________ 8
Speed: _____
20
Armour: _____ Armour: _____
25
Weapons (range/damage) Weapons (range/damage)
medium laser 10 6
1. _________________(___/___) medium SRM
1. _________________(___/___)
5 2D6
2x light MG
2. _________________(___/___)
5 4 medium laser
2. _________________(___/___)
10 6
2x light MG 5 4
3. _________________(___/___) light laser 5 4
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Name: _____________________
Wasp Name: _____________________
Stinger
10j Cost: _____
10
10j Cost: _____
10
light
Size: ________ Speed: _____ light
Size: ________ Speed: _____
Armour: _____
20 Armour: _____
20
Weapons (range/damage) Weapons (range/damage)
medium laser 10 6
1. _________________(___/___) medium laser 10 6
1. _________________(___/___)
medium SRM 5 2D6
2. _________________(___/___) medium MG 5 4
2. _________________(___/___)
3. _________________(___/___) medium MG 5 4
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Name: ____________________
Locust Wasp
Name: ____________________ Raven
Name: ____________________ Stinger
Name: ____________________
Mech Readout – Light Mechs
Name: _____________________
Panther Name: _____________________
Assassin
6j Cost: _____
10 Cost: _____
10
light
Size: ________ Speed: _____ light
Size: ________ 10j
Speed: _____
Armour: _____
25 15
Armour: _____
Weapons (range/damage) Weapons (range/damage)
light SRM
1. _________________(___/___)
5 1D6 medium laser 10 6
1. _________________(___/___)
assault laser
2. _________________(___/___)
20 10 light LRM
2. _________________(___/___)
20 1D6
3. _________________(___/___) light SRM 5 1D6
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Name: _____________________
Jenner Name: _____________________
Commando
8j Cost: _____
10 Cost: _____
10
light
Size: ________ Speed: _____ light
Size: ________ 8
Speed: _____
15
Armour: _____ 20
Armour: _____
Weapons (range/damage) Weapons (range/damage)
medium laser 10 6
1. _________________(___/___) medium laser 10 6
1. _________________(___/___)
medium laser
2. _________________(___/___)
10 6 medium SRM
2. _________________(___/___)
5 2D6
medium SRM 5 2D6
3. _________________(___/___) medium SRM 5 2D6
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Panther
Name: ____________________ Jenner
Name: ____________________ Assassin
Name: ____________________ Commando
Name: ____________________
Mech Readout – Medium Mechs
Name: _____________________
Phoenix Hawk Name: _____________________
Centurion
9j Cost: _____
20 Cost: _____
20
medium Speed: _____
Size: ________ medium Speed: _____
Size: ________ 6
Armour: _____
40 Armour: _____
45
Weapons (range/damage) Weapons (range/damage)
heavy laser 15 8
1. _________________(___/___) heavy AC 10 10
1. _________________(___/___)
medium laser
2. _________________(___/___)
10 6 medium LRM
2. _________________(___/___)
20 2D6
medium laser 10 6
3. _________________(___/___) medium laser 10 6
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Scorpion
Name: _____________________ Name: _____________________
Griffin
Cost: _____
20 8j Cost: _____
20
Size: ________ 10
medium Speed: _____ medium Speed: _____
Size: ________
Armour: _____
40 Armour: _____
40
Weapons (range/damage) Weapons (range/damage)
assault laser 20 10
1. _________________(___/___) assault laser 20 10
1. _________________(___/___)
assault SRM
2. _________________(___/___)
5 4D6 medium LRM
2. _________________(___/___)
20 2D6
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Phoenix Hawk
Name: ____________________ Name: Scorpion
____________________ Centurion
Name: ____________________ Name: ____________________
Griffin
Mech Readout – Medium Mechs
Name: _____________________
Hatchetman Name: _____________________
Hunchback
6j Cost: _____
20 Cost: _____
20
medium Speed: _____
Size: ________ medium Speed: _____
Size: ________ 6
Armour: _____
40 Armour: _____
45
