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Mech Combat

rules for giant robot battles


Introduction The mechs can be constructed using the Mech Construction rules or can
be chosen from the Mech Readout section. For each mech in your force,
The battlefields of the future are dominated by giant armoured robots you will need a mech card filled out with its stats and an initiative card.
loaded with deadly weapons. These mechs and the warriors who pilot
them can unleash devastation on anything that stands in their way. In Setup
the future, the mech is the king of the battlefield.
One player will choose the battlefield, and the other player will choose a
Mech Combat is a simple fast-play miniatures game that simulates side to deploy on. The battlefield should be at least 30 hexes along each
battles between armies of mechs. The game can be played on either hex side (or 4 feet by 6 feet is good for 3D terrain).
maps or 3D terrain. If playing on terrain, assume all distances are in
inches rather than hexes. Terrain
The battlefield consists of various terrain features and elevations. Their
effects on gameplay are summarized in the following terrain table:

Terrain Type Effects


Open Ground -
Rough Ground ● costs 1 extra MP to move into
● +1 modifier to Evade Roll per hex of woods
Woods ● cannot fire through 3 or more hexes of woods
● costs 1 extra MP to move into
Marsh/Swamp ● costs 1 extra MP to move into
● +1 modifier to Evade Roll
Water – depth 1
● costs 1 extra MP to move into
● cannot be targeted
Water – depth 2
● costs 2 extra MP to move into
Behind 1 elevation ● +1 modifier to Evade Roll
level ● costs 1 extra MP to move up/down
● cannot be targeted
Behind 2 elevation
● costs 2 extra MP to move up/down
levels
Playing the Game ● requires a piloting test to move up/down
● blocks line of sight
Choosing Forces ● can be destroyed by firing a heavy or assault
weapon at it or moving a heavy or assault
Building
Players should agree on the size of forces to bring to the battle. A good mech into it (changing it to rough ground)
starting army would be 100 points which would consist of around 4 ● moving into it costs 3 extra MP and causes
mechs. Armies of 300 points are good for larger games of 12 mechs per 2D6 damage to the mech
side. ● blocks line of sight
Fortified Building
● cannot be destroyed
Deployment Jumping
Mechs with a speed such as 4j are jump capable. Jumping mechs may
Mechs will be deployed in random order (as described in the initiative move up or down a number of elevations equal to their speed. For
rules below) within 4 hexes of the edge of the battlefield. example, a mech with speed 4j can jump up or down a 4 elevation cliff.
When a mech chooses to jump, it ignores any terrain movement
Once all mechs are deployed, the game begins. Each game turn consists modifiers, but can only use 2 less than their MP (it takes 1 MP to launch
of 4 phases: initiative, movement, combat, and melee. the jump, and 1 MP to land). It may land facing any direction.

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.

rear firing arc Critical Hits


If an attack removes armour from the
last bolded row of armour remaining
on a mech, there is a chance that the
attack makes it through the armour and
To make an attack with your weapons, choose a target and a weapon to damages the internal systems – this is a
fire at it, and then roll a 2D6 Attack Roll. The opposing player rolls a “critical hit”. When this happens, the
2D6 Evade Roll. There are modifiers to apply to each of the rolls. For attacker rolls 1D6. If the roll is 4, 5, or
the attack to hit, the attacker’s modified Attack Roll must be equal to or 6, a critical hit is scored.
higher than the target’s modified Evade Roll.
Critical hits also occur when a successful roll of 12 (before modifiers) is addition, if the target mech is a smaller size than the attacker, it must
made on the attacker’s Attack Roll – this represents a “lucky shot” pass a piloting skill roll or fall down.
making it through a weak spot opened up on the mech’s armour. If the
attack is made into the rear arc of the target mech, any doubles rolled for Example:
the successful to-hit roll results in a critical hit – this represents the A heavy mech walks up to punch a light mech as it lands from a jump. To punch,
weaker rear armour on mechs being easier to penetrate. the heavy mech makes an Attack Roll with a +1 modifier (short range). The light
mech makes an Evade Roll with a +2 modifier (light mech, defender jumped). The
If a critical hit has occurred, roll 1D6 to see the effect it has: rolls come up as: Attack Roll = 9 and Evade Roll = 6, which are modified to 10 and
8 respectively, and the punch successfully hits the light mech.

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.

2. Capture the Flag 4. Capture Objectives


Forces: Players choose equal sized forces.
Forces: Players choose equal sized forces.
Battlefield: One player sets up the battlefield, the other player chooses a
Battlefield: One player sets up the battlefield, the other player chooses a
table edge to deploy on.
table edge to deploy on.
Objectives: A “flag” is placed in the centre of each player’s deployment
Objectives: Each player places one objective in their own deployment
zone.
zone as well as one objective in the enemy’s deployment zone.
Special Rules: To capture the enemy’s flag, a unit must move on top of
Special Rules: The goal of this scenario is to capture one of the
the flag and spend 1 MP to pick it up. The flag must then be brought
objectives in the opposing deployment zone while preventing the enemy
back into your own deployment zone to score a point – it is then
from capturing the objectives in your deployment zone. To capture an
replaced back where it started. If a unit which is carrying a flag is
objective, at the start of a turn you must have a unit within 2 hexes (or 4
destroyed, the flag is dropped at that location.
inches) of the objective with no opposing units within the same distance.
Victory Conditions: The game ends when one player scores an agreed
Victory Conditions: The first player to capture an objective is the
upon number of points (usually 1, 2, or 3 points).
winner.
5. Breakthrough
Forces: The defending player chooses a force twice as large as the
attacking player.
Battlefield: One player sets up the battlefield, the other player chooses a
table edge to deploy on. The defending player deploys all of his units
first, the attacking player deploys last.
Objectives: none
Special Rules: The attacking player must “break through” the defending
player’s forces and exit the battlefield through the defender’s
deployment zone.
Victory Conditions: The game ends when the attacking player has no
units left on the battlefield. The attacker wins if over half of their force
has made it through the defender’s deployment zone, otherwise the
defender wins.

