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	<id>https://30mmwargame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Janube</id>
	<title>30 Minute Missions: Wargame - User contributions [en]</title>
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	<updated>2026-04-19T19:03:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=19341</id>
		<title>Core Rules</title>
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		<updated>2023-04-03T08:42:12Z</updated>

		<summary type="html">&lt;p&gt;Janube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4/5 - 4.5 inches]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player activates a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only be activated once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
When a Unit has been activated, place down an Activation token next to the Unit. Once the Unit has finished its turn, flip the token over to Inactive. This indicates that the Unit has already been activated during that round and cannot be activated again. When a new round begins, remove all Inactive tokens from the battlefield.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
Each turn is separated into 3 phases; Movement Phase, Ranged Combat Phase, and the Close Combat Phase. When the player activates a Unit, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward.&lt;br /&gt;
&lt;br /&gt;
====== Movement Phase ======&lt;br /&gt;
[[File:Active.png | frame| right| Active Token]]&lt;br /&gt;
Once you have chosen a Unit to activate, the Movement Phase begins. First, place down an Active Token next to the Unit then roll 1D8. The token is to keep track of which Units have already been activated during that turn and rolling the 1D8 is to see how many Action Points the Unit can add to its Base AP. Action Points can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Place a D20 next to the Unit to keep track of its stored AP. Next, move to the desired hex using the Standard Movement or Thruster Movement options under the specification area on the chosen Units datasheet.&lt;br /&gt;
&lt;br /&gt;
A movement begins on one of the three hexes within the Units Field of View (represented by Fig 3). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
'''Standard Movement:''' Moving a Unit normally based on its Classification.&lt;br /&gt;
&lt;br /&gt;
'''Thruster Movement:''' Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. Only available to use when Unit has thrusters attached.&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
====== Ranged Combat Phase ======&lt;br /&gt;
If the player decides to attack the enemy from a distance, then the Ranged Combat Phase begins. Using the chosen Unit's Datasheet, under the Weapons and Equipment Inventory area, determine which Ranged Weapon(s) you want to attack with, if the enemy is within those weapons ranges, and if you can afford their AP costs. A weapons AP cost is how much the player needs to spend to make a single attack. &lt;br /&gt;
&lt;br /&gt;
Next, determine what section(s) of the Enemy you want to attack. Most Units are divided up into the Head, Torso, Left/Right Arms, and Left/Right Legs. These are called Core Sections. In order to attack a section, the player must have a direct Line-of-Sight within its Field-of-View. If the Unit does not have both, it cannot attack that section.&lt;br /&gt;
&lt;br /&gt;
[[File:Core Section Targets smol.png| frame |center | The image depicts which Core Sections of the Alto (in red) are exposed when it's behind various pieces of cover. Left: Head, Torso, Left Arm, and Left Leg. Right: Head, Left and Right Arms, and Torso.]]&lt;br /&gt;
&lt;br /&gt;
Once you have determined your attacking Weapon(s); confirmed that the enemy is within range, Line-of-Sight, and Field of View; and selected which section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost multiple times. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy stat. Using a D8, the player needs to roll equal to or higher than the Modified Accuracy value shown on the Unit's Datasheet for every attack being made. If the roll (plus or minus any bonuses) does not meet the requirement or they roll a 1, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an 8, however, the shot is a Critical Hit and cannot be evaded. Critical Hits deal 1.5x (rounding up) the Base Damage of the Weapon.&lt;br /&gt;
&lt;br /&gt;
* On the enemy Units Datasheet, there is a value that represents a Units Evasion stat. Using another D8, the enemy player will conduct an Evasion Roll for every shot that passed its requirement but wasn’t a Critical Hit. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an 8, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a 1, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's Base Damage (plus or minus any bonuses) subtracted from the Max Defense of the enemy Unit's targeted Core Section&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
====== Close Combat Phase ======&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. All melee weapons have a range of 1 unless otherise stated. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase. &lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
Once all phases have ended, unused AP is stored using the D20, and the Active token is flipped over to the InActive side. This signifies that the Unit cannot be activated again during that round.&lt;br /&gt;
&lt;br /&gt;
Both players will take turns activating their Units and completing each phase. Once all Units have been activated the Inactive tokens are removed from every Unit and a new round begins. This continues until the Mission is completed or the turn limit has been reached.&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its Base Damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains +1 to their Evasion Rolls against ranged attacks. &lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
[[File:elevation.png | frame |Right| ]]&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. Elevation is a factor when choosing where to move or where to attack from. The game has a total of 5 different elevations. Starting from the lowest to the highest;  -2, -1, 0, +1, +2, +3. Ground level is represented by 0. This is were all engagements take place unless otherwise stated by the mission or terrain.&lt;br /&gt;
&lt;br /&gt;
Each level of elevation is 4.5 inches below/above the previous/next level. This can easily be measured by placing an Action Base 4/5 on its corner vertically. Everything below that height is on 0 elevation (Ground Level).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -1 to Accuracy rolls for every green hex within the Unit's Line-of-Sight to its target. This effect stacks on itself. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke emanates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds .5 of the Weapon's Base Damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=19340</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=19340"/>
		<updated>2023-04-03T08:37:55Z</updated>

		<summary type="html">&lt;p&gt;Janube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4/5 - 4.5 inches]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player activates a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only be activated once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
When a Unit has been activated, place down an Activation token next to the Unit. Once the Unit has finished its turn, flip the token over to Inactive. This indicates that the Unit has already been activated during that round and cannot be activated again. When a new round begins, remove all Inactive tokens from the battlefield.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
Each turn is separated into 3 phases; Movement Phase, Ranged Combat Phase, and the Close Combat Phase. When the player activates a Unit, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward.&lt;br /&gt;
&lt;br /&gt;
====== Movement Phase ======&lt;br /&gt;
[[File:Active.png | frame| right| Active Token]]&lt;br /&gt;
Once you have chosen a Unit to activate, the Movement Phase begins. First, place down an Active Token next to the Unit then roll 1D8. The token is to keep track of which Units have already been activated during that turn and rolling the 1D8 is to see how many Action Points the Unit can add to its Base AP. Action Points can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Place a D20 next to the Unit to keep track of its stored AP. Next, move to the desired hex using the Standard Movement or Thruster Movement options under the specification area on the chosen Units datasheet.&lt;br /&gt;
&lt;br /&gt;
A movement begins on one of the three hexes within the Units Field of View (represented by Fig 3). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
'''Standard Movement:''' Moving a Unit normally based on its Classification.&lt;br /&gt;
&lt;br /&gt;
'''Thruster Movement:''' Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. Only available to use when Unit has thrusters attached.&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
====== Ranged Combat Phase ======&lt;br /&gt;
If the player decides to attack the enemy from a distance, then the Ranged Combat Phase begins. Using the chosen Unit's Datasheet, under the Weapons and Equipment Inventory area, determine which Ranged Weapon(s) you want to attack with, if the enemy is within those weapons ranges, and if you can afford their AP costs. A weapons AP cost is how much the player needs to spend to make a single attack. &lt;br /&gt;
&lt;br /&gt;
Next, determine what section(s) of the Enemy you want to attack. Most Units are divided up into the Head, Torso, Left/Right Arms, and Left/Right Legs. These are called Core Sections. In order to attack a section, the player must have a direct Line-of-Sight within its Field-of-View. If the Unit does not have both, it cannot attack that section.&lt;br /&gt;
&lt;br /&gt;
[[File:Core Section Targets smol.png| frame |center | The image depicts which Core Sections of the Alto (in red) are exposed when it's behind various pieces of cover. Left: Head, Torso, Left Arm, and Left Leg. Right: Head, Left and Right Arms, and Torso.]]&lt;br /&gt;
&lt;br /&gt;
Once you have determined your attacking Weapon(s); confirmed that the enemy is within range, Line-of-Sight, and Field of View; and selected which section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost multiple times. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy stat. Using a D8, the player needs to roll equal to or higher than the Modified Accuracy value shown on the Unit's Datasheet for every attack being made. If the roll (plus or minus any bonuses) does not meet the requirement or they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit and cannot be evaded. Critical Hits deal 1.5x (rounding up) the Base Damage of the Weapon.&lt;br /&gt;
&lt;br /&gt;
* On the enemy Units Datasheet, there is a value that represents a Units Evasion stat. Using another D8, the enemy player will conduct an Evasion Roll for every shot that passed its requirement but wasn’t a Critical Hit. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's Base Damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section’s Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
====== Close Combat Phase ======&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. All melee weapons have a range of 1 unless otherise stated. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase. &lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
Once all phases have ended, unused AP is stored using the D20, and the Active token is flipped over to the InActive side. This signifies that the Unit cannot be activated again during that round.&lt;br /&gt;
&lt;br /&gt;
Both players will take turns activating their Units and completing each phase. Once all Units have been activated the Inactive tokens are removed from every Unit and a new round begins. This continues until the Mission is completed or the turn limit has been reached.&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its Base Damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains +1 to their Evasion Rolls against ranged attacks. &lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
[[File:elevation.png | frame |Right| ]]&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. Elevation is a factor when choosing where to move or where to attack from. The game has a total of 5 different elevations. Starting from the lowest to the highest;  -2, -1, 0, +1, +2, +3. Ground level is represented by 0. This is were all engagements take place unless otherwise stated by the mission or terrain.&lt;br /&gt;
&lt;br /&gt;
Each level of elevation is 4.5 inches below/above the previous/next level. This can easily be measured by placing an Action Base 4/5 on its corner vertically. Everything below that height is on 0 elevation (Ground Level).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -1 to Accuracy rolls for every green hex within the Unit's Line-of-Sight to its target. This effect stacks on itself. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke emanates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds .5 of the Weapon's Base Damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16949</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16949"/>
		<updated>2023-02-08T10:37:08Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Elevations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4/5 - 4.5 inches]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
[[File:elevation.png | frame |Right| ]]&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. Elevation is a factor when choosing where to move or where to attack from. The game has a total of 5 different elevations. Starting from the lowest to the highest;  -2, -1, 0, +1, +2, +3. Ground level is represented by 0. This is were all engagements take place unless otherwise stated by the mission or terrain.&lt;br /&gt;
&lt;br /&gt;
Each level of elevation is 4.5 inches below/above the previous/next level. This can easily be measured by placing an Action Base 4/5 on its corner vertically. Everything below that height is on 0 elevation (Ground Level).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16947</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16947"/>
		<updated>2023-02-08T10:33:13Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Elevations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4/5 - 4.5 inches]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. Elevation is a factor when choosing where to move or where to attack from. The game has a total of 5 different elevations. Starting from the lowest to the highest;  -2, -1, 0, +1, +2, +3. Ground level is represented by 0. This is were all engagements take place unless otherwise stated by the mission or terrain.&lt;br /&gt;
&lt;br /&gt;
Each level of elevation is 4.5 inches below/above the previous/next level. This can easily be measured by placing an Action Base 4/5 on its corner vertically. Everything below that height is on 0 elevation (Ground Level).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16946</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16946"/>
		<updated>2023-02-08T10:29:39Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Board Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4/5 - 4.5 inches]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16945</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16945"/>
		<updated>2023-02-08T10:27:34Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Board Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4/5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16927</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16927"/>
		<updated>2023-02-07T06:39:11Z</updated>

		<summary type="html">&lt;p&gt;Janube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4 or action base 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16926</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16926"/>
		<updated>2023-02-07T06:31:53Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Board Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a hexagonal grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex space is the same size as an action base 4 or action base 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16925</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16925"/>
		<updated>2023-02-07T06:25:37Z</updated>

		<summary type="html">&lt;p&gt;Janube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current Defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16924</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16924"/>
		<updated>2023-02-07T06:24:12Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Buildings and Structures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16597</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16597"/>
		<updated>2023-01-13T02:42:47Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Grappling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;slideshow&amp;quot; &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Defensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16577</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16577"/>
		<updated>2023-01-12T12:28:02Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Grappling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=slideshow &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Deffensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any non-2H or non-Mounted Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16576</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16576"/>
		<updated>2023-01-12T07:02:10Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Deviation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=slideshow &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Deffensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with non-2H Weapons and Mounted Weapons. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the direction the enemy is facing. .]]&lt;br /&gt;
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16575</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16575"/>
		<updated>2023-01-12T06:28:39Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Grappling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=slideshow &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Deffensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
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A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
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==== Turn Order ====&lt;br /&gt;
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Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
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Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
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In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
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==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
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Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
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After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
