You are on page 1of 2

Move

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

You might also like