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	<id>https://30mmwargame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lavtiz29</id>
	<title>30 Minute Missions: Wargame - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://30mmwargame.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lavtiz29"/>
	<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php/Special:Contributions/Lavtiz29"/>
	<updated>2026-04-30T13:55:51Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22349</id>
		<title>AAR:Operation First Test</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22349"/>
		<updated>2026-04-27T01:05:29Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added teh category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Operation First Test&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date:&#039;&#039;&#039; 4/25/26&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&#039;&#039;&#039;Team 1:&#039;&#039;&#039;&lt;br /&gt;
* Portanova&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
* Dog&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&#039;&#039;&#039;Team 2:&#039;&#039;&#039;&lt;br /&gt;
* Alto&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&lt;br /&gt;
== Deployment: == &lt;br /&gt;
[[Core Rules#Deployment Areas|Long Side Deployment]]&lt;br /&gt;
== Mission:== &lt;br /&gt;
[[Core Rules#Core Missions | Control Points]]&lt;br /&gt;
&lt;br /&gt;
== Pre Turn: ==&lt;br /&gt;
&lt;br /&gt;
Team 1: Rolled 3&lt;br /&gt;
&lt;br /&gt;
Team 2: Rolled 2&lt;br /&gt;
&lt;br /&gt;
Team 1 wins initiative.&lt;br /&gt;
&lt;br /&gt;
=== Report ===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have the time or energy to do a proper play by play. &lt;br /&gt;
&lt;br /&gt;
Basically the alto flew in the air, and kept shooting with a gatling gun while the portanova shot back with a shotgun. &lt;br /&gt;
neither side killed the other, also the dog was in the back racking up points because *someone* didn&#039;t put secondary objectives on the fucking rules so I could test them. So I lost because of being unable to kill the portanova and not moving. Which was stupid of me I realize.&lt;br /&gt;
&lt;br /&gt;
I did get to use both Double tap and whatever improved critical hit traits. That came up a grand sum total of once and I did one extra hit. Still didn&#039;t&#039; kill them because I basically couldn&#039;t do enough damage because of the cost of the Military weapon gatling.&lt;br /&gt;
&lt;br /&gt;
Outside of this and my own stupidity. I realized that the longest thing we did was figuring out stats and building the units. (Also fiddling with the gatling gun, I could just not get the model to hold it properly.) The game was phenomenally short without the setup. I believe with changes to my cards to be modified stats of associated Units instead of just basic numbers that could improve the overall speed of building. Also I have not included Dog weapons in the equipment of the dog. This will need to be remedied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:After Action Reports]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22348</id>
		<title>AAR:Operation First Test</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22348"/>
		<updated>2026-04-27T00:06:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Minor Edits to make this slightly more readable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Operation First Test&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date:&#039;&#039;&#039; 4/25/26&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&#039;&#039;&#039;Team 1:&#039;&#039;&#039;&lt;br /&gt;
* Portanova&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
* Dog&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&#039;&#039;&#039;Team 2:&#039;&#039;&#039;&lt;br /&gt;
* Alto&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&lt;br /&gt;
== Deployment: == &lt;br /&gt;
[[Core Rules#Deployment Areas|Long Side Deployment]]&lt;br /&gt;
== Mission:== &lt;br /&gt;
[[Core Rules#Core Missions | Control Points]]&lt;br /&gt;
&lt;br /&gt;
== Pre Turn: ==&lt;br /&gt;
&lt;br /&gt;
Team 1: Rolled 3&lt;br /&gt;
&lt;br /&gt;
Team 2: Rolled 2&lt;br /&gt;
&lt;br /&gt;
Team 1 wins initiative.&lt;br /&gt;
&lt;br /&gt;
=== Report ===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have the time or energy to do a proper play by play. &lt;br /&gt;
&lt;br /&gt;
Basically the alto flew in the air, and kept shooting with a gatling gun while the portanova shot back with a shotgun. &lt;br /&gt;
neither side killed the other, also the dog was in the back racking up points because *someone* didn&#039;t put secondary objectives on the fucking rules so I could test them. So I lost because of being unable to kill the portanova and not moving. Which was stupid of me I realize.&lt;br /&gt;
&lt;br /&gt;
I did get to use both Double tap and whatever improved critical hit traits. That came up a grand sum total of once and I did one extra hit. Still didn&#039;t&#039; kill them because I basically couldn&#039;t do enough damage because of the cost of the Military weapon gatling.&lt;br /&gt;
&lt;br /&gt;
Outside of this and my own stupidity. I realized that the longest thing we did was figuring out stats and building the units. (Also fiddling with the gatling gun, I could just not get the model to hold it properly.) The game was phenomenally short without the setup. I believe with changes to my cards to be modified stats of associated Units instead of just basic numbers that could improve the overall speed of building. Also I have not included Dog weapons in the equipment of the dog. This will need to be remedied.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22347</id>
		<title>AAR:Operation First Test</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22347"/>
		<updated>2026-04-26T23:29:07Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;Operation First Test  &amp;#039;&amp;#039;&amp;#039;Date:&amp;#039;&amp;#039;&amp;#039; 4/25/26  == Teams == &amp;#039;&amp;#039;&amp;#039;Team 1:&amp;#039;&amp;#039;&amp;#039; * Portanova ** DC:  ** System: ** Mods: ** Traits: ** Equipment: * Dog ** DC:  ** System: ** Mods: ** Traits: ** Equipment: &amp;#039;&amp;#039;&amp;#039;Team 2:&amp;#039;&amp;#039;&amp;#039; * Alto ** DC:  ** System: ** Mods: ** Traits: ** Equipment:  == Deployment: ==  Long Side Deployment == Mission:==   Control Points  == Pre Turn: == Team 1: Rolled 3 Team 2: Rolled 2 Team 1 wins initi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Operation First Test&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date:&#039;&#039;&#039; 4/25/26&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&#039;&#039;&#039;Team 1:&#039;&#039;&#039;&lt;br /&gt;
* Portanova&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
* Dog&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&#039;&#039;&#039;Team 2:&#039;&#039;&#039;&lt;br /&gt;
* Alto&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&lt;br /&gt;
== Deployment: == &lt;br /&gt;
[[Core Rules#Long Side Deployment |Long Side Deployment]]&lt;br /&gt;
== Mission:== &lt;br /&gt;
[[Core Rules#Control Points | Control Points]]&lt;br /&gt;
&lt;br /&gt;
== Pre Turn: ==&lt;br /&gt;
Team 1: Rolled 3&lt;br /&gt;
Team 2: Rolled 2&lt;br /&gt;
Team 1 wins initiative.&lt;br /&gt;
&lt;br /&gt;
=== Report ===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t&#039; have the time or energy to do a proper play by play. &lt;br /&gt;
Basically the alto flew in the air, and kept shooting with a gatling gun while the portanova shot back with a shotgun. &lt;br /&gt;
neither side killed the other, also the dog was in the back racking up points because *someone* didn&#039;t put secondary objectives on the fucking rules so I could test them. So I lost because of being unable to kill the portanova and not moving. Which was stupid of me I realize.&lt;br /&gt;
&lt;br /&gt;
I did get to use both Double tap and whatever improved critical hit traits. That came up a grand sum total of once and I did one extra hit. Still didn&#039;t&#039; kill them because I basically couldn&#039;t do enough damage because of the cost of the Military weapon gatling.&lt;br /&gt;
&lt;br /&gt;
Outside of this and my own stupidity. I realized that the longest thing we did was figuring out stats and building the units. (Also fiddling with the gatling gun, I could just not get the model to hold it properly.) The game was phenominally short without the setup. I believe with changes to my cards to be modified stats of associated Units instead of just basic numbers that could improve the overall speed of building. Also I have not included Dog weapons in the equipment of the dog. This will need to be remedied.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22346</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22346"/>
		<updated>2026-04-26T00:50:38Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: reverting to old version before shenanigans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Durability|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22345</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22345"/>
		<updated>2026-04-26T00:38:31Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] &lt;br /&gt;
| {{#lst:Alto knife|Durability}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22344</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22344"/>
		<updated>2026-04-26T00:34:03Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;&amp;lt;section begin=&amp;quot;Image&amp;quot; /&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;section end=&amp;quot;Image&amp;quot; /&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;Durability&amp;quot; /&amp;gt;{{{Durability|}}}&amp;lt;section end=&amp;quot;Durability&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;Range&amp;quot; /&amp;gt;{{{Range|}}}&amp;lt;section end=&amp;quot;Range&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;BaseDamage&amp;quot; /&amp;gt;{{{BaseDamage|}}}&amp;lt;section end=&amp;quot;BaseDamage&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin= &amp;quot;AP&amp;quot; /&amp;gt;{{{AP|}}}&amp;lt;section end=&amp;quot;AP&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;DamageType&amp;quot; /&amp;gt;{{{DamageType|}}}&amp;lt;section end=&amp;quot;DamageType&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;System&amp;quot; /&amp;gt;{{{System|}}}&amp;lt;section end=&amp;quot;System&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin= &amp;quot;Tags&amp;quot; /&amp;gt;{{{Tags|}}}&amp;lt;section end=&amp;quot;Tags&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;DeploymentCost&amp;quot; /&amp;gt;{{{DeploymentCost|}}}&amp;lt;section end=&amp;quot;DeploymentCost&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Creation&amp;diff=22343</id>
		<title>Unit Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Creation&amp;diff=22343"/>
		<updated>2026-04-26T00:10:56Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: modified it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect:[[Unit Datasheet Creation]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=File:Alto-ground-type-olive-drab.png&amp;diff=22342</id>
		<title>File:Alto-ground-type-olive-drab.png</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=File:Alto-ground-type-olive-drab.png&amp;diff=22342"/>
		<updated>2026-04-26T00:09:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=File:FullArmorAlto.png&amp;diff=22341</id>
		<title>File:FullArmorAlto.png</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=File:FullArmorAlto.png&amp;diff=22341"/>
		<updated>2026-04-26T00:06:20Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22339</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22339"/>
		<updated>2026-04-24T12:09:57Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
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{{{General|}}}&lt;br /&gt;
{{#if:{{{Parts List|}}}|&lt;br /&gt;
== Parts List ==&lt;br /&gt;
{{{Parts List}}}}}&lt;br /&gt;
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{{#if:{{{Stats|}}}|&lt;br /&gt;
== Wargame Stats ==&lt;br /&gt;
{{{Stats}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{KitInfo&lt;br /&gt;
| Name = &amp;lt;!-- Optional --&amp;gt;&lt;br /&gt;
| Kit ID = &amp;lt;!-- OP-# or *EXM-### whatever is the number on the kit --&amp;gt;&lt;br /&gt;
| PDD ID = &amp;lt;!-- The ID of the kit in the Parts and Data Document --&amp;gt;&lt;br /&gt;
| Faction = &amp;lt;!-- Which ever faction &amp;quot;owns&amp;quot; the kit. If it&#039;s a generic kit leave it blank--&amp;gt;&lt;br /&gt;
| Release Date = &amp;lt;!-- Whenever the kit came out --&amp;gt;&lt;br /&gt;
| General = &amp;lt;!-- This is where you&#039;ll put most of the base information for the kit And if you&#039;re going to add Fanon, use a h2 title before hand --&amp;gt;&lt;br /&gt;
| Parts list = &amp;lt;!-- This should be a list of parts. You can rip it off from the PDD or whatever. I just want an inventory here as well. --&amp;gt;&lt;br /&gt;
| Stats = &amp;lt;!-- We&#039;ll have to put a table here. I&#039;ll generic one out at some point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22338</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22338"/>
		<updated>2026-04-24T12:09:38Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KitSideNav&lt;br /&gt;
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{{{Parts List}}}}}&lt;br /&gt;
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{{#if:{{{Stats|}}}|&lt;br /&gt;
== Wargame Stats ==&lt;br /&gt;
{{{Stats}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{KitInfo&lt;br /&gt;