Weapons (range/damage) Weapons (range/damage)
heavy AC 10 10
1. _________________(___/___) assault AC
1. _________________(___/___)
5 20
medium laser 10 6
2. _________________(___/___) medium laser
2. _________________(___/___)
10 6
medium laser 10 6
3. _________________(___/___) 3. _________________(___/___)
medium laser 10 6
medium hatchet 1 2D6
4. _________________(___/___) light laser
4. _________________(___/___)
5 4
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Name: _____________________
Enforcer Name: _____________________
Wolverine
6j Cost: _____
20 8j Cost: _____
20
medium Speed: _____
Size: ________ medium Speed: _____
Size: ________
Armour: _____
50 Armour: _____
40
Weapons (range/damage) Weapons (range/damage)
heavy laser 15 8
1. _________________(___/___) medium laser 10 6
1. _________________(___/___)
heavy AC 10 10
2. _________________(___/___) assault SRM
2. _________________(___/___)
5 4D6
light laser 5 4
3. _________________(___/___) medium AC 15 5
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Hatchetman
Name: ____________________ Name: ____________________
Enforcer Hunchback
Name: ____________________ Name: ____________________
Wolverine
Mech Readout – Heavy Mechs
Marauder
Name: _____________________ Catapult
Name: _____________________
heavy Cost: _____
30
heavy 6j Cost: _____
30
Size: ________ 6
Speed: _____ Size: ________ Speed: _____
Armour: _____
60 Armour: _____
50
Weapons (range/damage) Weapons (range/damage)
assault laser 20 10
1. _________________(___/___) medium LRM 20 2D6
1. _________________(___/___)
assault laser
2. _________________(___/___)
20 10 medium LRM
2. _________________(___/___)
20 2D6
medium laser
3. _________________(___/___)
10 6 medium laser
3. _________________(___/___)
10 6
medium laser 10 6
4. _________________(___/___) medium laser 10 6
4. _________________(___/___)
medium AC 15 5
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Warhammer
Name: _____________________ Rifleman
Name: _____________________
heavy Cost: _____
30
heavy Cost: _____
30
Size: ________ 6
Speed: _____ Size: ________ 6
Speed: _____
Armour: _____
60 Armour: _____
60
Weapons (range/damage) Weapons (range/damage)
assault laser 20 10
1. _________________(___/___) heavy laser 15 8
1. _________________(___/___)
assault laser
2. _________________(___/___)
20 10 heavy laser
2. _________________(___/___)
15 8
medium laser
3. _________________(___/___)
10 6 medium laser
3. _________________(___/___)
10 6
medium laser 10 6
4. _________________(___/___) medium laser 10 6
4. _________________(___/___)
medium SRM 5 2D6
5. _________________(___/___) medium AC 15 5
5. _________________(___/___)
6. _________________(___/___) medium AC 15 5
6. _________________(___/___)
Marauder
Name: ____________________ Warhammer
Name: ____________________ Catapult
Name: ____________________ Rifleman
Name: ____________________
Mech Readout – Heavy Mechs
Name: _____________________
Thunderbolt Dragon
Name: _____________________
heavy Cost: _____
30
heavy Cost: _____
30
Size: ________ 6
Speed: _____ Size: ________ 8
Speed: _____
Armour: _____
70 Armour: _____
60
Weapons (range/damage) Weapons (range/damage)
heavy laser 15 8
1. _________________(___/___) medium LRM 20 2D6
1. _________________(___/___)
medium LRM
2. _________________(___/___)
20 2D6 medium AC 15 5
2. _________________(___/___)
3x light laser
3. _________________(___/___)
5 12 medium laser
3. _________________(___/___)
10 6
2x medium MG 5 8
4. _________________(___/___) medium laser 10 6
4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Grasshopper
Name: _____________________ Archer
Name: _____________________
heavy 6j Cost: _____
30
heavy Cost: _____
30
Size: ________ Speed: _____ Size: ________ 6
Speed: _____
Armour: _____
50 Armour: _____
50
Weapons (range/damage) Weapons (range/damage)
heavy laser 15 8
1. _________________(___/___) heavy LRM 20 3D6
