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WEAPONS

RANGED WEAPONS CHART: Pistol / RIFLES


Slots Name TYPE Max ATK DMG Uses R10 R20 R30 R40 R50 Special Rules

1 Pistol B/P 2 2 1 U 0 0 x x x Point Blank. Hard to Dodge.

2 Dual Pistols B/P 2 3 1 U 0 0 x x x Point Blank. Hard to Dodge.

1 Short-barreled Shotgun B/P 2 5 1 3 +1 0 x x x Point Blank.

1 AP Shotgun B/P 2 5 1 3 +2 0 x x x Penetrating5)

1 Shotgun B /P 2 6 1 3 +2 0 x x x
1 Beam Rifle B 2 3 1 U 0 +1 0 x x Exploding(6)

2 Twin Beam Rifle B 2 5 1 U 0 +1 0 x x Exploding(6)

1 Rifle P 2 3 1 U 0 +1 0 x x Heavy(6)

1 HE / Enhanced Rifle B 2 2 2 4 0 +1 0 x x Exploding(6)

2 Twin HE / Enhanced Rifle B 2 4 2 4 0 +1 0 x x Exploding(6)

2 Twin / Heavy Rifle P 2 5 1 U x +1 0 -1 x Heavy(6)

1 Long Ranged Beam Rifle B 2 3 1 U x +1 0 0 x Exploding(6)

1 Long Ranged Rifle P 2 3 1 U x +1 0 0 x Heavy(6)


2 Twin Long Range Beam B 2 4 1 U X +1 0 0 x Exploding(6)
Rifle
2 Twin Long Ranged Rifle P 2 5 1 U x +1 0 0 x Heavy(6)
3 Beam Magnum B 2 5 2 2 X 0 +1 0 x Explodes(5) Multiple Targets (3), Unshieldable
1 Sniper Rifle B/P 2 2 D3 U X -1 0 +1 +2 Ignores Cover

2 Heavy Sniper Rifle B/P 2 3 D3 3 X -1 0 +1 +2 Ignores Cover


RANGED WEAPONS CHART: MACHINE GUNS
Slots Name TYPE Max ATK DMG Uses R10 R20 R30 R40 R50 Special Rules

0 Vulcans / CIWS B/P 1 4 1 0 x x x X Low Caliber (6), Point Defense


Point Blank,

1 Heavy Vulcans B/P 2 5 1 0 0 X x x Low Caliber (5) , Point Defense,


Point Blank

1 Spray Gun / B/P 2 4 1 U +1 0 x x x Point Blank


Submachine Gun
1 Machine Gun B/P 2 5 1 U +1 0 -1 x x Multiple Targets(2)

2 Heavy Machine Gun B/P 2 7 1 3 0 +1 0 -1 x Multiple Targets(2)

1 Gatling Cannons B/P 2 6 1 3 X 0 +1 0 x Multiple Targets(3).

2 Twin Gatling Cannons B/P 2 9 1 3 X 0 +1 0 x Multiple Targets(3).

RANGED WEAPONS CHART: SPECIAL WEAPONS


Slots Name Type Max ATK DMG Uses R10 R20 R30 R40 R50 Special Rules

1 Net Gun SP 2 2 0 3 +1 0 x x x Special Weapon. Immobilize

1 Piercer Lock P 2 1 1 U +1 0 x x x Point Blank. Get Over Here. Stun (4).

1 Lancer Dart P 1 1 2 3 +1 0 x Penetrating (5)

1 Whip P 4 2 1 U +2 +1 x x x Stun.
1 Twin Whip P 2 3 1 U +2 +1 x x x Stun.
1 Thrown Bladed weapon B/P 2 3 1 3 +1 0 x x x Thrown Weapon. Hard to Dodge.
1 Thrown Blunt Weapon P 2 3 2 3 +1 0 x x x Thrown Weapon. Easy to Dodge. Stun.
1 Thrown Heat Weapon B/P 2 3 1 3 +1 0 x x x Thrown Weapon. Unshieldable.
RANGED WEAPONS CHART: Heavy ordinance
Slots Name TYPE Max ATK DMG Uses R10 R20 R30 R40 R50 Special Rules

