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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