1. _________________(___/___)
light LRM
2. _________________(___/___)
20 1D6 heavy LRM
2. _________________(___/___)
20 3D6
medium laser
3. _________________(___/___)
10 6 medium laser
3. _________________(___/___)
10 6
medium laser 10 6
4. _________________(___/___) medium laser 10 6
4. _________________(___/___)
medium laser 10 6
5. _________________(___/___) 5. _________________(___/___)
light laser 5 4
6. _________________(___/___) 6. _________________(___/___)
Thunderbolt
Name: ____________________ Grasshopper
Name: ____________________ Dragon
Name: ____________________ Archer
Name: ____________________
Mech Readout – Assault Mechs
Name: _____________________
Battlemaster Cyclops
Name: _____________________
Cost: _____
40 Cost: _____
40
assault
Size: ________ 6
Speed: _____ assault
Size: ________ 6
Speed: _____
Armour: _____
80 Armour: _____
80
Weapons (range/damage) Weapons (range/damage)
assault laser 20 10
1. _________________(___/___) assault AC 5 20
1. _________________(___/___)
heavy SRM
2. _________________(___/___)
5 3D6 medium SRM
2. _________________(___/___)
5 2D6
2x medium laser
3. _________________(___/___)
10 12 medium laser
3. _________________(___/___)
10 6
2x light laser 5 8
4. _________________(___/___) medium laser 10 6
4. _________________(___/___)
5. _________________(___/___)
2x light MG 5 4 5. _________________(___/___)
medium LRM 20 2D6
6. _________________(___/___) 6. _________________(___/___)
Longbow
Name: _____________________ Name: _____________________
Zeus
Cost: _____
40 Cost: _____
40
Size: ________
assault 6
Speed: _____ Size: ________
assault 6
Speed: _____
Armour: _____
70 Armour: _____
80
Weapons (range/damage) Weapons (range/damage)
assault LRM 20 4D6
1. _________________(___/___) heavy laser 15 8
1. _________________(___/___)
assault LRM
2. _________________(___/___)
20 4D6 heavy LRM
2. _________________(___/___)
20 3D6
3. _________________(___/___) medium laser
3. _________________(___/___)
10 6
4. _________________(___/___) light laser 5 4
4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
medium AC 15 5
6. _________________(___/___) 6. _________________(___/___)
Battlemaster
Name: ____________________ Longbow
Name: ____________________ Cyclops
Name: ____________________ Zeus
Name: ____________________
Mech Readout – Assault Mechs
Name: _____________________
Atlas Name: _____________________
Goliath
Cost: _____
40 Cost: _____
40
assault
Size: ________ 4
Speed: _____ assault
Size: ________ 6
Speed: _____
Armour: _____
90 Armour: _____
80
Weapons (range/damage) Weapons (range/damage)
assault AC 5 20
1. _________________(___/___) assault laser
1. _________________(___/___)
20 10
heavy LRM
2. _________________(___/___)
20 3D6 medium LRM
2. _________________(___/___)
20 2D6
medium SRM
3. _________________(___/___)
5 2D6 3. _________________(___/___)
medium LRM 20 2D6
medium laser 10 6
4. _________________(___/___) medium MG 5 4
4. _________________(___/___)
medium laser 10 6
5. _________________(___/___) medium MG 5
5. _________________(___/___)4
6. _________________(___/___) 6. _________________(___/___)
Name: _____________________
Awesome Name: _____________________
Victor
Cost: _____
40
6j Cost: _____
40
Size: ________
assault 5
Speed: _____ Size: ________
assault Speed: _____
Armour: _____
100 Armour: _____
80
Weapons (range/damage) Weapons (range/damage)
assault laser 20 10
1. _________________(___/___) assault AC 5 20
1. _________________(___/___)
assault laser 20 10
2. _________________(___/___) medium SRM
2. _________________(___/___)
5 2D6
assault laser 20 10
3. _________________(___/___) medium laser
3. _________________(___/___)
10 6
4. _________________(___/___) medium laser 10 6
4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Atlas
Name: ____________________ Awesome
Name: ____________________ Goliath
Name: ____________________ Victor
Name: ____________________