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==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
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FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
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Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
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In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
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===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
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===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
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First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
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Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
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;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
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[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
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Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
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'''Movement Within a Hex'''&lt;br /&gt;
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Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
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Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
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[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
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===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
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Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
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* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
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* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
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Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
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Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
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===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
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[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
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===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
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* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
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===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.&lt;br /&gt;
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When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
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;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with non-2H Weapons and Mounted Weapons. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.&lt;br /&gt;
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: While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over.&lt;br /&gt;
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;'''Throw'''&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
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: Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
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Enemy Units can also be thrown into structures as well as other Units.&lt;br /&gt;
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;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
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;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
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: If the damage is less than the current defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
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: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as Bonus Damage to the Unit's torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
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&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
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===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
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∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
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===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
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There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
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For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
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Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
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===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
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====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
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====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
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====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
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====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
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&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
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When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
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===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the enemy's directional movement. .]]&lt;br /&gt;
Some abilities negate a Weapon's chance to miss a target completely. These are called Deviations.&lt;br /&gt;
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Deviations occur when an Accuracy Roll failed to pass its check. Immediately after every failed roll, the player rolls a d8 to see where the attack lands. The die is separated into 6 hex locations with 1 / 2 being directly behind and 5 / 6 being directly in front of the intended target. Friendly and Enemy Units take 100% of the damage to the torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
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==== Command Actions ====&lt;br /&gt;
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Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16574</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=16574"/>
		<updated>2023-01-12T05:07:46Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Deviation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&amp;lt;gallery mode=slideshow &amp;gt;&lt;br /&gt;
Image: Hold.png | Hold&lt;br /&gt;
Image: In-Active.png | In-Active&lt;br /&gt;
Image: Kneeling.png | Kneeling&lt;br /&gt;
Image: Objective Marker 1.png | Objective Marker 1&lt;br /&gt;
Image: Objective Marker 2.png | Objective Marker 2&lt;br /&gt;
Image: Offensive stance.png | Offensive Stance&lt;br /&gt;
Image: Overheat.png | Overheat&lt;br /&gt;
Image: Prone.png | Prone&lt;br /&gt;
Image: Slowed.png | Slowed&lt;br /&gt;
Image: Stuck.png | Stuck&lt;br /&gt;
Image: Abyss.png | Abyss&lt;br /&gt;
Image: Active.png | Active&lt;br /&gt;
Image: Conceal.png | Conceal&lt;br /&gt;
Image: Deffensive stance.png | Defensive Stance&lt;br /&gt;
Image: Destroyed head.png | Destroyed Head&lt;br /&gt;
Image: Destroyed left arm.png | Destroyed Left Arm&lt;br /&gt;
Image: Destroyed left leg.png | Destroyed Left Leg&lt;br /&gt;
Image: Destroyed right arm.png | Destroyed Right Arm&lt;br /&gt;
Image: Destroyed right leg.png | Destroyed Right Leg&lt;br /&gt;
Image: Euphotic.png | Euphotic&lt;br /&gt;
Image: Flying.png | Flying&lt;br /&gt;
Image: Freeze.png | Freeze&lt;br /&gt;
Image: grapple.png | Grapple&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! &lt;br /&gt;
&lt;br /&gt;
''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
Tags are labeled in a specific order:&lt;br /&gt;
[Category][Specification]&lt;br /&gt;
&lt;br /&gt;
==== Categories ====&lt;br /&gt;
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [WN]&lt;br /&gt;
| Identifies a weapon that can be equipped/used under normal circumstances.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapon&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [MW]&lt;br /&gt;
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.&lt;br /&gt;
|-&lt;br /&gt;
| Equipment&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [EQ]&lt;br /&gt;
| Identifies a part as equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Shield&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [SD]&lt;br /&gt;
| Identifies a part as a shield.&lt;br /&gt;
|-&lt;br /&gt;
| Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [TH]&lt;br /&gt;
| Identifies a part as a thruster.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Weapon Specific ====&lt;br /&gt;
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin: auto;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Tag&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Weapon Specific&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun&lt;br /&gt;
| [MG]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the Full Auto System.&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun&lt;br /&gt;
| [SG]&lt;br /&gt;
| Identifies weapons that use the Spread Shot System.&lt;br /&gt;
|-&lt;br /&gt;
| Gun Blade&lt;br /&gt;
| [GB]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identifies weapons that use the 2 For 1 System.&lt;br /&gt;
|-&lt;br /&gt;
| Explosive&lt;br /&gt;
| [EO]&lt;br /&gt;
| style=&amp;quot;background-color:#F8F9FA; color:#202122;&amp;quot; | Identified weapons that use the Splash Damage System.&lt;br /&gt;
|-&lt;br /&gt;
| Two Handed&lt;br /&gt;
| [2H]&lt;br /&gt;
| Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack.&lt;br /&gt;
|-&lt;br /&gt;
| Indirect Fire&lt;br /&gt;
| [IF]&lt;br /&gt;
| Identifies weapons that use the Indirect Fire Mod&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Equipment Specific&lt;br /&gt;
|-&lt;br /&gt;
| Core Thruster&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [CT]&lt;br /&gt;
| Identifies a Core Part as a thruster. Include tag in Core Section name.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Flight&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DF]&lt;br /&gt;
| Indicates that a drone can fly.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Land&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DL]&lt;br /&gt;
| Indicates that a drone can walk on land.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Swim&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DS]&lt;br /&gt;
| Indicates that a drone can swim.&lt;br /&gt;
|-&lt;br /&gt;
| Drone Turret&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | [DT]&lt;br /&gt;
| Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Deployment Phase ====&lt;br /&gt;
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard deployment areas are the first 3 hexes from the short side table edge on both sides.&lt;br /&gt;
&lt;br /&gt;
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Rsz fovplus.png| frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a grapple, the attacking Unit rolls for Assault. If successful, the enemy then rolls to Evade. If the enemy passes its Evade roll, then the grapple is over and the attacker can no longer engage in another grapple against that Unit. If the enemy fails its Evade roll, then the grapple is successful.&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.&lt;br /&gt;
&lt;br /&gt;
;'''Hold'''&lt;br /&gt;
: Place a &amp;quot;Hold&amp;quot; token next to the Unit. Both Units can not move from the hex while grappling. At the start of the next turn, the Unit holding can attack with non 2H weapons and mounted weapons. If the Unit wishes to disengage the grapple, they may use the Break Grapple command action and move to the hex they initially started the grapple on.&lt;br /&gt;
&lt;br /&gt;
: While being held, the enemy can no longer evade incoming attacks. At the start of its next turn, it can use the Break Grapple command action to free itself. When used, it moves to the hex directly behind it facing the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the command action cannot be used and the turn is over.&lt;br /&gt;
&lt;br /&gt;
;'''Throw'''&lt;br /&gt;
: Similar to attacking, the Unit can only be thrown within the FoV of the Unit. To determine the maximum distance the enemy can be thrown, use the Throw Distance formula: [Attacker Classification - Defender Classification + 2]. The attacking Unit can throw the defending Unit anywhere within this maximum distance. Units cannot be thrown to higher elevations, only the same or lower. Units are unable to throw other Units that have a higher Classification. Units that are thrown to a lower elevation also take Fall Damage.&lt;br /&gt;
&lt;br /&gt;
: Once the distance is identified and the attacker specifies a hex for the defender to land on, the defending Unit is placed on its back, face up, with its feet pointed at the attacker on the specified hex. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp command action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
Enemy Units can also be thrown into structures as well as other enemy Units.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into another Unit'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.&lt;br /&gt;
&lt;br /&gt;
;'''Thrown into a Structure'''&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso. &lt;br /&gt;
&lt;br /&gt;
: If the damage is less than the current defense of the structure, the structure remains and the status effect &amp;quot;Stuck&amp;quot; is given to the Unit. &lt;br /&gt;
&lt;br /&gt;
: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as bonus damage to the Units torso.  Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp command action to get back on its feet. Otherwise, it will remain on the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grapple chart v5.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
===== Deviation =====&lt;br /&gt;
[[File:rsz_deviation.png | frame |Right| Smaller black arrows indicate which hex the deviated shot will land in depending on the dice roll. The large arrow indicates the enemy's directional movement. .]]&lt;br /&gt;
Some abilities negate a Weapon's chance to miss a target completely. These are called Deviations.&lt;br /&gt;
&lt;br /&gt;
Deviations occur when an Accuracy Roll failed to pass its check. Immediately after every failed roll, the player rolls a d8 to see where the attack lands. The die is separated into 6 hex locations with 1 / 2 being directly behind and 5 / 6 being directly in front of the intended target. Friendly and Enemy Units take 100% of the damage to the torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit is immediately put into the kneeling position and ends its turn.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| System Error&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1.&lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors and Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| -&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees and foliage cover the land.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Ruined Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| [[Reconnaissance]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their deployment area.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.&lt;br /&gt;
|-&lt;br /&gt;
| Collision Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 2 ( Moving Unit Classification * Thrown Distance)&lt;br /&gt;
|-&lt;br /&gt;
| Throw Distance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Attacker Classification - Defender Classification + 2&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15769</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15769"/>
		<updated>2022-11-07T10:18:02Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Thrusters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of unmodified damage the Weapon will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.&lt;br /&gt;
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 Kinetic type parts and 1 Energy type part, the Weapon will be Kinetic. If there are 2 Energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest Base Damage will determine the Weapon's type. [WIP]&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The Name and Notation of each part need to match exactly as they do in the Parts List. If they don't, you will get an error. When the Name and Notation are correct, the Datasheet will auto-populate the Weapon's stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Any Weapon you create can be used by your Units. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons can engage targets beyond 1 hex. Melee Weapons can only engage targets from a single hex distance. Unless otherwise stated, all Weapons with a range of 1 are Melee Weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic Weapons deal less Base Damage but also require fewer Action Points to use, while Energy Weapons deal more Base Damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom Weapons. [WIP]&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom Weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a Weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Unit's Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to Weapons, Equipment is used to aid a Unit in combat. Equipment ranges from Radar to Drones and is mainly used as a utility for the Unit. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single Smoke Discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides to a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the Equipment list, it is important to group them by location strategically. If you choose to group all of your Thrusters into a single section, it will increase their durability, but doing so may make them a bigger target! Alternatively, you can split them up onto separate sections to make them harder to hit at the cost of Equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso. These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the Equipment list so your Deployment Cost and Durability are accurate!&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15768</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15768"/>
		<updated>2022-11-07T10:17:17Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Thrusters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of unmodified damage the Weapon will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.&lt;br /&gt;
