You are on page 1of 32

RULE BOOK

CREDITS
Written by: Jack Caesar, Alessio Cavatore and Rob Stoddard
Internal Art: Björn Barends and Legendary
Miniatures: The Beholder Factory, Alessandro Depaoli and Luigi Terzi
Proofreading: Mark Pollard
Graphic design and Layout: Glenn Moore
Additional Layout: Chris Caesar
Thanks to: John Cadice, Zak Barouh, David Clark, Alberto Guisti, Criz Jamers, Hugo Pritchard-Law, Jamie Kampel,
Lisa Lilly, Kyle Cherry, and all of the playtesters
River Horse and River Horse Games are trading names of River Horse (Europe) Ltd. © River Horse (Europe)
Ltd 2019. River Horse and the River Horse logo are either ®, TM and/or © 2019.
LEGENDARY and its logo, PACIFIC RIM, and all related characters and likenesses are property
of Legendary and are used with permission. © 2019 Legendary. All Rights Reserved.

2
INTRODUCTION COMPONENTS
Pacific Rim Extinction is a scenario-driven, table top strategy 1 1x Poster Mat
game of city wide destruction and chaos of epic proportions 2 1x Hex Gauge
for two or more players. 3 16x Combat Dice
4 1x Impulse Die
The game is played between two sides: the Pan Pacific 5 2x Terrain Pieces
Defense Corp (PPDC), and the Kaiju. 6 12x Building Hexes
7 6x Object Tokens
The goal of the game depends on which side you take 8 2x Charge/Rage Counters
up arms with. The invading Kaiju strive for destruction 9 2x Ammo/Kaiju Blue Counters
of all things and will stop at nothing until they achieve 10 6x Scenario Cards
their goal, while the Jaegers of the PPDC try valiantly to 11 6x Mission Cards
protect the cities and take down the immense invaders. 12 6x Quick Play Cards
13 1x Shrikethorn Kaiju Model
If this is your first time playing, we suggest setting up 14 1x Shrikethorn Kaiju Signature
using a quick play card as described on page 14. 15 6x Shrikethorn Action Cards
16 3x Offensive Kaiju Mutations
17 3x Defensive Kaiju Mutations
18 1x Gipsy Avenger Model
19 1x Gipsy Avenger Conn-Pod
20 6x Gipsy Avenger Action Cards
21 6x Jaeger Pilot Cards
22 4x Jaeger Upgrade Cards
23 14x Skill Tokens
24 2x Leader Tokens
25 1x Round Track and Round Counter
26 6x 3D Buildings

26
26
3
26
24 17 5
16

14 15
9
5 6

11

1
6

18 7
7
10
13
6

8
12 19

21 23 24
20
22
25

5 4
5
3

3
COMPONENTS
MINIATURES/MODELS
Pacific Rim Extinction is played with pre-painted 80-100mm
Bases show three sides front arc, three sides rear arc.
tall models on hex bases. Every model has a front arc and
Hex is regular, 74mm diagonal, 37mm side. Buildings
a rear arc. Unless otherwise stated, models can only make use the same sized hexes, but do not have a facing.
attacks in their front arc. The center face of a model's front
arc has its name engraved on it, and the arrows on the base
point toward the front of the model.

Model front arc

Model rear arc


Gipsy Avenger.

4
JAEGER CONN-PODS JAEGER CONN-PODS
AND KAIJU SIGNATURES Conn-pods also show the Jaeger’s points cost, its slots
Each model comes with a corresponding conn-pod for pilots cards, as well as ammo and charge levels.
(for Jaegers) or Kaiju signature (for Kaiju), detailing the
stats and other special characteristics of that particular 1 Pilot Slots
model. At the top are the model’s stats. Selected pilot cards are placed side by side.

STATS 2 Upgrade Slot


This is where the selected upgrade card is placed.
Speed (SPD)
The number of hexes a model may advance 3 Points Cost (PTS)
during a movement action. The number of points the PPDC side must spend
in order to field the Jaeger in a constructed battle.
Skill (SKL)
The skill of a model is the base number of 4 Charge
combat dice rolled during an attack or when The charge level of the Jaeger. The shaded hex
defending against an attack. shows the level at game start (normally on 1).

Power (POW) 5 Ammo


The power of a model is the number of The ammo level of the Jaeger. The shaded hex
additional combat dice rolled when attacking shows the level at game start (normally at full).
with the model.
6 Structure Points (SP)
Armor (ARM) Structure points represent the amount of damage
The armor represents how difficult a model or a model or building can sustain until being
building is to damage. The armor of a model destroyed. When a model loses its last SP, it is
is the number of additional combat dice rolled removed from the game.
when defending against an attack.

Jaeger conn-pod.
In the example on the 3
right, the conn-pod of
Gipsy Avenger, piloted
by Jake Pentecost and
Nathan Lambert.
6

4
2

5
KAIJU SIGNATURES
Kaiju signatures also show the model’s category level, its
mutation card slots, and Kaiju blue and rage levels.

1 Mutation Slots
The mutation slots are where the selected
mutation cards are placed. Normally, Kaiju
have one offensive mutation (left slot) and one
defensive mutation (right slot).

2 Category Level (CAT-X)


The threat level of each Kaiju; this is important for
constructed battles so the PPDC side knows how
many points they can build their force with.

3 Rage
The rage level of the Kaiju. The shaded hex shows
the level at game start (normally at 1).

4 Kaiju Blue
The Kaiju blue level of the Kaiju. The shaded hex
shows the level at game start (normally at full).

5 Structure Points (SP)


Structure points represent the amount of damage
a model or building can sustain until being
destroyed. When a model loses its last SP, it is
removed from the game.

Kaiju signature.
In the example on the 3 3 4 4 4
2
right, the Kaiju signature
of Shrikethorn, a mighty
category IV.
5
3
4

1 1

6
CARDS
Pacific Rim Extinction uses seven types of cards:
action cards, pilot cards, upgrade cards, mutation cards,
scenario cards, mission cards, and quick play cards.