| Name = &amp;lt;!-- Optional --&amp;gt;&lt;br /&gt;
| Kit ID = &amp;lt;!-- OP-# or *EXM-### whatever is the number on the kit --&amp;gt;&lt;br /&gt;
| PDD ID = &amp;lt;!-- The ID of the kit in the Parts and Data Document --&amp;gt;&lt;br /&gt;
| Faction = &amp;lt;!-- Which ever faction &amp;quot;owns&amp;quot; the kit. If it&#039;s a generic kit leave it blank--&amp;gt;&lt;br /&gt;
| Release Date = &amp;lt;!-- Whenever the kit came out --&amp;gt;&lt;br /&gt;
| General = &amp;lt;!-- This is where you&#039;ll put most of the base information for the kit And if you&#039;re going to add Fanon, use a h2 title before hand --&amp;gt;&lt;br /&gt;
| Parts list = &amp;lt;!-- This should be a list of parts. You can rip it off from the PDD or whatever. I just want an inventory here as well. --&amp;gt;&lt;br /&gt;
| Stats = &amp;lt;!-- We&#039;ll have to put a table here. I&#039;ll generic one out at some point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
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{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22337</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22337"/>
		<updated>2026-04-24T12:08:44Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
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&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
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{{#if:{{{Release Date|}}}|&lt;br /&gt;
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&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#if:{{{Faction|}}}|[[Category:{{{Faction|}}}]]}}[[Category:Model Kit]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22336</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22336"/>
		<updated>2026-04-24T12:08:13Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:{{{BoxImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Kit ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Kit ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt;PDD ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{PDD ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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{{#if:{{{Faction|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
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{{#if:{{{Release Date|}}}|&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;th&amp;gt; ~ &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
{{#if:{{{Faction}}}|[[Category:{{{Faction}}}]]}}[[Category:Model Kit]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22335</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22335"/>
		<updated>2026-04-24T12:05:48Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:{{{BoxImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Kit ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Kit ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt;Faction:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Faction|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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{{#if:{{{Release Date|}}}|&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;th&amp;gt; ~ &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;tr&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:{{{Faction|}}}]][[Category:Model Kit]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitNav&amp;diff=22334</id>
		<title>Template:KitNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitNav&amp;diff=22334"/>
		<updated>2026-04-24T11:53:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;&amp;lt;center&amp;gt; {|class=&amp;quot;mw-collapsible mw-collapsed table&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;width:800px; border: thin solid black; |- !align=center colspan=4 bgcolor=&amp;quot;#D3...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed table&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;width:800px; border: thin solid black;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=4 bgcolor=&amp;quot;#D3D3D3&amp;quot; | &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Units&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=center |[[Earth Alliance]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[eEXM-17 Alto (Kit)]]&lt;br /&gt;
| align=center | [[eEXM-21 Rabiot (Kit)]]&lt;br /&gt;
| align=center | [[eEXM-30 Essposito (Kit)]] &lt;br /&gt;
|-&lt;br /&gt;
! align=center | [[Byron Army]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[bEXM-15 Portanova (Kit)]]&lt;br /&gt;
| align=center | [[bEXM-14T Cielnova (Kit)]]&lt;br /&gt;
| align=center | [[bEXM-28 Revernova (Kit)]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22333</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22333"/>
		<updated>2026-04-24T11:45:52Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KitSideNav&lt;br /&gt;
| Name = {{{Name|}}}&lt;br /&gt;
| Kit ID = {{{Kit ID|}}}&lt;br /&gt;
| PDD ID = {{{PDD ID|}}}&lt;br /&gt;
| Faction = {{{Faction|}}}&lt;br /&gt;
| Release Date = {{{Release Date|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{{General|}}}&lt;br /&gt;
{{#if:{{{Parts List|}}}|&lt;br /&gt;
== Parts List ==&lt;br /&gt;
{{{Parts List}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{Stats|}}}|&lt;br /&gt;
== Wargame Stats ==&lt;br /&gt;
{{{Stats}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{KitInfo&lt;br /&gt;
| Name = &amp;lt;!-- Optional --&amp;gt;&lt;br /&gt;
| Kit ID = &amp;lt;!-- OP-# or *EXM-### whatever is the number on the kit --&amp;gt;&lt;br /&gt;
| PDD ID = &amp;lt;!-- The ID of the kit in the Parts and Data Document --&amp;gt;&lt;br /&gt;
| Faction = &amp;lt;!-- Which ever faction &amp;quot;owns&amp;quot; the kit. If it&#039;s a generic kit put N/A --&amp;gt;&lt;br /&gt;
| Release Date = &amp;lt;!-- Whenever the kit came out --&amp;gt;&lt;br /&gt;
| General = &amp;lt;!-- This is where you&#039;ll put most of the base information for the kit And if you&#039;re going to add Fanon, use a h2 title before hand --&amp;gt;&lt;br /&gt;
| Parts list = &amp;lt;!-- This should be a list of parts. You can rip it off from the PDD or whatever. I just want an inventory here as well. --&amp;gt;&lt;br /&gt;
| Stats = &amp;lt;!-- We&#039;ll have to put a table here. I&#039;ll generic one out at some point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22332</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22332"/>
		<updated>2026-04-24T11:38:50Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;{{KitSideNav | Name = {{{Name|}}} | Kit ID = {{{Kit ID|}}} | PDD ID = {{{PDD ID|}}} | Faction = {{{Faction|}}} | Release Date = {{{Release Date|}}} }} {{{General|}}} {{#if:{{{...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KitSideNav&lt;br /&gt;
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| Kit ID = {{{Kit ID|}}}&lt;br /&gt;
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}}&lt;br /&gt;
{{{General|}}}&lt;br /&gt;
{{#if:{{{Parts List|}}}|&lt;br /&gt;
== Parts List ==&lt;br /&gt;
{{{Parts List}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{Stats|}}}|&lt;br /&gt;
== Wargame Stats ==&lt;br /&gt;
{{{Stats}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22331</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22331"/>
		<updated>2026-04-24T11:29:01Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt; {{#if:{{{BoxImg|}}}| &amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;File:{{{BoxImg...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:{{{BoxImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Kit ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Kit ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;PDD ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{PDD ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Faction:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Faction|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if:{{{Release Date|}}}|&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;th&amp;gt; ~ &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;}}&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:{{{Faction|}}}]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22329</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22329"/>
		<updated>2026-04-23T17:16:10Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span id=&amp;quot;Durability&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22328</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22328"/>
		<updated>2026-04-23T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;onlyinclude&amp;gt;{{{Durability|}}}&amp;lt;/onlyinclude&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22327</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22327"/>
		<updated>2026-04-23T17:13:12Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span id=&amp;quot;Durability&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22326</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22326"/>
		<updated>2026-04-23T17:08:53Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] &lt;br /&gt;
| {{Alto knife#Durability}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22325</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22325"/>
		<updated>2026-04-23T17:04:39Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] | [[Alto knife/Durability]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22324</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22324"/>
		<updated>2026-04-23T17:03:44Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22323</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22323"/>
		<updated>2026-04-23T17:02:00Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div id=&amp;quot;{{PAGENAME}}_Durability&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22322</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22322"/>
		<updated>2026-04-23T16:53:00Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] | [[Alto knife/durability]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Category:Weapons&amp;diff=22321</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Category:Weapons&amp;diff=22321"/>
		<updated>2026-04-23T16:38:35Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main Article: [[Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22320</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22320"/>
		<updated>2026-04-23T16:37:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;Category:Weapons&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Arcana&amp;diff=22319</id>
		<title>Arcana</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Arcana&amp;diff=22319"/>
		<updated>2026-04-22T17:53:21Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: I forgot mediawiki uses * not -&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Year 2XXX, a new gate appeared on [[Earth]]. Unlike previous incidents like [[Skyfall]] and [[Maxion’s Gate]], there was no sign of invasion or any threats. The EA and [[CYRUS]] sent their expedition teams to the new gate. The new gate leads to desolate lands where vegetation is within sight, but there’s no sign of sentient beings, let alone civilization. The [[EA]] called this land Arcana. The EA established the Frontier base around Arcana’s Gate and began to explore Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arcana: Land of Mystery ==&lt;br /&gt;
The campaign takes place in the land of Arcana, which is physically similar to Earth. Arcana has a variety of terrain where out-of-the-ordinary vegetation and glimpses of civilization can be found.&lt;br /&gt;
&lt;br /&gt;
According to theories by CYRUS researchers, Arcana is supposed to harbor high-end civilization and technology; Arcana’s Gate is prominent evidence for this theory. There are ruins—another evidence that some kind of civilization used to live in Arcana.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities with Earth, Arcana is a land full of unpredictability: a freezing tundra side by side with a vast and scorching desert, a massive sea of giant trees, canyon formations with metal-like characteristics, plains with lightning strikes without rain, and many abnormalities that increase the difficulty of fully exploring Arcana. &lt;br /&gt;
&lt;br /&gt;
=== Main Areas ===&lt;br /&gt;
&#039;&#039;&#039;Thunderwild Plains&#039;&#039;&#039;: Large open plains where lightning can strike without a cloud in the sky. It is a dangerous place to travel through in the day; however, nighttime lightning strikes are less frequent than in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ecliptic Sandsea&#039;&#039;&#039;: A large desert split between the Frostpyre Tundra and Scouring Desert. Its temperatures are a pleasant middle ground between the harsh temperatures of its neighboring regions.&lt;br /&gt;
Scouring Desert: A hostile desert where even EXAMAC&lt;br /&gt;
s are not safe from the desert&#039;s vicious sandstorms. Most wildlife prefers to live underground in vast cavern networks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostpyre Tundra&#039;&#039;&#039;: A vast glacial plain that got its name from the tall glacial spikes with glowing bases that are strewn about the locale. Its snowstorms can freeze even the most well-insulated EXAMACs solid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arboreal Sea&#039;&#039;&#039;: A truly massive forest that spreads for hundreds of miles in every direction, with one truly massive tree known as the First Tree in the center of the forest. All kinds of vegetation similar to those on Earth can be found growing in the Arboreal Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razormaw Canyon&#039;&#039;&#039;: A large canyon whose bottom and sides are covered in massive and deadly, razor-sharp rocks. One misstep can badly damage an EXAMACs.&lt;br /&gt;