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

Heavy Mech – costs 30 army points


Build Speed Armour Weaponry
Points MP AP WP
1 4 40 40
2 5 or 3j 50 50
3 6 or 4j 60 60
4 7 or 5j 70 70
5 8 or 6j 80 80

Assault Mech – costs 40 army points


Build Speed Armour Weaponry
Points MP AP WP
1 2 60 60
2 3 70 70
3 4 80 80
Step 1: Chassis 4 5 or 3j 90 90
5 6 or 4j 100 100
Choose the weight class and then allocate 10 build points into
Speed/Armour/Weaponry.
Sample Mech
Light Mech – costs 10 army points
Build Speed Armour Weaponry Name: Brawler
Points MP AP WP Size: medium
1 6 or 4j 10 10 Speed: 4 build points = 8j
2 8 or 6j 15 15 Armor: 4 build points = 45 AP
3 10 or 8j 20 20 Weaponry: 2 build points = 35 WP
4 12 or 10j 25 25 Weapons: heavy laser (15 WP)
5 14 or 12j 30 30 medium AC (10 WP)
medium laser (10 WP)
Step 2: Weaponry
Machinegun (MG)
Choose up to 6 weapons that add up to the available WP. size WP Range Damage
light 2.5 5 2
Weapons may be grouped to count as a single weapon as long as all of medium 5 5 4
them are identical. For example, a mech may choose as a single weapon
choice: “3x medium autocannon” with 15 hex range and 15 damage for Hatchet**
30 WP. Grouping in this way can represent multiple weapons fired size WP Range Damage
together, or a single multi-barrelled weapon (such as a rotary light 5 1 1D6
autocannon), or even a larger weapon firing through one barrel (to medium 10 1 2D6
represent a large gauss rifle maybe). heavy 15 1 3D6
assault 20 1 4D6
Laser *LRM’s may be fired indirectly (no line of sight to target) with a -1
size WP Range Damage penalty to-hit – however, a friendly unit must have LOS to the target
light 5 5 4 **mechs may only be equipped with the size of hatchet that matches the
medium 10 10 6 mech’s size and that the damage listed for the hatchet is in addition to
heavy 15 15 8 the normal damage dealt in a melee attack – so a light mech with a
assault 20 20 10 hatchet does a total of 2D6 damage for a physical attack

Autocannon (AC) Step 3: Mech Card


size WP Range Damage
light 5 20 2 Fill in the mech card with the information for your mech. Indicate rear-
medium 10 15 5 mounted weapons by placing an (r) after the weapon’s name.
heavy 15 10 10
assault 20 5 20 Below is an example of a mech card filled in for a sample mech:

Short Range Missile (SRM) Brawler


Name: _____________________
size WP Range Damage Cost: _____
20
8j
medium Speed: _____
Size: ________
light 5 5 1D6 Armour: _____
40
medium 10 5 2D6 Weapons (range/damage)
heavy 15 5 3D6 1. _________________(___/___)
heavy laser 15 8
assault 20 5 4D6 2. _________________(___/___)
medium laser 10 6
medium AC 15 5
3. _________________(___/___)
Long Range Missile (LRM)* 4. _________________(___/___)
size WP Range Damage 5. _________________(___/___)
light 10 20 1D6 6. _________________(___/___)
medium 20 20 2D6 Pilot: __________
Critical Hits
heavy 30 20 3D6 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Skill: __________
assault 40 20 4D6 □□□ □□ □□□□□□ □ □ □ Spec: __________
Blank Mech Cards

Name: _____________________ Name: _____________________


Cost: _____ Cost: _____
Size: ________ Speed: _____ Size: ________ Speed: _____
Armour: _____ Armour: _____
Weapons (range/damage) Weapons (range/damage)
1. _________________(___/___) 1. _________________(___/___)
2. _________________(___/___) 2. _________________(___/___)
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Name: _____________________ Name: _____________________


Cost: _____ Cost: _____
Size: ________ Speed: _____ Size: ________ Speed: _____
Armour: _____ Armour: _____
Weapons (range/damage) Weapons (range/damage)
1. _________________(___/___) 1. _________________(___/___)
2. _________________(___/___) 2. _________________(___/___)
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

Name: ____________________ Name: ____________________ Name: ____________________ Name: ____________________


Mech Combat
Expansion: Infantry and Vehicles
Introduction • if the infantry is jump capable, it may dismount from a
helicopter while it is in flight
The battlefields of the future are dominated by 30 foot mechs, but • infantry that are jump capable may spend all of their MP for
infantry and vehicles are also dangerous in their own right. jumping (it does not cost any MP to take off and land)
• infantry may spend all of
This expansion for Mech Combat allows players to add infantry, battle their MP in a turn to “dig
armour, helicopters, and ground vehicles to their armies. in” and gain a +2 bonus to
their Evade Roll until they
move again
• infantry may spend 1 MP to
occupy a building where
they count as being dug in
for the +2 bonus to their
evade roll, they may spend
1 MP to exit the building on
any side

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.

Standard Infantry Special Rules for Motorized Infantry


Units of standard infantry are squads of twenty basic foot soldiers. They • may dismount and follow the regular infantry rules for digging
are great for holding defensive positions due to their ability to “dig in” in, occupy buildings, swarm attack, etc...
for extra defensive bonuses. Standard infantry are also one of the few • dismounting costs 1 MP and must be done either at the
units that can occupy a building (without destroying it). Although they beginning of its movement or at the end
are not very effective offensively against mechs and vehicles, they can • dismounted motorized infantry have a speed of 3 MP (so in a
be dangerous if they get close enough to do a swarm attack. turn, they may dismount and move another 2 MP)
• must return to the location that they dismounted in order to
Standard infantry may choose weapons from the personal firearms table remount their personal vehicles
(in which case each of the troopers is equipped with the choice), and/or • the personal vehicles follow the rules for wheeled vehicles (may
from the support weapons table (in which case the weapon belongs to move 2 hexes for each MP when on a road, etc…)
the unit as a whole). For example, if you choose rifles, each trooper gets • a hover vehicle (indicated by an “h” after its speed) follows the
a rifle and the unit can make 20 rifle shots. If you choose a light SRM, rules for hover vehicles
the unit gets only one of the SRM launchers and can make a single SRM
attack.

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).