QUICK PLAY CARDS


Quick play cards drop you right into the action and are
a great way to let players focus on learning to play the
game. The poster mat setup, the terrain, the models
both sides play with, as well as the pilot, upgrade, and
mutation cards used have already been determined for
you. The only choices you will have to make will be in
the heat of battle!

1 Name
ACTION CARDS
2 Poster Mat Setup Each model comes with a set of 6 action cards specific
Details the Poster mat, terrain, building placement, to that model. Action cards are used to plan and
as well as where each model starts the game. complete the actions or attacks of the model during a
round. They are also used to track the damage a model
3 Jaegers/PPDC has suffered. Action cards represent a variety of things,
Details the Jaegers and pilot cards used. such as running into combat, making an attack with a
specific weapon, or preparing for an oncoming assault.
4 Kaiju/Invader Action cards can also have passive abilities in italic text;
Details the Kaiju and mutation cards used. these abilities are active while the card is in play, even if
it isn't that model's activation.

Quick play cards.

RAGE!

Gain full rage OR


Run

1 RAMPAGE

Jaeger: Pilots: Upgrades:


Gipsy Avenger Jake Pentecost One of a Kind
Nathan Lambert

3
Buildings: Terrain:
3 Skyscrapers 2 water

Objects: 3
Lose all rage.
2 Punctured lung:
Kaiju:
Shrikethorn
Mutations:
Furious
4
Armor Plated Skin DAMAGE

Action cards

7
PILOT CARDS UPGRADE CARDS (Jaeger/PPDC Only)
Every Jaeger must start the game with a full Every Jaeger may start the game with one upgrade card.
complement of pilot cards. There are various levels of Some upgrade cards can be used by any Jaeger while
pilots, each bringing their own level of skill and unique others can only be used by a specific Jaeger.
abilities to any Jaeger they pilot.
Upgrade cards give Jaegers additional power through
1 Drift Compatibility improved stats or even special rules that can be used
When pilot cards are lined up side by side you will during the game.
be able to see how drift compatible the pilots are
with each other. The more drift compatibility the
pilots have with each other, the better their skill in
combat. The bonus SKL shown below is added to
the Jaeger’s base SKL.

Connections SKL Bonus


Jaeger upgrade card

0 +0
MUTATION CARDS (Kaiju Only)
Most Kaiju start the game with one offensive and
1 +1
one defensive mutation cards. There are a variety of
mutations available to the invading Kaiju, granting them
2 +2
special abilities when attacking or defending.
3 +3

2 Abilities
Some pilots also bring with them unique attacks
and abilities that can be used during the game.

3 Pilot Points Cost (PTS)


The number of points the PPDC side must spend
in order to add the pilot card to a Jaeger in a Offensive and defensive mutation cards
constructed battle.

Pilot Card Drift Compatibility.


As you can see here, rangers Jake
3 Pentecost and Nathan Lambert have
2 matching connections for drift
compatibility (D and C). Connections
must be in line to give a bonus.
This results in +2 SKL for any Jaeger
they are piloting together. Taking the
2 skill token and placing it on the conn-
pod helps you remember your bonus.
When an action card activates their
pilot abilities, all abilities on both pilots
activate. Abilities are described fully in
the ability reference on page 32.
1

8
SCENARIO CARDS
Scenario cards set the scene for the coming battle and
detail the setup and any special rules that should be
used during the game.

1 Scenario Name

2 Special Rules

3 Terrain
The number of terrain elements that must be used
during the game and any rules for setting them up.
1
4 Buildings 3 2
The number of buildings that must be used during
the game and any rules for setting them up.
4
5
5 Objects 6
The number of object tokens that must be used
during the game and any rules for setting them up. 7

6 Jaegers Scenario card


Rules for Jaeger deployment.

7 Kaiju
Rules for Kaiju deployment.

MISSION CARDS
Mission cards are used at the start of the game to set a
mission for both players. These cards change the basic
scoring of the game by adding bonus points for specific
objectives such as destroyed and intact buildings,
damaged or destroyed Jaegers and Kaiju, and any other
special scoring bonuses.

1 Mission Name

2 Additional Jaeger Victory Points


Additional victory points the Jaeger player can
score for buildings, terrain, or objects.

3 Additional Kaiju Victory Points


Additional victory points the Kaiju player can score 1
for buildings, terrain, or objects.
2

Mission card

9
DICE COUNTERS & TOKENS
IMPULSE DIE
The impulse die is used to determine how AMMO AND KAIJU BLUE COUNTERS
many models a side will activate during its The ammo and Kaiju blue counters are used to track the
turn. The impulse die is a six-sided die with number of times a specific attack can be made. These are
two blank sides, three “1” sides, and one not normally replenished during the game.
“2” side.

COMBAT DICE
The combat dice are used for attacking
and defending, as well as a variety of
other special situations. Combat dice are
six-sided dice with two blank sides, one
“trigger” side, two “success” sides, and one
“critical success” side. The counters always start on the
Ammo and Kaiju faded hex on your Jaeger conn-pod
Blank blue counters or Kaiju signature.
No effect for combat and special rules.
CHARGE AND RAGE COUNTERS
Trigger The charge and rage counters are used to keep track of
When triggers are rolled, they can be used to the model's current charge or rage levels. Charge and
activate a variety of trigger special abilities or rage can normally be replenished during the game.
additional effects on the model (often found
on mutation and upgrade cards).

Success
A success for combat and other rolls.

Critical Success
A success for combat and other rolls. When
a critical success is rolled, roll an additional The counters always start on the
combat die adding any results to the previous Charge and rage faded hex on your Jaeger conn-pod
total. If the additional roll is also a critical counters or Kaiju signature.
success, roll an additional combat die again.
Continue this until no more critical successes SKILL TOKENS
are rolled. The skill tokens are placed on the SKL
stat of the conn-pod to show what is
the current skill level of the pilots. The
HEX GAUGE skill level of the pilots is determined by
The hex gauge is a four-hex-long tool, used for their compatability (see page 8).
measuring movement, range, pivots, and half-pivots. Skill token
Hexes are measured from edge to edge rather than LEADER TOKEN
from corner to corner. You may not Leader tokens are placed during setup to designate
pre-measure movement or range. the lead Jaeger and Kaiju. The lead Jaeger and Kaiju
gain access to the powerful command & control ability,
described on page 16.