&lt;br /&gt;
=== The Frontiers ===&lt;br /&gt;
The Earth Alliance’s objectives in Arcana are to unravel the mystery behind Arcana’s Gate and to explore the land of Arcana for the possibility of colonization, given the similarities between Earth and Arcana. Aside from the forces from the EA and CYRUS’s Arcana branch, the Frontiers also employs various PMC groups; this helps the EA to focus on research while the PMCs explore the land of Arcana.&lt;br /&gt;
&lt;br /&gt;
The discoveries: the energy source of Arcana&#039;s Gate is located in the middle of Arcana. Most minerals found in Arcana have the same properties as minerals on Earth. Arcana has unique radio waves that disrupt long-distance communication and navigation systems.&lt;br /&gt;
The Frontier established smaller bases throughout Arcana, with the EA forces centralized in the Frontiers and the outpost bases managed by the PMCs.&lt;br /&gt;
&lt;br /&gt;
=== The Encounter ===&lt;br /&gt;
During an exploration mission, EA forces encounter unpleasant yet familiar figures: EXAMACs of the Byron and Maxion forces. Arcana’s Gates did not appear on Earth exclusively; they also appeared on both Byron’s and Maxion’s planets respectively. The mission objective changed from exploration and discovery to a race between three forces to discover the lost technology and civilization of Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions: The Combatants ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Alliance ===&lt;br /&gt;
&lt;br /&gt;
=== Byron ===&lt;br /&gt;
&lt;br /&gt;
=== Maxion ===&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay: The Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Victory Condition === &lt;br /&gt;
&lt;br /&gt;
=== Hex Map Gameplay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I&#039;m going to put a base map. I&#039;m not sure how big to make it yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map Sections ====&lt;br /&gt;
&amp;lt;!-- I didn&#039;t think these were individual hexes. So I&#039;m thinking we have the map and it&#039;s got all these major sections with specific hexes inside them. They can share hex types based on what&#039;s supposed to be inside them. Then we can do water hexes surrounding it. --&amp;gt;&lt;br /&gt;
* Thunderwild Plains &lt;br /&gt;
* Ecliptic Sandsea&lt;br /&gt;
* Frostpyre Tundra&lt;br /&gt;
* The Arboreal Sea&lt;br /&gt;
* Razormaw Canyon&lt;br /&gt;
&lt;br /&gt;
==== Hex Types ====&lt;br /&gt;
&amp;lt;!-- Based on what others have said we may need to include ruins and shit. Not sure. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
&lt;br /&gt;
=== Skirmishes ===&lt;br /&gt;
&lt;br /&gt;
==== Narrative Missions ====&lt;br /&gt;
&lt;br /&gt;
===== Hex Effects =====&lt;br /&gt;
&lt;br /&gt;
==== Mission Effects ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Arcana&amp;diff=22318</id>
		<title>Arcana</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Arcana&amp;diff=22318"/>
		<updated>2026-04-22T17:47:26Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Year 2XXX, a new gate appeared on [[Earth]]. Unlike previous incidents like [[Skyfall]] and [[Maxion’s Gate]], there was no sign of invasion or any threats. The EA and [[CYRUS]] sent their expedition teams to the new gate. The new gate leads to desolate lands where vegetation is within sight, but there’s no sign of sentient beings, let alone civilization. The [[EA]] called this land Arcana. The EA established the Frontier base around Arcana’s Gate and began to explore Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arcana: Land of Mystery ==&lt;br /&gt;
The campaign takes place in the land of Arcana, which is physically similar to Earth. Arcana has a variety of terrain where out-of-the-ordinary vegetation and glimpses of civilization can be found.&lt;br /&gt;
&lt;br /&gt;
According to theories by CYRUS researchers, Arcana is supposed to harbor high-end civilization and technology; Arcana’s Gate is prominent evidence for this theory. There are ruins—another evidence that some kind of civilization used to live in Arcana.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities with Earth, Arcana is a land full of unpredictability: a freezing tundra side by side with a vast and scorching desert, a massive sea of giant trees, canyon formations with metal-like characteristics, plains with lightning strikes without rain, and many abnormalities that increase the difficulty of fully exploring Arcana. &lt;br /&gt;
&lt;br /&gt;
=== Main Areas ===&lt;br /&gt;
&#039;&#039;&#039;Thunderwild Plains&#039;&#039;&#039;: Large open plains where lightning can strike without a cloud in the sky. It is a dangerous place to travel through in the day; however, nighttime lightning strikes are less frequent than in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ecliptic Sandsea&#039;&#039;&#039;: A large desert split between the Frostpyre Tundra and Scouring Desert. Its temperatures are a pleasant middle ground between the harsh temperatures of its neighboring regions.&lt;br /&gt;
Scouring Desert: A hostile desert where even EXAMAC&lt;br /&gt;
s are not safe from the desert&#039;s vicious sandstorms. Most wildlife prefers to live underground in vast cavern networks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostpyre Tundra&#039;&#039;&#039;: A vast glacial plain that got its name from the tall glacial spikes with glowing bases that are strewn about the locale. Its snowstorms can freeze even the most well-insulated EXAMACs solid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arboreal Sea&#039;&#039;&#039;: A truly massive forest that spreads for hundreds of miles in every direction, with one truly massive tree known as the First Tree in the center of the forest. All kinds of vegetation similar to those on Earth can be found growing in the Arboreal Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razormaw Canyon&#039;&#039;&#039;: A large canyon whose bottom and sides are covered in massive and deadly, razor-sharp rocks. One misstep can badly damage an EXAMACs.&lt;br /&gt;
&lt;br /&gt;
=== The Frontiers ===&lt;br /&gt;
The Earth Alliance’s objectives in Arcana are to unravel the mystery behind Arcana’s Gate and to explore the land of Arcana for the possibility of colonization, given the similarities between Earth and Arcana. Aside from the forces from the EA and CYRUS’s Arcana branch, the Frontiers also employs various PMC groups; this helps the EA to focus on research while the PMCs explore the land of Arcana.&lt;br /&gt;
&lt;br /&gt;
The discoveries: the energy source of Arcana&#039;s Gate is located in the middle of Arcana. Most minerals found in Arcana have the same properties as minerals on Earth. Arcana has unique radio waves that disrupt long-distance communication and navigation systems.&lt;br /&gt;
The Frontier established smaller bases throughout Arcana, with the EA forces centralized in the Frontiers and the outpost bases managed by the PMCs.&lt;br /&gt;
&lt;br /&gt;
=== The Encounter ===&lt;br /&gt;
During an exploration mission, EA forces encounter unpleasant yet familiar figures: EXAMACs of the Byron and Maxion forces. Arcana’s Gates did not appear on Earth exclusively; they also appeared on both Byron’s and Maxion’s planets respectively. The mission objective changed from exploration and discovery to a race between three forces to discover the lost technology and civilization of Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions: The Combatants ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Alliance ===&lt;br /&gt;
&lt;br /&gt;
=== Byron ===&lt;br /&gt;
&lt;br /&gt;
=== Maxion ===&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay: The Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Victory Condition === &lt;br /&gt;
&lt;br /&gt;
=== Hex Map Gameplay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I&#039;m going to put a base map. I&#039;m not sure how big to make it yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map Sections ====&lt;br /&gt;
&amp;lt;!-- I didn&#039;t think these were individual hexes. So I&#039;m thinking we have the map and it&#039;s got all these major sections with specific hexes inside them. They can share hex types based on what&#039;s supposed to be inside them. Then we can do water hexes surrounding it. --&amp;gt;&lt;br /&gt;
- Thunderwild Plains &lt;br /&gt;
- Ecliptic Sandsea&lt;br /&gt;
- Frostpyre Tundra&lt;br /&gt;
- The Arboreal Sea&lt;br /&gt;
- Razormaw Canyon&lt;br /&gt;
&lt;br /&gt;
==== Hex Types ====&lt;br /&gt;
&amp;lt;!-- Based on what others have said we may need to include ruins and shit. Not sure. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
&lt;br /&gt;
=== Skirmishes ===&lt;br /&gt;
&lt;br /&gt;
==== Narrative Missions ====&lt;br /&gt;
&lt;br /&gt;
===== Hex Effects =====&lt;br /&gt;
&lt;br /&gt;
==== Mission Effects ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Arcana&amp;diff=22317</id>
		<title>Arcana</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Arcana&amp;diff=22317"/>
		<updated>2026-04-22T17:45:51Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added a bunch of stuff to deal with the combat and other non-story parts of the gameplay. it&amp;#039;s just a basic since I can&amp;#039;t do specifics yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Year 2XXX, a new gate appeared on Earth. Unlike previous incidents like Skyfall and Maxion’s Gate, there was no sign of invasion or any threats. The EA and [[CYRUS]] sent their expedition teams to the new gate. The new gate leads to desolate lands where vegetation is within sight, but there’s no sign of sentient beings, let alone civilization. The EA called this land Arcana. The EA established the Frontier base around Arcana’s Gate and began to explore Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arcana: Land of Mystery ==&lt;br /&gt;
The campaign takes place in the land of Arcana, which is physically similar to Earth. Arcana has a variety of terrain where out-of-the-ordinary vegetation and glimpses of civilization can be found.&lt;br /&gt;
&lt;br /&gt;
According to theories by CYRUS researchers, Arcana is supposed to harbor high-end civilization and technology; Arcana’s Gate is prominent evidence for this theory. There are ruins—another evidence that some kind of civilization used to live in Arcana.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities with Earth, Arcana is a land full of unpredictability: a freezing tundra side by side with a vast and scorching desert, a massive sea of giant trees, canyon formations with metal-like characteristics, plains with lightning strikes without rain, and many abnormalities that increase the difficulty of fully exploring Arcana. &lt;br /&gt;
&lt;br /&gt;
=== Main Areas ===&lt;br /&gt;
&#039;&#039;&#039;Thunderwild Plains&#039;&#039;&#039;: Large open plains where lightning can strike without a cloud in the sky. It is a dangerous place to travel through in the day; however, nighttime lightning strikes are less frequent than in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ecliptic Sandsea&#039;&#039;&#039;: A large desert split between the Frostpyre Tundra and Scouring Desert. Its temperatures are a pleasant middle ground between the harsh temperatures of its neighboring regions.&lt;br /&gt;
Scouring Desert: A hostile desert where even EXAMAC&lt;br /&gt;
s are not safe from the desert&#039;s vicious sandstorms. Most wildlife prefers to live underground in vast cavern networks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostpyre Tundra&#039;&#039;&#039;: A vast glacial plain that got its name from the tall glacial spikes with glowing bases that are strewn about the locale. Its snowstorms can freeze even the most well-insulated EXAMACs solid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arboreal Sea&#039;&#039;&#039;: A truly massive forest that spreads for hundreds of miles in every direction, with one truly massive tree known as the First Tree in the center of the forest. All kinds of vegetation similar to those on Earth can be found growing in the Arboreal Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razormaw Canyon&#039;&#039;&#039;: A large canyon whose bottom and sides are covered in massive and deadly, razor-sharp rocks. One misstep can badly damage an EXAMACs.&lt;br /&gt;
&lt;br /&gt;
=== The Frontiers ===&lt;br /&gt;
The Earth Alliance’s objectives in Arcana are to unravel the mystery behind Arcana’s Gate and to explore the land of Arcana for the possibility of colonization, given the similarities between Earth and Arcana. Aside from the forces from the EA and CYRUS’s Arcana branch, the Frontiers also employs various PMC groups; this helps the EA to focus on research while the PMCs explore the land of Arcana.&lt;br /&gt;
&lt;br /&gt;
The discoveries: the energy source of Arcana&#039;s Gate is located in the middle of Arcana. Most minerals found in Arcana have the same properties as minerals on Earth. Arcana has unique radio waves that disrupt long-distance communication and navigation systems.&lt;br /&gt;
The Frontier established smaller bases throughout Arcana, with the EA forces centralized in the Frontiers and the outpost bases managed by the PMCs.&lt;br /&gt;
&lt;br /&gt;
=== The Encounter ===&lt;br /&gt;