Mech Counters – Light Mechs
light mech light mech light mech light mech light mech light mech light mech light mech
speed: 12 speed: 10j speed: 8 speed: 10j speed: 6j speed: 8j speed: 10j speed: 8
armour: 20 armour: 20 armour: 25 armour: 20 armour: 25 armour: 15 armour: 15 armour: 20
medium laser medium laser medium laser medium laser assault laser medium laser medium laser medium laser
2x light MG medium SRM medium SRM medium MG light SRM medium laser light LRM medium SRM
2x light MG light laser medium MG medium SRM light SRM medium SRM
Mech Counters – Medium Mechs
Savannah
Name: _____________ Hover
Type: ________________ Ferret
Name: _____________ Helicopter
Type: ________________
10
Cost: _____ 10
Cost: _____
Size: ________
light 14h
Speed: _____ Size: ________
light 12
Speed: _____
20
Armour: _____ 10
Armour: _____
Weapons (range/damage) Weapons (range/damage)
medium laser (↑) 10 6
1. _________________(___/___) 5 4
1. _________________(___/___)
medium MG (↑)
medium MG (↑) 5 4
2. _________________(___/___) - -
2. _________________(___/___)
cargo bay
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Striker
Name: _____________ Wheeled
Type: ________________ Scorpion
Name: _____________ Tracked
Type: ________________
10
Cost: _____ 10
Cost: _____
Size: ________
light Speed: _____
8 Size: ________
light Speed: _____
6
20
Armour: _____ 30
Armour: _____
Weapons (range/damage) Weapons (range/damage)
medium LRM (↑) 20 2D6
1. _________________(___/___) - -
1. _________________(___/___)
light turret
medium SRM (↑) 5 2D6
2. _________________(___/___) medium AC (t) 15 5
2. _________________(___/___)
3. _________________(___/___) medium MG (↑) 5 4
3. _________________(___/___)
4. _________________(___/___) 5 4
4. _________________(___/___)
medium MG (↑)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Savannah
Name: ____________________ Name: ____________________
Striker Ferret
Name: ____________________ Scorpion
Name: ____________________
Mech Readout – Medium Vehicles
Drillson
Name: _____________ Hover
Type: ________________ Name: Maxim Hover
Transport Type: ________________
_____________
20
Cost: _____ 20
Cost: _____
Size: ________
medium Speed: _____ 11h Size: ________
medium Speed: _____ 10h
40
Armour: _____ 30
Armour: _____
Weapons (range/damage) Weapons (range/damage)
medium turret - -
1. _________________(___/___) 5 4
1. _________________(___/___)
medium MG (→)
heavy laser (t) 15 8
2. _________________(___/___) 5 4
2. _________________(___/___)
medium MG (←)
3. _________________(___/___)
light SRM (t) 5 1D6 3. _________________(___/___)
medium SRM (↑) 5 2D6
4. _________________(___/___)
medium MG (↑) 5 4 light LRM (↑) 20 1D6
4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
cargo bay - -
6. _________________(___/___) 6. _________________(___/___)
Hetzer
Name: _____________ Wheeled
Type: ________________ Vedette
Name: _____________ Tracked
Type: ________________
20
Cost: _____ 20
Cost: _____
Size: ________
medium Speed: _____ 6 Size: ________
medium Speed: _____ 8
50
Armour: _____ 50
Armour: _____
Weapons (range/damage) Weapons (range/damage)
assault AC (↑) 5 20
1. _________________(___/___) - -
1. _________________(___/___)
medium turret
assault AC (↑) 5 20
2. _________________(___/___) 2x medium AC (t) 15 10
2. _________________(___/___)
3. _________________(___/___) medium MG (↑) 5 4
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)
Name: ____________________
Drillson Name: ____________________
Hetzer Maxim Transport
Name: ____________________ Vedette
Name: ____________________
Mech Readout – Heavy Vehicles
Name: Troop
_____________ Tracked
Transport Type: ________________ LRM Carrier
Name: _____________ Tracked
Type: ________________
30
Cost: _____ 30
Cost: _____
Size: ________
heavy Speed: _____ 8 Size: ________
heavy Speed: _____ 5
50
Armour: _____ 60
Armour: _____