Hex gauge Jaeger leader token Kaiju leader token

10
OBJECTS BUILDINGS
Object tokens represent shipping containers, freighters, Buildings can be represented either by a simple 2D
and other large objects Jaegers and Kaiju can pick up building hex or by a 3D building placed on top of a 2D
and use as an improvised weapon. See the buildings building hex, as shown in the pictures below. This makes
section on page 26. no difference in game terms.

Unless otherwise noted, all buildings have 5 armor and


1 SP. Some buildings may also have additional special
rules (see the buildings section on page 27).

Crashed helicopter Wrecked train

TERRAIN
Additional terrain pieces can be placed on the poster
mat to create new and exciting zones of conflict.
These elements have special rules that affect the game.

TERRAIN AREAS
Difficult Terrain
Areas of terrain designated as difficult, like large bodies
of deep water, affect movement. Models cannot run
through these features.

3D building on top of a 2D
building hex
2D building hexes

For assembly instructions go to www.riverhorsegames.com

POSTER MAT
The Pacific Rim Extinction poster mat is a full color,
double sided mat detailing a variety of different visual
Difficult terrain elements, such as a devastated city. These visual
elements have no effect on the game.
Populated Terrain
Areas of terrain designated as populated, like intact Sea floor poster
residential areas, affect the movement of Jaegers. They mat on reverse side
cannot run through these features. Kaiju, on the other
hand, do not care and are therefore not affected.

Suburban area Urban poster mat

11
BEGINNING A GAME
Pacific Rim Extinction can be played by two or more players.
If there is an odd number of players, make sure each player
will be able to control at least one Jaeger or Kaiju.

Players should agree whether they will use a quick play


card or want to take part in a constructed battle.

Decide which side each player will be part of. If all


players want to play the same side, each player rolls
three combat dice. The player with the most total
successes (remember to always include any additional
dice from criticals rolled), chooses which side they
will play. Then, the player with the second most total
successes chooses which side they will play. This
continues until all players are assigned to a side.

QUICK PLAY
In a two-player game, players can agree to use quick
play – shuffle the quick play cards, then randomly draw
one. Follow the diagram and setup instructions to create
the battlefield and forces shown on the card.

After setup has been completed, you can skip the game
setup section and proceed to the game round section.
CONSTRUCTED BATTLE
Once players have more experience with the game, or
just want more control over the forces they bring to
the fight or to experiment with unique combinations,
constructed battle is the perfect game mode.

With Kaiju waves breaking through the Breach, the


Kaiju side determines the size of the battle. They select
the Kaiju they are going to attack with, as well as the
mutation cards each Kaiju will be using. They add up the
category level (CAT) of all the Kaiju they are bringing to
the fight to establish the threat level. The CAT for each
Kaiju can be found on its Kaiju signature.

After the threat level has been established, the Jaegers


build their response force. For every 1 point of threat
level, the Jaegers can spend 2 points for Jaegers and
pilot cards. The points cost for each Jaeger can be found
on its conn-pod, while the points for each pilot can be
found on their cards. Pay special attention to your pilots'
drift compatibility and any special abilities as described
on page 8. Additionally, you choose a free upgrade card
for each Jaeger in your response force.

For example, the Kaiju player fields a CAT 3 and a CAT 4


Kaiju – for a total a threat level of 7. This means the PPDC
have 14 points to spend for their Jaegers and pilots.

14
ABOUT UNIQUENESS
Normally, you cannot include in your force copies of
any model and card. For example, you cannot have two
Gipsy Avenger, or two Jake Pentecost, nor you can have
two Otachi. This includes mutation and upgrade cards;
they are all unique.

The one exception is the Drone Kaiju models, of which


you can include several in the same force (but each
model's mutations must still be different).

'HISTORICAL' ACCURACY
When assembling a force, do not worry about mixing
together Jaegers, pilots, and Kaiju of different periods
(and movies!). Such mixed forces make very entertaining
'what if' formations. What if Jake Pentecost and his
father could have shared a Jaeger's conn-pod, for
example? What if Gipsy Avenger and Gipsy Danger
could have fought side by side!

'CIVIL WAR'
We assume that normal games are going to be played as
described above – Kaiju vs Jaegers. On the other hand, Example: Criz decides he would like to play with 2 Kaiju.
it can be fun to try the game with strange battles where He selects Shrikethorn (CAT IV) and Slattern (CAT V) for a
Jaegers fight Jaegers or where Kaiju fight Kaiju. total threat level of 9 (4+5=9).

In terms of the story, these could represent training


exercises, or computerized simulations. They could even
be politically motivated battles where two factions of
the same side are fighting... imagine a Kaiju civil war!

In rules terms, simply pick two opposing forces that


are of the same threat level (for Kaiju) or of the same
amount of points (for Jaegers). You can even have forces
that include a mix of Kaiju and Jaegers fighting side by
side! Their value in points is the sum of their Jaegers and
pilots points, plus twice each Kaiju's category.

In any case, during the game, one side plays the role of
the attacker (i.e. the role of the Kaiju in a normal game).
This side will be using the Kaiju missions and scoring
system, as well as going first if both sides start the
round with an equal number of models, and so on.

Once both forces have been constructed, proceed to


the game setup section.

Example: With a threat level of 9 established by the Kaiju


Criz will be playing, Alessio now has 18 points to spend
building his Jaeger response team (1 point of threat level =
2 points of Jaeger response).