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 Kinetic type parts and 1 Energy type part, the Weapon will be Kinetic. If there are 2 Energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest Base Damage will determine the Weapon's type. [WIP]&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The Name and Notation of each part need to match exactly as they do in the Parts List. If they don't, you will get an error. When the Name and Notation are correct, the Datasheet will auto-populate the Weapon's stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Any Weapon you create can be used by your Units. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons can engage targets beyond 1 hex. Melee Weapons can only engage targets from a single hex distance. Unless otherwise stated, all Weapons with a range of 1 are Melee Weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic Weapons deal less Base Damage but also require fewer Action Points to use, while Energy Weapons deal more Base Damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom Weapons. [WIP]&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom Weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a Weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Unit's Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to Weapons, Equipment is used to aid a Unit in combat. Equipment ranges from Radar to Drones and is mainly used as a utility for the Unit. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single Smoke Discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides to a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the Equipment list, it is important to group them by location strategically. If you choose to group all of your Thrusters into a single section, it will increase their durability, but doing so may make them a bigger target! Alternatively, you can split them up onto separate sections to make them harder to hit at the cost of Equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, the Alto Flight type has wings and thrusters connected to its torso. These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the Equipment list so your Deployment Cost and Defense are accurate!&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15729</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15729"/>
		<updated>2022-11-05T10:09:08Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Thrusters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of unmodified damage the Weapon will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.&lt;br /&gt;
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 Kinetic type parts and 1 Energy type part, the Weapon will be Kinetic. If there are 2 Energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest Base Damage will determine the Weapon's type. [WIP]&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The Name and Notation of each part need to match exactly as they do in the Parts List. If they don't, you will get an error. When the Name and Notation are correct, the Datasheet will auto-populate the Weapon's stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Any Weapon you create can be used by your Units. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons can engage targets beyond 1 hex. Melee Weapons can only engage targets from a single hex distance. Unless otherwise stated, all Weapons with a range of 1 are Melee Weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic Weapons deal less Base Damage but also require fewer Action Points to use, while Energy Weapons deal more Base Damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom Weapons. [WIP]&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom Weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a Weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Unit's Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to Weapons, Equipment is used to aid a Unit in combat. Equipment ranges from Radar to Drones and is mainly used as a utility for the Unit. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single Smoke Discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides to a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the Equipment list, it is important to group them into a single section based on their location. This not only ensures that your Unit's thrusters have enough durability to withstand a few hits, but it also helps keep the Unit in the air should one thruster be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15728</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15728"/>
		<updated>2022-11-05T09:55:07Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Weapon/Equipment Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of unmodified damage the Weapon will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.&lt;br /&gt;
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 Kinetic type parts and 1 Energy type part, the Weapon will be Kinetic. If there are 2 Energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest Base Damage will determine the Weapon's type. [WIP]&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The Name and Notation of each part need to match exactly as they do in the Parts List. If they don't, you will get an error. When the Name and Notation are correct, the Datasheet will auto-populate the Weapon's stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Any Weapon you create can be used by your Units. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Melee Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged Weapons can engage targets beyond 1 hex. Melee Weapons can only engage targets from a single hex distance. Unless otherwise stated, all Weapons with a range of 1 are Melee Weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic Weapons deal less Base Damage but also require fewer Action Points to use, while Energy Weapons deal more Base Damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom Weapons. [WIP]&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom Weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a Weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Unit's Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to Weapons, Equipment is used to aid a Unit in combat. Equipment ranges from Radar to Drones and is mainly used as a utility for the Unit. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single Smoke Discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides to a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15726</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15726"/>
		<updated>2022-11-05T08:49:08Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Weapon/Equipment Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of unmodified damage the Weapon will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.&lt;br /&gt;
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 Kinetic type parts and 1 Energy type part, the Weapon will be Kinetic. If there are 2 Energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest Base Damage will determine the Weapon's type. [WIP]&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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&amp;lt;/br&amp;gt;&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15725</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15725"/>
		<updated>2022-11-05T08:42:49Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Weapon/Equipment Parts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage the Weapon will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.&lt;br /&gt;
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
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== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15724</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15724"/>
		<updated>2022-11-05T08:34:48Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Parts &amp;amp; Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
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# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List. &lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. &lt;br /&gt;
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'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into their respective Core Sections (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
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=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
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== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
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[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
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* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
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Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
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Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
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* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
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Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
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[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
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[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
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In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
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==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15723</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15723"/>
		<updated>2022-11-05T08:30:04Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Parts &amp;amp; Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.&lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15722</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15722"/>
		<updated>2022-11-05T08:29:45Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Parts &amp;amp; Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List | Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.&lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15721</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15721"/>
		<updated>2022-11-05T08:29:20Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Parts &amp;amp; Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [[https://30mmwargame.com/index.php/Core_Rules#Parts_List | Parts List]]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.&lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15720</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15720"/>
		<updated>2022-11-05T08:28:50Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Parts &amp;amp; Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [[Parts List | https://30mmwargame.com/index.php/Core_Rules#Parts_List]]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.&lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15719</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15719"/>
		<updated>2022-11-05T08:27:08Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Parts List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
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If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
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=== Objective Markers ===&lt;br /&gt;
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[WIP]&lt;br /&gt;
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=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a Ranged Attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.  If the player rolls equal to or less than that number, that Unit must be put into the kneeling position and its turn ends. Not moving still applies the effect.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit ends its turn, and the next time it's activated its Max AP storage capacity is limited to 8. Not moving still applies the effect. &lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15718</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15718"/>
		<updated>2022-11-05T08:25:45Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Parts &amp;amp; Sections */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a &amp;quot;Core Part.&amp;quot; When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the Parts List. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.&lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
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'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
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[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
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[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;br/&amp;gt;&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
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For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
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The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15717</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=15717"/>
		<updated>2022-11-05T08:03:19Z</updated>

		<summary type="html">&lt;p&gt;Janube: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.&lt;br /&gt;
&lt;br /&gt;
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.&lt;br /&gt;
&lt;br /&gt;
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.&lt;br /&gt;
&lt;br /&gt;
[[File:Datasheet breakdown.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# '''Unit Name''' - Where you will input your Unit's name.&lt;br /&gt;
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.&lt;br /&gt;
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The &amp;quot;Base&amp;quot; spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.&lt;br /&gt;
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement. &lt;br /&gt;
# '''Systems, Mods, &amp;amp; Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.&lt;br /&gt;
# '''Equipment''' - Where all of the Unit's equipment will be located.&lt;br /&gt;
# '''Shields''' - Where all of the Unit's Shields will be located.&lt;br /&gt;
# '''Weapons''' - Where all of the Unit's Weapons will be located.&lt;br /&gt;
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.&lt;br /&gt;
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.&lt;br /&gt;
# '''Core Type''' - Different Core Types are represented via an image in this box. &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
== Core Parts &amp;amp; Sections ==&lt;br /&gt;
[[File:pn15 sections.png|link=|375px|left|]]&lt;br /&gt;
Core Parts are each individual piece that makes up the Unit. When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).&lt;br /&gt;
&lt;br /&gt;
First must identify how many Core Sections your Unit has and what they are. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.&lt;br /&gt;
&lt;br /&gt;
Once you have annotated the Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the Parts List. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.&lt;br /&gt;
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts == &lt;br /&gt;
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If the weapon is Kinetic or Energy based. &lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.&lt;br /&gt;
&lt;br /&gt;
* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.&lt;br /&gt;
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.&lt;br /&gt;
&lt;br /&gt;
The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types. &lt;br /&gt;
&lt;br /&gt;
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged Combat Weapons&lt;br /&gt;
* Close Combat Weapons&lt;br /&gt;
&lt;br /&gt;
Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.&lt;br /&gt;
&lt;br /&gt;
[[File:2h example.png|link=|center|800px||]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:2h weapon example.png|left|375px]]&lt;br /&gt;
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the &amp;quot;Total&amp;quot; row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the &amp;quot;Total&amp;quot; row.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.&lt;br /&gt;
&lt;br /&gt;
[[File:Equipment.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, &amp;amp; Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
[[File:thruster ings.png|right|375px|]]&lt;br /&gt;
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.&lt;br /&gt;
&lt;br /&gt;
[[File:thruster ex.png|link=|center|800px|]]&lt;br /&gt;
&lt;br /&gt;
== Datasheet Examples ==&lt;br /&gt;
[[File:Portanova V3.png|600px|left]]&lt;br /&gt;
[[File:R.L. Pilot ID.png|330px|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.&lt;br /&gt;
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&amp;lt;/br&amp;gt;&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15601</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15601"/>
		<updated>2022-10-27T04:28:48Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a Ranged Attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15600</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15600"/>
		<updated>2022-10-27T04:27:03Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a Ranged Attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[https://30mmwargame.com/index.php/Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[https://30mmwargame.com/index.php/Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15599</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15599"/>
		<updated>2022-10-27T04:24:22Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Basic Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a Ranged Attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15597</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15597"/>
		<updated>2022-10-27T04:22:44Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Types of Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a Ranged Attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15596</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15596"/>
		<updated>2022-10-27T04:21:48Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Close Combat Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15595</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15595"/>
		<updated>2022-10-27T04:21:13Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Ranged Combat Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15594</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15594"/>
		<updated>2022-10-27T04:20:52Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Types of Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a Ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15593</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15593"/>
		<updated>2022-10-27T04:19:47Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Modified Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15592</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15592"/>
		<updated>2022-10-27T04:19:19Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15591</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15591"/>
		<updated>2022-10-27T04:18:13Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Terminology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line from an attacking Unit to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15590</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15590"/>
		<updated>2022-10-27T04:16:39Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | the Movement Point cost required to move through a black hex is doubled. The rubble also emanates large black smoke clouds. -1 to Accuracy rolls for every group of black hexes within a Unit's Line-of-Sight to its target.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15589</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15589"/>