Special Rules for Battle Armour


• the claw allows the battle armour to hitch a ride on mechs and
vehicles (enemy or friendly)
• to hitch a ride on a friendly mech or vehicle, the battle armour
must simply move into base contact with it and then spend an
additional MP to mount
• to mount an enemy mech or vehicle, the battle armour must also
pass a piloting test – if failed the battle armour remains in base
contact with the enemy mech or vehicle
• if a unit of battle armour with a claw is mounted on an enemy
mech/vehicle, it can make a claw attack that does 1 damage
• after a successful claw attack, any future successful hits are
critical hits if a double is rolled on the Attack Roll
Infantry Creation Battle Armour – costs 20 army points
Build Speed Armour Weaponry
Points MP AP WP
1 2 4 5
2 3 5 10
3 4 6 15
4 3j 7 20
5 4j 8 25

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. _________________(___/___)

Name: ____________________ Name: ____________________


Vehicles
While not as tough or mobile as mechs, vehicles can be equally deadly.

Vehicle Special Rules


Firing Arcs left right
Vehicles lack the mobility of mechs and thus have a more restricted arc firing firing
of fire. Vehicle weapons can be mounted to fire into one of four 120°
firing arcs: front, rear, left, or right. The direction of each weapon must arc arc
be indicated on the vehicle card as ↑, ↓, ←, or →. In addition, vehicles
may not do a torso twist to bring its weapons to bear on an enemy.
Instead, vehicles may mount their weapons in a turret.

front firing arc Hull-Down


If a vehicle (excluding helicopters) is behind a level 1 hill with enemy
units on the other side, it may choose to either remain completely hidden
behind the hill, or position itself in a “hull-down” position. This means
that the bulk of the vehicle is behind the hill, but its weapons are visible
above the crest of the hill. The vehicle may fire its weapons as normal,
and it gets a +1 bonus to its Evade Roll when fired at from enemy units
on the other side of the hill.

rear firing arc

Turrets Troop Transport and Cargo


Vehicles may mount some of their weapons in turrets that allow them to Vehicles can mount cargo bays for transporting supplies, equipment,
fire in any direction (full 360° fire arc). Light turrets may contain 10 and troops. The capacity to carry infantry troops is paid for from the
WP of weapons, medium turrets may contain 20 WP, heavy turrets may vehicles WP during vehicle construction. In order to transport a unit of
contain 30 WP, and assault turrets may contain 40 WP. Vehicles may infantry (standard, motorized, or battle armour), the transport vehicle
mount a turret of their size class or lower. Mounting a turret costs 5 WP must have a cargo bay that costs 20 WP. A vehicle may transport
for light, 10 WP for medium, 15 WP for heavy, and 20 WP for assault. additional infantry units if it has additional cargo bays.
Vehicle Types
There are four different types of vehicle: wheeled, tracked, hover, and Helicopter
helicopter. They follow slightly different rules for movement and • may only be light or medium weight class
critical hits. • ignores all terrain penalties
for movement
Wheeled • may land or take-off for 1 MP
• may move 2 hexes for each MP • may travel at double speed,
along roads but suffers a -2 penalty on its
• may not enter water, rough Attack Rolls if it does so
ground, or woods unless on a road • critical hits occur on a
• may not move up or down more helicopter whenever a double
than 1 level of elevation is rolled on a successful Attack Roll
• first critical hit to motive system • first critical hit to motive system results in crash and destruction
reduces speed to half of the helicopter and any cargo it is carrying
• second critical hit to motive
system immobilizes the vehicle Critical Hits
Critical hits occur on vehicles in the same way as for mechs, but some
Tracked of the effects are different. If a critical hit has occurred, roll 1D6 to see
• may not enter water or the effect it has:
woods unless on a road
• may not move up or down roll hit type effect
more than 1 level of motive
1, 2 ● see rules for each type of vehicle
elevation system
• first critical hit to motive ● one of the weapons is destroyed
system reduces speed by 1 3 weapon ● roll another 1D6 to determine which weapon
MP (re-roll until a valid weapon is rolled)
• second critical hit to motive system reduces speed to half ● any cargo or troops are destroyed
4 cargo
• third critical hit to motive system immobilizes the vehicle ● re-roll if the vehicle has no cargo bays
5 sensors ● -2 penalty to gunnery skill for Attack Rolls
Hover 6 ● the crew is knocked out
cockpit
• may not enter woods ● the vehicle is out of the game
unless on a road
• may not move up or
down more than 1 level
of elevation
• treats rough ground,
marsh, and water as
open ground for movement
• first critical hit to motive system immobilizes the vehicle
Vehicle Construction Assault Vehicle – costs 40 army points
Build Speed Armour Weaponry
Step 1: Chassis Points MP AP WP
1 2 60 60
Choose the weight class and 2 3 70 70
then allocate 10 build points 3 4 80 80
into Speed/Armour/Weaponry. 4 5 90 90
5 6 100 100

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: _____________ Type: ________________ Name: _____________ Type: ________________


Cost: _____ Cost: _____
Size: ________ Speed: _____ Size: ________ Speed: _____
Armour: _____ Armour: _____
Weapons (range/damage) Weapons (range/damage)
1. _________________(___/___) 1. _________________(___/___)
2. _________________(___/___) 2. _________________(___/___)
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

Name: _____________ Type: ________________ Name: _____________ Type: ________________


Cost: _____ Cost: _____
Size: ________ Speed: _____ Size: ________ Speed: _____
Armour: _____ Armour: _____
Weapons (range/damage) Weapons (range/damage)
1. _________________(___/___) 1. _________________(___/___)
2. _________________(___/___) 2. _________________(___/___)
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)
5. _________________(___/___) 5. _________________(___/___)
6. _________________(___/___) 6. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

Name: ____________________ Name: ____________________ Name: ____________________ Name: ____________________


Mech Combat
Mechanical Readout

mechs, vehicles, and infantry for use in mech combat


Mech Readout – Light Mechs

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Pilot: __________ Critical Hits Pilot: __________


1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____ 1. engine 2. leg 3. weapon 4. gyro 5. sensor 6. cockpit Piloting: _____
□□□ □□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

Atlas
Name: ____________________ Awesome
Name: ____________________ Goliath
Name: ____________________ Victor
Name: ____________________
Mech Counters – Light Mechs