15
GAME SETUP OBJECT OF THE GAME
The aim of the game is to either have the most victory
After both forces have been constructed, it’s time to points at the end of the game or to completely destroy
determine the mission and scenario for the game. your enemy. Victory points are earned by destroying,
buildings, enemies and through mission cards. More
The Kaiju side shuffles the mission cards and randomly information can be found in the scoring and victory
draws one revealing it to all players — this card assigns section on page 25.
a special mission to both sides. These special missions
generate additional victory points at game end.
SECRET MISSION VARIANT
The Jaeger side then shuffles the scenario cards and
randomly draws one, revealing it to all players.
If both sides agree, instead of drawing a single mission
Players then follow the instructions on the scenario card and revealing it to both sides, you can draw
card to set up the battlefield, including all the buildings, one mission card per side, and keep the mission for
terrain, objects, and model deployment. your side shown on the card secret until the end of
the game. This variant is fun, but as it adds a layer
LEADER DESIGNATION of bluffing and guessing the enemy mission, it’s
After scenario setup has been completed, the Jaeger recommended for expert players.
side must pick one Jaeger and designate it as the lead
Jaeger for the force by placing the leader token on its
conn-pod. The Kaiju side then designates the lead Kaiju
UNDERWATER BATTLE VARIANT
in the same way.

Leaders can use a special command & control ability The reverse side of the poster mat depicts an
once per game, as long as the leader model still survives underwater area. If both sides agree, instead of
and is on the poster mat. The player may flip the leader drawing a scenario and mission card, refer to the
token to the grayed-out side to ignore the result of an underwater battle appendix on page 30 for setup,
impulse die they just rolled, and roll the impulse die mission, and other special rules that apply.
again. The second result stands and cannot be rerolled.

16
GAME ROUND 3: TURNS
The side with the fewest models on the table at the
Each game round has at its core a series of turns, beginning of the round decides which side will take the
alternating back and forth between sides until all models first turn. In the case of a tie, the Kaiju players decides.
on the table have each activated once. That side rolls the impulse die. A result of 1 or 2 equals
During a game round follow the steps below in order. the number of models they can activate this turn before
passing the impulse die to their opponent. If they roll
1 Choose action cards a blank, they cannot activate any models this turn and
must pass the impulse die to their opponent. Models
2 Reveal action cards
are activated one at a time. Only models with a face up
3 Turns – Impulse roll & activation action card can be activated.
4 End of round – Moving the turn tracker, etc.
These turns continue until one side has activated all
models they have in play, at which point the other side
1: CHOOSE ACTION CARDS takes the last turn of this round – finishing to activate all
At the beginning of each round, players select one card of their yet un-activated models.
from the remaining action cards for each of their models
currently in play and place it face down next to the During activation, a model makes a free move, then
appropriate model. After placing the last card for your may use its action card. After a model has completed
side, you should declare “Ready!”. its activation, remove the action card, even if it wasn't
used, and return it to its deck for use in later rounds.
Once a card has been placed face down for each model
and both sides have announced they are ready, it is time It is possible for a model to lose its face up action card
to reveal. (because of an enemy attack, for example) – this model
cannot activate for the current round. Models can only
2: REVEAL ACTION CARDS be activated once in a round.
After both sides are ready, all face down action cards
are turned face up and read aloud. Face up cards are 4: END OF ROUND
considered in play until they are returned to hand or Once no more models can be activated, the round is
removed by damage. ended. Follow the steps described on page 24.

17
MOVEMENT If you move forward and a
friendly model blocks your
If you move backwards
and a friendly model
During a model’s activation, it gets a free move before movement at any time, blocks your movement,
you must stop. you must stop.
using its action card. Movement is measured with the
hex gauge. Models may either move directly forward Starting
up to a number of hexes equal to their SPD, or directly location
backward 1 hex. During its movement, take each step
one at a time to ensure the model can clear any other
models or buildings in its path.

Model moving Model moving 1


forward three hexes backward one hex

Starting Starting location


3 location

When moving forward, if you cannot move completely


2 clear of an enemy model’s or building's base, you may
either stop before moving that hex or move to engage
the target enemy model or building. If you choose to
1 1 engage the target, move the model straight forward
until it touches the target's base and then pivot or slide
the moving model’s base so that the central front
side of its base is flush against the edge of the target.
You can only engage if there is enough clear space to
Starting location move to the new location.

RUNNING MOVEMENT If you move forward and The model is moved


One of the action cards available to every model is a an enemy model blocks forward, straight into
card that allows the model to run. When a model uses your movement, you can contact with the enemy
stop or move in to engage model’s base, and then
this card, it moves normally, including its ability to pivot
(see right). snaps into contact.
(pivots are explained opposite) and then immediately
can make a second move, including a second pivot. You
cannot move forward and backward in the same turn.
A
Charge!
If a running model moves to engage an enemy during
either of its moves, it can immediately make a melee
attack, after which its activation ends.
1
BLOCKED MOVEMENT B
Friendly Models
Friendly models (and the table edge) block movement.
If you cannot move completely clear of a friendly Starting location
model’s base, stop before moving that hex. If you move Starting
backward and location
Enemy Models an enemy model
blocks your
Enemy models (and buildings) block movement. When
movement, you
moving backward, if you cannot move completely clear must stop.
of an enemy model’s or building's base, stop before
moving that hex.

18
ENGAGED MOVEMENT Tactical Actions – Circling Around
Models that are engaged, and/or whose movement Every model has an action card that allows it a tactical
is blocked, by a model in their front arc cannot move action. A model can use a tactical action to shift a
forward, but can move backward. single hex side along the target’s base, as long as:

Models that are engaged, and/or whose movement 1) their central front side is, and remains, flush with
is blocked, by a model in their rear arc cannot move another side of the enemy model, and:
backward, but can move forward.
2) there is enough space to move to the new location.
If you are engaged by an enemy model in your rear
arc, you cannot move backward but you can still move
forward up to your SPD away from the enemy model if When playing a card with a tactical action, you
you have space. can circle one hex side around an enemy model
or building if there is enough room for you to keep
Starting location your central front side flush with that base.
1 2 3 In the example below there is enough room to circle
around to either side.