		<updated>2022-10-27T04:09:20Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Status Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | -2 to Accuracy rolls for every group of green hexes within a Unit's Line-of-Sight to its target. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15588</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15588"/>
		<updated>2022-10-27T04:02:10Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]]. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If any green hex is between a Unit and its Line-of-Sight to its target, -2 to Accuracy rolls for every group of green hexes fired through. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15587</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15587"/>
		<updated>2022-10-27T03:54:38Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]] &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If any green hex is between a Unit and its Line-of-Sight to its target, -2 to Accuracy rolls for every group of green hexes fired through. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15586</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15586"/>
		<updated>2022-10-27T03:54:10Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. For a detailed breakdown of how combat is resolved specifically, see [[Combat Phases | Core_Rules#Ranged_Combat_Phase]] &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If any green hex is between a Unit and its Line-of-Sight to its target, -2 to Accuracy rolls for every group of green hexes fired through. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15585</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15585"/>
		<updated>2022-10-27T03:51:38Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Close Combat Phase */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
===== Close Combat Phase =====&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If any green hex is between a Unit and its Line-of-Sight to its target, -2 to Accuracy rolls for every group of green hexes fired through. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15584</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15584"/>
		<updated>2022-10-27T03:50:29Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat is resolved with D8 rolls using the three core stats: Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
In combat, players are aiming to roll a higher number than their Unit's relevant stat. &lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
====== Close Combat Phase ======&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If any green hex is between a Unit and its Line-of-Sight to its target, -2 to Accuracy rolls for every group of green hexes fired through. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15583</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=15583"/>
		<updated>2022-10-27T03:46:07Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Modified Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.&lt;br /&gt;
&lt;br /&gt;
You can play alone similar to how one would play themselves in chess, but it is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.&lt;br /&gt;
&lt;br /&gt;
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
[WIP]&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=150px &amp;gt;&lt;br /&gt;
Image:Active.png| Active&lt;br /&gt;
Image:In-Active.png| Inactive&lt;br /&gt;
Image:Stuck.png| Stuck&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
=== Squads ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=Mech&amp;gt;&lt;br /&gt;
A unit that meets any of the following guidelines:&lt;br /&gt;
&lt;br /&gt;
* Uses legs as its main form of transportation&lt;br /&gt;
* Has or relies on arms to perform its primary functions&lt;br /&gt;
* Has a clear and obvious torso&lt;br /&gt;
&lt;br /&gt;
This is the standard Engagement Unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Vehicle&amp;gt;&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.&lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to gameplay:&lt;br /&gt;
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.&lt;br /&gt;
* Cannot physically pick up or interact with any objects.&lt;br /&gt;
* Cannot change elevation [+/-] without appropriate Abilities.&lt;br /&gt;
* Cannot obtain the Jump Ability.&lt;br /&gt;
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Tank&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.&lt;br /&gt;
* Costs twice as many Movement Points to cross green hexes. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Air Fighter&amp;lt;/h4&amp;gt;&lt;br /&gt;
* Must use all of its Movement Points (standard or thruster) in a single turn. &lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Attack Sub&amp;lt;/h4&amp;gt;&lt;br /&gt;
* When attacking with Missile Pods or Rocket Launchers, no Field of View is needed. [IS THIS SUPPOSED TO READ LOS?]&lt;br /&gt;
* Can only move over Light Blue or Dark Blue hexes.&lt;br /&gt;
&amp;lt;h4&amp;gt;EXA Space Craft&amp;lt;/h4&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=Drone&amp;gt;&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit.&lt;br /&gt;
&lt;br /&gt;
'''Drone Units:'''&lt;br /&gt;
&lt;br /&gt;
AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.&lt;br /&gt;
&lt;br /&gt;
'''Drone Equipment:'''&lt;br /&gt;
&lt;br /&gt;
Equipment can be made into Drones when the parent Unit takes the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.&lt;br /&gt;
&lt;br /&gt;
If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Classification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; &amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Total Defense&lt;br /&gt;
! Classification&lt;br /&gt;
! Base Movement&lt;br /&gt;
! Base Action Points&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 75&lt;br /&gt;
| Class 1&lt;br /&gt;
| 5&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 150&lt;br /&gt;
| Class 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1d8 + 2&lt;br /&gt;
|-&lt;br /&gt;
| 151 - 225&lt;br /&gt;
| Class 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1d8 + 3&lt;br /&gt;
|-&lt;br /&gt;
| 226 - 300&lt;br /&gt;
| Class 4&lt;br /&gt;
| 2&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|-&lt;br /&gt;
| 301+&lt;br /&gt;
| Class 5&lt;br /&gt;
| 1&lt;br /&gt;
| 1d8 + 4&lt;br /&gt;
|}&lt;br /&gt;
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Datasheets &amp;amp; Pilot IDs ==&lt;br /&gt;
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets. &lt;br /&gt;
&lt;br /&gt;
=== Parts List ===&lt;br /&gt;
Below is a cataloged spreadsheet of most current released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information! ''Click on the image to view.''&lt;br /&gt;
&lt;br /&gt;
[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]&lt;br /&gt;
&lt;br /&gt;
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:&lt;br /&gt;
* The full list of Systems, Mods, and Traits.&lt;br /&gt;
* Weapon/Equipment Calculator&lt;br /&gt;
* Core Section Calculator&lt;br /&gt;
&lt;br /&gt;
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.&lt;br /&gt;
&lt;br /&gt;
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. &lt;br /&gt;
The Core Section Calculator is used to determine the maximum Defense of a Core Section.&lt;br /&gt;
&lt;br /&gt;
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Systems, Mods, &amp;amp; Traits ===&lt;br /&gt;
These are additional Abilities a Unit can obtain.&lt;br /&gt;
* Systems: Abilities gained when specific model pieces are attached to a Unit.&lt;br /&gt;
* Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
* Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.&lt;br /&gt;
&lt;br /&gt;
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called &amp;quot;Traits&amp;quot;. These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. &lt;br /&gt;
&lt;br /&gt;
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | Rank Advancement&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Rank Names&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; vertical-align:middle; background-color:#EEE;&amp;quot;&lt;br /&gt;
| Rank&lt;br /&gt;
| Stat Reduction Modifiers&lt;br /&gt;
| Mods&lt;br /&gt;
| Traits&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| Earth Alliance&lt;br /&gt;
| Byron Army&lt;br /&gt;
| Maxion Army&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| 0&lt;br /&gt;
| 1&lt;br /&gt;
| 0&lt;br /&gt;
| Private&lt;br /&gt;
| Petty Officer&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 20&lt;br /&gt;
| Corporal&lt;br /&gt;
| Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 60&lt;br /&gt;
| Sergeant&lt;br /&gt;
| Master Chief&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 120&lt;br /&gt;
| Lieutenant&lt;br /&gt;
| Ensign&lt;br /&gt;
| -&lt;br /&gt;
|- style=&amp;quot;vertical-align:middle;&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 200&lt;br /&gt;
| Captain&lt;br /&gt;
| Lt. Commander&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.&lt;br /&gt;
&lt;br /&gt;
=== Modified Rolls ===&lt;br /&gt;
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.&lt;br /&gt;
&lt;br /&gt;
If an effect states &amp;quot; (+/- number) to (Stat) Roll&amp;quot; then you apply that number to the relevant roll.&lt;br /&gt;
* Unit rolls a 4 for Assault Roll. Modifier: &amp;quot;+2 to Assault Rolls&amp;quot;. The final Assault Roll is 6.&lt;br /&gt;
* Unit rolls a 6 for Accuracy Roll. Modifier: &amp;quot;-3 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is 3.&lt;br /&gt;
* Unit rolls an 8 for Accuracy Roll. Modifier: &amp;quot;-2 to Accuracy Rolls&amp;quot;. The final Accuracy Roll is still 8&lt;br /&gt;
* Unit rolls a 1 for Assault Roll. Modifier: &amp;quot;+4 to Assault Rolls&amp;quot;. The final Assault Roll is still 1&lt;br /&gt;
&lt;br /&gt;
=== Modified Stats ===&lt;br /&gt;
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet. &lt;br /&gt;
&lt;br /&gt;
A rank 4 Pilot gives a Stat Reduction Modifier (SRM) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short). &lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section &amp;quot;Modified Stats&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the &amp;quot;Tag&amp;quot; column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with Core Sections or built Weapons. &lt;br /&gt;
&lt;br /&gt;
'''Tag usage/restrictions are not applied to Mounted Weapons.'''&lt;br /&gt;
&lt;br /&gt;
==== Types of Tags ====&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*;Equipment [EQ]: Identifies a piece that may need to go into the Equipment Section on the Datasheet. If multiple tags are present, this tag is void. &lt;br /&gt;
&lt;br /&gt;
*;Core Thruster [CT]: Identifies a Core Part as a thruster but does not need to be placed into the Equipment Section on the Datasheet. &lt;br /&gt;
&lt;br /&gt;
*;Two Handed [2H]:  Requires the Weapon to be used with two hands. This means that a Unit cannot have another Weapon in its offhand. However, they can use the Weapon in a single hand with an additional AP cost of 3 per shot.&lt;br /&gt;
&lt;br /&gt;
*;Gun Blade [GB]: Identifies a Ranged Weapon that can also be used as a Melee Weapon. As a Melee Weapon, its range is reduced to 1 with each point of range lost being added to its base damage. Melee rules still apply. ''This does not count towards Weapons that are designed to be Melee Weapons that can also fire projectiles.''&lt;br /&gt;
&lt;br /&gt;
*;Spread Shot [SG]: Identifies a ranged Weapon that does damage to multiple areas. When making a ranged attack, choose a primary target and two secondary targets that are within LoS on the same Unit. The primary target takes 100% Base Damage. Both secondary targets take 50% Base Damage (round up).&lt;br /&gt;
&lt;br /&gt;
*;Drone Flight [DF]: Indicates that a drone that can fly in the air.&lt;br /&gt;
&lt;br /&gt;
*;Drone Land [DL]: Indicates that a drone can walk on land.&lt;br /&gt;
&lt;br /&gt;
*;Drone Swim [DS]: Indicates that a drone can swim in the water.&lt;br /&gt;
&lt;br /&gt;
*;Drone Turret [DT]: Indicates that a drone cannot move from its initial deployed hex but can still attack.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Proxies ===&lt;br /&gt;
It is possible to use other model kits and/or non-30MM parts to play. These are called Proxies. You will still need to properly notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
&lt;br /&gt;
==== Board Setup ====&lt;br /&gt;
All Missions take place on a battlefield comprised of Hexagon tiles. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&amp;amp;currency=USD&amp;amp;utm_medium=product_sync&amp;amp;utm_source=google&amp;amp;utm_content=sag_organic&amp;amp;utm_campaign=sag_organic&amp;amp;gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each tile is the same size as an action base 4 / 5]. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.&lt;br /&gt;
&lt;br /&gt;
==== Turn Order ====&lt;br /&gt;
[[File:Deploy.png| frame | right| 16x13 hex board with the basic Deployment Area highlighted]]&lt;br /&gt;
&lt;br /&gt;
Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.&lt;br /&gt;
&lt;br /&gt;
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).&lt;br /&gt;
&lt;br /&gt;
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.&lt;br /&gt;
&lt;br /&gt;
Combat uses 3 Stats; Accuracy, Assault, and Evasion.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.&lt;br /&gt;
* Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.&lt;br /&gt;
&lt;br /&gt;
===== Phases of a Turn =====&lt;br /&gt;
[[File:PoC.png | frame |right| Phases of a turn are sequential]]&lt;br /&gt;
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Movement Phase =====&lt;br /&gt;
Once you have chosen a Unit to act, the Movement Phase begins.&lt;br /&gt;
&lt;br /&gt;
First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.&lt;br /&gt;
&lt;br /&gt;
Next, move to the desired hex using the Standard Movement or Thruster Movement options.&lt;br /&gt;
&lt;br /&gt;
;'''Standard Movement:''' &lt;br /&gt;
:Moving a Unit normally based on its Classification.&lt;br /&gt;
;'''Thruster Movement:'''&lt;br /&gt;
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''&lt;br /&gt;
&lt;br /&gt;
[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]&lt;br /&gt;
&lt;br /&gt;
Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Movement Within a Hex'''&lt;br /&gt;
&lt;br /&gt;
Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.&lt;br /&gt;
&lt;br /&gt;
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.&lt;br /&gt;
&lt;br /&gt;
[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
Using your Unit's Datasheet, determine which ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line of Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.&lt;br /&gt;
&lt;br /&gt;
Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.&lt;br /&gt;
&lt;br /&gt;
* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.&lt;br /&gt;
&lt;br /&gt;
* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.&lt;br /&gt;
&lt;br /&gt;
Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.&lt;br /&gt;
&lt;br /&gt;
Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.&lt;br /&gt;
&lt;br /&gt;
====== Close Combat Phase ======&lt;br /&gt;
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using ranged Weapons to attack, the Unit uses melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.&lt;br /&gt;
&lt;br /&gt;
[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
Every Unit can use basic attacks. These can be punches, kicks, shoulder hits, or any other means to hit the enemy. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification: &lt;br /&gt;
&lt;br /&gt;
* 1 AP Cost&lt;br /&gt;
* 1 Base Damage&lt;br /&gt;
* 1 Range&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Both Units roll for Assault and complete one of the following based on if they passed or failed:&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Success&lt;br /&gt;
| Attacker can Hold or Throw the Defender.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Pass / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Re-Roll&lt;br /&gt;
| Attacker can attempt another Grapple without having to use AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Fail&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Disengage&lt;br /&gt;
| Attacker can attempt another Grapple by spending AP.&lt;br /&gt;
|-&lt;br /&gt;
| Attacker Fail / Defender Pass&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Fail&lt;br /&gt;
| Attacker cannot attempt another Grapple.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When a Unit successfully Grapples, they are able to do one of two things:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|- style=&amp;quot;font-weight:bold; text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;font-weight:normal; text-align:left;&amp;quot; | Options&lt;br /&gt;
! Attacker&lt;br /&gt;
! Defender&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Throw&lt;br /&gt;
| Throw enemy Unit a max of (Attack Class + 1D4*) hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Unit's Chest.&lt;br /&gt;
| Unit lands on its back facing the Unit that Threw them.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center; font-weight:bold;&amp;quot; | Hold&lt;br /&gt;
| Holds enemy Unit in place. May attack with a one-handed Weapon during the next turn.&lt;br /&gt;
| Cannot perform or evade incoming attacks. Grapple continues over to the next turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Grapple is only over if;&lt;br /&gt;
# The Attacker fails the Assault Roll.&lt;br /&gt;
# The Defender is Thrown.&lt;br /&gt;
# The Defender uses the &amp;quot;Break Contact&amp;quot; Command Action after being held. &lt;br /&gt;
&lt;br /&gt;
;Whether a Defending Unit is Thrown or Held, the Attacking Unit now occupies the hex that the defending Unit was on. &lt;br /&gt;
: If Thrown, the Defending Unit moves to the specified hex.&lt;br /&gt;
: If Held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple, at which point the defending Unit moves to the hex directly behind where it was being held.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lowast; For a makeshift 1D4, roll a D8 (1/2 = 1, 3/4 = 2, 5/6 = 3, 7/8 = 4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show More&amp;quot; data-collapsetext=&amp;quot;Hide Me&amp;quot;&amp;gt;&lt;br /&gt;
====== &amp;lt;u&amp;gt;Throwing Enemies into Structures, Units, or Elevation Changes &amp;lt;/u&amp;gt; ======&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Normally, Throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso. &lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into a structure, that damage is applied to the structure as well as the Unit:&lt;br /&gt;
* If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the Throw damage.&lt;br /&gt;
&lt;br /&gt;
* If the damage is less than the current defense of the structure, then that value is subtracted from its current defense and the Unit gains the status effect &amp;quot;Stuck&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the target is Thrown into another Unit:&lt;br /&gt;