Locust Wasp Raven Stinger Panther Jenner Assassin Commando

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

Phoenix Scorpion Centurion Griffin Hatchetman Enforcer Hunchback Wolverine


Hawk
medium mech medium mech medium mech medium mech medium mech medium mech medium mech
medium mech
speed: 10 speed: 6 speed: 8j speed: 6j speed: 6j speed: 6 speed: 8j
speed: 9j armour: 40 armour: 45 armour: 40 armour: 40 armour: 50 armour: 45 armour: 40
armour: 40
assault laser heavy AC assault laser heavy AC heavy AC assault AC medium laser
assault SRM medium LRM medium LRM medium laser heavy laser medium laser assault SRM
heavy laser medium laser medium laser
medium laser light laser medium AC
medium laser medium hatchet light laser
medium laser
Mech Counters – Heavy Mechs

Marauder Warhammer Catapult Rifleman Thunderbolt Grasshopper Dragon Archer


heavy mech heavy mech heavy mech heavy mech
heavy mech heavy mech heavy mech heavy mech

speed: 6 speed: 6 speed: 6 speed: 6j


speed: 6 speed: 6j speed: 8 speed: 6
armour: 60 armour: 60 armour: 70 armour: 50
armour: 60 armour: 50 armour: 60 armour: 50
assault laser heavy laser heavy laser
assault laser medium LRM heavy laser medium LRM heavy LRM
assault laser heavy laser light LRM
assault laser medium LRM medium LRM medium AC heavy LRM
medium laser medium laser medium laser
medium laser medium laser 3x light laser medium laser medium laser
medium laser medium laser medium laser
medium laser medium laser 2x medium MG medium laser medium laser
medium SRM medium AC medium laser
medium AC medium AC light laser
Mech Counters – Assault Mechs

Battlemaster Longbow Cyclops Zeus Atlas Awesome Goliath Victor


assault mech assault mech assault mech assault mech assault mech assault mech assault mech assault mech

speed: 6 speed: 6 speed: 6 speed: 6 speed: 4 speed: 5 speed: 6 speed: 6j


armour: 80 armour: 70 armour: 80 armour: 80 armour: 90 armour: 100 armour: 80 armour: 80
assault laser assault LRM assault AC heavy laser assault AC assault laser assault laser assault AC
heavy SRM assault LRM medium SRM heavy LRM heavy LRM assault laser medium LRM medium SRM
2x medium laser medium laser medium AC medium SRM assault laser medium LRM medium laser
2x light laser medium laser medium laser medium laser medium MG medium laser
2x light MG medium LRM light laser medium laser medium MG
Mech Readout – Light Vehicles

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

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. _________________(___/___)

Critical Hits Crew: _________ Critical Hits Crew: _________


1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____ 1,2. motive syst 3. weapon 4. cargo 5. sensor 6. cockpit Piloting: _____
□□□ □□□□□□ □ □ □ Gunnery: _____ □□□ □□□□□□ □ □ □ Gunnery: _____

Initiative Card Initiative Card Initiative Card Initiative Card

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: _____

Weapons (range/damage) Weapons (range/damage)


rifles 10 1
1. _________________(___/___) 5 2
1. _________________(___/___)
MG
medium laser 10 6
2. _________________(___/___) 1 *
2. _________________(___/___)
explosives
light laser 5 4
3. _________________(___/___) 3. _________________(___/___)
4. _________________(___/___) 4. _________________(___/___)

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: _____

Weapons (range/damage) Weapons (range/damage)


pistols 5 1
1. _________________(___/___) 5 2
1. _________________(___/___)
MG
light LRM 20 1D6
2. _________________(___/___) explosives 1 *
2. _________________(___/___)
light LRM 20 1D6
3. _________________(___/___) light MG
3. _________________(___/___)
5 2
4. _________________(___/___) light MG
4. _________________(___/___)
5 2

Initiative Card Initiative Card


SRM Support
Name: _____________ Standard Infantry
Type: ________________ 10
Cost: _____
3
Speed: _____ Quality: __________ 1
Armour: _____

Weapons (range/damage) Jump Infantry


Name: ____________________ Commandos
Name: ____________________
10 1
1. _________________(___/___)
rifles
light SRM 5 1D6
2. _________________(___/___)
light SRM
3. _________________(___/___)
5 1D6
4. _________________(___/___)
light SRM 5 1D6

Initiative Card Initiative Card Initiative Card

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

Initiative Card Initiative Card


Name: _____________
Hover Attack Motorized Infantry Cost: _____
Type: ________________ 10
8h
Speed: _____ Quality: __________ Armour: _____
4
Weapons (range/damage)
5 1 Hover Troopers
Name: ____________________ Attack Cycles
Name: ____________________
1. _________________(___/___)
pistols
2. _________________(___/___)
light MG (m) 5 2
light MG (m) 5 2
3. _________________(___/___)
4. _________________(___/___)

Initiative Card Initiative Card Initiative Card

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. _________________(___/___)

Initiative Card Initiative Card


Kage
Name: _____________ Battle Armour
Type: ________________ 20
Cost: _____
4j
Speed: _____ Quality: __________ Armour: _____
5
Weapons (range/damage)
claw 1 1 Assault Suit
Name: ____________________ Elemental II
Name: ____________________
1. _________________(___/___)
medium MG 5 4
2. _________________(___/___)
explosives 1 *
3. _________________(___/___)
4. _________________(___/___)

Initiative Card Initiative Card Initiative Card

Name: Elemental
____________________ Name: ____________________
Longinus Kage
Name: ____________________
Vehicle Counters – Light/Medium

Savannah Striker Ferret Scorpion Drillson Hetzer Maxim Vedette

light v. light v. light v. light v. medium v. medium v. medium v. medium v.


hover wheeled helicopter tracked hover wheeled hover tracked

speed: 14h speed: 8 speed: 12 speed: 6 speed: 11 speed: 6 speed: 10 speed: 8


armour: 20 armour: 20 armour: 10 armour: 30 armour: 40 armour: 50 armour: 30 armour: 50