If you are engaged with an enemy model in your front


arc, you cannot move forward, but you can still move Starting location
backward 1 hex away from the enemy model if you
have space.
Starting location In the example below there is only enough room to circle
1 around to the left side because the building is blocking
the right.

Immobilized
Models that are engaged, and/or whose movement is
blocked by any combination of enemies or buildings in Building
their front and rear arc cannot move (but can still pivot).
Starting location

If you are engaged in both your front and rear arc you
are immobilized and cannot move at all.
Pivoting while Engaged
Models that are being engaged, and/or whose movement
A B is blocked, can pivot as normal, but cannot make a half-
pivot (pivoting is explained on the next page).

Building

19
PIVOTS
A pivot allows a model to rotate one hex side per
ACTION CARDS
move, with some additional restrictions. A pivot is free After a model’s free move, you may resolve its action
and does not affect your SPD. Use the hex gauge to card. There are a variety of different action cards,
execute a proper pivot. You can also make a half-pivot allowing moves, attacks, and even special abilities to
as described on page 28. take effect. If the text of an action card is different from
the normal rules, follow the text of the action card.
When pivoting, place the hex gauge flush against your
base and rotate one hex side left or right. Some action cards have a cost to use, such as charge or
Before pivot After pivot to the right Kaiju blue. You must pay the cost of the special rule to
be able to use the effect. Additionally, some action cards
allow you to spend more to gain an advantage. Spend
effects are optional and are not required to be used.

MOVE
Some action cards allow the model to move again
during its activation. These moves are completed in the
same way as a free move.

TACTICAL ACTIONS
Some action cards allow the model to execute a tactical
action. This represents a wide range of actions, such
as making a melee attack, picking up objects (page 26),
circling enemy models (page 19), and special scenario
specific actions.
• Jaegers can pivot left or right, one hex side, only after
completing a move. COMBAT
Some action cards allow the model to make an attack,
• Kaiju can pivot left or right, one hex side, before there are two distinct attack types, melee attacks and
starting its move or after completing a move. ranged attacks.

Both Jaegers and Kaiju may only pivot once per move.

Note that Kaiju can use their ability of pivoting before


the move to free their front/rear arc and then move
forward/backward.

RUNNING IN TERRAIN
Difficult Terrain
Models that are using their action card to run cannot
move into/through/out of difficult terrain in either their
free move or their second move during the activation.
A model that is running will immediately stop all of
its movement for the turn if its base contacts difficult
terrain (including during its free move). If a model
starts the activation in difficult terrain, it cannot run
during this activation, but it can take its free move and
then use any other option on the action card.

Populated Terrain
Jaegers treat populated terrain exactly the same as
difficult terrain (see above). Kaiju ignore it altogether. Melee and ranged action cards

20
MELEE ATTACKS RANGED ATTACKS
To make a melee attack, a model must be engaged with To make a ranged attack, a model must have line of
a target (i.e. an enemy model or a building) by being sight (LOS) to the target and have that enemy model or
in base-to-base contact and have that target in the building in the model’s front arc.
model’s front arc. When making a melee attack, follow
the steps below: Note that you can make ranged attacks while engaged
with the target or even another enemy.
1. DECLARE TARGET
Choose a target in contact and in the model’s front arc. When making a ranged attack, follow the steps below:

2. COMBAT ROLL 1. DECLARE TARGET


a. Attacker Choose a target in LOS and in the model’s front arc.
The attacker rolls a number of combat dice equal to the
current SKL and POW of the model, plus any modifiers 2. CHECK LINE OF SIGHT
from the action card, weapons, other cards, or bonuses. In order to make a ranged attack, the attacking model
must be able to “draw” a straight, uninterrupted line
b. Defender from any point of its front arc to any point of the
The defender rolls a number of combat dice equal target’s base.
to the current SKL and ARM of the model, plus any
modifiers from other cards, or bonuses. If the attacker is You can use the straight edge of the hex gauge to help
completely within the defender’s rear arc, the defender you determine LOS.
does not add the dice for its SKL.
In the diagram below, every target with ANY part of
c. Compare its base in the green zone is in line of sight and can be
Compare the total number of successes rolled, including targeted with a ranged attack. Targets in the red zone (X)
cannot be attacked with ranged attacks as they are not
critical successes. If the defender rolls equal or more
in line of sight.
successes than the attacker, no damage is done. If the
attacker rolls more successes than the defender, the
defender suffers damage, based on the difference in total
successes rolled, as shown in the chart on page 22.

3. APPLY DAMAGE
See the damage section on the next page.

 
Building

 Building

21
3. CHECK RANGE 4. COMBAT ROLL
Some ranged weapons incur bonuses or penalties based This works as described for melee attacks. Note that
on whether the target is at short or long range. These defenders do not gain their SKL dice if the attacker's base
will be specified in their action card. is completely in their rear arc.

If the weapons being used requires you to, you must use 5. APPLY DAMAGE
the hex gauge to see if the declared target is in short or See the damage section below.
long range. Place one end of the hex gauge touching the
base of the attacking model and extend the hex gauge DAMAGE
in the direction of the target. When the attacker has rolled more successes than the
defender, the attack is successful and the target of the
a. Short Range attack suffers damage. Damage is determined by the
If the target’s base can be touched or overlapped by the difference between the number of successes rolled,
hex gauge while it is still touching the attacking model’s as shown in the chart below:
base, the attack is at short range.
SUCCESSES DAMAGE
b. Long Range. DIFFERENCE
If the target’s base cannot be touched or overlapped
by the hex gauge while it is still touching the attacking 1–3 1
model’s base, the attack is at long range. A target cannot
be out of long range. 4–6 2 *

7–9 3*

In the diagram below, every model whose hex base 10 – 12 4*


can be overlapped or touched by the hex gauge are at
short range (S). Any targets in line of sight that cannot
be overlapped or touched by the hex gauge are at long 13 + 5*
range (L). Model X is out of LOS. *Or take the face up card

L
For every 1 damage dealt to a model, the attacker
S randomly draws 1 action card from the defending

 model's deck. If more than one damage is dealt, the


attacker may instead choose to take a face up action
card as all of the damage dealt. Damage is dealt one
at a time. Check the bottom of the action card for any
S special damage effects and resolve it immediately.