During an exploration mission, EA forces encounter unpleasant yet familiar figures: EXAMACs of the Byron and Maxion forces. Arcana’s Gates did not appear on Earth exclusively; they also appeared on both Byron’s and Maxion’s planets respectively. The mission objective changed from exploration and discovery to a race between three forces to discover the lost technology and civilization of Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions: The Combatants ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Alliance ===&lt;br /&gt;
&lt;br /&gt;
=== Byron ===&lt;br /&gt;
&lt;br /&gt;
=== Maxion ===&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay: The Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Victory Condition === &lt;br /&gt;
&lt;br /&gt;
=== Hex Map Gameplay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I&#039;m going to put a base map. I&#039;m not sure how big to make it yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map Sections ====&lt;br /&gt;
&amp;lt;!-- I didn&#039;t think these were individual hexes. So I&#039;m thinking we have the map and it&#039;s got all these major sections with specific hexes inside them. They can share hex types based on what&#039;s supposed to be inside them. Then we can do water hexes surrounding it. --&amp;gt;&lt;br /&gt;
- Thunderwild Plains &lt;br /&gt;
- Ecliptic Sandsea&lt;br /&gt;
- Frostpyre Tundra&lt;br /&gt;
- The Arboreal Sea&lt;br /&gt;
- Razormaw Canyon&lt;br /&gt;
&lt;br /&gt;
==== Hex Types ====&lt;br /&gt;
&amp;lt;!-- Based on what others have said we may need to include ruins and shit. Not sure. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
&lt;br /&gt;
=== Skirmishes ===&lt;br /&gt;
&lt;br /&gt;
==== Narrative Missions ====&lt;br /&gt;
&lt;br /&gt;
===== Hex Effects =====&lt;br /&gt;
&lt;br /&gt;
==== Mission Effects ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22316</id>
		<title>Template:CoreNavigation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22316"/>
		<updated>2026-04-22T17:25:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use &amp;lt;nowiki&amp;gt;{{CoreNavigation}}&amp;lt;/nowiki&amp;gt; to use the template&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border:2px solid black;padding:0.5em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 align=center scope=colgroup | Core Rules&lt;br /&gt;
|-style=&amp;quot;background-color:#fbfbfb&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|[[Core Rules]] | [[Unit Datasheet Creation]] | [[Abilities]] | [[Lore]]&lt;br /&gt;
|- style=&amp;quot;background-color:#eeeeee&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22315</id>
		<title>Template:CoreNavigation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22315"/>
		<updated>2026-04-22T17:24:43Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use &amp;lt;nowiki&amp;gt;{{CoreNavigation}}&amp;lt;/nowiki&amp;gt; to use the template&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border:2px solid black;padding:0.5em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 align=center scope=colgroup | Core Rules&lt;br /&gt;
|-style=&amp;quot;background-color:#fbfbfb&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|[[Core Rules]] | [[Unit Datasheet Creation]] | [[Abilities]] &lt;br /&gt;
|- style=&amp;quot;background-color:#eeeeee&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22314</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22314"/>
		<updated>2026-04-22T17:23:32Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Unit Datasheet section provides a detailed breakdown of every module found on a datasheet and explains how each part functions during gameplay.&lt;br /&gt;
&lt;br /&gt;
While the Gameplay Components section introduces the datasheet at a high level, this section serves as the complete guide to understanding, interpreting, and using the information it contains. Each module is examined in depth, covering its purpose, its function during gameplay, and how a player can construct their own datasheets.&lt;br /&gt;
&lt;br /&gt;
For players creating custom Units, a Datasheet Companion PDF is available on the 30MM: Wargame website. This companion tool automates many of the calculations and formatting steps described in this section and is the preferred method for building Units, though manual construction using these rules is fully supported.&lt;br /&gt;
&lt;br /&gt;
Throughout this section, the [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit?gid=1360820555#gid=1360820555 Parts &amp;amp; Data Document (PDD)] is reference. &lt;br /&gt;
&lt;br /&gt;
== Unit Sections Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit is constructed from individual parts. When these individual parts are assembled into functional body components such as arms, legs, torsos, or cockpits, these are referred to as Unit Sections. This module records only the essential Sections that make up the Unit’s base frame. Optional attachments such as extra thrusters, jetpacks, external boosters, fins, or decorative wings are not listed here; those components are treated as Equipment and are recorded in the Weapons &amp;amp; Equipment Inventory instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit Section has three categories:&lt;br /&gt;
* Name: The name of the Unit Section (head, left arm, right leg, torso, etc). &lt;br /&gt;
* Max Durability: The total durability the section has when undamaged.&lt;br /&gt;
* Current Durability: A writable field used to track remaining durability as damage is taken.&lt;br /&gt;
&lt;br /&gt;
When naming a Unit Section, any section responsible for providing movement must include the appropriate Movement Mechanism tag. For example, a left leg assembly that enables terrestrial movement would be labeled “Left Leg [TRS]”&lt;br /&gt;
&lt;br /&gt;
When a Unit Section’s Current Durability reaches 0, that section is destroyed and the Unit suffers any associated penalties (loss of movement, weapons, sensors, etc.).&lt;br /&gt;
The Total Durability at the bottom of the module is the sum of all Max Durability Points and represents the Unit’s base Deployment Cost before adding weapons, a pilot, or Systems/Mods/Traits.&lt;br /&gt;
&lt;br /&gt;
This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To build your own Unit Section:&lt;br /&gt;
# Identify all Sections the Unit has.&lt;br /&gt;
#* Mech Units typically include: head, torso, left arm, right arm, left leg, right leg.&lt;br /&gt;
#* Vehicle Units include a cockpit and at least one drive section (wheels, treads, wings, etc).&lt;br /&gt;
# Determine the Max Durability of each Section. Use the ‘Parts &amp;amp; Data’ document on the website to find the stats of each part that makes up a Unit or its weapon.&lt;br /&gt;
#* Start with the Parts Search tab to locate stats by part name, kit, or another identifier.&lt;br /&gt;
#* Then move to the Core Section Calculator tab.&lt;br /&gt;
#* Enter the Name and Notation of every part used in a given Unit Section. The calculator totals Max Durability for you. While experienced players may total the values manually, using the calculator ensures accuracy and teaches players the correct process.&lt;br /&gt;
# Record the values on the Units Datasheet.&lt;br /&gt;
#* Write each Sections Max Durability.&lt;br /&gt;
#* Leave the Current Durability field blank. These will be filled during gameplay.&lt;br /&gt;
#* Sum all Max Durability Points to generate the Units Total Durability, which directly determines its base Deployment Cost.&lt;br /&gt;
&lt;br /&gt;
== Specifications Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications Module provides players with a quick reference to the Unit’s basic performance profile. It defines how the Unit behaves on the battlefield, making it essential for planning movement, combat decisions, and overall strategy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications module contains the following categories:&lt;br /&gt;
* Classification: Indicates the Units overall size. Classification affects rules involving grapples, throws, collisions, and some SMTs.&lt;br /&gt;
* Base AP: Represents the number of Action Points the Unit generates at the start of each activation before any modifiers.&lt;br /&gt;
* Standard Movement: Defines how many hexes the Unit can move during normal (non-thruster) movement.&lt;br /&gt;
* Thruster Movement: Represents the maximum number of hexes the Unit can travel in a straight line when performing a Thruster Movement or Thruster Jump. Thruster Movement enables rapid repositioning maneuvers at the cost of the combat phases. This value is only available if the Unit has thrusters attached.&lt;br /&gt;
* Total Thruster Durability: Shows how much damage the Units thrusters can sustain before becoming inoperable. If the Total Thruster Durability is reduced to 0, the Unit loses access to Thruster Movement and any movement mechanisms requiring thrusters (AIR or AQN). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To construct the Specifications Module, begin by completing the Unit Sections Module. If the player is using the Datasheet Companion PDF, this module will be automatically filled out when the Unit Section Module is completed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording their datasheet manually, reference the chart on the right and fill out the appropriate information based on the Total Durability from the Unit Section Module.&lt;br /&gt;
&lt;br /&gt;
Thruster Movement and Total Thruster Durability remain blank until thruster parts are added to the Unit. If the Unit is equipped with thrusters, identify each thruster type in the Parts List tab in the PDD and record them in the Weapon &amp;amp; Equipment Inventory Module. Add their durability values together and record the total in the Total Thruster Durability field. Once durability is established, calculate the Unit’s Thruster Movement value.&lt;br /&gt;
&lt;br /&gt;
A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.&lt;br /&gt;
&lt;br /&gt;
== Modified Stats Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Modified Stats Module records the three core combat values a Unit uses during gameplay: Accuracy, Assault, and Evasion. These values determine how well the Unit performs offensive and defensive rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each stat is made up of two components:&lt;br /&gt;
* Base Value: Represented by the smaller number beneath the stat name. This value is determined by the Unit’s Core Type and reflects the Unit’s natural proficiency before equipment, systems, modifications, or pilot traits are applied.&lt;br /&gt;
* Modified Value: Represented by the larger number beneath the stat name. This is the final value after all bonuses, penalties, SMT effects, and equipment modifiers are applied. The Modified Value is always used during gameplay &lt;br /&gt;
for attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
Modified Values cannot be reduced below 3 for any stat, and cannot exceed the Unit’s original Base Value for that stat, regardless of modifiers applied.&lt;br /&gt;
&lt;br /&gt;
Units capable of transforming use a special datasheet that’s marked with a “T” at the bottom right corner and display two distinct stat sets, one for each form. These stat sets represent how the Unit’s performance changes based on its physical configuration.&lt;br /&gt;
* Primary Form (Single Arrow): The single upward arrow indicates the Unit’s Base Form, which is always a Mech-type Unit. These values are used whenever the Unit is in its Mech form.&lt;br /&gt;
* Alternate Form (Split Arrow): The split arrow indicates the Unit’s Alternate Form, which is always a Vehicle-type Unit. These values replace the Primary Form stats whenever the Unit transforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Units datasheet, its Base Values are determined by its Core Type, which is explained on the following page.&lt;br /&gt;
Leave all Modified Values blank until the Unit’s equipment, Systems, Mods, and Traits have been fully selected. Once all sources of modifiers are known, apply them together to calculate the final Modified Values, ensuring they remain within the allowed limits.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, modifiers apply only to a single form and do not affect both forms. Choose assignments carefully based on the Unit’s intended role.&lt;br /&gt;
&lt;br /&gt;
== Core Type Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Core Type defines a Unit’s baseline performance. It establishes the Unit’s base statistics and provides inherent bonuses that reflect the intended function of the core frame, such as mobility, action efficiency, or battlefield specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Core Type determines the Unit’s Base Stats, which serve as the foundation for all Modified Stats. These values represent the Unit’s natural capabilities before any Systems, Mods, Traits, or equipment are applied.&lt;br /&gt;
In addition to base statistics, each Core Type may grant intrinsic bonuses, such as increased Action Points, improved movement values, or other role-defining benefits. These bonuses are always active and apply regardless of the Unit’s current equipment loadout.&lt;br /&gt;
&lt;br /&gt;
On the datasheet, the Core Type is represented by an image of the Standard Unit whose chest part defines the core, allowing for quick visual identification of the Unit’s underlying frame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Units datasheet, the Core Type is determined by the chest piece used on the model. Only one Core Type may be chosen per Unit, and it remains fixed regardless of later modifications, equipment changes, or transformations.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, simply select the corresponding Unit from the dropdown menu that matches the chest part being used. All data will autofill in the appropriate areas. The dropdown menu is located in the Pilot Information Module, under the rank. This wont show up when the datasheet is printed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, reference the Core Types tab in the PDD for the corresponding Unit and write down the base stats and any bonuses it may have. An image wont be recorded on the datasheet so it can be left blank.&lt;br /&gt;