1 Bazooka P 2 1 3 3 x 0 -1 -2 x Heavy(6). Siege Breaker(5). Collateral(6”/1)

2 Giant / Enhanced Bazooka P 2 2 3 3 x 0 -1 -2 x Heavy(6). Siege Breaker(5). Collateral(6”/1)

1 Cannon OR 2 2 2 3 x 0 +1 0 x Exploding (5). Multiple Targets(2)

2 Twin Cannon OR 2 3 2 3 x 0 +1 0 x Exploding(5) Multiple Targets(2)

1 Plasma Cannon B 2 3 1 3 x 0 +1 0 x Unshieldable.

2 Twin Plasma Cannon B 2 5 1 3 x 0 +1 0 x Unshieldable.

1 Ion Cannon B 2 2 2 3 x 0 +1 0 x Immobilize (5) Easy to Dodge

2 Heavy Ion Cannon B 2 3 2 3 x 0 +1 0 x Immobilize(5) Easy to Dodge

1 Particle Cannon B 2 D2 2 2 x 0 +1 0 x Unshieldable

2 Mega Particle Cannon B 2 D2+1 2 2 x 0 +1 0 x Unshieldable

3 Twin Mega Particle Cannon B 2 D2+2 2 2 x 0 +1 0 x Unshieldable

1 Rail Gun P 2 2 2 3 x 0 +1 0 x Penetrating(5)

2 Twin Rain Gun P 2 3 2 3 x 0 +1 0 x Penetrating(5)

1 Long-Ranged Rail Gun P 2 2 2 3 x -1 0 +1 0 Penetrating(5)

2 Twin Long-Ranged Rail Gun P 2 3 2 3 x -1 0 +1 0 Penetrating(5)

1 AP Rail Gun P 2 1 2 3 x 0 +1 0 x Penetrating(4)

2 Twin AP Rail Gun P 2 2 2 3 x 0 +1 0 x Penetrating(4)

1 Long-Ranged AP Rail Gun P 2 1 2 3 x -1 0 +1 0 Penetrating(4)

1 Recoilless Rifle (AP) P 2 1 2 U x 0 +1 0 x Hard to Dodge. Penetrating (6)

2 Twin / Heavy Recoilless Rifle P 2 2 2 2 0 0 +1 0 x Hard to Dodge. Penetrate (6)

1 Long Ranged Recoilless Rifle P 2 1 2 U x -1 0 +1 0 Hard to Dodge. Penetrating (6)

2 Twin Long Ranged Recoilless P 2 2 2 2 x -1 0 +1 0 Hard to Dodge. Penetrate (6)


Rifle
RANGED WEAPONS CHART: MISSILES AND GRENADES
Slots Name Type Max ATK DMG Uses R10 R20 R30 R40 R50 Special Rules

1 Short-ranged Missile P 2 4 1 3 0 0 x x x Guided. Auto-hit. No cover. No LOS.


Pods
1 Long-ranged Missile P 2 3 1 3 x x 0 0 0 Guided. Auto-hit. No cover. No LOS.
Pods
2 Twin Short-ranged P 2 6 1 3 0 0 x x x Guided. Auto-hit. No cover. No LOS.
Missile Pods
2 Twin Long-ranged P 2 5 1 3 x x 0 0 0 Guided. Auto-hit. No cover. No LOS.
Missile Pods
1 Rocket Systems P 2 3 D3 3 x 0 -1 -2 x
2 Twin Rocket Systems P 2 4 D3 3 x 0 -1 -2 x

1 Grenade (Smoke) - 2 1 Smoke 3 0 x x x x Thrown Weapon. Speculative. Drift on


Miss.
1 Grenade (Explosive) P 2 1 D3 3 0 x x x x Thrown Weapon. Speculative. Collateral
(6”/D3). Drift on Miss.
1 Grenade Launcher - 2 1 Smoke 3 x 0 0 x x Thrown Weapon. Speculative. Drift on
(Smoke) Miss.
1 Grenade Launcher P 2 1 D3 3 x 0 0 x x Thrown Weapon. Speculative. Collateral
(Explosive) (6”/D3). Drift on Miss.
2 Twin Grenade Launcher P 2 2 D3 3 x 0 0 x x Thrown Weapon. Speculative. Collateral
(Explosive) (6”/D3). Drift on Miss.
1 RPG / Sturmfaust P 1 1 D6 1 0 -1 x x x Heavy(6). Siege Breaker(5). Easy to dodge.
Collateral(6”/1)
MELEE WEAPONS CHART
Slots Name Max ATK DMG Uses Special Rules Slots Name Max ATK DMG Uses Special Rules

