1MP from bottom circle to top circle or either side
circle ≥90 degrees = 1MP Game Turn Backpedaling = 2MP 1: Roll and assign • Be consistent; maintain the same process of assign- No pre-measurement allowed initiative ing initiative every turn. • Reaction breaks initiative ties. Snap To Cover (S2C) 1 per string of events; not defined as a Move • If initiative and Reaction are the same = Simultane- ous Action. Climb 2: Declare actions • • Linear Obstacles - 1 MP to ascend or Move (use cards for movement equal to MP). descend • Attack (ranged or melee). • Moving up elevations - Must stop at point to • Use object (Medkit, Repair Kit, Adrenaline). ascend then 1MP for every level. Can't ever • Hold (+2 to initiative next turn) climb more than the models MP stat • Perform CCM (Combat Class Maneuver). • Perform ACM (Advance Combat Maneuver). Chain of Occurrence Elevation Rating • Bound (+1MP, move after bounding target). • Suppression (Courage check to act, no damage). 1. Suppression ER1 = 4” • Overwatch (Damaging attack before targets action). 2. Overwatch ER2 = 8” 3. Action ER3 = 12” PERSONAL ABILITIES
Name Description Use
Blind Fire Can fire 1 Elevation Rating higher than self - Brawler +1 to Melee Strength damage - Charge Melee attack after movement has +1 damage - Climb MERCS can ascend and descend one level for free - Crack Shot Can score 1 auto-hit per encounter 1 per game Demolitions Multiple grenades; can disarm mines - Eagle Eye -1 to FN - Heavy No Set required for Set & Rip - Heroic +1 to actions when alone Full length of a card Last Stand If this MERCS is the last remaining MERCS from his squad, he gets 2 attacks Only if conditions are met Leadership Affects all rolls when Leader is near, +1 to all actions for MERCS other than the Full length of a card Leader Lucky Can negate one success per encounter 1 per game Marksman Only 1 round to Load & Fire - Medic Restores 1 Blood if adjacent with Medkit Takes 1 action Monkey Wrench Restores usability to a down MERCS if adjacent with a Repair Kit Takes 1 action Move Your Ass When user does damage can make an immediate move - No One Left Behind Can drag a model whose armour has failed up to half it’s MP - Pet Functions in short range - Quick Always acts first and negates Simultaneous Actions in the case of a tied Initiative - Repel MERCS can descend 2 levels with 1 MP - Speedy +1MP - Stealth -1MP but is considered to be in half cover - Strong Arm Throw +1 card - Sure-Footed No move penalty to Fire & Move - Tough-As-They-Come +1 Blood - Wall Of Lead May use weapon to suppress +1 Courage check; stacks with Suppression - Whirlwind Of Death 2 Melee attacks per round on one target - You Want Some After Killing Shot, get another action (can chain) - Ranged Weapon Strength Wpn Str Category Type Firing Modes 1 Light Pistols Type Effect Firing Number 2 Assault Assault Rifles, Single-Action Rifles Single 1 attack vs 1 target FN5 2 Flamethrower Flamethrowers, Incendiary Gre- Burst 2 attacks vs 1 target FN7 nades 3 Impact Shotguns, Shrapnel Grenades Full 3 attacks vs all targets FN8 in firing zone 3 Heavy Heavy Assault Rifles, Turrets Scatter 1 attack vs all in tem- FN5 4 Long Range Kill High Velocity Sniper Rifles plate (2 Blood per hit) Fire 1 auto-hit vs all targets Auto-hit Grenade Type Effect in firing zone Shrapnel Inflicts Blood based on Wpn Str 3 Grenade 1 attack vs all targets in FN5 or Auto-hit de- blast zone pending on grenade EMP Forces Armour Failure check at +2 penalty type Ice Incapacitates targets for 3 rounds (can be mitigated by flamethrower attack) Damage Result Acid Permanently reduces Armour Value by 1 level Blood Loss Weapon/Hand to hand Strength equal to Incendiary Inflicts Blood with a Wpn Str 2 and forces Suppres- or greater than Armour Value = -1 sion check at +2 Blood. Toxic Gas Targets effected automatically have an Initiative of 2 Armour Failure D10 less than Armour Failure number = next round (can be prevented by gas masks and Armour Fail = -2MP, -1 Armour Value mitigated by Adrenaline Shots) until repaired Worm FN5; Single target attack that ignores armour and inflicts 1 Blood damage
FN MODIFIER TABLE D10/attack = FN + Modifiers
Name Type Range Melee Special Rules Modifier Modifier Melee Range - See Melee Stat 1 base length; no long range weapons Short Range -2FN NA 1 card length; no LRK weapons Long Range - NA >1 card length; no short range weapons High Ground Elevation -1FN +1 to roll Non-standard climbs (Attacker has) Low Ground Elevation +1FN -1 to roll Non-standard climbs (Attacker has) Flank Positional -1FN, -1 Reaction Target engaged, attack from the side +1 Wpn Str +1 Wpn Str Rear Positional -2FN, -2 Reaction Attack from the rear +2 Wpn Str +2 Wpn Str Moving Target Movement +1FN -1 to roll Simultaneous action Stealth Movement -1MP, -1 to roll KemVar AC stacks with cover +1FN Fire & Move CCM -1MP, - Can perform in either order +2FN Set & Rip CCM - - No activity for 1 round, reset after move- ment or S2C Load & Aim CCM -2FN - 2 rounds between shots No Cover LOS -1FN - - Half Cover LOS +1FN -1 to roll - Full Cover LOS +3FN - - Suppression ACM +1FN -1 to roll Failed Courage check= no attack; success- ful Courage check = modified attack