Weapons (range/damage) Weapons (range/damage)
cargo bay - -
1. _________________(___/___) 20 4D6
1. _________________(___/___)
assault LRM (↑)
cargo bay - -
2. _________________(___/___) assault LRM (↑) 20 4D6
2. _________________(___/___)
3. _________________(___/___)
medium MG (↑) 5 4 3. _________________(___/___)
4. _________________(___/___)
medium MG (↑) 5 4 4. _________________(___/___)
medium MG (→) 5 4
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___)
medium MG (←) 5 4 6. _________________(___/___)
Pilum
Name: _____________ Wheeled
Type: ________________ Manticore
Name: _____________ Tracked
Type: ________________
30
Cost: _____ 30
Cost: _____
Size: ________
heavy Speed: _____ 6 Size: ________
heavy Speed: _____ 6
60
Armour: _____ 60
Armour: _____
Weapons (range/damage) Weapons (range/damage)
medium LRM (↑) 20 2D6
1. _________________(___/___) - -
1. _________________(___/___)
heavy turret
medium LRM (↑) 20 2D6
2. _________________(___/___) assault laser (t)
2. _________________(___/___)
20 10
3. _________________(___/___)
light SRM (↑) 5 1D6 heavy SRM (t) 5 3D6
3. _________________(___/___)
4. _________________(___/___)
light SRM (↑) 5 1D6 4. _________________(___/___)
medium LRM (↑) 20 2D6
5. _________________(___/___)
medium laser (↑) 10 6 5. _________________(___/___)
medium MG (↑) 5 4
6. _________________(___/___)
medium laser (↑) 10 6 6. _________________(___/___)
Name: Troop
____________________
Transport Name: ____________________
Pilum LRM Carrier
Name: ____________________ Manticore
Name: ____________________
Mech Readout – Assault Vehicles
Sniper
Name: _____________ Tracked
Type: ________________ Demolisher
Name: _____________ Tracked
Type: ________________
40
Cost: _____ 40
Cost: _____
Size: ________
assault Speed: _____ 5 Size: ________
assault Speed: _____ 5
80
Armour: _____ 80
Armour: _____
Weapons (range/damage) Weapons (range/damage)
- -
1. _________________(___/___)
assault turret assault turret - -
1. _________________(___/___)
2x assault laser (t) 20 20
2. _________________(___/___) assault AC (t) 5 20
2. _________________(___/___)
3. _________________(___/___)
medium MG (↑) 5 4 3. _________________(___/___)
assault AC (t) 5 20
4. _________________(___/___)
medium MG (↑) 5 4 4. _________________(___/___)
medium laser (↑) 10 6
5
5. _________________(___/___)
medium MG (→) 4 medium laser (↑) 10 6
5. _________________(___/___)
6. _________________(___/___)
medium MG (←) 5 4 6. _________________(___/___)
Behemoth
Name: _____________ Tracked
Type: ________________ Partisan
Name: _____________ Tracked
Type: ________________
40
Cost: _____ 40
Cost: _____
Size: ________
assault Speed: _____ 3 Size: ________
assault Speed: _____ 5
80
Armour: _____ 90
Armour: _____
Weapons (range/damage) Weapons (range/damage)
-
1. _________________(___/___)
assault turret - - -
1. _________________(___/___)
assault turret
heavy AC (t) 10 10
2. _________________(___/___) 2x medium AC (t) 15 10
2. _________________(___/___)
3. _________________(___/___)
heavy AC (t) 10 10 2x medium AC (t) 15 10
3. _________________(___/___)
4. _________________(___/___)
medium SRM (t) 5 2D6 4. _________________(___/___)
medium MG (↑) 5 4
5. _________________(___/___)
heavy LRM (↑) 20 3D6 5. _________________(___/___)
medium MG (↑) 5 4
6. _________________(___/___)
2x medium MG (↑) 5 8 6. _________________(___/___)
Name: Sniper
____________________ Name: ____________________
Behemoth Demolisher
Name: ____________________ Partisan
Name: ____________________
Mech Readout – Standard Infantry
Laser Support
Name: _____________ Standard Infantry
Type: ________________ 10
Cost: _____ Jump Infantry
Name: _____________ Standard Infantry
Type: ________________ 10
Cost: _____
3
Speed: _____ Quality: __________ 1
Armour: _____ 3j
Speed: _____ Quality: __________ 1
Armour: _____
LRM Support
Name: _____________ Standard Infantry
Type: ________________ 10