0 Unarmed - 2 1 UNL Default 2 Heavy Beam 2 4 2 4 Exploding(6)


Axe
1 Beam Axe 2 2 2 UNL Exploding(6) 2 Heavy Beam 2 5 1 4 Exploding(6).
Saber
1 Beam Saber 2 3 1 UNL Exploding(6) 2 Heavy Beam 1 5 1 4 Heavy(4).
Scythe
1 Beam Scythe 1 3 1 4 Heavy(4). 2 Heavy Beam 1 3 1 4 Defensive(+2). Exploding (6)
Staff
1 Beam Staff 1 2 1 UNL Defensive(+2). 2 Heavy Beam 1 5 1 4 Exploding(5)
Exploding (6) Sword
1 Beam Sword 1 3 1 4 Exploding(5) 2 Heavy Beam 2 5 0 4 Exploding(6). Always
Tonfa Defensive(+2)
1 Beam Tonfa 2 3 0 UNL Exploding(6). Always 2 Heavy Blade 1 5 1 4 1 Auto Success
Defensive(+2)
1 Blade 2 3 1 UNL Autohit (1) 2 Heavy Crusher 1 5 D3 4 Unwieldy. Immobilize (4+)

1 Claws/Talons/K 4 2 D2 UNL Autohit(1). Tie Break. 2 Heavy Halberd 1 5 2 4


nives/Daggers
1 Crusher 1 3 D3 UNL Unwieldy. 2 Heavy Hammer 2 5 1 4 Stun
Immobilize(4+)
1 Halberd 1 3 2 UNL 2 Heavy Heat Axe 2 5 1 4 Unshieldable.

1 Hammer 2 3 1 UNL Stun 2 Heavy Lance 2 3 1 4 Designed for Charging(2/1)

1 Heat Axe 2 3 1 UNL Unshieldable. 2 Heavy Maul 2 5 2 4 Penetrating (5). Unwieldy.


Stun
1 Lance 1 2 1 UNL Designed for 2 Heavy Sword 2 5 1 4 Heavy(5)
Charging(2/1)
1 Maul 2 3 2 UNL Penetrate(5). 2 Pair of 4 3 1 4 Autohit 1. Tie Break.
Unweidly. Stun Claws/Talons
1 Mine Whip 4 1 1 1 Autohit(1). 2 Heavy Polearm 1 5 1 4 Defensive(+2)
Siegebreaker.
Collateral(6”/D3)
1 Polearm 1 3 1 UNL Defensive(+2)

1 Sword 2 3 1 UNL Heavy(5)


EQUIPMENT

EQUIPMENT
Slots Name Max Uses Special Rules

All Equipment and Systems below can only be acquired if the mech has the appropriate tech or equipment .
0 CQB System 1 U Allows this unit to purchase Skills and Feats as if it was a CQB Frame
0 Gunnery System 1 U Allows this unit to purchase Skills and Feats as if it was an Artillery Frame
0 Stealth Systems 1 U Allows this unit to purchase the Stealth Mode Feat
0 Striker Hardpoint/Silhouette Hardpoint 1 U Allows unit to use one Striker Pack
0 Mobility System 1 U Allows this unit to purchase Skills and Feats as if it was a High Mobility Frame
1 Enhanced Targeting Sensors 1 2 On Shoot Action, Give +1 to hit against targets at Range 30” and beyond

1 Parachute 1 1 Skip the Deploy phase for this unit. Roll a D6 at the start of each turn during
before initiative tests. If you roll equal to or lower than the turn number, deploy
this unit anywhere on the table at least 11” away from any enemy unit.
1 Shield 1 2 Reduce damage from a single source by half (rounding up)
2 Full Shield 1 2 Cancel damage from a single source.
2 Backpack 1 2 Choose a unit within 10”. Restore 1 Ammo to one of its Melee Weapons, Ranged
Weapons, or Equipment.
1 Ranged Shield 1 2 Cancel damage from a single ranged source.
1 Melee Shield 1 2 Cancel damage from a single melee source.
2 AWACS 1 2 When revealing a Hold action while unengaged, you may instead activate AWACS.
All enemy units within 20” must make a 4+ Evade Check or reveal their next
action.
WEAPON RULES

Slots ATK
No. of hard point slots the weapon or equipment Attack. Number of dice used.
will utilize
DMG
Name Damage. Amount of damage dealt by the weapon
Name of the weapon or equipment per hit.

