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Pregame

 Start with setting up a terrain heavy 4’x4’ table


 Each average game will be 100pts
 Each player rolls a d10 to see who starts placing models, highest
number on the d10 wins.
 Alternate who places a unit on the board after a player places a
singular unit.
 The player who finishes placing their army gets a +1 to their
roll for initiative.
 Both players roll a d10 to see who starts the first round,
highest number wins.

Command Phase;
 Your army may issue commands to any friendly model in their
command bubble(their M stat ×2)
 They can only give singular unit one order, but the commander is
allowed to bank the left over orders for themselves.
 Each commander has a command limit, which is how many orders a
turn they are allowed to give.
 Commands are spent in later phases for running, +2 for first
attack of the unit, and armor saves(or fuel saves).

Movement Phase;
 The player who lost the initiative goes first in moving their
models. The player who won the initiative goes second.
 The player who moves first, moves all their models then the
second player moves their models.
 Units move their M stat in inches
 Hero & infantry may run with the expenditure of a command point
on said unit/s
 Suits may run with the expenditure of fuel instead of a command
point. (3 fuel cost)
 Running is double the model’s M stat
 Infantry may pass through terrain at no movement penalty
 Suits going through terrain suffer a -2” movement penalty
 Climbing over terrain gives a -1” penalty

Attack Phase;
 The player who originally won the initiative goes first once
again.
 Each unit gets one attack, either close combat(CC) or distant
combat(dc)
 Attacks can only be made at a target if the target is in the
range (R stat) of the weapon.
 Infantry & Heroes may increase their attack roll by +1 by using a
command point
 Suits may boost their attack roll by +2 by spending 3 points of
fuel
 To hit a target, the attacker must roll equal to or higher than
these defender’s evasion (their E stat)
 The attacker must roll a d10 and add their CC or DC skill to
test.
 The attacker shooting through terrain increases the defenders
evasion by +1 (E:10 -> E:11)
 When using H.E. weapons, for each model equipped with one in the
attacking unit, must individually designate a target and roll
separately for each model in the unit, unless they all have
chosen the same enemy model. Then they roll all at once.
 H.E weapons need to roll like normal to hit the main target, but
if the attack hits every model in the blast is automatically hit,
and can only roll armor saves.
 A model automatically hit by a blast attack gets a +1 to their
armor save
 When attacking with A.P. weaponry, if the attacker is successful
in hitting the defender, the defender suffer the weapons A.P.
value to their save. (A.P.1 = S:4->S:5)
 To make a save against any form of damage dealt to the defender,
the defender must roll equal too or higher than their S stat.
 Damage will transfer to the next available model in the unit, but
the model is allowed to make a save against the remaining damage.
 If the save is successful after a model was killed by the attack,
the remaining damage is reduced to zero and the attack is done.
 If a suit gets attacked from behind the suit must make another
specified fuel save to not have a fuel explosion.
 Diesel explosions deal d5 damage to the suit, and then the suit
loses d5 fuel. This will continue each turn until the suit runs
out of fuel, passes a fuel save in a later turn, or the suit is
destroyed before hand.
 Gasoline explosions deal d10 damage and lose the d10 amount of
fuel.
 If a suit loses all of it’s fuel it may no longer move and it’s
evasion is reduced by 5.
 When a suit is destroyed it will explode dealing it’s remaining
fuel of damage to anything in a 2.5”(if a 50mm base) or a 3”(if a
60mm base) bubble.
 When a suit is destroyed, it remain on the table, acting as
terrain
 For multi-shot weapons, boosting only effects the first shot.
 Rolling a 10 on the d10 when attacking is a critical. Criticals
make the attack have a higher A.P. value. (A.P.0 > A.P.1)
 Shooting into combat, the defender has a +1 to their evasion. If
the attacker rolls a 1 on the d10, the attacker hits a friendly
model

Objective Phase;
 Each side will start off with two objectives with one unclaimed
one in the center of the board
 To control an objective you have to have more models in the 6”
bubble around the objective.
 Suits count as two but if two infantry are in range they will win
the objective
 A player may reinforce an objective they control. One model in
the objective’s bubble must give up it’s next combat action to
raise a standard
 Having a standard raised generates an additional point instead of
just one. This may only be done to the objectives you did not own
at beginning of the game.
 If an enemy takes a reinforced objective, their banner replaces
the original owner.

End of Round:
 Each controlled objective generates one point
 Before the next turn begins switch who goes first and last. (Who
went first in the first round goes second in the second round)
 Whoever has the most points by the end of the game wins
objectives

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