&lt;br /&gt;
== Unit Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unit Information Module identifies what the Unit is at a glance. It defines the Unit’s identity, battlefield role, and how it fundamentally moves through the environment. This module ensures all players can quickly understand how the Unit interacts with core rules such as movement, terrain, and targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module is used to determine which rules apply to the Unit.&lt;br /&gt;
* Name is used for identification during play, rules interactions, and scenario objectives.&lt;br /&gt;
* Type determines which Unit Type rules apply (Mech, Vehicle, or Both), including core traits, section layouts, and special restrictions.&lt;br /&gt;
* Movement Mechanism determines how the Unit traverses the battlefield, how it interacts with terrain, elevation, and environmental effects, and which movement-related rules it follows.&lt;br /&gt;
&lt;br /&gt;
Together, these entries define the Unit’s core classification within the ruleset and act as a reference point when resolving movement, terrain effects, and unit-specific interactions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating a datasheet, the player assigns each field in this module as follows:&lt;br /&gt;
* Name: Choose a unique or thematic name for the Unit. This has no mechanical impact but is required for identification.&lt;br /&gt;
* Type: Select the Unit’s type based on its construction and intended role (Mech, Vehicle, or Drone), following the Unit Types rules outlined earlier in the rulebook.&lt;br /&gt;
* Movement Mechanism: Assign the appropriate movement mechanism(s) the Unit qualifies for based on its physical components, such as legs, wheels, thrusters, wings, or aquatic systems. A Unit can have multiple movement mechanisms at &lt;br /&gt;
once and must list all that are available.&lt;br /&gt;
&lt;br /&gt;
==Pilot Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Pilot Information Module represents the individual controlling the Unit and defines their level of experience, tactical capability, and overall impact on the Units performance. The pilot acts as a force multiplier, unlocking additional abilities beyond the Units physical construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module determines what pilot specific benefits are available to the Unit.&lt;br /&gt;
* Name identifies the pilot assigned to the Unit and has no mechanical effect.&lt;br /&gt;
* Rank determines how many Mods and Traits the Unit may equip, as well as Stat Reduction Modifiers (SRMs) the player can use to modify the Units Stats.&lt;br /&gt;
* DC (Deployment Cost) represents the point cost of assigning the pilot to the Unit and is added directly to the Units total Deployment Cost. &lt;br /&gt;
&lt;br /&gt;
Stat Reduction Modifiers (SRMs) allow a player to fine-tune a Unit’s base stats to better suit its intended battlefield role or playstyle. The number of SRMs available is determined by the pilot’s rank and represents deliberate tradeoffs made during Unit construction.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) pilots function similarly to human pilots but have a reduced Deployment Cost and do not gain access to Traits. AI pilots are required when fielding AI Drone Units and use the AI rank values instead of human pilot ranks.&lt;br /&gt;
&lt;br /&gt;
All Units must have a pilot to be fielded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating a datasheet, the player fills out this module as follows:&lt;br /&gt;
* Name: Choose a pilot name or designation.&lt;br /&gt;
* Rank: Select a pilot rank according to the Pilot Rank chart.&lt;br /&gt;
* DC: Record the Deployment Cost associated with the selected rank.&lt;br /&gt;
&lt;br /&gt;
When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, the ranks row will have a dropdown menu where the desired rank can be chosen. After selection, the proper information will be auto filled, however SRMs need to be added manually.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, use the chart below to fill in the proper information.&lt;br /&gt;
&lt;br /&gt;
== SMT List Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits (SMTs) represent the unique abilities that define how a Unit performs beyond its base stats and physical construction. These abilities can be active or passive and allow players to customize a Unit’s battlefield role, tactical options, and pilot expression.&lt;br /&gt;
&lt;br /&gt;
The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.&lt;br /&gt;
&lt;br /&gt;
Systems are abilities tied to weapons, armor, or equipment. They only function when slotted and remain active as long as their conditions are met. Systems may affect attack resolution, movement, survivability, or resource use.&lt;br /&gt;
&lt;br /&gt;
Mods represent internal or structural enhancements that improve performance without being visible on the model. Mods are always active and typically provide passive bonuses or rule adjustments.&lt;br /&gt;
&lt;br /&gt;
Traits reflect the pilot’s personality, instincts, and combat style. Traits often influence decision making, reaction timing, or specialized interactions during play.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, SMT effects are always active once equipped and follow all normal stacking, timing, and restriction rules outlined in their descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs are selected during Unit creation and recorded in the Systems, Mods, &amp;amp; Traits List Module of the datasheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems&#039;&#039;&#039;&lt;br /&gt;
* Equipping an item does not automatically grant its System.&lt;br /&gt;
* All Systems provided by equipped weapons, armor, and equipment are pooled together.&lt;br /&gt;
* The player selects which Systems to slot into the Unit’s available System slots.&lt;br /&gt;
* Only slotted Systems are active during gameplay.&lt;br /&gt;
* If a System has a Deployment Cost, it is recorded on the right hand side of the name then added to the Unit’s total Deployment Cost.&lt;br /&gt;
* If multiple items share the same System, it only needs to be slotted once.&lt;br /&gt;
* A Unit may equip up to 5 Systems, with Mods capable of increasing this limit to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mods do not add Deployment Cost; their cost is accounted for by Pilot Rank.&lt;br /&gt;
* The number of Mods a Unit may equip is limited by Pilot Rank.&lt;br /&gt;
* A Unit may equip up to 3 Mods, with Traits capable of increasing this limit to 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
* Trait costs are included in the Unit’s Pilot Rank.&lt;br /&gt;
* The number of Traits available is determined by Pilot Rank.&lt;br /&gt;
* A Unit may equip a maximum of 2 Traits at Ace Rank.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, SMTs apply to only one form unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Equipment Inventory Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Weapons &amp;amp; Equipment Inventory Module defines everything a Unit brings to the battlefield beyond its core structure. It records all weapons, gear, and auxiliary equipment a Unit has access to during play and serves as the primary reference for combat capabilities, special interactions, and deployment cost calculations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Weapons &amp;amp; Equipment Inventory is used whenever a Unit performs an attack, activates a weapon-based System, takes equipment damage, or checks available options.&lt;br /&gt;
&lt;br /&gt;
Each entry in the module provides all information needed to resolve weapon use and equipment effects, including:&lt;br /&gt;
* Which weapons can be used at a given range&lt;br /&gt;
* How much damage an attack deals&lt;br /&gt;
* The AP cost to fire or activate the item&lt;br /&gt;
* Any special Tags that modify how the weapon or equipment behaves&lt;br /&gt;
* Where the item is mounted on the Unit, which may affect targeting or destruction&lt;br /&gt;
&lt;br /&gt;
If a weapon or piece of equipment is destroyed, disabled, or restricted by a rule, this module is used to track and enforce those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Unit, players populate this module after completing the Unit Section and Specifications Modules.&lt;br /&gt;
For each weapons or piece of equipment added, record the following:&lt;br /&gt;
* Name: The official name of the weapon or equipment.&lt;br /&gt;
* Tags: Any applicable weapon or equipment tags (e.g. [MG], [DR], etc.) that define special rules or interactions.&lt;br /&gt;
* Location: The Unit Section where the item is equipped, mounted, or stored.&lt;br /&gt;
* Range: The maximum effective range of the weapon, if applicable.&lt;br /&gt;
* Base Damage: The damage dealt on a successful hit before modifiers.&lt;br /&gt;
* AP: The Action Point cost required to use or activate the item.&lt;br /&gt;
* Type: Indicates whether the item is Energy or Kinetic based weapon.&lt;br /&gt;
* Durability (Dur.): How much damage the item can sustain before being destroyed.&lt;br /&gt;
* Deployment Cost (DC): The point cost to field the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment listed here are considered part of the Unit’s loadout and are eligible to provide Systems that may be slotted in the SMT List Module.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
Weapons and Equipment represent the gear a Unit brings into battle. From powerful armaments to specialized tools, these items define how a Unit performs on the battlefield and the roles it can fulfill during a mission.&lt;br /&gt;
&lt;br /&gt;
Each item is constructed from individual parts that determine its overall stats and capabilities. These parts also contain various Tags.&lt;br /&gt;
&lt;br /&gt;
Tags define special properties and rules that influence how an item functions in-game.&lt;br /&gt;
&lt;br /&gt;
===Core Concepts ===&lt;br /&gt;
This section explains the basic ideas behind how Items (Weapons and Equipment) function in-game. These rules provide the foundation needed to understand how items are created and used.&lt;br /&gt;
&lt;br /&gt;
==== Item Types ====&lt;br /&gt;
Items are divided into two types: Weapons and Equipment. Units have access to both, serving different roles during gameplay.&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Weapons are divided into two categories: Ranged Weapons and Melee Weapons.&lt;br /&gt;
Ranged Weapons can target Units beyond 1 hex, while Melee Weapons can only target Units within 1 hex. Unless otherwise stated, any Weapon with a range of 1 is considered a Melee Weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons are also classified as either Kinetic or Energy. These types represent different weapon technologies and may affect how a weapon performs. Specific rules and differences between these types are explained later.&lt;br /&gt;
&lt;br /&gt;
===== Equipment =====&lt;br /&gt;
Equipment provides utility, abilities, and enhancements to a Unit. Unlike Weapons, it is not primarily used to make attacks but instead offers passive effects or special actions such as radar systems, drones, and defensive modules.&lt;br /&gt;
&lt;br /&gt;
====== Item States ======&lt;br /&gt;
&lt;br /&gt;
Items can exist in different states depending on their condition and availability. These states determine whether an item can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is active and available for use.&lt;br /&gt;
* Weapons can be used to make attacks.&lt;br /&gt;
* Equipment can apply its effects or be activated.&lt;br /&gt;
Example: A Unit has two arms, each equipped with a hand-held weapon, and a mounted rocket launcher &lt;br /&gt;
ready to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is not currently in use.&lt;br /&gt;
* Stored items cannot be used.&lt;br /&gt;
* Rules or abilities may allow a Unit to equip stored items.&lt;br /&gt;
Example: A Unit has two hand-held sidearm weapons stored on its back. These weapons cannot be used because the Unit already has two weapons equipped and must swap them using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dropped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been placed on the battlefield and is not currently held by a Unit.&lt;br /&gt;
* Dropped items cannot be used.&lt;br /&gt;
* Dropped items remain in their current hex until picked up.&lt;br /&gt;
* A friendly Unit may pick up a dropped item using a Command Action.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit drops its hand-held weapon in its current hex. The weapon remains on the battlefield and cannot be used until a friendly Unit picks it up using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been removed from play.&lt;br /&gt;
* Destroyed items cannot be used for the remainder of the game.&lt;br /&gt;
* Some rules may trigger when an item is destroyed.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit has two hand-held weapons and a mounted weapon, all of which are destroyed. When the mounted weapon is destroyed, the player must roll to determine if it explodes and damages the Unit.&lt;br /&gt;