Cost: _____ Commandos
Name: _____________ Standard Infantry
Type: ________________ 10
Cost: _____
3
Speed: _____ Quality: __________ 1
Armour: _____ 2
Speed: _____ Quality: __________ 2
Armour: _____
Name: Laser
____________________
Support Name: ____________________
LRM Support SRM Support
Name: ____________________
Mech Readout – Motorized Infantry
Scout Cycles
Name: _____________ Motorized Infantry Cost: _____
Type: ________________ 10 Name: _____________ Motorized Infantry Cost: _____
Hover Troopers Type: ________________ 10
8
Speed: _____ Quality: __________ Armour: _____
4 8h
Speed: _____ Quality: __________ Armour: _____
2
Weapons (range/damage) Weapons (range/damage)
rifles 10 1
1. _________________(___/___) 5 2
1. _________________(___/___)
MG
2. _________________(___/___)
medium MG (m) 5 4 2. _________________(___/___)
light MG (m) 5 2
3. _________________(___/___) 5 4
3. _________________(___/___)
medium MG (d)
4. _________________(___/___) 4. _________________(___/___)
light MG (d) 5 2
ATV Troopers
Name: _____________ Motorized Infantry Cost: _____
Type: ________________ 10 Attack Cycles
Name: _____________ Motorized Infantry Cost: _____
Type: ________________ 10
6
Speed: _____ Quality: __________ Armour: _____
4 6
Speed: _____ Quality: __________ Armour: _____
4
Weapons (range/damage) Weapons (range/damage)
rifles 10 1
1. _________________(___/___) 5 1
1. _________________(___/___)
pistols
2. _________________(___/___)
medium MG (m) 5 4 2. _________________(___/___)
medium laser (m) 10 6
medium MG (m) 5 4
3. _________________(___/___) 5 4
3. _________________(___/___)
medium MG (m)
medium MG (d)
4. _________________(___/___)
5 4 4. _________________(___/___)
medium MG (m) 5 4
Name: Scout
____________________
Cycles Name: ____________________
ATV Troopers Hover Attack
Name: ____________________
Mech Readout – Battle Armour
Elemental
Name: _____________ Battle Armour
Type: ________________ 20
Cost: _____ Assault Suit
Name: _____________ Battle Armour
Type: ________________ 20
Cost: _____
3j
Speed: _____ Quality: __________ Armour: _____
5 3
Speed: _____ Quality: __________ 8
Armour: _____
Weapons (range/damage) Weapons (range/damage)
claw 1 1
1. _________________(___/___) claw 1 1
1. _________________(___/___)
light laser 5 4
2. _________________(___/___) light laser 5 4
2. _________________(___/___)
medium MG 5 2
3. _________________(___/___) medium MG 5 4
3. _________________(___/___)
light SRM 5 1D6
4. _________________(___/___) 4. _________________(___/___)
Longinus
Name: _____________ Battle Armour
Type: ________________ 20
Cost: _____ Elemental II
Name: _____________ Battle Armour
Type: ________________ 20
Cost: _____
3j
Speed: _____ Quality: __________ Armour: _____
6 3
Speed: _____ Quality: __________ Armour: _____
7
Weapons (range/damage) Weapons (range/damage)
claw 1 1
1. _________________(___/___) claw 1 1
1. _________________(___/___)
light laser 5 4
2. _________________(___/___) medium laser 10 6
2. _________________(___/___)
medium MG 5 4
3. _________________(___/___) medium MG 5 4
3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
Name: Elemental
____________________ Name: ____________________
Longinus Kage
Name: ____________________
Vehicle Counters – Light/Medium
medium laser medium LRM medium MG medium AC heavy laser assault AC medium MG 2x medium AC
medium MG medium SRM cargo bay medium MG light SRM assault AC medium MG medium MG
medium MG medium MG medium SRM
light LRM
cargo bay
Vehicle Counters – Heavy/Assault
The benefit that a pilot receives from the specialty depends on how
experienced the pilot is:
green/regular: No specialty.
veteran: One re-roll of a failed piloting check or attack roll that
involves their specialty.
elite: In addition to the one re-roll, an elite pilot gets an additional +1
modifier to all piloting rolls or attack rolls involving their specialty.