Type Uses
P for Projectile. B for Beam. OR means the player Number of times the item can be used per game.
must specify if it is a beam or projectile.
R10 – R50
Max Range bands in increments of 10 inches
The number of times the weapon can be
purchased per physical item on the model Special Rules
signifying repeated use during a turn and more Rules applied when the weapon is used
ammunition.

Each mech will also have 1 Zero cost upgrade / weapon.


Zero cost / hard point upgrade

Slots Name Rules Frame Access

0 Vulcan This unit gains access to Vulcan Automatic for


Guns Guns mechs armed
with Vulcans or
CIWS
0 Unarmed In Melee, when using Unarmed to CQB, General,
Expert attack/defend, this unit wins ties Anti-MS, Assault
and causes 1 damage.
0 Quicker In Melee, when resolving an High Mobility,
than You disengage attempt, this Unit wins Psycho, General,
ties. Sniper, Long
Range
SPECIAL RULES
Special Rule Game Effect
360 attack LOS can be traced from anywhere on this unit s base when determining legal targets with this weapon.
Autohit(x) Add x successes to the final result of this attack.
Collateral(X/Y) All units within X rolls to Save (ignoring cover bonus) and suffers Y damage if unsuccessful.
Come Over Here On a successful Wound, move the target into base contact with this unit. Additionally, the target is Stunned.
Default Does not require an upgrade to use
Defensive(x) Apply x dice to this weapon’s attack value when defending in melee. The Weapon causes no Damage when using the Defensive Bonus
Designed to If the active model declare a melee action while not engaged this activation, this weapon gets +x dice and replaces its DAMAGE characteristic with Y.
Charge(x/y)
Drift on Miss If this weapon misses, move the center d6” in a random direction determined by a d8.
Drift on Miss If this attack misses, roll a D6 to determine the direction and 2d6 to determine distance of travel. Reposition the center to the new point and resolve
effects accordingly
Easy to Dodge When shooting with this weapon. Save rolls against this weapon benefit from a +1
Exploding (x) For each roll of x+, roll an additional die.
Guided This weapon requires the unit to spend 1 target lock to use. The target lock effect is still applied.
Hard to Dodge When shooting with this weapon. Save rolls against this weapon suffer a -1 penalty
Heavy (x) To hit rolls of x+ generate 2 hits instead of 1.
Hits On (x) This weapon hits on x+.
Ignores Cover Target cannot gain bonuses from cover.
Immobilized (x) If a unit suffers at least one unsaved hit from this attack, roll a d6. The target gets an Immobilized token on a x+.
Multiple Targets (x) Attacks from this weapon can be split between targets. Measure the distance from each target to determine range bonuses and penalties)
Penetrating (x) If a unit suffers at least one damage from this weapon, roll a d6. On a roll of x+, the target suffers another point of damage. Keep rolling until the
penetrating roll fails.
Point Defense(x) This unit may decide to use this weapon against incoming guided weapons, rockets, and missiles. Roll a d6 for each hit after saves. On x+, cancel the
hit.
REACT(x) Resolve as a reaction to an X order that targets this unit. May only be used if the active model is in this unit’s front arc.
Shield Breaker After a shield is used to cancel damage from this weapon’s attack, that shield can no longer be used this game.
Siege Breaker(x) This weapon may target terrain pieces no larger than 4”x4” that offer cover. If the terrain piece suffers at least 1 hit, roll a d6. On a 5, remove the
terrain piece.
Stun On a successful Wound, the target gets Stunned. Stunned = The target suffers -1 to Melee and Attack rolls and can only move at half speed on its next
activation within the turn. Remove Stunned status after its next activation regardless.
Targetless This weapon may choose a point in the battlefield that is within the weapon’s range rather than a target model when shooting. That point is
considered as the center of the effect when determining Collateral and template placement.
Tie Break Melee Weapon only. In cases of a tie in melee, the wielder of this weapon wins by 1.
Unlockable This unit may not be the target of Lock attempts
Unshieldable Shield effects cannot be used against this weapon’s attacks.
Unwieldy This weapon cannot gain bonus dice except from Skill and Feat effects.
CONDITIONS

Condition Marker Effect Expiration

Braced Braced Marker This unit gains +1 to hit on its shooting attack. This model considered Remove after resolving a Move, Shoot or Melee
to be in cover. action.
Remove at the end of the round.
Evasive Evasive Marker This unit gets a +1 bonus to Save rolls Remove after resolving 1 activation.
Remove at the end of the round.
Flat-footed Flatfooted Marker This unit gains –1 to all its save rolls and cannot benefit from cover. Remove at the start of the model’s activation.