Action card damage

22
After damage has been dealt, take the action card and
place it partially under the side of the model’s conn-
pod or signature, lined up with the SP slots to track the
amount of damage the model has taken (see diagram
below). When a model has taken damage equal to its
SP, it is destroyed and removed from the game.
If a model or building is destroyed by a melee attack,
the attacking model may step into the hex previously
occupied by the target, maintaining its current facing.

DAMAGE

Power core damaged:


No additional effects.

Gain full charge OR Run

SURGE
POWER

Damage. When an action card has


been removed as damage, be sure to
put it in line with the SP slots to track
the damage the model has suffered.

OTHER EFFECTS Then the attacker also rolls one combat die for the
Action cards have a wide variety of effects. model that was slammed. For each success rolled, the
Some allow models to activate special abilities or model suffers 1 damage.
perform special attacks not normally available to them.
If the slammed model is moved, or destroyed by the
SLAM effects of the slam, the attacker can move into the space
Some action cards can slam enemy models (but not previously occupied by the slammed model.
buildings). If the original attack is successful, and the
target survives, the target is also slammed. When a target DEEP DRIFT
is slammed, it is moved 1 hex, unless otherwise noted, The deep drift action card activates pilot abilities.
directly away from the attacker performing the slam. When pilot abilities are activated, the Jaeger can use all
the abilities listed on each of its current pilots.
If a slammed model cannot move into the destination
hex because its move is blocked by models, buildings Many pilot abilities are in effect while drifting, even
or the table edge (see rules for blocked movement), before the Jaeger is activated that round. A Jaeger is
the slammed model is not moved. Instead, the attacker drifting while the deep drift card is face up. Note that
chooses one of the models/buildings that are blocking these effects are active even if the cost of the card is
the move and rolls one combat dice. For each success not yet paid. The effects of these abilities are listed in
rolled, the chosen model or building suffers 1 damage. the reference section on page 32.

23
END OF ROUND Each side rolls 1 combat die, add all successes together. If
less than 4 total successes are rolled, the game continues.
Once no more models can be activated, the round is
ended. Follow the steps below: Remember that criticals are successes too, and that any
time a critical is rolled, roll an additional combat die and
RESERVES add any successes to the total.
Depending on the size of forces, in some scenarios, not
all models will start the game on the battlefield; some At the end of each subsequent round, each side rolls 1
will be in reserve. If there are no models in reserves, skip additional combat dice until the game ends.
straight to the end of game check below. For example:

Each side with models in reserve makes a reserves roll, End of round 5: Each side rolls 2 combat dice, adding all
starting with the side with the fewest models on the successes together. If less than 4 total success are rolled,
table (in a tie, the Kaiju start). the game continues.

Roll a number of combat dice equal to the round (at the End of round 6: Each side rolls 3 combat dice, adding all
end of round 1, roll 1 combat die, at the end of round 2, successes together. If less than 4 total success are rolled,
roll 2 combat dice, and so on). the game continues.

For every success rolled, bring one model from your Once 4 or more total successes have been rolled, move
reserves to the battle. Models deploying from reserve to the scoring & victory section.
are placed immediately on any table edge, except those
the enemy deployed from at the beginning of the game. Alternatively, if during any round, all Jaegers or all Kaiju
If the enemy deployed on every table edge or you can are defeated, the game ends immediately. Move to the
otherwise not deploy, then you may place your model scoring & victory section.
on any table edge. Models deploying from reserve must
be placed with the model’s base flush against the edge ROUND TRACKER
and, if possible, they must be placed more than 4 hexes If the game continues, move the round counter to the
away from all enemy models. next space on the track. It is now the next round. After
round 5, you must flip the tracker to place the round
Models deployed from reserve activate normally, counter onto space 6.
beginning with the very next round (a model that
deploys from reserve on round 2, can activate with all
other models in round 3).

END OF GAME CHECK


At the end of rounds 1, 2, and 3, you do not check for
the end of game.

Starting at the end of round 4, check for the end of the


game as follows.
Round tracker

Round counter

24
SCORING & ADDITIONAL
VICTORY SPECIAL RULES
Once 4 or more total successes have been rolled during
the end of game check, it’s time to total up each side's TRIGGER ABILITIES
victory points (VP). Some special abilities and rules only take effect when
the proper number of triggers are rolled.
BASIC SCORING
For example, Jaegers have optional upgrade cards.
JAEGERS SCORE FOR: Kaiju have offensive mutation (red) cards and defensive
mutation (blue) cards.
Per Kaiju damaged 1 VP
Some mutations and upgrades have the potential to
Per Kaiju destroyed 1 VP per category take effect when attacking or defending if the proper
number of triggers are rolled.
Per Building intact 1 VP
If the triggers rolled activate more than one ability, they
All buildings intact 3 VPs all activate, and the player can choose in which order to
resolve the effects of each triggered ability.

OFFENSIVE & DEFENSIVE


KAIJU SCORE FOR: KAIJU MUTATIONS
Offensive Kaiju mutations can be recognised by the Skill
Per Jaeger damaged 1 VP
symbol on the back of the card, and are placed on the
corresponding slot on the Kaiju signature. Defensive
Per Jaeger destroyed 3 VPs mutations have the Armor symbol on their back, and are
likewise placed on the corresponding slot.
Per Building destroyed 2 VPs

All buildings destroyed 3 VPs

To count as 'damaged' a model must be suffering one or


more SP of damage at the end of the game.

MISSION SCORING
Check the mission card and add all VP bonuses to each
side’s basic scoring total.
Kaiju offensive mutation card

VICTORY
If the Kaiju side has scored more points than the Jaeger
side, they win the game. Otherwise the Jaeger side wins.