&lt;br /&gt;
====== Tags ======&lt;br /&gt;
Before creating Weapons or Equipment, the player must understand Tags. Tags are short identifiers that describe what a weapon or piece of equipment does and how it functions in the game.&lt;br /&gt;
&lt;br /&gt;
Tags are applied to items based on the parts used during construction. Some Tags are required and cannot be freely chosen.&lt;br /&gt;
&lt;br /&gt;
Tags appear inside brackets and are usually made of two or three letters, numbers, or a combination of both. For example, the tag [WN] represents a Hand-Held Weapon. When a Unit’s datasheet lists an item with the tag [WN], it indicates that the item is a Hand-Held Weapon.&lt;br /&gt;
&lt;br /&gt;
Multiple Tags can be combined to customize a weapon or piece of equipment. By combining different Tags, players can create a wide variety of gear when building their Unit datasheets.&lt;br /&gt;
&lt;br /&gt;
Tags follow the standardized order. When created, they only include those that apply, but maintain the sequence shown below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tag Structure&#039;&#039;&#039;&lt;br /&gt;
Tags follow this sequence in order: &lt;br /&gt;
# Category&lt;br /&gt;
# Mechanism&lt;br /&gt;
# Prerequisites&lt;br /&gt;
# Available Systems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines what type of item the tag represents. Category tags determine the general function of a Weapon or Equipment, such as Weapon, Equipment, or subcategories like Hand-Held or Mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines how a Weapon functions when used. A Weapon may have a maximum of one Mechanism tag. If no Mechanism is selected, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines any requirements needed to use the item. These tags may restrict usage based on Unit type, conditions, or other factors. If a part used to construct an item has a Prerequisite, that Prerequisite must be included in the item’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines additional systems or effects that modify or enhance the item. These tags provide optional or specialized functionality. Some systems may not be attached to any specific item part. If the player finds a system like this and wanted to use it, simply add it to the Units SMT List and assign its tag to the item.&lt;br /&gt;
&lt;br /&gt;
====== Item Construction ======&lt;br /&gt;
This section explains how to manually construct Weapons and Equipment from individual parts. By combining parts and their Tags, players create items with unique functions and roles.&lt;br /&gt;
&lt;br /&gt;
In this section, “Notation” refers to the tag assigned to a part, and each notation is specific to its kit of origin. All parts can be found in the Parts and Data Document (PDD) in the Parts Search tab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Vs. Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating items, there are some key differences between Weapons and Equipment.&lt;br /&gt;
&lt;br /&gt;
Weapons are limited to the following Categories:&lt;br /&gt;
* Hand-Held &lt;br /&gt;
* Mounted&lt;br /&gt;
Equipment is limited to the following Categories:&lt;br /&gt;
* Shield &lt;br /&gt;
* Thruster &lt;br /&gt;
* Attachment &lt;br /&gt;
&lt;br /&gt;
When constructing equipment, mechanisms do not apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assemble the item using parts based on a desired function, role, or appearance. Players may follow preexisting guides or create their own designs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The items Category is chosen based on its intended purpose and construction (for example, Hand-Held Weapon or Shield). &lt;br /&gt;
Assign Mechanism.&lt;br /&gt;
&lt;br /&gt;
If the constructed item is a Weapon, assign one available Mechanism Tag. If none are selected or available, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
This step is skipped for Equipment, even if Mechanism Tags are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply Prerequisites&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Any Prerequisite Tags associated with the selected parts must be applied.&lt;br /&gt;
&lt;br /&gt;
If a part includes a Prerequisite, it is required and must be included in the Weapon’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choose Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Systems are available, the player may choose which to include. Systems are optional, and a player may &lt;br /&gt;
include none.&lt;br /&gt;
&lt;br /&gt;
Selected Systems add their Tags to the Weapon and are recorded in the Unit’s SMT List along with their Deployment Cost (DC). System DC is applied to the Unit, not the Weapon.&lt;br /&gt;
&lt;br /&gt;
A player may include any number of Systems, up to the Unit’s available System slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An item’s final stats (such as Range, Base Damage, AP Cost, Type, and Durability) are determined by combining the values of its selected parts.&lt;br /&gt;
&lt;br /&gt;
Most Equipment parts do not include stats such as Range, Base Damage, AP Cost, Type, or Mechanism. This is because Equipment primarily serves as a platform for abilities rather than direct combat.&lt;br /&gt;
&lt;br /&gt;
When determining a Weapon’s Type, compare the number of Kinetic and Energy parts used in its construction. The Weapon’s Type is determined by the category with the most parts. If both Types are present in equal amounts, the Type with the higher Base Damage determines the Weapon’s Type.&lt;br /&gt;
&lt;br /&gt;
To determine an item’s Deployment Cost, use the following formula after calculating all other stats:&lt;br /&gt;
&lt;br /&gt;
(Base Damage − AP Cost + Range + Durability)&lt;br /&gt;
&lt;br /&gt;
If the item includes a Mechanism and/or Prerequisite, apply their additional costs to the final &lt;br /&gt;
value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22302</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22302"/>
		<updated>2026-04-21T00:00:01Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: fucking changed everything&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Unit Datasheet section provides a detailed breakdown of every module found on a datasheet and explains how each part functions during gameplay.&lt;br /&gt;
&lt;br /&gt;
While the Gameplay Components section introduces the datasheet at a high level, this section serves as the complete guide to understanding, interpreting, and using the information it contains. Each module is examined in depth, covering its purpose, its function during gameplay, and how a player can construct their own datasheets.&lt;br /&gt;
&lt;br /&gt;
For players creating custom Units, a Datasheet Companion PDF is available on the 30MM: Wargame website. This companion tool automates many of the calculations and formatting steps described in this section and is the preferred method for building Units, though manual construction using these rules is fully supported.&lt;br /&gt;
&lt;br /&gt;
Throughout this section, the Parts &amp;amp; Data Document (PDD) is reference. This document can also be found on the 30MM: Wargame website.&lt;br /&gt;
&lt;br /&gt;
== Unit Sections Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit is constructed from individual parts. When these individual parts are assembled into functional body components such as arms, legs, torsos, or cockpits, these are referred to as Unit Sections. This module records only the essential Sections that make up the Unit’s base frame. Optional attachments such as extra thrusters, jetpacks, external boosters, fins, or decorative wings are not listed here; those components are treated as Equipment and are recorded in the Weapons &amp;amp; Equipment Inventory instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit Section has three categories:&lt;br /&gt;
- Name: The name of the Unit Section (head, left arm, right leg, torso, etc). &lt;br /&gt;
- Max Durability: The total durability the section has when undamaged.&lt;br /&gt;
- Current Durability: A writable field used to track remaining durability as damage is taken.&lt;br /&gt;
&lt;br /&gt;
When naming a Unit Section, any section responsible for providing movement must include the appropriate Movement Mechanism tag. For example, a left leg assembly that enables terrestrial movement would be labeled “Left Leg [TRS]”&lt;br /&gt;
&lt;br /&gt;
When a Unit Section’s Current Durability reaches 0, that section is destroyed and the Unit suffers any associated penalties (loss of movement, weapons, sensors, etc.).&lt;br /&gt;
The Total Durability at the bottom of the module is the sum of all Max Durability Points and represents the Unit’s base Deployment Cost before adding weapons, a pilot, or Systems/Mods/Traits.&lt;br /&gt;
&lt;br /&gt;
This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To build your own Unit Section:&lt;br /&gt;
# Identify all Sections the Unit has.&lt;br /&gt;
#- Mech Units typically include: head, torso, left arm, right arm, left leg, right leg.&lt;br /&gt;
#- Vehicle Units include a cockpit and at least one drive section (wheels, treads, wings, etc).&lt;br /&gt;
# Determine the Max Durability of each Section. Use the ‘Parts &amp;amp; Data’ document on the website to find the stats of each part that makes up a Unit or its weapon.&lt;br /&gt;
#- Start with the Parts Search tab to locate stats by part name, kit, or another identifier.&lt;br /&gt;
#- Then move to the Core Section Calculator tab.&lt;br /&gt;
#- Enter the Name and Notation of every part used in a given Unit Section. The calculator totals Max Durability for you. While experienced players may total the values manually, using the calculator ensures accuracy and teaches players the correct process.&lt;br /&gt;
# Record the values on the Units Datasheet.&lt;br /&gt;
#- Write each Sections Max Durability.&lt;br /&gt;
#- Leave the Current Durability field blank. These will be filled during gameplay.&lt;br /&gt;
#- Sum all Max Durability Points to generate the Units Total Durability, which directly determines its base Deployment Cost.&lt;br /&gt;
&lt;br /&gt;
== Specifications Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications Module provides players with a quick reference to the Unit’s basic performance profile. It defines how the Unit behaves on the battlefield, making it essential for planning movement, combat decisions, and overall strategy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications module contains the following categories:&lt;br /&gt;
- Classification: Indicates the Units overall size. Classification affects rules involving grapples, throws, collisions, and some SMTs.&lt;br /&gt;
- Base AP: Represents the number of Action Points the Unit generates at the start of each activation before any modifiers.&lt;br /&gt;
- Standard Movement: Defines how many hexes the Unit can move during normal (non-thruster) movement.&lt;br /&gt;
- Thruster Movement: Represents the maximum number of hexes the Unit can travel in a straight line when performing a Thruster Movement or Thruster Jump. Thruster Movement enables rapid repositioning maneuvers at the cost of the combat phases. This value is only available if the Unit has thrusters attached.&lt;br /&gt;
- Total Thruster Durability: Shows how much damage the Units thrusters can sustain before becoming inoperable. If the Total Thruster Durability is reduced to 0, the Unit loses access to Thruster Movement and any movement mechanisms requiring thrusters (AIR or AQN). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To construct the Specifications Module, begin by completing the Unit Sections Module. If the player is using the Datasheet Companion PDF, this module will be automatically filled out when the Unit Section Module is completed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording their datasheet manually, reference the chart on the right and fill out the appropriate information based on the Total Durability from the Unit Section Module.&lt;br /&gt;
&lt;br /&gt;
Thruster Movement and Total Thruster Durability remain blank until thruster parts are added to the Unit. If the Unit is equipped with thrusters, identify each thruster type in the Parts List tab in the PDD and record them in the Weapon &amp;amp; Equipment Inventory Module. Add their durability values together and record the total in the Total Thruster Durability field. Once durability is established, calculate the Unit’s Thruster Movement value.&lt;br /&gt;
&lt;br /&gt;
A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.&lt;br /&gt;
&lt;br /&gt;
== Modified Stats Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Modified Stats Module records the three core combat values a Unit uses during gameplay: Accuracy, Assault, and Evasion. These values determine how well the Unit performs offensive and defensive rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each stat is made up of two components:&lt;br /&gt;
- Base Value: Represented by the smaller number beneath the stat name. This value is determined by the Unit’s Core Type and reflects the Unit’s natural proficiency before equipment, systems, modifications, or pilot traits are applied.&lt;br /&gt;
- Modified Value: Represented by the larger number beneath the stat name. This is the final value after all bonuses, penalties, SMT effects, and equipment modifiers are applied. The Modified Value is always used during gameplay &lt;br /&gt;
for attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