* Throw damage is calculated normally, but with the Classification of the other unit being added as bonus damage. The target and the other Unit both receive that damage. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='text-align: center;'&amp;gt;'''Below is an image that depicts the flow of grappling'''&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Grappling_Flow.png|center|1000px]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Destroying Core Sections =====&lt;br /&gt;
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Core Section&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| All Head Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to all Accuracy Rolls.&lt;br /&gt;
|-&lt;br /&gt;
| Arm&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. &lt;br /&gt;
|-&lt;br /&gt;
| All Arm Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |  Unit can no longer perform grapples. The &amp;quot;Break Grapple&amp;quot; Command Action costs 4 Actions Points.&lt;br /&gt;
|-&lt;br /&gt;
| Half Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). &lt;br /&gt;
|-&lt;br /&gt;
| All Leg Limbs&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the &amp;quot;Half Leg Limbs&amp;quot; penalty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.&lt;br /&gt;
&lt;br /&gt;
===== Destroyed vs Inoperative =====&lt;br /&gt;
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.&lt;br /&gt;
&lt;br /&gt;
There are 4 unique areas to a Standard Mech Unit:&lt;br /&gt;
* Head, Torso, Arm, and Leg&lt;br /&gt;
&lt;br /&gt;
For Standard Vehicles:&lt;br /&gt;
* Cockpit, Body, and (wings/wheels/treads/etc). &lt;br /&gt;
&lt;br /&gt;
Destroying each one results in a different penalty for that Unit.&lt;br /&gt;
&lt;br /&gt;
===== Weapons &amp;amp; Equipment =====&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Ranges&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Ranged Weapons will have different attack ranges depending on the parts used. '''Melee Weapons will always have a range of 1''' unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Destroyed&amp;lt;/u&amp;gt; ======&lt;br /&gt;
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Mounted Weapons&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its base damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.&lt;br /&gt;
&lt;br /&gt;
====== &amp;lt;u&amp;gt;Redundancy&amp;lt;/u&amp;gt; ======&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''&amp;quot;WR&amp;quot;''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
*1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
*4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since one was destroyed, the Damage is reduced by 1.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
==== Command Actions ====&lt;br /&gt;
&lt;br /&gt;
Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Command Action&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Get Up&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | When laying on the ground, the Unit can stand back on its feet.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Gain an additional Standard Movement Point.&lt;br /&gt;
|-&lt;br /&gt;
| Break Grapple&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.&lt;br /&gt;
|-&lt;br /&gt;
| Swapping&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit may swap its equipped Weapon with one that it is carrying. &lt;br /&gt;
|-&lt;br /&gt;
| Retrieving&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.&lt;br /&gt;
|-&lt;br /&gt;
| Deploy&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.&lt;br /&gt;
|-&lt;br /&gt;
| Transform&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.&lt;br /&gt;
|-&lt;br /&gt;
| Kneeling Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.&lt;br /&gt;
|-&lt;br /&gt;
| Prone Position&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Offensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Defensive Stance&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.&lt;br /&gt;
|-&lt;br /&gt;
| Recall&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Docks all of the Unit's active Drones, regardless of position or range.&lt;br /&gt;
|-&lt;br /&gt;
| Reposition&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Conceal&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If any green hex is between a Unit and its Line-of-Sight to its target, -2 to Accuracy rolls for every group of green hexes fired through. If an attacking Unit is on the hex, then the effect is reduced to -1.&lt;br /&gt;
|-&lt;br /&gt;
| Overheat&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every tan hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Freeze&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every white hex that is crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8.&lt;br /&gt;
|-&lt;br /&gt;
| Dense Smoke&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | For every black hex that is crossed during a Unit's Movement Phase, the Movement Point cost required to move through them is doubled. The rubble also emanates large black smoke clouds. If any black hex is between a Unit and its Line-of-Sight to its target, -1 to Accuracy rolls for every group of black hexes fired through.&lt;br /&gt;
|-&lt;br /&gt;
| Euphotic&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 Movement Points. &lt;br /&gt;
|-&lt;br /&gt;
| Abyss&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Unless properly outfitted to move in the water, Standard Movement is reduced by 2 movement points and takes 10 damage to the torso per turn. &lt;br /&gt;
|-&lt;br /&gt;
| Stuck&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Hold&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| Airborne&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation.&lt;br /&gt;
|-&lt;br /&gt;
| Submerged&lt;br /&gt;
| &amp;lt;&amp;gt;&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.&lt;br /&gt;
&lt;br /&gt;
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).&lt;br /&gt;
&lt;br /&gt;
==== Elevations ==== &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +3&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Exclusively used by Flight Types.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The highest elevation which a non-flying Unit can maneuver to.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Fly/Hover.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Ground Level. All Units can be used at this elevation.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | -1&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The most common elevation for Units that have the ability to Swim/Cruise.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |  -2&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The lowest point Units can reach.&lt;br /&gt;
|}&lt;br /&gt;
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5&amp;quot; (the same length as one hex placed on its side).&lt;br /&gt;
&lt;br /&gt;
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
===== High Ground Bonus =====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Elevation Difference&lt;br /&gt;
! High Ground Bonus Effect&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | No Bonus&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Assault Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2-3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +1 to Accuracy Rolls&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4-5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | +2 to Accuracy Rolls&lt;br /&gt;
|}&lt;br /&gt;
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Hex Colors ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EEE;&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! Represents&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Grey&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | The default hex. This hex represents nothing more than a place to stand/move on.&lt;br /&gt;
|-&lt;br /&gt;
| Red&lt;br /&gt;
| /&lt;br /&gt;
| style=&amp;quot;background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | Indicates a space that cannot be moved to. However, movement above or below these is still possible.&lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A baren area/landscape where little to no precipitation occurs. Units have a hard time dealing with the sand unless properly outfitted. Gives the Overheat Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Green&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;&amp;quot; | Wooded Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Trees cover the land providing concealment but not cover. Gives the Conceal Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| White&lt;br /&gt;
| Snowy Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A blanket of white covers the area. Cold winds and mechanical problems are plenty. Unless properly outfitted, expect issues. Gives the Freeze Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Black&lt;br /&gt;
| Fallen / Burning Structures&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Gives the Black Smoke Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Light Blue&lt;br /&gt;
| Shoreline / Shallow Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. Gives the Submerged Status Effect.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Blue&lt;br /&gt;
| Deep Ocean&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Body of water. Can no longer see the bottom. How many Units have been lost down there... Gives the Abyss Status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Buildings and Structures ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; float:right; margin-left: 10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot; | Structure Defense Chart&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; style=&amp;quot;vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;&amp;quot; | Elevation&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 3&lt;br /&gt;
| 32&lt;br /&gt;
| 34&lt;br /&gt;
| 36&lt;br /&gt;
| 38&lt;br /&gt;
| 40&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 26&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 28&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 30&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 32&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 22&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 24&lt;br /&gt;
|- style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-weight:bold; background-color:#ffce93; color:#333333;&amp;quot; | 0&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 14&lt;br /&gt;
| style=&amp;quot;background-color:#9aff99;&amp;quot; | 16&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 1&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;background-color:#c0c0c0;&amp;quot; | 5&lt;br /&gt;
|- style=&amp;quot;text-align:left; background-color:#c0c0c0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;&amp;quot; | &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; style=&amp;quot;text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;&amp;quot; | Hexes Occupied&lt;br /&gt;
|}&lt;br /&gt;
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5&amp;quot;), it's on a higher elevation.&lt;br /&gt;
&lt;br /&gt;
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
*The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total defense of 20.&lt;br /&gt;
:: If your total damage is less than 20, the building still stands with its remaining defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.&lt;br /&gt;
* NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Battles ==&lt;br /&gt;
Battles are waged by following the sequence below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; margin-left:10px;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! Engagement Size&lt;br /&gt;
! Deployment Cost Limit&lt;br /&gt;
|-&lt;br /&gt;
| Scouting&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| Skirmish&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| Operation&lt;br /&gt;
| 1800&lt;br /&gt;
|-&lt;br /&gt;
| Conflagration&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. '''Selecting a Engagement Size'''&lt;br /&gt;
: Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
;2. '''Choosing a Mission'''&lt;br /&gt;
: Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Operation Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| The Order to Destroy&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Emissary of Darkness!&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Burning Sandstorm&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Conflagration Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| &lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
;3. '''Assembling a Squad'''&lt;br /&gt;
: Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.&lt;br /&gt;
&lt;br /&gt;
;4. '''Reading Mission Briefing'''&lt;br /&gt;
: Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.&lt;br /&gt;
&lt;br /&gt;
;5. '''Creating the Battlefield'''&lt;br /&gt;
: The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.&lt;br /&gt;
&lt;br /&gt;
;6. '''Placing Objective Markers'''&lt;br /&gt;
: The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.&lt;br /&gt;
&lt;br /&gt;
;7. '''Determine who is Attacker and Defender'''&lt;br /&gt;
: Players roll 1D8 to determine this. Highest value chooses who will be Attacker and Defender. The Attacker goes first in the Engagement, but the Defender chooses their deployment area first.&lt;br /&gt;
&lt;br /&gt;
;8. '''Choose a Deployment Area'''&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. '''Deploy Squads'''&lt;br /&gt;
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.&lt;br /&gt;
&lt;br /&gt;
;10.'''Begin the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;11.'''End the Battle'''&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;12.'''Determine the Victor'''&lt;br /&gt;
: Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).&lt;br /&gt;
&lt;br /&gt;
=== Scouting Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-weight:bold; text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Scouting Missions&lt;br /&gt;
|- style=&amp;quot;background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 1-4&lt;br /&gt;
| Reconnaissance&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| Show of Force&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Reconnaissance ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Reconnaissance&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
[[File:1v1missions.png| 500px| right| ]]&lt;br /&gt;
; &amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:Secure and Defend: Any Unit that stands adjacent to an objective marker takes control of it until an enemy Unit takes control of it by moving adjacent to it. If a player controls an objective marker at the end of the round, it remains in their control even if they have no models within range of it. If both players have a Unit adjacent to an objective marker, control is given to the player with more Units adjacent to it. In the case of a tie, the previous owner of the objective marker retains control.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:Points are awarded for controlling objective markers as follows: At the beginning of a player's turn, they score 1 point for each of the following conditions they satisfy:&lt;br /&gt;
*They control one or more objective markers.&lt;br /&gt;
*They control two or more objective markers.&lt;br /&gt;
*They control more objective markers than their opponent controls.&lt;br /&gt;
&lt;br /&gt;
''Primary objective cannot be scored in the first round.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Show of Force ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;Show of Force&amp;quot; data-collapsetext=&amp;quot;hide me&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Intel&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Mission Rules&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;u&amp;gt;Primary Objective&amp;lt;/u&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
[Image of deployment area + objective markers]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skirmish Missions ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; display: inline-table;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#9b9b9b;&amp;quot; | Skirmish Missions&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#efefef;&amp;quot;&lt;br /&gt;
| D8&lt;br /&gt;
| Mission&lt;br /&gt;
|-&lt;br /&gt;
| 1-2&lt;br /&gt;
| Winds of War&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| Endless Pursuit&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| Counterattack!&lt;br /&gt;
|-&lt;br /&gt;
| 7-8&lt;br /&gt;
| The Call of Darkness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terminology ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight:bold; background-color:#EAECF0;&amp;quot;&lt;br /&gt;
! Term !! Definition&lt;br /&gt;
|-&lt;br /&gt;
| Accuracy Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Ranged Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Assault Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of a Melee Attack.&lt;br /&gt;
|-&lt;br /&gt;
| Evasion Roll&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 1d8 that determines the outcome of an attempted Evasion.&lt;br /&gt;
|-&lt;br /&gt;
| Critical Hit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Adds 1/2 of the Weapon's base damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| Classification&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determined by the Total Defense Points of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Line of Sight&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A straight, unobstructed line to the target.&lt;br /&gt;
|-&lt;br /&gt;
| Field of View&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes.&lt;br /&gt;
|-&lt;br /&gt;
| Blind Spot&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.&lt;br /&gt;
|-&lt;br /&gt;
| Standard Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn&lt;br /&gt;
|-&lt;br /&gt;
| Thruster Movement&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle.&lt;br /&gt;
|-&lt;br /&gt;
| Action Points&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.&lt;br /&gt;
|-&lt;br /&gt;
| Command Actions&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA.&lt;br /&gt;
|-&lt;br /&gt;
| Equipped Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being held in the hands of a Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Mounted Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.&lt;br /&gt;
|-&lt;br /&gt;
| Carried Weapons&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using.&lt;br /&gt;
|-&lt;br /&gt;
| Base Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | How much damage a Weapon deals before modifications.&lt;br /&gt;
|-&lt;br /&gt;
| Fall Damage&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | 3 x elevation height in damage to both legs on a Mech Unit or the cockpit on a Vehicle Unit.&lt;br /&gt;
|-&lt;br /&gt;
| Systems&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability.&lt;br /&gt;
|-&lt;br /&gt;
| Mods&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.&lt;br /&gt;
|-&lt;br /&gt;
| Traits&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Abilities granted to the Unit from the pilot.&lt;br /&gt;
|-&lt;br /&gt;
| Artificial Intelligence&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | RoyRoy heads have their own sentience used for giving Drones autonomy.&lt;br /&gt;
|-&lt;br /&gt;