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

Troop Pilum LRM Manticore Sniper Behemoth Demolisher Partisan


Carrier
heavy v. heavy v. heavy v. assault v. assault v. assault v. assault v.
tracked wheeled tracked tracked tracked tracked tracked
heavy v.
tracked speed: 5
speed: 8 speed: 6 speed: 6 speed: 5 speed: 3 speed: 5
armour: 50 armour: 60 armour: 60 armour: 80 armour: 80 armour: 80 armour: 90
speed: 5
medium MG
armour: 60 assault AC
2x medium LRM assxault laser 2x assault laser 2x heavy AC 2x medium AC
medium MG assault AC
2x light SRM heavy SRM 4x medium MG medium SRM 2x medium AC
medium MG assault LRM medium laser
2x medium laser medium LRM heavy LRM medium MG
medium MG assault LRM medium laser
medium MG 2x medium MG medium MG
2x cargo bay
Infantry Counters

Laser LRM SRM Jump Commandos Scout ATV Hover


Support Support Support Infantry Cycles Troopers Attack
standard i.
standard i. standard i. standard i. standard i. motorized i. motorized i. motorized i.
speed: 2
speed: 3 speed: 3 speed: 3 speed: 3j armour: 2 speed: 8 speed: 6 speed: 8h
armour: 1 armour: 1 armour: 1 armour: 1 armour: 4 armour: 4 armour: 4
MG
explosives
rifles pistols rifles MG rifles rifles pistols
light MG
medium laser light LRM light SRM explosives medium MG (m) medium MG (m) light MG (m)
light MG
light laser light LRM light SRM medium MG (m) light MG (m)
light SRM medium MG (d)
Infantry Counters

Hover Attack Elemental Longinus Kage Assault Elemental Pilot


Troopers Cycles Suit II
battle battle battle
motorized i. motorized i. armour armour armour battle battle
armour armour speed: 3
speed: 8h speed: 6 speed: 3j speed: 3j speed: 4j armour: 1
armour: 2 armour: 4 armour: 5 armour: 6 armour: 5 speed: 3 speed: 3
armour: 8 armour: 7 pistol
MG pistols claw claw claw
light MG (m) medium laser (m) light SRM light laser medium MG
claw claw
medium MG (d) medium MG (m) light laser medium MG explosives
light laser medium laser
light MG (d) medium MG (m) medium MG
medium MG medium MG
Mech Combat
Expansion: Pilots
Introduction Elite Pilots: These pilots are the best of the best – often known and
feared by enemy pilots.
The battlefields of the future are dominated by 30 foot mechs piloted by Skill: +2
the most highly skilled warriors in the universe. Mech pilots are the
knights of their age. The default skill level for all pilots in a game of Mech Combat is
regular, and the points costs for the mechs are based on this. If a
This expansion for Mech different skill level of pilot is assigned to a mech, the point cost of the
Combat allows players to mech must be adjusted accordingly:
create mech pilots and
develop their skills as pilot skill light medium heavy assault
they gain experience in level mech mech mech mech
battle. green 8 15 22 30
regular 10 20 30 40
veteran 12 25 38 50
elite 15 30 45 60
Pilots
Pilot Advancement
Every mech has a pilot who controls it. It is the pilot’s skill that If playing in a campaign, you may create and track the progress of a
determines how easily the mech’s weapons hit their target. The pilot. This is done with a pilot card.
pilot’skill also determines how easily the mech can perform difficult
manoeuvres without falling down. The pilot’s skill level is tracked on a
Kurasawa
Name: _____________________ Crimson Hawk
Mech: _____________________
pilot card and is also indicated on the mech card.
Experience Points Veteran (+1)
Skill Level: ______________
green (-1)
Pilots can be categorized into four skill levels: Specialty: _______________
regular (0)
Green Pilots: These pilots are fresh from basic training or
have had no training at all in mech piloting. veteran (+1)
Skill: -1
elite (+2)
Regular Pilots: These pilots have had intensive training
in mech combat and some battlefield experience. Most
pilots in Mech Combat are assumed to have this skill A new pilot starts off at the green skill level and improves as experience
level. is gained. When an experience point (XP) is earned, mark off one of the
Skill: 0 boxes. XP are earned in the following ways:
• pass a piloting skill test: 1 XP
Veteran Pilots: These pilots are veterans of many battles • pass a piloting skill test with a roll of 12: 2 XP
and have learned the tricks of the trade to survive nearly • fail a piloting skill test: 1 XP (only for green pilots)
any situation on the battlefield. • fail a piloting skill test with a roll of 2: 2 XP (only green pilots)
Skill: +1 • successfully hit with a physical attack: 1 XP
• successfully hit with a jumping charge: 2 XP
• critical hit on an enemy unit: 1 xp These differences between pilots are represented in Mech Combat by
• destroy infantry: 1 xp pilot specialties.
• destroy light mech: 1 xp
• destroy medium mech: 2 xp When a mech pilot gains enough piloting experience to become a
• destroy heavy mech: 3 xp regular level pilot, they may choose a specialty from the following lists:
• destroy assault mech: 4 xp
Piloting Specialties
When all of the boxes in the green section are filled in, the pilot moves • Light Mech
into the regular skill level and their skill improves to 0. • Medium Mech
• Heavy Mech
When all of the boxes in the regular section are filled in, the pilot moves • Assault Mech
into the veteran skill level and their skill improves to +1, they may also • Jumping
choose a piloting specialty. • Climbing
• Physical Attack
When all of the boxes in the veteran section are filled in, the pilot moves
into the elite skill level and their skill improves to +2, and their chosen Gunnery Specialties
specialty becomes more effective.
• Short Range
• Medium Range
• Long Range
• Laser
• Autocannon
• Long Range Missile (LRM)
• Short Range Missile (SRM)
• Machinegun (MG)

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

Name: _____________________ Mech: _____________________ Name: _____________________ Mech: _____________________


Experience Points Skill Level: ______________ Experience Points Skill Level: ______________
green (-1) green (-1)
Specialty: _______________ Specialty: _______________
regular (0) regular (0)

veteran (+1) veteran (+1)

elite (+2) elite (+2)

Name: _____________________ Mech: _____________________ Name: _____________________ Mech: _____________________


Experience Points Skill Level: ______________ Experience Points Skill Level: ______________
green (-1) green (-1)
Specialty: _______________ Specialty: _______________
regular (0) regular (0)

veteran (+1) veteran (+1)

elite (+2) elite (+2)

Name: _____________________ Mech: _____________________ Name: _____________________ Mech: _____________________


Experience Points Skill Level: ______________ Experience Points Skill Level: ______________
green (-1) green (-1)
Specialty: _______________ Specialty: _______________
regular (0) regular (0)

veteran (+1) veteran (+1)

elite (+2) elite (+2)


Mech Combat
Campaign Setting

war rages in the 23rd century


Introduction the world dwindled as battlefield losses reduced armies to sizes only a
fraction of what was normal only decades before. Mechs became
The year is 2228 and most of human civilization is in ruins. As climate extremely valuable and were barely held together by whatever spare
change continued unabated through the 21st and 22nd centuries, vast parts could be scrounged from long demolished factories in the dead
regions of the Earth became uninhabitable. Civilization migrated to the zone. Now, a force of 12 mechs was considered a major force to be
polar regions or simply died off as an ever expanding “dead zone” feared.
around the equator became too hot and inhospitable to sustain life.
Timeline
2015 – The Earth League is formed by all nations in order to curb
pollution and attempt to halt accelerating climate change.