Modified Values cannot be reduced below 3 for any stat, and cannot exceed the Unit’s original Base Value for that stat, regardless of modifiers applied.&lt;br /&gt;
&lt;br /&gt;
Units capable of transforming use a special datasheet that’s marked with a “T” at the bottom right corner and display two distinct stat sets, one for each form. These stat sets represent how the Unit’s performance changes based on its physical configuration.&lt;br /&gt;
- Primary Form (Single Arrow): The single upward arrow indicates the Unit’s Base Form, which is always a Mech-type Unit. These values are used whenever the Unit is in its Mech form.&lt;br /&gt;
- Alternate Form (Split Arrow): The split arrow indicates the Unit’s Alternate Form, which is always a Vehicle-type Unit. These values replace the Primary Form stats whenever the Unit transforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Units datasheet, its Base Values are determined by its Core Type, which is explained on the following page.&lt;br /&gt;
Leave all Modified Values blank until the Unit’s equipment, Systems, Mods, and Traits have been fully selected. Once all sources of modifiers are known, apply them together to calculate the final Modified Values, ensuring they remain within the allowed limits.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, modifiers apply only to a single form and do not affect both forms. Choose assignments carefully based on the Unit’s intended role.&lt;br /&gt;
&lt;br /&gt;
== Core Type Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Core Type defines a Unit’s baseline performance. It establishes the Unit’s base statistics and provides inherent bonuses that reflect the intended function of the core frame, such as mobility, action efficiency, or battlefield specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Core Type determines the Unit’s Base Stats, which serve as the foundation for all Modified Stats. These values represent the Unit’s natural capabilities before any Systems, Mods, Traits, or equipment are applied.&lt;br /&gt;
In addition to base statistics, each Core Type may grant intrinsic bonuses, such as increased Action Points, improved movement values, or other role-defining benefits. These bonuses are always active and apply regardless of the Unit’s current equipment loadout.&lt;br /&gt;
&lt;br /&gt;
On the datasheet, the Core Type is represented by an image of the Standard Unit whose chest part defines the core, allowing for quick visual identification of the Unit’s underlying frame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Units datasheet, the Core Type is determined by the chest piece used on the model. Only one Core Type may be chosen per Unit, and it remains fixed regardless of later modifications, equipment changes, or transformations.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, simply select the corresponding Unit from the dropdown menu that matches the chest part being used. All data will autofill in the appropriate areas. The dropdown menu is located in the Pilot Information Module, under the rank. This wont show up when the datasheet is printed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, reference the Core Types tab in the PDD for the corresponding Unit and write down the base stats and any bonuses it may have. An image wont be recorded on the datasheet so it can be left blank.&lt;br /&gt;
&lt;br /&gt;
== Unit Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unit Information Module identifies what the Unit is at a glance. It defines the Unit’s identity, battlefield role, and how it fundamentally moves through the environment. This module ensures all players can quickly understand how the Unit interacts with core rules such as movement, terrain, and targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module is used to determine which rules apply to the Unit.&lt;br /&gt;
- Name is used for identification during play, rules interactions, and scenario objectives.&lt;br /&gt;
- Type determines which Unit Type rules apply (Mech, Vehicle, or Both), including core traits, &lt;br /&gt;
section layouts, and special restrictions.&lt;br /&gt;
- Movement Mechanism determines how the Unit traverses the battlefield, how it interacts with terrain, elevation, and environmental effects, and which movement-related rules it follows.&lt;br /&gt;
&lt;br /&gt;
Together, these entries define the Unit’s core classification within the ruleset and act as a reference point when resolving movement, terrain effects, and unit-specific interactions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating a datasheet, the player assigns each field in this module as follows:&lt;br /&gt;
- Name: Choose a unique or thematic name for the Unit. This has no mechanical impact but is required for identification.&lt;br /&gt;
- Type: Select the Unit’s type based on its construction and intended role (Mech, Vehicle, or Drone), following the Unit Types rules outlined earlier in the rulebook.&lt;br /&gt;
- Movement Mechanism: Assign the appropriate movement mechanism(s) the Unit qualifies for based on its physical components, such as legs, wheels, thrusters, wings, or aquatic systems. A Unit can have multiple movement mechanisms at &lt;br /&gt;
once and must list all that are available.&lt;br /&gt;
&lt;br /&gt;
==Pilot Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose: &#039;&#039;&#039;&lt;br /&gt;
The Pilot Information Module represents the individual controlling the Unit and defines their level of experience, tactical capability, and overall impact on the Units performance. The pilot acts as a force multiplier, unlocking additional abilities beyond the Units physical construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module determines what pilot specific benefits are available to the Unit.&lt;br /&gt;
- Name identifies the pilot assigned to the Unit and has no mechanical effect.&lt;br /&gt;
- Rank determines how many Mods and Traits the Unit may equip, as well as Stat Reduction Modifiers (SRMs) the player can use to modify the Units Stats.&lt;br /&gt;
- DC (Deployment Cost) represents the point cost of assigning the pilot to the Unit and is added directly to the Units total Deployment Cost. &lt;br /&gt;
&lt;br /&gt;
Stat Reduction Modifiers (SRMs) allow a player to fine-tune a Unit’s base stats to better suit its intended battlefield role or playstyle. The number of SRMs available is determined by the pilot’s rank and represents deliberate tradeoffs made during Unit construction.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) pilots function similarly to human pilots but have a reduced Deployment Cost and do not gain access to Traits. AI pilots are required when fielding AI Drone Units and use the AI rank values instead of human pilot ranks.&lt;br /&gt;
&lt;br /&gt;
All Units must have a pilot to be fielded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
When creating a datasheet, the player fills out this module as follows:&lt;br /&gt;
- Name: Choose a pilot name or designation.&lt;br /&gt;
- Rank: Select a pilot rank according to the Pilot Rank chart.&lt;br /&gt;
- DC: Record the Deployment Cost associated with the selected rank.&lt;br /&gt;
&lt;br /&gt;
When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, the ranks row will have a dropdown menu where the desired rank can be chosen. After selection, the proper information will be auto filled, however SRMs need to be added manually.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, use the chart below to fill in the proper information.&lt;br /&gt;
&lt;br /&gt;
== SMT List Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits (SMTs) represent the unique abilities that define how a Unit performs beyond its base stats and physical construction. These abilities can be active or passive and allow players to customize a Unit’s battlefield role, tactical options, and pilot expression.&lt;br /&gt;
&lt;br /&gt;
The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.&lt;br /&gt;
&lt;br /&gt;
Systems are abilities tied to weapons, armor, or equipment. They only function when slotted and remain active as long as their conditions are met. Systems may affect attack resolution, movement, survivability, or resource use.&lt;br /&gt;
&lt;br /&gt;
Mods represent internal or structural enhancements that improve performance without being visible on the model. Mods are always active and typically provide passive bonuses or rule adjustments.&lt;br /&gt;
&lt;br /&gt;
Traits reflect the pilot’s personality, instincts, and combat style. Traits often influence decision making, reaction timing, or specialized interactions during play.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, SMT effects are always active once equipped and follow all normal stacking, timing, and restriction rules outlined in their descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs are selected during Unit creation and recorded in the Systems, Mods, &amp;amp; Traits List Module of the datasheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems&#039;&#039;&#039;&lt;br /&gt;
- Equipping an item does not automatically grant its System.&lt;br /&gt;
- All Systems provided by equipped weapons, armor, and equipment are pooled together.&lt;br /&gt;
- The player selects which Systems to slot into the Unit’s available System slots.&lt;br /&gt;
- Only slotted Systems are active during gameplay.&lt;br /&gt;
- If a System has a Deployment Cost, it is recorded on the right hand side of the name then added to the Unit’s total Deployment Cost.&lt;br /&gt;
- If multiple items share the same System, it only needs to be slotted once.&lt;br /&gt;
- A Unit may equip up to 5 Systems, with Mods capable of increasing this limit to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Mods do not add Deployment Cost; their cost is accounted for by Pilot Rank.&lt;br /&gt;
- The number of Mods a Unit may equip is limited by Pilot Rank.&lt;br /&gt;
- A Unit may equip up to 3 Mods, with Traits capable of increasing this limit to 4.&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
- Trait costs are included in the Unit’s Pilot Rank.&lt;br /&gt;
- The number of Traits available is determined by Pilot Rank.&lt;br /&gt;
- A Unit may equip a maximum of 2 Traits at Ace Rank.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, SMTs apply to only one form unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Equipment Inventory Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Weapons &amp;amp; Equipment Inventory Module defines everything a Unit brings to the battlefield beyond its core structure. It records all weapons, gear, and auxiliary equipment a Unit has access to during play and serves as the primary reference for combat capabilities, special interactions, and deployment cost calculations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Weapons &amp;amp; Equipment Inventory is used whenever a Unit performs an attack, activates a weapon-based System, takes equipment damage, or checks available options.&lt;br /&gt;
&lt;br /&gt;
Each entry in the module provides all information needed to resolve weapon use and equipment effects, including:&lt;br /&gt;
- Which weapons can be used at a given range&lt;br /&gt;
- How much damage an attack deals&lt;br /&gt;
- The AP cost to fire or activate the item&lt;br /&gt;
- Any special Tags that modify how the weapon or equipment behaves&lt;br /&gt;
- Where the item is mounted on the Unit, which may affect targeting or destruction&lt;br /&gt;
&lt;br /&gt;
If a weapon or piece of equipment is destroyed, disabled, or restricted by a rule, this module is used to track and enforce those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Unit, players populate this module after completing the Unit Section and Specifications Modules.&lt;br /&gt;
For each weapons or piece of equipment added, record the following:&lt;br /&gt;
- Name: The official name of the weapon or equipment.&lt;br /&gt;
- Tags: Any applicable weapon or equipment tags (e.g. [MG], [DR], etc.) that define special rules or interactions.&lt;br /&gt;
- Location: The Unit Section where the item is equipped, mounted, or stored.&lt;br /&gt;
- Range: The maximum effective range of the weapon, if applicable.&lt;br /&gt;
- Base Damage: The damage dealt on a successful hit before modifiers.&lt;br /&gt;
- AP: The Action Point cost required to use or activate the item.&lt;br /&gt;
- Type: Indicates whether the item is Energy or Kinetic based weapon.&lt;br /&gt;
- Durability (Dur.): How much damage the item can sustain before being destroyed.&lt;br /&gt;
- Deployment Cost (DC): The point cost to field the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment listed here are considered part of the Unit’s loadout and are eligible to provide Systems that may be slotted in the SMT List Module.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
Weapons and Equipment represent the gear a Unit brings into battle. From powerful armaments to specialized tools, these items define how a Unit performs on the battlefield and the roles it can fulfill during a mission.&lt;br /&gt;
&lt;br /&gt;
Each item is constructed from individual parts that determine its overall stats and capabilities. These parts also contain various Tags.&lt;br /&gt;
&lt;br /&gt;
Tags define special properties and rules that influence how an item functions in-game.&lt;br /&gt;
&lt;br /&gt;
===Core Concepts ===&lt;br /&gt;
This section explains the basic ideas behind how Items (Weapons and Equipment) function in-game. These rules provide the foundation needed to understand how items are created and used.&lt;br /&gt;