| Core Parts&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Sections&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Core Type&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Determines your Unit's base Stats. Each Core Type provides different Stats.&lt;br /&gt;
|-&lt;br /&gt;
| Deployment Cost&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| S.R.M.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Stat Reduction Modifiers. Shows how many times a Unit's base Stats can be lowered. Max reduction of 2/2/2.&lt;br /&gt;
|-&lt;br /&gt;
| Hex Group&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Hexes of the same color that directly touch one another.&lt;br /&gt;
|-&lt;br /&gt;
| Main Unit&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Refers to a single Unit that controls drones. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=14931</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=14931"/>
		<updated>2022-09-20T08:08:01Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Stat Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready to battle, open up the Unit Datasheet. There, you will need to document all of your Core Parts, Weapons, Equipment, Systems, Mods, and Traits. It may look like a lot but we will break everything down into 4 segments:&lt;br /&gt;
&lt;br /&gt;
*'''Core Parts'''&lt;br /&gt;
*'''Weapon/Equipment Parts'''&lt;br /&gt;
*'''Weapon/Equipment Stats'''&lt;br /&gt;
*'''Core Stats'''. &lt;br /&gt;
&lt;br /&gt;
Everything in light green is information you will have to provide yourself and everything in dark green is information that will be provided for you.&lt;br /&gt;
&lt;br /&gt;
== Core Parts ==&lt;br /&gt;
[[File:Porta CV.png|link=|frame|right| Portanova Core Parts. Also shows how each one is seperated.]]&lt;br /&gt;
The Core Parts section on the left-hand side of the Datasheet is where players put down all parts on the model that are considered Core Parts: those that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be added to this list. &lt;br /&gt;
&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective body parts (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts== &lt;br /&gt;
At the bottom of the datasheet there is a section called '''&amp;quot;Weapons/Equipment Parts&amp;quot;''' with 8 open rows for your Unit's parts. On the top row of this section, similar to the Core Parts, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank weapons.PNG|link=|center|frame||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If that Weapon is Kinetic or Energy Based.&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment's stats.&lt;br /&gt;
&lt;br /&gt;
* '''[Insert Name Here] | Total''' - Here you will give your weapon/equipment a name. If a weapon requires 2 hands to use, you will add the tag [2H] next to the name. Weapons made with any parts that have the [2H] tag in their description must be used with 2 hands. &lt;br /&gt;
* '''[Dropdown box]''' - Directly to the right of the Name box (under the Notation column), you will indicate how many of that Weapon/Equipment you have including if you only have one. A number must occupy this box.&lt;br /&gt;
* '''Type''' - A Weapon's type is determined by the overall number of Kinetic type parts and Energy type parts that make up the Weapon. If there are 3 kinetic type parts and 1 energy type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Each Weapon may only have 1 System attached to it. If there are multiple Systems available, you may choose one and type it in the space provided in the total row. If no Systems are available, leave it blank.&lt;br /&gt;
&lt;br /&gt;
Just like with the Core Parts List, you need to type the Name and add the correct Notation. The sheet will auto-populate the stats if the two match the Name on the Parts List. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories: Ranged Combat Weapons &amp;amp; Close Combat. Each category has two types: '''Kinetic and Energy'''. &lt;br /&gt;
&lt;br /&gt;
Once all of the correct parts have been added, the bottom row will show the weapons total stats. These stats will be transferred to the Weapon/Equipment Stats section of the Datasheet, which will be explained in another section.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons EX.PNG|link=|center|frame||[2H] Rail Cannon and stock SMG Weapon examples]]&lt;br /&gt;
&lt;br /&gt;
2-Handed Weapons: In the parts description on the Parts List, it will say if that specific part is 2-handed or not. When a part is labeled as 2-handed, the Unit using it must use two hands to properly wield it. If two hands are not used, the Weapon's total AP is raised by 3. This requirement doesn't affect mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
When physically building your Weapons, '''even if not every piece is used on the model itself, you will still add it to the list.'''&lt;br /&gt;
==== Custom ====&lt;br /&gt;
&lt;br /&gt;
==== Weapon Redundancy ====&lt;br /&gt;
This is also explained in the [[Core Rules]] under section &amp;quot;5.3.4 - Weapons/Equipment.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''WR''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounded up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2, and the damage is increased by 1 for every 2 copies of the same weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* Ex1: 1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
* Ex2: 1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many Weapons that Unit has that are STILL in play. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* Ex1: 4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
* Ex2 4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since two were destroyed, the Damage is reduced by 2.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to how Weapons are made, Equipment is created and added to the Datasheet. &lt;br /&gt;
&lt;br /&gt;
'''What would be considered Equipment?'''&lt;br /&gt;
&lt;br /&gt;
Most parts will be labeled as Equipment in its description in the Parts List. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage. &lt;br /&gt;
&lt;br /&gt;
[[File:Equip EX.PNG|link=|center|frame||Equipment Example]]&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
When adding thrusters to the list, it is important to group them into a single section based on their location. For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only have to fill out the section once. However, you do need to change the number in the box on the right side of the name from 1 to 2 to indicate that there are 2 wing Sections.&lt;br /&gt;
&lt;br /&gt;
[[File:ALftequipEX.PNG|link=|center|frame||Alto Flight Type Wing Sections]]&lt;br /&gt;
 &lt;br /&gt;
Please note that even if you only have one piece that is considered Equipment (Smoke Discharger, Radar Dish, etc.), you still need to add it to this section.&lt;br /&gt;
&lt;br /&gt;
Once you successfully add the pieces to the Equipment list, you can then add their total Durability to the Weapon/Equipment Stats section.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Equipment Stats ==&lt;br /&gt;
There are 6 main sections on the Datasheet for your Unit. Each one is meant to organize the Abilities, Weapons, and Equipment you've made in the past sections for easy and quick access/alteration while in the middle of a battle. The 7th section shows Units' basic attacks. &lt;br /&gt;
&lt;br /&gt;
[WILL NEED TO REUPLOAD TABLE PICTURES UPDATED WITH 'BASE DAMAGE']&lt;br /&gt;
&lt;br /&gt;
[[File:Blank WE stats1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
* '''Weapons''' - All of the available Weapons your Unit can use. Each Weapon needs to be equipped in a hand (limited to one Weapon per hand) in order to use it. This is determined by its location. A Unit is also limited to carrying 3 non-equipped Weapons. &lt;br /&gt;
* '''Shields''' - All of the available Shields your Unit can use. Each Shield needs to be equipped in a hand (limited to one Shield per hand) in order to use it. A Unit is also limited to carrying 3 non-equipped Shields. [CONFIRM IF THIS IS 4 TOTAL OR 4 RESERVES]&lt;br /&gt;
* '''Mounted Weapons''' - Weapons that are permanently attached to a Unit and cannot be Swapped or picked up. Max of 10.&lt;br /&gt;
* '''Equipment''' - All of the available utility Equipment your Unit can use. Thrusters will also go into this table. Max of 10.&lt;br /&gt;
* '''Systems, Mods, and Traits''' - SMTs for short. Where all of the special Abilities that your Unit has gained are organized. Systems are gained from various parts while Mods and Traits are chosen during the pilot creation process. Max of 5 systems. Max Mods &amp;amp; Traits are based on Pilot Rank.&lt;br /&gt;
*'''Basic Attacks''' - As the name states. Used in the Close Combat Phase. [SHOULD REFERENCE THIS TERM SOMEWHERE IN CORE RULES.]&lt;br /&gt;
&lt;br /&gt;
Just like with the Weapons/Equipment List, the top row of each section shows Name, Durability, Range, Base Damage, &amp;amp; AP with the exception of the SMTs and Basic Attacks sections. &lt;br /&gt;
*'''Location''' - Refers to where on your Unit that Weapon/Equipment is located.&lt;br /&gt;
*'''Type''' - Refers to the type of damage that Weapon deals: Kinetic or Energy. Specific Abilities require this information. &lt;br /&gt;
*'''Sys/Mod''' - The special Ability given to the Unit by the Weapon/Equipment it's using. The Sys/Mod is lost when the Weapon/Equipment is destroyed. &lt;br /&gt;
&lt;br /&gt;
Under the SMTs Section, you will see the columns '''Type''' &amp;amp; '''Description''': &lt;br /&gt;
*'''Type''' - This section has a drop-down menu with the categories: '''Armor, Movement, Utility, Drone Only,''' &amp;amp; '''Weapon'''. In the SMTs list, there will be a column that states which an SMT's type. Be sure to input the '''Name''' &amp;amp; '''Type''' exactly as it's written on the SMT list. If it's incorrect, the Deployment Cost of that SMT will not be added correctly. &lt;br /&gt;
*'''Description''' - A simple section to add a description of what that SMT does. The space is limited, so it's recommended that you shorten each SMT's description.&lt;br /&gt;
&lt;br /&gt;
=== W/E Stat Examples ===&lt;br /&gt;
[[File:ALFT-example1.png|frame|center| Alto Flight Type Wpn/Eqp Stats]]&lt;br /&gt;
&lt;br /&gt;
In the image above, you will see the Weapon/Equipment Stats of a standard Alto Flight Type. The out-of-the-box kit does not have any Weapons to put in the Weapons section or Shields to put in the Shields section, so we will just be looking at the sections that have information.&lt;br /&gt;
&lt;br /&gt;
'''Remember: Your Unit cannot use Weapons that it doesn't have equipped or mounted, so it's recommended to begin the battle with the Weapon you want to use first in its hand(s) or mounted.'''&lt;br /&gt;
&lt;br /&gt;
In the Equipment section, there are two Wing sections; Left Wing and Right Wing listed with &amp;quot;Torso&amp;quot; for the Location. This is because both Wing sections are connected to the Torso. Looking at the Mounted Weapons section, there are two Railguns. The Location column lists Left and Right Wing Sections because both Weapons are mounted to their respective wing section.&lt;br /&gt;
&lt;br /&gt;
'''Keep in mind that if the area that a mounted Weapon is located on is destroyed, that Weapon is also destroyed!'''&lt;br /&gt;
In this case, if the Left Wing section is destroyed, the Railgun that was mounted to it is also destroyed even if the Weapon itself hasn't taken any damage. If a mounted Weapon is destroyed this way, it does not explode or cause damage to the Unit.&lt;br /&gt;
&lt;br /&gt;
Under the SMTs section, this Unit has the Ability to Fly as a System despite the fact that neither one of the Wing sections have the Sys/Mod &amp;quot;Fly&amp;quot;. This is because the Ability isn't given to the Unit because of one of the sections. Fly is granted because the total Thruster Durability (both Wing sections' Durability combined) has met the Fly System requirement.&lt;br /&gt;
&lt;br /&gt;
== Core Stats ==&lt;br /&gt;
[[File:Core Stats - Blank EX.png|frame|float right|]]&lt;br /&gt;
[NEED TO CHANGE &amp;quot;STAT REDUCTION&amp;quot; LANGUAGE IN THIS IMAGE]&lt;br /&gt;
Alongside Weapon/Equipment Stats, you will determine a Unit's Defense with the help of this table. Starting from the top, you will see 3 columns:&lt;br /&gt;
&lt;br /&gt;
*'''Name''' - Name of each individual section that makes up your Unit. Different Units are divided up into different sections. The examples below are generic Units and your build may have more/fewer sections.&lt;br /&gt;
**Mechs - Head | Torso | Left Arm | Right Arm | Left Leg | Right Leg&lt;br /&gt;
**Vehicles - Cockpit | Body | Left Section | Right Section&lt;br /&gt;
**Drones - Body&lt;br /&gt;
&lt;br /&gt;
*'''Max Defense''' - The combined total Defense of each part that makes up that section.&lt;br /&gt;
*'''Current Defense''' - When playing, you will use this area to adjust each section's Defense as damage is taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Pilot Name''' - The name of the pilot controlling that Unit. &lt;br /&gt;
*'''Pilot Rank/ A.I. Processor''' - Depending on the pilot's rank, the Unit receives bonuses. Higher ranks confer more bonuses but cost more to deploy. A.I. Processors are specifically for Drone Units and grant bonuses similar to ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Modifiers''' - This shows the different modifiers that can be gained based on rank/processor.&lt;br /&gt;
** Stat Modifier - The number of points that can be used to change a Unit's stats.&lt;br /&gt;
** Available Mods - The number of Mods a Unit can have.&lt;br /&gt;
** Available Traits - The number of Traits a pilot can have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Defense Total''' - The combined total Defense value of all the Core Parts only. Does not include Weapons/Equipment (which use Durability), ranks, or SMTs. This total determines a Unit's Classification. &lt;br /&gt;
*'''Thruster Durability Total''' - The combined total Durability value of all thrusters. Determines Fly/Swim systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Core Type''' - Based on the chest piece of the Unit. Determines Base Stats.&lt;br /&gt;
*'''Classification''' - 1-5 based on Total Defense. Higher Defense gives a Unit a higher classification. Determines Standard Movement and Base AP.&lt;br /&gt;
*'''Base AP''' - How many Action Points a Unit starts each turn with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Standard Movement''' - How far a Unit can move during its turn.&lt;br /&gt;
*'''Thruster Movement''' - Doubles the Standard Movement at the cost of forfeiting the Ranged Combat and Close Combat Phases. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Base Stats''' - The bare minimum Stats that individual Units start with. &lt;br /&gt;
*'''Modified Stats''' - Base Stats that have been altered due to Rank, Mods, or Traits. If there are no changes, then enter the Base Stats here again. When playing, these will be the Stats you reference. Not the Base Stats column. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Deployment Cost''' - The combined total value of a Unit's Deployment Cost including Defense, Weapons, Equipment, SMT's, &amp;amp; Pilot Rank. Specific missions will call for a maximum or minimum DC. &lt;br /&gt;
*'''Version''' - Shows the version number of the Datasheet. Be sure you have the most up-to-date version prior to creating a sheet!&lt;br /&gt;
&lt;br /&gt;
=== Core Stat Examples ===&lt;br /&gt;
The image below shows what a standard out-of-the-box Portanova Unit's Core Stats look like. [IMAGE NEEDS TO REFLECT CHANGING LANGUAGE FOR 'STAT REDUCTION' AS WELL]&lt;br /&gt;
[[File:Core Stats - Portanova EX.png|frame|left|]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
Starting from the top; You will see that the Unit is broken down into 6 sections. Each of those sections has a value based on the Core Parts section. Every part that makes up a section has its Defense added together and put in the Max Defense column. While playing, the Current Defense column is where any changes to that section's Max Defense will be recorded. '''Please note:''' this area won't always look like this. Custom Units may have more than two arms, legs, heads, etc. so it's important for the player to decide the best way to divide up their Unit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
For the Pilot Rank/A.I. Processor, we see that this Pilot's rank is 4. This means that the Unit gains more Modifiers at a higher Deployment Cost. We will come back to this.&lt;br /&gt;
&lt;br /&gt;
Total defense is automatically calculated from your Core Parts List. Here, the Thruster Durability Total is 0. This is because this Unit does not have any Thrusters.&lt;br /&gt;
&lt;br /&gt;
For its Core Type, the Unit is a Portanova. As stated before, Core Types are based on the Torso Part of the Unit. Players must choose the correct Core Type for their Units. Classifications are based on a Unit's Total Defense, while Base AP is based on a Unit's Classification. Both of these calculations are done automatically. If you are using the printed Datasheet, you will find all of the information needed to do these manually paired with the sheet.&lt;br /&gt;
&lt;br /&gt;
Standard Movement is also based on a Unit's Classification. Thruster Movement, however, is based on whether the Unit has any Thrusters located in its Equipment section or not. With Thrusters, this value will be double the Unit's Standard Movement value. If the Unit doesn't have any Thrusters, then this will indicate a N/A. &lt;br /&gt;
&lt;br /&gt;
Base Stats are generated by Core Type. These are generated automatically and are the highest each Stat can be ('''Remember:''' The higher the number, the worse the Stat is). Here you see that the Base Stats are 7/9/7. Modified Stats are a Unit's Base Stats AFTER the player has factored in changes from the Modifiers section. In the Modifiers section, the Pilot Rank grants 3 stat reductions. This means that we have 3 points to [ADD/SUBTRACT TO/FROM] any of the Unit's Stats. On this Datasheet, the player decided that the Unit is going to be well-rounded in Accuracy and Assault, but there is no change to its Evasion. [THIS SECTION ALSO APPEARS TO NEED UPDATED TO REFLECT STAT REDUCTION TERMINOLOGY]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=14930</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=14930"/>
		<updated>2022-09-20T08:01:00Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Stat Examples */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once your Model is complete and ready to battle, open up the Unit Datasheet. There, you will need to document all of your Core Parts, Weapons, Equipment, Systems, Mods, and Traits. It may look like a lot but we will break everything down into 4 segments:&lt;br /&gt;
&lt;br /&gt;
*'''Core Parts'''&lt;br /&gt;
*'''Weapon/Equipment Parts'''&lt;br /&gt;
*'''Weapon/Equipment Stats'''&lt;br /&gt;
*'''Core Stats'''. &lt;br /&gt;
&lt;br /&gt;
Everything in light green is information you will have to provide yourself and everything in dark green is information that will be provided for you.&lt;br /&gt;
&lt;br /&gt;
== Core Parts ==&lt;br /&gt;
[[File:Porta CV.png|link=|frame|right| Portanova Core Parts. Also shows how each one is seperated.]]&lt;br /&gt;