Immobilized Immobilized This unit gains -1 to Save rolls and cannot benefit from cover until its Remove after resolving 1 activation.
Marker next activation. If the next action revealed by this unit is a Move Remove at the end of the round.
action, cancel it. This model rolls -1 die in melee.
Locked Lock Marker This unit has a lock marker Remove after owner spends the token.
Stunned Stun Marker This unit suffers 1 die to its Melee and Shoot attacks and may only Remove after resolving 1 activation.
move at half speed. Remove at the end of the round.

Suppressed Suppress Marker This unit gains a -1 penalty to its Shoot action. Remove after resolving 1 activation.
Remove at the end of the round.
SKILLS

AVAILABILITY PER FRAME (FOR CREATE MODE)

IMPORTANT: Primary Skill Category (PSC) is highlighted in red. Frames with a PSC MUST purchase a skill from that category before buying
other skills. The number of skills in any other category may not exceed the number of PSC skills.
For Frames with no PSC except General Purpose (Anit-MS, Psycho Frame, SpecOps, Stealth), a PSC must be selected by the player during list
building.
Frame Type Mobility Gunnery Assault CQB
Anti MS 2 3 2 3
Artillery 0 3 0 0
Assault 2 2 3 2
CQB 2 0 1 3
General Purpose 1 1 1 1
Long Ranged Support 1 2 1 0
Psycho Frame 3 3 3 3
Sniper 2 3 0 0
Spec Ops 2 2 2 2
Stealth 2 1 2 2
FEATS
Feat Name Trigger Effect Requirements
Break Away Any MOVE while Automatically break away from melee, resolve the move action, and immediately make a Shoot action. Mobility, Psycho
engaged in melee
Blitz Any MOVE After resolving a Move action. Perform a second Move action. Mobility. Stealth
Ace Maneuver Any Action Change this action to any legal action of your choice. Mobility, Gen Purpose,
Psycho
Lethal S After resolving the Shoot action against the target, deal D3 Unshieldable damage. Sniper
Artillery
Pin point Accuracy S Target must be at least 20” away. Re-roll all misses Sniper
Artillery
Multi-Lock W Put a total of D3 LOCK tokens distributed between any legal targets. Assault, Anti-MS, Long
range, Sniper, Artillery, Gen
Purpose
Full Burst S Choose up to 3 Ranged Weapons and their targets. Resolve 1 SHOOT attack for each of these weapons. Assault, Anti-MS, Long
range, General Purpose
Dual Wield REACT (After Immediately perform another melee attack CQB, Psycho, Gen Purpose
resolving a Melee
Attack)
Fatality M After resolving the Melee action against the target, deal D3 Unshieldable damage. CQB, Anti-MS, Mobility
Psycommu / Before rolling Until the end of the round, this unit’s Move actions may be resolved at 1.5x maximum distance, and its Melee Any
Berserk Mode / Seed initiative and Ranged attacks gain +1 die.
Mode
Stealth Mode Before rolling This Feat may not be used if the unit is engaged. Remove all LOCK markers on this unit. This MS gains MS with Stealth Systems
initiative UNLOCKABLE and may not be engaged. Re-roll all successful hits when resolving a Shoot attack against this
unit. This unit gains surprise to its Shoot and Melee attacks. This unit loses Stealth after resolving a Melee or
Ranged Attack. Lasts til end of turn.
Feint REACT (Fatal After taking fatal damage, roll a D6. On a 5+, do not remove this unit. This unit has 1 DAMAGE CAPACITY
Damage) remaining.
Self Destruct Any Action Instead of rresolving this action, resolve a Collateral(8”/d3), Penetrate(5) attack using this unit’s center point. Mass Produced. CQB.
Save rolls cannot benefit from cover and evasive. Remove this unit from the game.
Overwhelm M Make a SHOOT action before performing the MELEE action against the same target. The active model does Any
not receive the flatfooted token if it has no legal melee target.
Last Stand (special REACT (Fatal Make a MELEE or SHOOT action with a READY or EXHAUSTED weapon before removing the model. Mass Produced. CQB
mass produced feat) Damage)
Bodyguard(special REACT(S, M) When an MS within 10” is declared as a target, consider this MS as the new target of the action. Mass produced
mass produced feat)
Defensive Fire REACT(M) Before resolving an enemy MELEE action targeting this MS, make a SHOOT action. Long Range, Assault, Anti-
MS

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