WIPEOUT!
If you manage to destroy all enemy models before the
game ends, without being completely destroyed yourself,
VPs are not calculated and you are automatically the
victor, regardless of any other consideration! If both sides
are simultaneously wiped out, the Jaeger side wins.

Kaiju defensive mutation card

25
OBJECTS PILOT DEATH
The tactical action lets models use objects, picking them After a pilot has died, it becomes almost impossible to
up from the battlefield to be thrown at enemies or used keep a Jaeger functioning for an extended period of
as improvised melee weapons on later activations. time. When a Jaeger does not have its full complement
of pilots, a neural load test must be made at the end of
Objects do not affect movement – models can move each of its activations.
freely over them. In order to pick up an object, the
model must end its move within one hex of an object NEURAL LOAD TEST
token on the battlefield and then use a tactical action. Roll 1 combat die, one at a time, for each remaining
Place the token on the model’s base, or its conn-pod or pilot. If the roll fails, the pilot has survived and nothing
Kaiju signature, to indicate it is now carrying it. Models happens. If the roll is a success, the neural load has
can only carry one object token at a time. become too much for the pilot to take. Remove that
pilot card from the Jaeger.
To use an object currently carried by the model, the
model must use a tactical action again. This allows the When a Jaeger has no remaining pilots, count the Jaeger
model to use the object to make a short ranged or as destroyed and remove it from the game.
melee attack using the object.
SOLO PILOT
Once an object has been used to make an attack, There are a few pilots who have been able to pilot a
remove the object token from the game. Jaeger for an extended amount of time and have the
solo pilot special rule.
If the model carrying the object is destroyed and
removed from the table, the controlling player places If one such pilot fails a neural load test as described
the object back on the table, anywhere in the space above, it can re-roll the neural load test. The second
formerly occupied by the model's base. result cannot be rerolled.

Unless otherwise noted, an attack with an object gives THREE-PILOT JAEGERS


the attacker +3 POW. Some Jaegers (like Crimson Typhoon and Bracer
Phoenix) require three pilots to function instead of
OBJECT RANGED ATTACK the normal two. The maximum pilot SKL bonus even a
If the target is not in short range, the attack three-pilot Jaeger can receive is +3.
automatically fails.
MULTI–PLAYER
OBJECT MELEE ATTACK You can play Pacific Rim Extinction with more than
You can only use the object for a two players by splitting control of the Jaegers or Kaiju
melee attack if the model is amongst the players. There can be any number of
engaged with the target. players per side, up to the number of models on that
side. In these situations, it is best to make sure models
are split up among the players as equally as possible to
ensure no one is waiting too long to join the fight!

Subway train

Yacht

Tanker truck

26
BUILDINGS Some types of building have additional special rules, as
Buildings are important for scoring, and some have listed below:
effects during the game.
KAIJU SHELTERS
Buildings are normally treated as enemy models for all These buildings are quite low compared with
game effects. skyscrapers, so they are ignored when determining
whether LOS is blocked.
Unless otherwise stated, buildings have 5 ARM and 1
SP, however buildings do not have SKL. When a building In addition, they are armor 7.
is attacked, an opposing player should roll the defense
for the building.

Whenever a building suffers damage for any reason, it


is destroyed.

When a Kaiju destroys a building, it gains one rage, up


to its maximum.

Buildings cannot be moved or slammed, but suffer


damage for being slammed into as normal.

When a building is destroyed by a melee attack, the


attacking model can step into the hex previously
occupied by the destroyed building as normal.

Buildings with no additional special rules are normally


referred to as 'skyscrapers'. Kaiju Shelters

PPDC BASES
These buildings are quite low compared with
skyscrapers, so they are ignored when determining
whether LOS is blocked.

In addition, a Jaeger less than 1 hex away can, as a


tactical action, gain back 1 point of ammo previously
used in this game.

In addition, they are armor 7.

2D skyscrapers hexes and a 3D skyscraper PPDC bases

27
APPENDIX A – NOTES
This section collects a series of notes and additional rules To verify this, you can simply use the hex gauge. Be
and clarifications that cover very specific situations. For the aware, however, that models move by sliding forward,
sake of simplicity, these have been left out of the main rules and not by jumping from one hex to the one in front.
as they can appear complex to the eyes of a beginner.
Because of that, the example below is incorrect.
HALF-PIVOTS
Whenever a model would pivot and the model is not A B C
engaged, the player can instead decide to do a half-
pivot, as shown in the diagram below. This gives you
extra flexibility, allowing you to finely maneuver your
model around terrain and other models.

When doing a half-pivot, place the hex gauge as shown


against your base and rotate half a hex side left or right.

Before pivot After half-pivot to the right

The second example, below, shows the correct way to


do things. The model slides forward and thus makes
contact with the enemy model and moves in to engage.

A B C

SLIDING VS HOPPING
When moving a model forward, it might occasionally be
difficult to tell whether another model or piece of terrain
is in the way of the move or not. Take, for example, the
case shown here: The hex gauge has been designed to make it easy to
verify this sliding movement. Position the hex gauge as
Can the Jaeger move shown in front of the moving model. This way, the long
straight forward and edge of the hex gauge shows you exactly the path that
engage the Kaiju? the base of your moving model is going to cover.

28
MEASURING DISTANCES If a rule states that model/building A must be completely
Sometimes during the game, you will be required to within 2 hexes of model/building B, you can use the
measure the distance between two elements of the Hex Gauge to make sure that the entirety of A's base is
game — like two models, two pieces of terrain, and within two hexes of B, as shown in the diagram below.
so forth. You may not premeasure distances before
choosing an action card or moving.

Distances are measured in hexes, using the Hex Gauge.


Note that hexes are measured edge to edge rather than
corner to corner, as shown below. Note as well that the
width of an action card is also one hex.

In the case of models, always measure the distance to the


hex base rather than any body part of the model itself.