Pilot Specialties For example, an elite pilot with the medium mech specialty may re-roll
a failed piloting check if they are currently piloting a medium mech and
Experienced mech pilots often develop an affinity for a certain type of they also get a +1 modifier on any piloting rolls while piloting a
mech or weapon. One pilot may be able to make a medium mech dance, medium mech.
another pilot may be an expert marksman with autocannons.
Blank Pilot Cards
2149 – The Russian army crosses from Greenland into North America,
beginning the most deadly war history has ever known. For the next 8
years war rages and millions of lives are lost on both sides. Finally, the
combined forces of North America, known as the Canamerican
Coalition, are able to win a decisive victory at the Battle of Baffin
Island, driving the Russian forces back to Greenland and ending the war.
2165 – Unable to defend its land or people, the nation of Russia ceases
to exist. Russian land is overrun by neighbouring nations, and a state of
chaos exists in every major city.
2218 – In Antarctica, the former Earth League colony is now called the
Great Southern Empire. Emperor Edward Carter decrees that
preparations are to be made to unite humanity under the banner of the
Northern Factions Inuit Federation has been on peaceful terms with the Canamerican
Humanity has migrated toward the high arctic to live along the northern Coalition for the last century and are currently allied with them.
coasts of the world – the last region capable of supporting human Relations are not so smooth with their neighbours to the west, the Steel
civilization, although just barely… Wolves, whose relative lawlessness often results in groups of outlaws
raiding into the Inuit lands.
Many nations have collapsed, others have merged into frail replicas of
what were once great empires. All struggle for survival. Steel Wolves
The Steel Wolves occupy territory including the
Canamerican Coalition former state of Alaska and down the west coast
The Canamerican Coalition is made up of the of North America – formerly part of the
remains of eastern Canada and the United Canamerican Coalition. Steel Wolf society
States. It exists as a coalition of feudal harkens back to the bygone
kingdoms, all swearing fealty to the high king days of the American wild
Douglas Pendragon of James Bay. The west. Although there are
Coalition’s goal is to reunite Sheriffs in each settlement to uphold the law, they are
humanity in peace and regain often corrupt. Local “law enforcement” often
the technological advances lost consists of a Sheriff and his gang of cronies who are
in the time of war. The lords of little better than the outlaws they pursue. Sometimes,
each kingdom maintain small the lawmen and outlaws even band together and raid
armies of mechs piloted by neighboring settlements. The government pays
“Knights of the Coalition”. In order to become a full handsomely for lost technology – resulting in a large
knight, a warrior must go on a quest to collect lost number of “lostech prospectors” that scour the dead
technology from the wastelands to the south – often to cities of the west coast for any remaining advanced technology.
the once great, not-quite abandoned cities of the east
coast: New York, Washington, Boston, and others. The Dragon
As the climate worsened and resources ran out
Inuit Federation on the island nation of Japan, the population
The Inuit Federation is a migrated north to the eastern mainland of Asia.
peaceful nation consisting The renamed nation of The Dragon is a society
mostly of the descendents of based upon the principals of
the native inhabitants of North feudal Japan, where honour
America. They depend almost and loyalty are all-important.
entirely on the sea for their The lords of each settlement
survival – hunting and fishing command small armies of mechs piloted by samurai
along the coast and on the who are furiously loyal to their lords and deadly in
islands of the high arctic. combat. The Dragon has an unending thirst for
Despite their desire for peace, they must maintain an army expansion, constantly probing for weaknesses in the
of ferocious warriors in order to defend their territory from enemy and sending raiding armies into the territories
the constant attacks from the Empire of Greenland. The of the Asian Alliance and across the Bering Strait
into the lands of the Steel Wolves.