The Core Parts section on the left-hand side of the Datasheet is where players put down all parts on the model that are considered Core Parts: those that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be added to this list. &lt;br /&gt;
&lt;br /&gt;
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
&lt;br /&gt;
'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
&lt;br /&gt;
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
&lt;br /&gt;
There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
&lt;br /&gt;
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective body parts (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
&lt;br /&gt;
=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
&lt;br /&gt;
== Weapon/Equipment Parts== &lt;br /&gt;
At the bottom of the datasheet there is a section called '''&amp;quot;Weapons/Equipment Parts&amp;quot;''' with 8 open rows for your Unit's parts. On the top row of this section, similar to the Core Parts, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Blank weapons.PNG|link=|center|frame||Blank Weapons/Equipment List]]&lt;br /&gt;
&lt;br /&gt;
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If that Weapon is Kinetic or Energy Based.&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
&lt;br /&gt;
Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment's stats.&lt;br /&gt;
&lt;br /&gt;
* '''[Insert Name Here] | Total''' - Here you will give your weapon/equipment a name. If a weapon requires 2 hands to use, you will add the tag [2H] next to the name. Weapons made with any parts that have the [2H] tag in their description must be used with 2 hands. &lt;br /&gt;
* '''[Dropdown box]''' - Directly to the right of the Name box (under the Notation column), you will indicate how many of that Weapon/Equipment you have including if you only have one. A number must occupy this box.&lt;br /&gt;
* '''Type''' - A Weapon's type is determined by the overall number of Kinetic type parts and Energy type parts that make up the Weapon. If there are 3 kinetic type parts and 1 energy type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Each Weapon may only have 1 System attached to it. If there are multiple Systems available, you may choose one and type it in the space provided in the total row. If no Systems are available, leave it blank.&lt;br /&gt;
&lt;br /&gt;
Just like with the Core Parts List, you need to type the Name and add the correct Notation. The sheet will auto-populate the stats if the two match the Name on the Parts List. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories: Ranged Combat Weapons &amp;amp; Close Combat. Each category has two types: '''Kinetic and Energy'''. &lt;br /&gt;
&lt;br /&gt;
Once all of the correct parts have been added, the bottom row will show the weapons total stats. These stats will be transferred to the Weapon/Equipment Stats section of the Datasheet, which will be explained in another section.&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons EX.PNG|link=|center|frame||[2H] Rail Cannon and stock SMG Weapon examples]]&lt;br /&gt;
&lt;br /&gt;
2-Handed Weapons: In the parts description on the Parts List, it will say if that specific part is 2-handed or not. When a part is labeled as 2-handed, the Unit using it must use two hands to properly wield it. If two hands are not used, the Weapon's total AP is raised by 3. This requirement doesn't affect mounted Weapons.&lt;br /&gt;
&lt;br /&gt;
When physically building your Weapons, '''even if not every piece is used on the model itself, you will still add it to the list.'''&lt;br /&gt;
==== Custom ====&lt;br /&gt;
&lt;br /&gt;
==== Weapon Redundancy ====&lt;br /&gt;
This is also explained in the [[Core Rules]] under section &amp;quot;5.3.4 - Weapons/Equipment.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''WR''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounded up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2, and the damage is increased by 1 for every 2 copies of the same weapon available.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* Ex1: 1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
* Ex2: 1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many Weapons that Unit has that are STILL in play. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* Ex1: 4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
* Ex2 4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since two were destroyed, the Damage is reduced by 2.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
Similar to how Weapons are made, Equipment is created and added to the Datasheet. &lt;br /&gt;
&lt;br /&gt;
'''What would be considered Equipment?'''&lt;br /&gt;
&lt;br /&gt;
Most parts will be labeled as Equipment in its description in the Parts List. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage. &lt;br /&gt;
&lt;br /&gt;
[[File:Equip EX.PNG|link=|center|frame||Equipment Example]]&lt;br /&gt;
&lt;br /&gt;
==== Thrusters ====&lt;br /&gt;
When adding thrusters to the list, it is important to group them into a single section based on their location. For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only have to fill out the section once. However, you do need to change the number in the box on the right side of the name from 1 to 2 to indicate that there are 2 wing Sections.&lt;br /&gt;
&lt;br /&gt;
[[File:ALftequipEX.PNG|link=|center|frame||Alto Flight Type Wing Sections]]&lt;br /&gt;
 &lt;br /&gt;
Please note that even if you only have one piece that is considered Equipment (Smoke Discharger, Radar Dish, etc.), you still need to add it to this section.&lt;br /&gt;
&lt;br /&gt;
Once you successfully add the pieces to the Equipment list, you can then add their total Durability to the Weapon/Equipment Stats section.&lt;br /&gt;
&lt;br /&gt;
== Weapon &amp;amp; Equipment Stats ==&lt;br /&gt;
There are 6 main sections on the Datasheet for your Unit. Each one is meant to organize the Abilities, Weapons, and Equipment you've made in the past sections for easy and quick access/alteration while in the middle of a battle. The 7th section shows Units' basic attacks. &lt;br /&gt;
&lt;br /&gt;
[WILL NEED TO REUPLOAD TABLE PICTURES UPDATED WITH 'BASE DAMAGE']&lt;br /&gt;
&lt;br /&gt;
[[File:Blank WE stats1.png|frame|center]]&lt;br /&gt;
&lt;br /&gt;
* '''Weapons''' - All of the available Weapons your Unit can use. Each Weapon needs to be equipped in a hand (limited to one Weapon per hand) in order to use it. This is determined by its location. A Unit is also limited to carrying 3 non-equipped Weapons. &lt;br /&gt;
* '''Shields''' - All of the available Shields your Unit can use. Each Shield needs to be equipped in a hand (limited to one Shield per hand) in order to use it. A Unit is also limited to carrying 3 non-equipped Shields. [CONFIRM IF THIS IS 4 TOTAL OR 4 RESERVES]&lt;br /&gt;
* '''Mounted Weapons''' - Weapons that are permanently attached to a Unit and cannot be Swapped or picked up. Max of 10.&lt;br /&gt;
* '''Equipment''' - All of the available utility Equipment your Unit can use. Thrusters will also go into this table. Max of 10.&lt;br /&gt;
* '''Systems, Mods, and Traits''' - SMTs for short. Where all of the special Abilities that your Unit has gained are organized. Systems are gained from various parts while Mods and Traits are chosen during the pilot creation process. Max of 5 systems. Max Mods &amp;amp; Traits are based on Pilot Rank.&lt;br /&gt;
*'''Basic Attacks''' - As the name states. Used in the Close Combat Phase. [SHOULD REFERENCE THIS TERM SOMEWHERE IN CORE RULES.]&lt;br /&gt;
&lt;br /&gt;
Just like with the Weapons/Equipment List, the top row of each section shows Name, Durability, Range, Base Damage, &amp;amp; AP with the exception of the SMTs and Basic Attacks sections. &lt;br /&gt;
*'''Location''' - Refers to where on your Unit that Weapon/Equipment is located.&lt;br /&gt;
*'''Type''' - Refers to the type of damage that Weapon deals: Kinetic or Energy. Specific Abilities require this information. &lt;br /&gt;
*'''Sys/Mod''' - The special Ability given to the Unit by the Weapon/Equipment it's using. The Sys/Mod is lost when the Weapon/Equipment is destroyed. &lt;br /&gt;
&lt;br /&gt;
Under the SMTs Section, you will see the columns '''Type''' &amp;amp; '''Description''': &lt;br /&gt;
*'''Type''' - This section has a drop-down menu with the categories: '''Armor, Movement, Utility, Drone Only,''' &amp;amp; '''Weapon'''. In the SMTs list, there will be a column that states which an SMT's type. Be sure to input the '''Name''' &amp;amp; '''Type''' exactly as it's written on the SMT list. If it's incorrect, the Deployment Cost of that SMT will not be added correctly. &lt;br /&gt;
*'''Description''' - A simple section to add a description of what that SMT does. The space is limited, so it's recommended that you shorten each SMT's description.&lt;br /&gt;
&lt;br /&gt;
=== W/E Stat Examples ===&lt;br /&gt;
[[File:ALFT-example1.png|frame|center| Alto Flight Type Wpn/Eqp Stats]]&lt;br /&gt;
&lt;br /&gt;
In the image above, you will see the Weapon/Equipment Stats of a standard Alto Flight Type. The out-of-the-box kit does not have any Weapons to put in the Weapons section or Shields to put in the Shields section, so we will just be looking at the sections that have information.&lt;br /&gt;
&lt;br /&gt;
'''Remember: Your Unit cannot use Weapons that it doesn't have equipped or mounted, so it's recommended to begin the battle with the Weapon you want to use first in its hand(s) or mounted.'''&lt;br /&gt;
&lt;br /&gt;
In the Equipment section, there are two Wing sections; Left Wing and Right Wing listed with &amp;quot;Torso&amp;quot; for the Location. This is because both Wing sections are connected to the Torso. Looking at the Mounted Weapons section, there are two Railguns. The Location column lists Left and Right Wing Sections because both Weapons are mounted to their respective wing section.&lt;br /&gt;
&lt;br /&gt;
'''Keep in mind that if the area that a mounted Weapon is located on is destroyed, that Weapon is also destroyed!'''&lt;br /&gt;
In this case, if the Left Wing section is destroyed, the Railgun that was mounted to it is also destroyed even if the Weapon itself hasn't taken any damage. If a mounted Weapon is destroyed this way, it does not explode or cause damage to the Unit.&lt;br /&gt;
&lt;br /&gt;
Under the SMTs section, this Unit has the Ability to Fly as a System despite the fact that neither one of the Wing sections have the Sys/Mod &amp;quot;Fly&amp;quot;. This is because the Ability isn't given to the Unit because of one of the sections. Fly is granted because the total Thruster Durability (both Wing sections' Durability combined) has met the Fly System requirement.&lt;br /&gt;
&lt;br /&gt;
== Core Stats ==&lt;br /&gt;
[[File:Core Stats - Blank EX.png|frame|float right|]]&lt;br /&gt;
[NEED TO CHANGE &amp;quot;STAT REDUCTION&amp;quot; LANGUAGE IN THIS IMAGE]&lt;br /&gt;
Alongside Weapon/Equipment Stats, you will determine a Unit's Defense with the help of this table. Starting from the top, you will see 3 columns:&lt;br /&gt;
&lt;br /&gt;
*'''Name''' - Name of each individual section that makes up your Unit. Different Units are divided up into different sections. The examples below are generic Units and your build may have more/fewer sections.&lt;br /&gt;
**Mechs - Head | Torso | Left Arm | Right Arm | Left Leg | Right Leg&lt;br /&gt;
**Vehicles - Cockpit | Body | Left Section | Right Section&lt;br /&gt;
**Drones - Body&lt;br /&gt;
&lt;br /&gt;
*'''Max Defense''' - The combined total Defense of each part that makes up that section.&lt;br /&gt;
*'''Current Defense''' - When playing, you will use this area to adjust each section's Defense as damage is taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Pilot Name''' - The name of the pilot controlling that Unit. &lt;br /&gt;
*'''Pilot Rank/ A.I. Processor''' - Depending on the pilot's rank, the Unit receives bonuses. Higher ranks confer more bonuses but cost more to deploy. A.I. Processors are specifically for Drone Units and grant bonuses similar to ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Modifiers''' - This shows the different modifiers that can be gained based on rank/processor.&lt;br /&gt;
** Stat Modifier - The number of points that can be used to change a Unit's stats.&lt;br /&gt;
** Available Mods - The number of Mods a Unit can have.&lt;br /&gt;
** Available Traits - The number of Traits a pilot can have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Defense Total''' - The combined total Defense value of all the Core Parts only. Does not include Weapons/Equipment (which use Durability), ranks, or SMTs. This total determines a Unit's Classification. &lt;br /&gt;
*'''Thruster Durability Total''' - The combined total Durability value of all thrusters. Determines Fly/Swim systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Core Type''' - Based on the chest piece of the Unit. Determines Base Stats.&lt;br /&gt;
*'''Classification''' - 1-5 based on Total Defense. Higher Defense gives a Unit a higher classification. Determines Standard Movement and Base AP.&lt;br /&gt;
*'''Base AP''' - How many Action Points a Unit starts each turn with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Standard Movement''' - How far a Unit can move during its turn.&lt;br /&gt;
*'''Thruster Movement''' - Doubles the Standard Movement at the cost of forfeiting the Ranged Combat and Close Combat Phases. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Base Stats''' - The bare minimum Stats that individual Units start with. &lt;br /&gt;
*'''Modified Stats''' - Base Stats that have been altered due to Rank, Mods, or Traits. If there are no changes, then enter the Base Stats here again. When playing, these will be the Stats you reference. Not the Base Stats column. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Deployment Cost''' - The combined total value of a Unit's Deployment Cost including Defense, Weapons, Equipment, SMT's, &amp;amp; Pilot Rank. Specific missions will call for a maximum or minimum DC. &lt;br /&gt;
*'''Version''' - Shows the version number of the Datasheet. Be sure you have the most up-to-date version prior to creating a sheet!&lt;br /&gt;
&lt;br /&gt;
=== Core Stat Examples ===&lt;br /&gt;
The image below shows what a standard out-of-the-box Portanova Unit's Core Stats look like.&lt;br /&gt;
[[File:Core Stats - Portanova EX.png|frame|left|]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
Starting from the top; You will see that the Unit is broken down into 6 sections. Each of those sections has a value based on the Core Parts section. Every part that makes up a section has its Defense added together and put in the Max Defense column. While playing, the Current Defense column is where any changes to that section's Max Defense will be recorded. '''Please note:''' this area won't always look like this. Custom Units may have more than two arms, legs, heads, etc. so it's important for the player to decide the best way to divide up their Unit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
For the Pilot Rank/A.I. Processor, we see that this Pilot's rank is 4. This means that the Unit gains more Modifiers at a higher Deployment Cost. We will come back to this.&lt;br /&gt;
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Total defense is automatically calculated from your Core Parts List. Here, the Thruster Durability Total is 0. This is because this Unit does not have any Thrusters.&lt;br /&gt;
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For its Core Type, its the Portanova. As stated before, Core Types are based on the Torso Part of the Unit. Players must choose the correct Core Type for there Units. Classifications are based off of Total Defense and Base AP is based off of Classification. Both of these are done automatically. If you are using the printed Datasheet, you will find all of the information needed to do these manually paired with the sheet.&lt;br /&gt;
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Standard Movement is, once again, based of Classification. Thruster Movement, however, is based on if the Unit has any thrusters located in its Equipment Section. If it doesn't have any, then this will indicate a N/A. If it did, then this will show a value that is double what the standard movement value is.&lt;br /&gt;
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Base Stats are generated by Core Type. These are generated automatically and is the highest each stat can go ('''Remember:''' The higher the number, the worse the stat is). Here you see that the base stats are 7/9/7. Modified Stats are base stats AFTER the player has factored in changes from the modifiers section. If we take a look at the modifiers section, we see that the pilot rank grants 3 stat reductions. This means that we have 3 points to change any of the stats in any order. Here, this player decided that the Unit is going to be well rounded in Accuracy and Assault, and take no change to Evasion.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=14929</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=14929"/>
		<updated>2022-09-20T07:58:01Z</updated>

		<summary type="html">&lt;p&gt;Janube: /* Core Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.&lt;br /&gt;
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Once your Model is complete and ready to battle, open up the Unit Datasheet. There, you will need to document all of your Core Parts, Weapons, Equipment, Systems, Mods, and Traits. It may look like a lot but we will break everything down into 4 segments:&lt;br /&gt;
&lt;br /&gt;
*'''Core Parts'''&lt;br /&gt;
*'''Weapon/Equipment Parts'''&lt;br /&gt;
*'''Weapon/Equipment Stats'''&lt;br /&gt;
*'''Core Stats'''. &lt;br /&gt;
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Everything in light green is information you will have to provide yourself and everything in dark green is information that will be provided for you.&lt;br /&gt;
&lt;br /&gt;
== Core Parts ==&lt;br /&gt;
[[File:Porta CV.png|link=|frame|right| Portanova Core Parts. Also shows how each one is seperated.]]&lt;br /&gt;
The Core Parts section on the left-hand side of the Datasheet is where players put down all parts on the model that are considered Core Parts: those that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be added to this list. &lt;br /&gt;
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On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations. &lt;br /&gt;
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'''Notations''' are broken down into what packs they come from and which unit they belong to.&lt;br /&gt;
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. &lt;br /&gt;
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The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.&lt;br /&gt;
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There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.&lt;br /&gt;
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The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.&lt;br /&gt;
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'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective body parts (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''&lt;br /&gt;
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=== Simple Assembly ===&lt;br /&gt;