2040 – Life in the equatorial regions of the Earth is becoming


unbearable: crops fail, many starve, and many more begin to migrate
away.

2066 – The equatorial regions are uninhabited, coastal cities are


becoming flooded as polar ice caps melt.

2092 – American scientists develop and successfully operate the world’s


first portable fusion power plant. Research teams around the world
collaborate to improve the efficiency of the new power plants.

2104 – The first mech


Scientists of the late 21st century continued in vain to develop solutions powered by a fusion
for the troubles facing the Earth and its inhabitants. A team in North power plant is
America eventually developed what they thought would be a solution to developed and proves
many of humanities problems – portable fusion power plants. But what extremely effective
promised to be humanity’s saviour was twisted to violent ends – the new against all other military
fusion power plants were put to use in frightening new war machines – vehicles.
giant walking tanks known as mechs. Now the armies of the world had
the weapons required to take what they wanted by force. 2110 – All major
nations have begun to
The mass migration of people lead to over two centuries of ferocious build up sizeable armies
warfare as nations competed for the last remaining resources on a dying of mechs to supplement
planet. This time of war resulted in the near total loss of knowledge their conventional
required to produce advanced technology. Eventually, even the ability militaries. Military
to produce new mechs was lost in all but a very few remaining factories. tension builds as armies
As civilian populations continued to scrape by and survive off whatever increase in size.
food could be found in the now warmer polar regions, the militaries of
2158 – United by the common cause of defending North America, the
2126 – The Earth League secretly assembles a large team of scientists, Canamerican Coalition officially becomes one nation and with their
engineers, military personel, and other essential personel to set up a combined strength enjoys decades of relative peace and prosperity.
permanent colony in Antarctica. The purpose of the colony is to
research the effects of climate change in extreme climates, but also to 2161 – The people of China, India, Mongolia, and southeast Asia see an
preserve human civilization through the devastating resource wars that opportunity to seize valuable territory bordering the Arctic Ocean.
were predicted to come. Uniting as the Asian Empire, they strike northward against the severely
weakened military of Russia, easily conquering land left nearly
2148 – The nation of Russia sends a massive invasion force across the undefended. This sets off a massive migration of the people of Asia
Arctic Ocean, quickly seizing Greenland in order to plunder its natural toward the more hospitable northern regions.
resources and to use as a staging point for their planned invasion of
North America.

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.

2168 – From the warring remains of the once-great nation of Russia


springs the charismatic warlord Sergei Samsonov. Samsonov wins
victory after victory against foreign invaders and unites his people under
one banner as the Russian Union. Peace is quickly established with the
Asian Empire, igniting speculation that Samsonov’s rise to power was
initiated by the Asian Emperor Liang Zou…

2175 – Earth League scientists declare that climate change is now


irreversible and that large swaths of land in mid-latitudes will quickly
2157 – General Vladimir “the Impaler” Fedorov declares the remaining become an uninhabitable dead zone. Massive panic sweeps through the
Russian forces in Greenland to be free of Russian rule – establishing planet’s population setting off the “great migration” as entire nations of
what would become the Empire of Greenland. people head toward the polar regions, leaving once-bustling cities
abandoned over the course of a few months. Many areas of the world
experience civil war and strife as land is seized and occupied by
migrating groups. Meanwhile, the Earth League is officially disbanded 2179 – As the peaceful Japanese population migrates north, they meet
and anybody with knowledge of the colony in Antarctica tries to make fierce resistance from the military of the Asian Empire. Atrocities are
their way there. commited against civilian Japanese populations. In a landmark speech
to his people, the Japanese Prime Minister Hideki Kurasawa declares “It
is time that The Dragon awakes”. The military is reorganized into bands
of Samurai piloting mechs which strike out northward eliminating any
defending forces of the Asian Empire to make way for the migrating
people of the newly renamed nation of “The Dragon”.

2176 – Fearing massive immigration and resource depletion, British


parliament votes to isolate Britain from the rest of the world and begins
construction on a massive wall surrounding the entire island nation. The
wall is commonly called Hadrian’s Wall II.

2182 – Tensions flare as the population of North America migrates


northward. The Inuit people see the wholesale destruction of their land
as the southern population carves out new settlements along the coast.
Repeated pleas to respect the land go unheeded so the Inuit people take
drastic action. The Inuit, along with many other first nations people and
other like-minded individuals declare their independence from the
Canamerican Coalition, forming the Inuit Federation. They expel the
recent arrivals from their land and set up a blockade to prevent any
further incursion by the people of the south. Once the land was secured,
a policy of peace and alliance was negotiated with the Canamerican
Coalition which survives into the present day.
2177 – The Scandinavian countries take the opposite approach to the
mass migrations. They welcome with open arms anybody who arrives, 2190 – With the formation of the Inuit Federation and wholesale
with the only stipulation that they contribute to society as a whole by migration northward, the Canamerican Coalition was effectively split in
working hard and protecting the newly formed Scandinavian Republic if half. The Coalition government gradually lost control over the western
called upon. half of North America which degraded into a wild-west style society.
Each settlement of the west eventually set up its own semi-independent empire. A group of warriors are assembled to travel to the north and
government in an attempt to curb the spreading lawlessness. These pose as mercenaries. Their real mission is to observe and assess the
settlements eventually became known as the Steel Wolves. military strength of the northern factions in preparation for a possible
invasion.
2204 – After several decades of rebuilding their military strength, the
Empire of Greenland tests its prowess by invading and conquering 2225 – Quickly running out of resources to keep their country running,
Iceland. the British begin exploring outside their walls and colonizing across the
English Channel into the former France.
2205 – Pleased by how easily Iceland fell, the Empire of Greenland
strikes at the perceived “weakling” Scandinavian Republic. The 2228 – Unsatisfied with the rule of their emperor, rebellion is breaking
defenders of Scandinavia fought ferociously for their freedom, with out in the Asian Alliance and spreading to the Russian Union. The
many of the new arrivals answering the call to protect their new home. rebels, lacking their own military power, have hired several mercenary
The forces of Greenland were turned away and returned back to Iceland, groups to strike at the emperor’s forces. One of the hired mercenary
determined to re-invade Scandinavia after regrouping. groups are the suspiciously well-equiped newcomers, the Sun Swords…