Asian Empire growing republic, so there is also a large population of other Europeans
The Asian Empire is populated by the descendents and even Africans that managed to make it north before the African
of the nation of China and a mix of other Asian continent became uninhabitable.
nations whose people managed to migrate to the
north coast of Asia as the climate Among the citizens of the republic are many traders and
worsened and the lands died colonists who travel the seas to exchange goods and
behind them. Absolute power is settle unoccupied lands. This seafaring spirit often
held by the Emperor who brings them into conflict with Battleaxe Pirates and the
commands a vast army of mechs, Empire of Greenland.
vehicles, and infantry. Most of the
army is needed to keep the peace in the scattered 20 years ago when the Empire of Greenland was
settlements of the empire, as there is an underground attacking from the island of Iceland, the Scandinavian
rebellion that has been attempting to overthrow the Republic fought back and in the bitter fighting, forced
emperor for the past half century. The rest of the their way into possession of Iceland. Ever since, the
army is needed to resist incursions by the expansionist republic has held Iceland as a colony and forward base
forces of The Dragon. against Greenland.
Mission: Approach
Forces: Attacking player uses the remainder of their force (excluding
units used in the Recon Approach mission). Defending player uses the
surviving units from the Recon Approach mission.
Battlefield: Attacking player sets up the battlefield and chooses a long
edge to deploy on. Defending player may add or remove one piece of
terrain and then deploys on the opposite long edge.
Objectives: Attacker attempts to move all units off of the opposite table
edge while destroying as many defending units as possible. Defender
attempts to destroy attacking units and stop them from exiting across
their table edge.
Special Rules: The winner of the Recon Approach mission may add or
remove one additional piece of terrain before deployment begins. Also,
Operation: Capture Factory they may call in the rest of their force that is not yet involved in the
• Mission: Recon Approach mission as reinforcements from any table edge at any time after the first
• Mission: Approach turn.
• salvage/repair Victory Conditions: The game ends when the last of the attacker’s
• Mission: Recon Factory units have left the battlefield or have been destroyed. The attacker
• Mission: Factory Capture scores points for attacking units that have safely made it off the
• Mission: Retreat/Pursuit defenders table edge and for defending units destroyed (points are the
• salvage/repair point-value of the units, ie. 30 points for a heavy mech). The defender
scores points for the attacking units that have been destroyed. The
winner is the player who has scored the most points.
Missions
Mission: Recon Base Forces: Loser of previous battle uses entire remaining force. Winner of
Forces: Attacking player chooses 4 units (scout lance). Defending previous battle uses any units they wish that have survived the previous
player chooses up to 8 units. battle (they may choose to not even pursue at all).
Battlefield: Defending player sets up the battlefield including a base Battlefield: Loser of previous battle sets up the battlefield and chooses a
which is roughly 6 hexes across that consists of 4 heavy laser turrets, a short table edge to deploy on. Winner of previous battle may add or
turret control building, a repair facility, a barracks, a headquarters remove one piece of terrain. The winner of the previous battle will
building, and a supply shed. The defender will deploy within 4 hexes of deploy during turn 2 on the same edge as the loser, and begins moving
the base. The attacker chooses a short edge to deploy on. on turn 3.
Objectives: Attacker attempts to move a unit to within 4 hexes of the Objectives: Loser of previous battle attempts to move their units off of
base and then safely exit off of any table edge. The attacker’s secondary the opposite table edge. Winner of previous battle attempts to destroy as
objectives are to destroy the turrets, turret control building, or supply many units as possible.
shed. Defender attempts to destroy attacking units. Special Rules: none
Special Rules: If the attacker won the Approach mission, they may Victory Conditions: none
deploy on a long table edge instead (starting closer to the base).
Victory Conditions: The game ends when the last of the attacker’s
units have left the battlefield or have been destroyed. The attacker wins
if at least 1 unit has approached the base and then safely left the table.
Otherwise the defender wins.
Mission: Retreat/Pursuit
Advanced Tech Weaponry
Laser
size WP Range Damage
light 5 6 6
medium 10 12 8
heavy 15 18 10
assault 20 24 12
Autocannon (AC)
size WP Range Damage
light 5 24 3
medium 10 18 8
heavy 15 12 12
assault 20 8 20