 [WIP]&lt;br /&gt;
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== Weapon/Equipment Parts== &lt;br /&gt;
At the bottom of the datasheet there is a section called '''&amp;quot;Weapons/Equipment Parts&amp;quot;''' with 8 open rows for your Unit's parts. On the top row of this section, similar to the Core Parts, you see '''Name''' and '''Notation''' but this time there are more columns: &lt;br /&gt;
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[[File:Blank weapons.PNG|link=|center|frame||Blank Weapons/Equipment List]]&lt;br /&gt;
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* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed. &lt;br /&gt;
* '''Range''' - How far the Weapon can shoot. &lt;br /&gt;
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack. &lt;br /&gt;
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.&lt;br /&gt;
* '''Type''' - If that Weapon is Kinetic or Energy Based.&lt;br /&gt;
* '''Systems''' - Special abilities that a single part can give to the Unit.&lt;br /&gt;
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Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment's stats.&lt;br /&gt;
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* '''[Insert Name Here] | Total''' - Here you will give your weapon/equipment a name. If a weapon requires 2 hands to use, you will add the tag [2H] next to the name. Weapons made with any parts that have the [2H] tag in their description must be used with 2 hands. &lt;br /&gt;
* '''[Dropdown box]''' - Directly to the right of the Name box (under the Notation column), you will indicate how many of that Weapon/Equipment you have including if you only have one. A number must occupy this box.&lt;br /&gt;
* '''Type''' - A Weapon's type is determined by the overall number of Kinetic type parts and Energy type parts that make up the Weapon. If there are 3 kinetic type parts and 1 energy type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.&lt;br /&gt;
* '''System''' - Each Weapon may only have 1 System attached to it. If there are multiple Systems available, you may choose one and type it in the space provided in the total row. If no Systems are available, leave it blank.&lt;br /&gt;
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Just like with the Core Parts List, you need to type the Name and add the correct Notation. The sheet will auto-populate the stats if the two match the Name on the Parts List. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types.&lt;br /&gt;
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=== Weapons ===&lt;br /&gt;
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories: Ranged Combat Weapons &amp;amp; Close Combat. Each category has two types: '''Kinetic and Energy'''. &lt;br /&gt;
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Once all of the correct parts have been added, the bottom row will show the weapons total stats. These stats will be transferred to the Weapon/Equipment Stats section of the Datasheet, which will be explained in another section.&lt;br /&gt;
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[[File:Weapons EX.PNG|link=|center|frame||[2H] Rail Cannon and stock SMG Weapon examples]]&lt;br /&gt;
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2-Handed Weapons: In the parts description on the Parts List, it will say if that specific part is 2-handed or not. When a part is labeled as 2-handed, the Unit using it must use two hands to properly wield it. If two hands are not used, the Weapon's total AP is raised by 3. This requirement doesn't affect mounted Weapons.&lt;br /&gt;
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When physically building your Weapons, '''even if not every piece is used on the model itself, you will still add it to the list.'''&lt;br /&gt;
==== Custom ====&lt;br /&gt;
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==== Weapon Redundancy ====&lt;br /&gt;
This is also explained in the [[Core Rules]] under section &amp;quot;5.3.4 - Weapons/Equipment.&amp;quot; &lt;br /&gt;
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When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or '''WR''' for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounded up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2, and the damage is increased by 1 for every 2 copies of the same weapon available.&lt;br /&gt;
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&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* Ex1: 1 Missile Pod = 12Dmg &amp;amp; 6AP per shot | 4 Total Pods = 12Dmg &amp;amp; 3AP per shot&lt;br /&gt;
:: This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.&lt;br /&gt;
* Ex2: 1 Pistol = 3Dmg &amp;amp; 2AP per shot | 4 Total Pistols = 5Dmg &amp;amp; 2AP per shot&lt;br /&gt;
:: This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many Weapons that Unit has that are STILL in play. If we use the above examples:&lt;br /&gt;
&amp;lt;blockquote style=&amp;quot;background-color: lightgrey; border: solid thin grey;&amp;quot;&amp;gt;&lt;br /&gt;
* Ex1: 4 Total Pods = 12Dmg &amp;amp; 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg &amp;amp; 5 AP/shot&lt;br /&gt;
:: Since two were destroyed, the AP increases to 5.&lt;br /&gt;
* Ex2 4 Total Pistols = 5Dmg &amp;amp; 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg &amp;amp; 2 AP/shot&lt;br /&gt;
:: Since two were destroyed, the Damage is reduced by 2.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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This system is meant to be simple enough to make stat calculation changes in the middle of combat.&lt;br /&gt;
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=== Equipment ===&lt;br /&gt;
Similar to how Weapons are made, Equipment is created and added to the Datasheet. &lt;br /&gt;
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'''What would be considered Equipment?'''&lt;br /&gt;
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Most parts will be labeled as Equipment in its description in the Parts List. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage. &lt;br /&gt;
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[[File:Equip EX.PNG|link=|center|frame||Equipment Example]]&lt;br /&gt;
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==== Thrusters ====&lt;br /&gt;
When adding thrusters to the list, it is important to group them into a single section based on their location. For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only have to fill out the section once. However, you do need to change the number in the box on the right side of the name from 1 to 2 to indicate that there are 2 wing Sections.&lt;br /&gt;
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[[File:ALftequipEX.PNG|link=|center|frame||Alto Flight Type Wing Sections]]&lt;br /&gt;
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Please note that even if you only have one piece that is considered Equipment (Smoke Discharger, Radar Dish, etc.), you still need to add it to this section.&lt;br /&gt;
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Once you successfully add the pieces to the Equipment list, you can then add their total Durability to the Weapon/Equipment Stats section.&lt;br /&gt;
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== Weapon &amp;amp; Equipment Stats ==&lt;br /&gt;
There are 6 main sections on the Datasheet for your Unit. Each one is meant to organize the Abilities, Weapons, and Equipment you've made in the past sections for easy and quick access/alteration while in the middle of a battle. The 7th section shows Units' basic attacks. &lt;br /&gt;
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[WILL NEED TO REUPLOAD TABLE PICTURES UPDATED WITH 'BASE DAMAGE']&lt;br /&gt;
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[[File:Blank WE stats1.png|frame|center]]&lt;br /&gt;
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* '''Weapons''' - All of the available Weapons your Unit can use. Each Weapon needs to be equipped in a hand (limited to one Weapon per hand) in order to use it. This is determined by its location. A Unit is also limited to carrying 3 non-equipped Weapons. &lt;br /&gt;
* '''Shields''' - All of the available Shields your Unit can use. Each Shield needs to be equipped in a hand (limited to one Shield per hand) in order to use it. A Unit is also limited to carrying 3 non-equipped Shields. [CONFIRM IF THIS IS 4 TOTAL OR 4 RESERVES]&lt;br /&gt;
* '''Mounted Weapons''' - Weapons that are permanently attached to a Unit and cannot be Swapped or picked up. Max of 10.&lt;br /&gt;
* '''Equipment''' - All of the available utility Equipment your Unit can use. Thrusters will also go into this table. Max of 10.&lt;br /&gt;
* '''Systems, Mods, and Traits''' - SMTs for short. Where all of the special Abilities that your Unit has gained are organized. Systems are gained from various parts while Mods and Traits are chosen during the pilot creation process. Max of 5 systems. Max Mods &amp;amp; Traits are based on Pilot Rank.&lt;br /&gt;
*'''Basic Attacks''' - As the name states. Used in the Close Combat Phase. [SHOULD REFERENCE THIS TERM SOMEWHERE IN CORE RULES.]&lt;br /&gt;
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Just like with the Weapons/Equipment List, the top row of each section shows Name, Durability, Range, Base Damage, &amp;amp; AP with the exception of the SMTs and Basic Attacks sections. &lt;br /&gt;
*'''Location''' - Refers to where on your Unit that Weapon/Equipment is located.&lt;br /&gt;
*'''Type''' - Refers to the type of damage that Weapon deals: Kinetic or Energy. Specific Abilities require this information. &lt;br /&gt;
*'''Sys/Mod''' - The special Ability given to the Unit by the Weapon/Equipment it's using. The Sys/Mod is lost when the Weapon/Equipment is destroyed. &lt;br /&gt;
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Under the SMTs Section, you will see the columns '''Type''' &amp;amp; '''Description''': &lt;br /&gt;
*'''Type''' - This section has a drop-down menu with the categories: '''Armor, Movement, Utility, Drone Only,''' &amp;amp; '''Weapon'''. In the SMTs list, there will be a column that states which an SMT's type. Be sure to input the '''Name''' &amp;amp; '''Type''' exactly as it's written on the SMT list. If it's incorrect, the Deployment Cost of that SMT will not be added correctly. &lt;br /&gt;
*'''Description''' - A simple section to add a description of what that SMT does. The space is limited, so it's recommended that you shorten each SMT's description.&lt;br /&gt;
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=== W/E Stat Examples ===&lt;br /&gt;
[[File:ALFT-example1.png|frame|center| Alto Flight Type Wpn/Eqp Stats]]&lt;br /&gt;
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In the image above, you will see the Weapon/Equipment Stats of a standard Alto Flight Type. The out-of-the-box kit does not have any Weapons to put in the Weapons section or Shields to put in the Shields section, so we will just be looking at the sections that have information.&lt;br /&gt;
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'''Remember: Your Unit cannot use Weapons that it doesn't have equipped or mounted, so it's recommended to begin the battle with the Weapon you want to use first in its hand(s) or mounted.'''&lt;br /&gt;
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In the Equipment section, there are two Wing sections; Left Wing and Right Wing listed with &amp;quot;Torso&amp;quot; for the Location. This is because both Wing sections are connected to the Torso. Looking at the Mounted Weapons section, there are two Railguns. The Location column lists Left and Right Wing Sections because both Weapons are mounted to their respective wing section.&lt;br /&gt;
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'''Keep in mind that if the area that a mounted Weapon is located on is destroyed, that Weapon is also destroyed!'''&lt;br /&gt;
In this case, if the Left Wing section is destroyed, the Railgun that was mounted to it is also destroyed even if the Weapon itself hasn't taken any damage. If a mounted Weapon is destroyed this way, it does not explode or cause damage to the Unit.&lt;br /&gt;
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Under the SMTs section, this Unit has the Ability to Fly as a System despite the fact that neither one of the Wing sections have the Sys/Mod &amp;quot;Fly&amp;quot;. This is because the Ability isn't given to the Unit because of one of the sections. Fly is granted because the total Thruster Durability (both Wing sections' Durability combined) has met the Fly System requirement.&lt;br /&gt;
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== Core Stats ==&lt;br /&gt;
[[File:Core Stats - Blank EX.png|frame|float right|]]&lt;br /&gt;
[NEED TO CHANGE &amp;quot;STAT REDUCTION&amp;quot; LANGUAGE IN THIS IMAGE]&lt;br /&gt;
Alongside Weapon/Equipment Stats, you will determine a Unit's Defense with the help of this table. Starting from the top, you will see 3 columns:&lt;br /&gt;
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*'''Name''' - Name of each individual section that makes up your Unit. Different Units are divided up into different sections. The examples below are generic Units and your build may have more/fewer sections.&lt;br /&gt;
**Mechs - Head | Torso | Left Arm | Right Arm | Left Leg | Right Leg&lt;br /&gt;
**Vehicles - Cockpit | Body | Left Section | Right Section&lt;br /&gt;
**Drones - Body&lt;br /&gt;
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*'''Max Defense''' - The combined total Defense of each part that makes up that section.&lt;br /&gt;
*'''Current Defense''' - When playing, you will use this area to adjust each section's Defense as damage is taken.&lt;br /&gt;
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*'''Pilot Name''' - The name of the pilot controlling that Unit. &lt;br /&gt;
*'''Pilot Rank/ A.I. Processor''' - Depending on the pilot's rank, the Unit receives bonuses. Higher ranks confer more bonuses but cost more to deploy. A.I. Processors are specifically for Drone Units and grant bonuses similar to ranks.&lt;br /&gt;
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*'''Modifiers''' - This shows the different modifiers that can be gained based on rank/processor.&lt;br /&gt;
** Stat Modifier - The number of points that can be used to change a Unit's stats.&lt;br /&gt;
** Available Mods - The number of Mods a Unit can have.&lt;br /&gt;
** Available Traits - The number of Traits a pilot can have.&lt;br /&gt;
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*'''Defense Total''' - The combined total Defense value of all the Core Parts only. Does not include Weapons/Equipment (which use Durability), ranks, or SMTs. This total determines a Unit's Classification. &lt;br /&gt;
*'''Thruster Durability Total''' - The combined total Durability value of all thrusters. Determines Fly/Swim systems.&lt;br /&gt;
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*'''Core Type''' - Based on the chest piece of the Unit. Determines Base Stats.&lt;br /&gt;
*'''Classification''' - 1-5 based on Total Defense. Higher Defense gives a Unit a higher classification. Determines Standard Movement and Base AP.&lt;br /&gt;
*'''Base AP''' - How many Action Points a Unit starts each turn with.&lt;br /&gt;
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*'''Standard Movement''' - How far a Unit can move during its turn.&lt;br /&gt;
*'''Thruster Movement''' - Doubles the Standard Movement at the cost of forfeiting the Ranged Combat and Close Combat Phases. &lt;br /&gt;
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*'''Base Stats''' - The bare minimum Stats that individual Units start with. &lt;br /&gt;
*'''Modified Stats''' - Base Stats that have been altered due to Rank, Mods, or Traits. If there are no changes, then enter the Base Stats here again. When playing, these will be the Stats you reference. Not the Base Stats column. &lt;br /&gt;
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*'''Deployment Cost''' - The combined total value of a Unit's Deployment Cost including Defense, Weapons, Equipment, SMT's, &amp;amp; Pilot Rank. Specific missions will call for a maximum or minimum DC. &lt;br /&gt;
*'''Version''' - Shows the version number of the Datasheet. Be sure you have the most up-to-date version prior to creating a sheet!&lt;br /&gt;
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=== Core Stat Examples ===&lt;br /&gt;
The image below shows what a standard out-of-the-box Portanova Core Stats looks like.&lt;br /&gt;
[[File:Core Stats - Portanova EX.png|frame|left|]]&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
Starting from the top; You will see that the Unit is broken down into 6 sections. Each of those sections has a value based on the Core Parts section. Ever part that makes up a section is added together and put in the MAX Defense column. While playing, the Current Defense column is where any changes to that sections MAX Defense will be annotated. '''Please note:''' this area wont always look like this. Custom Units may have more than two arms, legs, heads, etc. so its important for the player to decide the best way to divide up their Unit.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
If we look down to Pilot Rank/A.I. Processor, we see that this Pilots rank is 4. This means that the Unit gains more Modifiers at a higher Deployment Cost. We will come back to this.&lt;br /&gt;
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Total defense is automatically calculated from your Core Parts List. Here, the Thruster Durability Total is 0. This is because this Unit does not have any thrusters.&lt;br /&gt;
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For its Core Type, its the Portanova. As stated before, Core Types are based on the Torso Part of the Unit. Players must choose the correct Core Type for there Units. Classifications are based off of Total Defense and Base AP is based off of Classification. Both of these are done automatically. If you are using the printed Datasheet, you will find all of the information needed to do these manually paired with the sheet.&lt;br /&gt;
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Standard Movement is, once again, based of Classification. Thruster Movement, however, is based on if the Unit has any thrusters located in its Equipment Section. If it doesn't have any, then this will indicate a N/A. If it did, then this will show a value that is double what the standard movement value is.&lt;br /&gt;
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Base Stats are generated by Core Type. These are generated automatically and is the highest each stat can go ('''Remember:''' The higher the number, the worse the stat is). Here you see that the base stats are 7/9/7. Modified Stats are base stats AFTER the player has factored in changes from the modifiers section. If we take a look at the modifiers section, we see that the pilot rank grants 3 stat reductions. This means that we have 3 points to change any of the stats in any order. Here, this player decided that the Unit is going to be well rounded in Accuracy and Assault, and take no change to Evasion.&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Janube</name></author>
	</entry>
</feed>