2206 – Before the Empire of Greenland could attack, the Scandinavian


Republic sent a war party into Iceland, crushing the preparing Greenland
invasion force. The Scandinavian Republic set up a colony in Iceland
from which they can keep a close eye on their enemies in Greenland.

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.

Russian Union Colony of Iceland


The Russian Union is a communist The newly formed
dictatorship that sprung from the Colony of Iceland is a
ashes of the vast nation of Russia part of the
during the time of war. The majority Scandinavian
of its people are peasants who work Republic. It is a
the unyielding land for whatever warrior society where
meagre sustenance they can find. the young men and
The Russian army consists of women of
enormous numbers of the poorly trained peasants who are Scandinavia go to serve the military to hold
forced into military service for rotating 5-year shifts. The back the advances of the Empire of
Russian Union is currently allied with the Asian Empire, Greenland. Part of the training of these
although there have been indications of the rebellion there young warriors is to go on raids throughout
spilling over into the Russian populace. the arctic in a style reminiscent of the
Vikings of a previous age.
Scandinavian Republic
The Scandinavian Republic is an enlightened society As the colony is carved out of the rugged landscape, many of the
built upon the principles of individual freedom and farmers, foresters, and construction workers prefer to use specially built
the value of individuals’ contribution to society as a industrial mechs fitted with rudimentary armour and weaponry. This is
whole. The population consists mostly of the a safeguard against the constant attacks from the Empire of Greenland
descendents of the Scandinavian countries of the and the Battleaxe Raiders.
past: Sweden, Finland, Norway, and Denmark.
Newcomers have always been welcomed to the
Britain (Highlanders) Southern Factions
The remains of the once-mighty As most of humanity struggles through war and famine, desperate for
British Empire have been called survival, a great empire springs up in the south. In the harsh wastelands
back to the British Isles where they of Antarctica they grow powerful and they wait…
have fortified the entirety of the
islands with a series of walls. Most Great Southern Empire
of the population is concentrated in The citizens of the Great Southern
the more hospitable northern Empire see their society as a utopia.
highlands. This isolationist society has outstripped the They managed to colonize the
space and resources available within their walls and has continent of Antarctica before the
recently begun to expand southward into the former worst of the wars ravaged every
France, and sending out exploration parties in search of other nation. Having escaped the
habitable lands to colonize. majority of the fighting, the Empire
still has large stockpiles of the
Battleaxe Raiders advanced technology of the past – although they only have
The Battleaxe Raiders are a group of limited ability to produce it. Most are distrustful of the
pirates and a scourge on the more remaining survivors of the human race, even the Jaguar
civilized factions of the arctic as they Republic whom they occasionally trade with. The goal of
loot and pillage seaside settlements. the empire is to eventually invade the nations of the north
The Raiders maintain a semi- and unite Earth under one banner. It is still a matter of debate as to
permanent outpost on the island of whether this will be done through conquest and the elimination of all
Svalbard – but otherwise they live on opposition or if the goal can be accomplished politically, by guiding the
their ships. Most of the pirates set savages to the north into the enlightened ways of the empire. To pave
foot on land in their mechs only the way for invasion, the empire has sent a group of warriors to the
when attacking an unsuspecting settlement or when they north, posing as mercenaries to gather information about each faction.
make landfall in one of the friendly ports of the Empire of
Greenland. Jaguars
The Jaguars are a society of
Empire of Greenland survivalists who scrounge for
The Empire of Greenland is a hostile resources in the Amazonian
dictatorship that is attempting to wasteland and trade what
expand their empire through warfare they find with the Great
and espionage. Every citizen of the Southern Empire. The
empire is forced to serve in the Jaguars are an isolated
military and can be called upon at any people with no contact with
moment to go into battle. the factions of the north, and
only brief and occasional contact with the traders sent
The Empire of Greenland is actively at war with every other from the Great Southern Empire.
faction except for the Battleaxe Pirates, whom they tolerate in
their ports in exchange for information and looted resources.
Running a Mini-Campaign When you are in possession of a base, any replacement units that are
purchased are automatically of regular quality. Without a base,
It is the dawn of the 24th century. Life on the edge of the inhospitable replacement units would be of green quality.
dead zone is tough. Raids by bandit groups are an almost daily reality.
It is a constant struggle just to maintain the military hardware needed for Factory
defense. When mechs are damaged in battle, they need spare parts in When you are in possession of a factory, you are able to purchase
order to repair them. Spare parts are becoming increasingly rare and replacement mechs and vehicles. Without a factory, this is not possible.
desperately sought after. When rumours of hidden caches of weapons,
armour, and even full mechs surface, the race is on to find the cache first Settlement
to claim it valuable contents. The fighting gets even fiercer when the When you are in possession of a settlement, you are able to purchase
cache may contain advanced technology (or lostech) that has been lost replacement infantry. Without a settlement, this is not possible.
since before the time of war…
Turn Sequence
Objective The campaign is run in a series of turns. At the start of a player’s turn,
The goal of the mini- they may spend RP to repair damaged units or build replacement units.
campaign is to survive with Next, the player chooses to launch an operation consisting of one or
your company-sized force more missions. The operation is then played out (this will involve
while protecting your base, several games of Mech Combat). At the conclusion of the operation, the
factory, and settlement, player may spend RP again for further repairs or replacements.
while trying to take or
destroy your opponent’s The opposing player then goes through the same turn sequence, this
base, factory, and time launching their choice of operations.
settlement.
Operations
Force Creation
At the beginning of the campaign, each player chooses a faction, or Operation: Base Assault
creates their own. Some examples of player-created factions could be a • Mission: Recon Approach
mercenary company, lostech prospecting posse, local security force, or • Mission: Approach
rebel group. Players start with 400 resource points (RP) with which to • salvage/repair
create a force of no more than 12 units. The cost to include units in your • Mission: Recon Base
force is indicated on the unit card. Any unused RP are kept to be used
• Mission: Base Attack
later for repairs and replacing destroyed units. All vehicles have regular
• Mission: Retreat/Pursuit
crew, all infantry are of regular quality, but you may choose to track the
progress of your mech pilots using the rules in Mech Combat • salvage/repair
Expansion: Pilots starting from the regular skill level.
Operation: Destroy Factory
Base • Mission: Recon Approach
• Mission: Approach
• salvage/repair
• Mission: Recon Factory Mission: Recon Approach
• Mission: Factory Attack Forces: Attacking player chooses 4 units (scout lance). Defending
• Mission: Retreat/Pursuit player chooses up to 8 units.
• salvage/repair Battlefield: Attacking player sets up the battlefield and chooses a short
edge to deploy on. Defending player may add or remove one piece of
terrain and then chooses a long edge to deploy on.
Objectives: Attacker attempts to move all units off of the opposite short
table edge. Defender attempts to destroy attacking units.
Special Rules: none
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 3 units safely exit the opposite table edge. The defender wins
if at least 3 enemy units are destroyed. Otherwise, the mission is a
draw.