Shrikethorn is completely within two hexes of Gipsy


Let's see a couple of examples of how this is done.
Avenger, while Slattern is not completely within two
hexes of Gipsy Avenger.
If a rule states that model/building A must be within
2 hexes of model/building B, you can use the Hex
Gauge to make sure that any part of A's base is within
two hexes of B, as shown in the diagrams below. EXACT ENGAGEMENT
When moving a model forward, it might happen that
your model is an exact amount of hexes away from
a target, and perfectly aligned to it, as shown in the
picture below. Even though the target is not actually
blocking your move, you are allowed to engage it, as if
it was blocking your move.

Shrikethorn is found to be within


two hexes of Gipsy Avenger.

Gipsy Avenger is exactly three hexes away from


Shrikethorn. Gipsy can move forward three hexes,
ending its move perfectly flush with the Kaiju's base
to engage it in melee.

Shrikethorn is found not to be within two hexes of Gipsy


Avenger (as heads and other body parts are ignored).

29
APPENDIX B – UNDERWATER BATTLE
During game setup, if both
players agree, you can
decide to play the special
underwater battle scenario
"Seal the Breach!" instead.

Sea floor poster mat

SEAL THE BREACH!

The Jaegers are attempting to seal the MISSION


Breach by dropping a nuclear bomb in it. In this game, no victory points are scored and you never
check for game end.
The Kaiju are emerging from the Breach in
order to protect it. Instead, the game continues until the moment the Nuke
object is destroyed by the Kaiju (Kaiju victory!) or a
SPECIAL RULES Jaeger carrying the Nuke object moves into contact with
In underwater battles, Jaegers can't run and all ranged the 'edge of the Breach' long table edge (PPDC victory!).
weapons are limited to short range.
Note that in order to destroy the nuke object, a Kaiju
TERRAIN: 0 must destroy the Jaeger carrying it with a melee attack.
BUILDINGS: 12 (12 Sea floor formations) If the Jaeger is destroyed with a ranged attack, the Nuke
OBJECTS: 5 object is dropped on the sea floor as normal.
Starting with the Kaiju side, take turns placing one
object or building at a time. Continue taking turns until SEA FLOOR FORMATIONS HEXES
all objects and buildings have been placed. Buildings All buildings in underwater battles are sea floor
must be placed more than 2 hexes away from any other
building. Objects and buildings must be placed more formations. They count as buildings with 8 armor
than 1 hex away from all table edges or overlapping an and 1 SP.
object or building.

Kaiju: The Kaiju side deploys first. Place any number of


Kaiju on the 'edge of the Breach' long table edge.
Any Kaiju not deployed at this point are held in reserve.
Reserves can only arrive from the 'edge of the Breach'
long table edge.

Jaeger: Place any number of Jaegers on the opposite


table edge. Any Jaegers not deployed at this point are
held in reserve. Reserves must arrive more than 4 hexes
away from the 'edge of the Breach' long table edge.
The lead Jaeger cannot be left in reserve and carries the
nuke object at the start of the game.
Sea floor formations hexes

Suburban area.
30
INDEX

ITEM PAGE NUMBER ITEM PAGE NUMBER

Accurate 32 Neural load test 26


Action card 7, 20 Objects 11, 26
Activate 17 Pilot card 8
Ammo 5, 10 Pilot death 26
ARM 5 Pilot slot 5
Armor 5 Pivot 19, 20
Attacks 21 Points cost 5
Blank 10 POW 5
Buildings 11, 27 Power 5
Category level 6 Poster mat 11
Charge 5, 10 PPDC base 27
Command and control 16 PTS 5
Combat die 10 Quick play 14
Conn-pod 5 Quick play card 7
Constructed battle 14 Rage 6, 10
Cost 14 Range 22
Critical success 10 Ranged attacks 21
Damage 22 Reserves 24
Drift compatibility 8 Run 18, 20
End of game 24 Scenario card 9
End of round 24 Scoring and victory 25
Engaged 19 Seal the breach 30
Game round 17 Sea floor formations 30
Game setup 16 Secret mission 16
Half-pivot 28 Skill 5
Hex gauge 10 Skill tokens 10
Impulse die 10 SKL 5
Impulse roll 17 Slam 23
Kaiju Blue 6, 10 Sliding vs hopping 28
Kaiju shelter 27 Solo pilot 31
Kaiju signature 6 SPD 5
Lead jaeger 16 Speed 5
Lead kaiju 16 Structure points 6
Leader 16 Success 10
Line of sight 21 Tactical action 20
Melee attacks 21 Terrain 11, 20
Miniatures 4 Three-pilot jaegers 26
Mission card 9 Trigger 10, 25
Movement 18 Underwater battle 30
Multi-player 26 Upgrade 8
Mutation 8 Upgrade slot 5
Mutation slots 6 Victory 25

31
ABILITY REFERENCE
ABILITY SPECIAL RULE

Accurate If your attack is successful, you may remove the model's face
up action card when dealing a point of damage.
Activate X After your activation, you may also play the named action card, paying all costs.
Brutal If your next melee attack in this activation is successful, you may spend
1 charge to make an additional melee attack.
Disengage After your activation, you may move directly backward 1 hex.
Drifting While the deep drift action card is in play, your Jaeger's pilots are drifting.
Dynamo Gain 1 charge.
Focus Gain +1 SKL on your next attack this activation.
Inspiring While drifting, all other Jaegers within short range gain +1 SKL.
Leadership Flip your leadership token to its original side.
Mark 1 While drifting, you may spend 1 charge to reroll 1 combat die.
Momentum Gain +1 POW on your next attack for each full hex you have moved this turn.
Run Move, as per a normal run. If you move into contact with a model, you may
make a melee attack against that model (see pg 20 for running through terrain).
Slam If your next melee attack in this activation is successful, you may spend
1 charge to slam the target 1 hex.
Solo Pilot This pilot may reroll his or her first failed neural load test (see page 26)
each round.
Tactical You may make a tactical action, this tactical action may not be used to attack.
Unbreakable If you take no damage from an attack while drifting, gain full charge.

You might also like