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: Base Attack


Forces: Attacking player uses entire force. Defending player uses entire
force.
Battlefield: Defending player sets up the battlefield including a base
which is roughly 6 hexes across that consists of 4 heavy laser turrets, a
turret control building, a repair facility, a barracks, a headquarters
building, and a supply shed. The defender will deploy within 4 hexes of
the base. The attacker chooses a short edge to deploy on.
Objectives: Attacker attempts to destroy as much of the base and its
defending force as possible. Defender attempts to destroy attacking
units.
Special Rules: If the attacker won the Recon Base mission, they may
split their force in half and deploy on any two table edges. Any
structures destroyed in the Recon Base mission are still destroyed for
this mission.
Victory Conditions: The game ends when all units of one side have
been destroyed or withdrawn. The attacker wins if at least half of the
buildings in the base have been destroyed. 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

Short Range Missile (SRM)


size WP Range Damage
light 5 8 1D6
medium 10 8 2D6
heavy 15 8 3D6
assault 20 8 4D6

Long Range Missile (LRM)


size WP Range Damage
light 10 25 1D6
medium 20 25 2D6
heavy 30 25 3D6
assault 40 25 4D6
Mech Combat Reference Sheet •
Critical Hits
if damaged to last row of armour, roll 2D6, critical hit if roll is greater than remaining armour
• attack roll of 12 is a critical hit
Attack and Evade Roll Modifiers • if hit from rear (or target is a helicopter/infantry), any successful roll of doubles is a critical hit
Attack Roll Modifiers
Event Modifier
skill level skill
Mech Critical Hits
short range (1-5 hexes) +1 roll hit type effect
medium range (6-15 hexes) 0 ● speed is reduced by 1 for each engine hit
1 engine shielding
● 3rd hit destroys engine
long range (16-20 hexes) -1
● speed is reduced to half (round down)
attacker stationary +1
● must make a piloting roll or fall down
attacker moved 0 2 legs
● 2nd hit causes automatic fall and cannot get up
attacker jumped -1 (but it may still rotate on spot)
helicopter flying double speed -2 ● one of the weapons is destroyed
3 weapon ● roll another 1D6 to determine which weapon
Evade Roll Modifiers (re-roll until a valid weapon is rolled)
Event Modifier ● -1 penalty to all piloting rolls
skill level skill 4 gyroscope
Firing Arcs ● must make a piloting roll or fall down
target stationary -1 5 sensors ● -2 penalty on all Attack Rolls
target moved 0 ● the pilot is knocked out
target jumped +1 6 cockpit
● the mech is out of the game
target is infantry +2 front
target is dug in +2
target is light mech/vehicle +1
Vehicle Critical Hits
target is medium mech/vehicle 0 roll hit type effect
target is heavy mech/vehicle -1 motive
1, 2 ● see rules for each type of vehicle
system
target is assault mech/vehicle -2
rear ● one of the weapons is destroyed
target is hull-down +1
3 weapon ● roll another 1D6 to determine which weapon
shot from behind -1
(re-roll until a valid weapon is rolled)
intervening terrain see terrain table
● any cargo or troops are destroyed
4 cargo
Terrain Effects ● re-roll if the vehicle has no cargo bays
Terrain Type Effects 5 sensors ● -2 penalty to gunnery skill for Attack Rolls
Open Ground - ● the crew is knocked out
6 cockpit
Rough Ground ● costs 1 extra MP to move into ● the vehicle is out of the game
● +1 modifier to Evade Roll per hex of woods left right
Woods ● cannot fire through 3 or more hexes of woods Infantry Critical Hits
● costs 1 extra MP to move into
• critical hits occur on infantry when a successful attack roll of doubles is rolled
Marsh/Swamp ● costs 1 extra MP to move into
• if a critical hit is landed on a unit of infantry, the casualty limit for the weapon is doubled
● +1 modifier to Evade Roll
Water – depth 1
● costs 1 extra MP to move into
● cannot be targeted Physical Damage
Water – depth 2 event light medium heavy assault
● costs 2 extra MP to move into
● +1 modifier to Evade Roll falling down 1D6 2D6 3D6 4D6
Behind 1 elevation level
● costs 1 extra MP to move up/down fail standing up 1 2 3 4
● cannot be targeted kick/punch 1D6 2D6 3D6 4D6
Behind 2 elevation levels ● costs 2 extra MP to move up/down charge 2D6 3D6 4D6 5D6
● requires a piloting test to move up/down
● blocks line of sight
● can be destroyed by firing a heavy or assault
weapon at it or moving a heavy or assault mech
Building
into it (changing it to rough ground)
● moving into it costs 3 extra MP and causes 2D6
damage to the mech
● blocks line of sight
Fortified Building
● cannot be destroyed

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