&lt;br /&gt;
==== Item Types ====&lt;br /&gt;
Items are divided into two types: Weapons and Equipment. Units have access to both, serving different roles during gameplay.&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Weapons are divided into two categories: Ranged Weapons and Melee Weapons.&lt;br /&gt;
Ranged Weapons can target Units beyond 1 hex, while Melee Weapons can only target Units within 1 hex. Unless otherwise stated, any Weapon with a range of 1 is considered a Melee Weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons are also classified as either Kinetic or Energy. These types represent different weapon technologies and may affect how a weapon performs. Specific rules and differences between these types are explained later.&lt;br /&gt;
&lt;br /&gt;
===== Equipment =====&lt;br /&gt;
Equipment provides utility, abilities, and enhancements to a Unit. Unlike Weapons, it is not primarily used to make attacks but instead offers passive effects or special actions such as radar systems, drones, and defensive modules.&lt;br /&gt;
&lt;br /&gt;
====== Item States ======&lt;br /&gt;
&lt;br /&gt;
Items can exist in different states depending on their condition and availability. These states determine whether an item can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is active and available for use.&lt;br /&gt;
- Weapons can be used to make attacks.&lt;br /&gt;
- Equipment can apply its effects or be activated.&lt;br /&gt;
Example: A Unit has two arms, each equipped with a hand-held weapon, and a mounted rocket launcher &lt;br /&gt;
ready to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is not currently in use.&lt;br /&gt;
- Stored items cannot be used.&lt;br /&gt;
- Rules or abilities may allow a Unit to equip stored items.&lt;br /&gt;
Example: A Unit has two hand-held sidearm weapons stored on its back. These weapons cannot be used because the Unit already has two weapons equipped and must swap them using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dropped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been placed on the battlefield and is not currently held by a Unit.&lt;br /&gt;
- Dropped items cannot be used.&lt;br /&gt;
- Dropped items remain in their current hex until picked up.&lt;br /&gt;
- A friendly Unit may pick up a dropped item using a Command Action.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit drops its hand-held weapon in its current hex. The weapon remains on the battlefield and cannot be used until a friendly Unit picks it up using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been removed from play.&lt;br /&gt;
- Destroyed items cannot be used for the remainder of the game.&lt;br /&gt;
- Some rules may trigger when an item is destroyed.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit has two hand-held weapons and a mounted weapon, all of which are destroyed. When the mounted weapon is destroyed, the player must roll to determine if it explodes and damages the Unit.&lt;br /&gt;
&lt;br /&gt;
====== Tags ======&lt;br /&gt;
Before creating Weapons or Equipment, the player must understand Tags. Tags are short identifiers that describe what a weapon or piece of equipment does and how it functions in the game.&lt;br /&gt;
&lt;br /&gt;
Tags are applied to items based on the parts used during construction. Some Tags are required and cannot be freely chosen.&lt;br /&gt;
&lt;br /&gt;
Tags appear inside brackets and are usually made of two or three letters, numbers, or a combination of both. For example, the tag [WN] represents a Hand-Held Weapon. When a Unit’s datasheet lists an item with the tag [WN], it indicates that the item is a Hand-Held Weapon.&lt;br /&gt;
&lt;br /&gt;
Multiple Tags can be combined to customize a weapon or piece of equipment. By combining different Tags, players can create a wide variety of gear when building their Unit datasheets.&lt;br /&gt;
&lt;br /&gt;
Tags follow the standardized order. When created, they only include those that apply, but maintain the sequence shown below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tag Structure&#039;&#039;&#039;&#039;&lt;br /&gt;
Tags follow this sequence in order: &lt;br /&gt;
# Category&lt;br /&gt;
# Mechanism&lt;br /&gt;
# Prerequisites&lt;br /&gt;
# Available Systems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines what type of item the tag represents. Category tags determine the general function of a Weapon or Equipment, such as Weapon, Equipment, or subcategories like Hand-Held or Mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines how a Weapon functions when used. A Weapon may have a maximum of one Mechanism tag. If no Mechanism is selected, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines any requirements needed to use the item. These tags may restrict usage based on Unit type, conditions, or other factors. If a part used to construct an item has a Prerequisite, that Prerequisite must be included in the item’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines additional systems or effects that modify or enhance the item. These tags provide optional or specialized functionality. Some systems may not be attached to any specific item part. If the player finds a system like this and wanted to use it, simply add it to the Units SMT List and assign its tag to the item.&lt;br /&gt;
&lt;br /&gt;
====== Item Construction ======&lt;br /&gt;
This section explains how to manually construct Weapons and Equipment from individual parts. By combining parts and their Tags, players create items with unique functions and roles.&lt;br /&gt;
&lt;br /&gt;
In this section, “Notation” refers to the tag assigned to a part, and each notation is specific to its kit of origin. All parts can be found in the Parts and Data Document (PDD) in the Parts Search tab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Vs. Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating items, there are some key differences between Weapons and Equipment.&lt;br /&gt;
&lt;br /&gt;
Weapons are limited to the following Categories:&lt;br /&gt;
- Hand-Held &lt;br /&gt;
- Mounted&lt;br /&gt;
Equipment is limited to the following Categories:&lt;br /&gt;
- Shield &lt;br /&gt;
- Thruster &lt;br /&gt;
- Attachment &lt;br /&gt;
&lt;br /&gt;
When constructing equipment, mechanisms do not apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assemble the item using parts based on a desired function, role, or appearance. Players may follow preexisting guides or create their own designs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The items Category is chosen based on its intended purpose and construction (for example, Hand-Held Weapon or Shield). &lt;br /&gt;
Assign Mechanism.&lt;br /&gt;
&lt;br /&gt;
If the constructed item is a Weapon, assign one available Mechanism Tag. If none are selected or available, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
This step is skipped for Equipment, even if Mechanism Tags are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply Prerequisites&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Any Prerequisite Tags associated with the selected parts must be applied.&lt;br /&gt;
&lt;br /&gt;
If a part includes a Prerequisite, it is required and must be included in the Weapon’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choose Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Systems are available, the player may choose which to include. Systems are optional, and a player may &lt;br /&gt;
include none.&lt;br /&gt;
&lt;br /&gt;
Selected Systems add their Tags to the Weapon and are recorded in the Unit’s SMT List along with their Deployment Cost (DC). System DC is applied to the Unit, not the Weapon.&lt;br /&gt;
&lt;br /&gt;
A player may include any number of Systems, up to the Unit’s available System slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An item’s final stats (such as Range, Base Damage, AP Cost, Type, and Durability) are determined by combining the values of its selected parts.&lt;br /&gt;
&lt;br /&gt;
Most Equipment parts do not include stats such as Range, Base Damage, AP Cost, Type, or Mechanism. This is because Equipment primarily serves as a platform for abilities rather than direct combat.&lt;br /&gt;
&lt;br /&gt;
When determining a Weapon’s Type, compare the number of Kinetic and Energy parts used in its construction. The Weapon’s Type is determined by the category with the most parts. If both Types are present in equal amounts, the Type with the higher Base Damage determines the Weapon’s Type.&lt;br /&gt;
&lt;br /&gt;
To determine an item’s Deployment Cost, use the following formula after calculating all other stats:&lt;br /&gt;
&lt;br /&gt;
(Base Damage − AP Cost + Range + Durability)&lt;br /&gt;
&lt;br /&gt;
If the item includes a Mechanism and/or Prerequisite, apply their additional costs to the final &lt;br /&gt;
value.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22214</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22214"/>
		<updated>2026-04-06T18:45:07Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Finished the Core rules update. I think that&amp;#039;s everything. WE just need pictures now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame (30MM:W for short) is a mech-based tabletop miniatures game using Bandai Spirit&#039;s 30 Minutes Missions line of 1/144 scale mecha model kits. The focus of this game is on:&lt;br /&gt;
* The ability to play missions in, roughly, 30 minutes (excluding setup); and&lt;br /&gt;
* The customizability and modular designs for model kits. &lt;br /&gt;
The game is played over a series of rounds. Each round consists of alternating turns between each player choosing one of their Units, moving to the best position, attacking the enemy, or holding an objective. The battlefield is played with varying terrain, elevations, and structures. Missions can vary from eliminating the enemies to securing intel.&lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
&lt;br /&gt;
The game is won after the primary objective of the mission you are playing has been completed. These range from holding an objective for multiple turns, getting an object and moving to your side of the board, or simply destroying the enemy forces.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
* 30 Minutes Missions Models (assembled)&lt;br /&gt;
* Datasheets (filled out)&lt;br /&gt;
* Hex Grid Game Mat&lt;br /&gt;
* Game Tokens&lt;br /&gt;
* D8 Dice&lt;br /&gt;
* D20 Dice&lt;br /&gt;
* Various Hex Colors&lt;br /&gt;
&lt;br /&gt;
   * The hex game mat is roughly 40x60” with 4.5” hexes (vertex to vertex) setup in an 11 hex by 15 hex grid with the flat sides horizontal.&lt;br /&gt;
&lt;br /&gt;
=== Units and Squads === &lt;br /&gt;
Each individual model on the battlefield is referred to as a Unit. All Units controlled by a single player together make up that player’s Squad.&lt;br /&gt;
When a rule refers to a Unit, it applies only to that specific model. When a rule refers to a Squad, it applies to all of that player’s Units collectively.&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
To play the 30MM: Wargame, you will need two types of dice: eight-sided dice (D8) and twenty-sided dice (D20). Each player should have at least 5–10 D8s to keep gameplay fast and 1 D20 for every Unit they control.&lt;br /&gt;
The D20 is used to track a Unit’s Action Points (AP), while the D8 is used for all attack, defense, and ability rolls.&lt;br /&gt;
Occasionally, the rules may reference alternate dice notations such as D4, 2D8, or D8 + 1:&lt;br /&gt;
&lt;br /&gt;
* D4: Roll a D8 and halve the result, rounding up.&lt;br /&gt;
* D8 + 1: Roll a D8 and add 1 to the result.&lt;br /&gt;
&lt;br /&gt;
==== Rolls and Rerolls ====&lt;br /&gt;
When making a roll, the player must roll equal to or higher than the target value listed under the Unit’s Modified Stat on its Datasheet. Each roll represents a single attack, defense, or action attempt.&lt;br /&gt;
Example: Unit A makes two ranged attacks against Unit B, which has a Modified Evasion Stat of 7.&lt;br /&gt;
The defending player rolls 2D8, scoring a 6 and a 7.&lt;br /&gt;
This means one attack hits (6) and one attack is evaded (7).&lt;br /&gt;
If an ability allows you to reroll dice, select the number of dice indicated and reroll them, starting with the lowest results first. The outcome of the reroll is final, even if it is worse than the original roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
&lt;br /&gt;
Tokens are used to track various effects, conditions, and states that occur during gameplay.&lt;br /&gt;
Whenever a rule or status effect instructs a player to place a token, it should be placed face-up next to the affected Unit to clearly indicate the current condition.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
Objective Markers represent key tactical points, data nodes, or energy beacons on the battlefield that players must capture, defend, or destroy to complete mission objectives.&lt;br /&gt;
The standard Objective Marker model is built using a combination of Roy Roy leg parts (from the 30 Minute Missions Alto or Portanova kits), thrusters from the Option Parts Set 1, and structural components from the J1 runner, included in most 30MM kits.&lt;br /&gt;
	&lt;br /&gt;
Players may use Objective Marker tokens in place of the physical kit-built markers if preferred. Alternatively, an Objective Marker can be any model, piece, or object the players agree upon prior to starting the game, so long as all participants clearly understand what represents an active objective.&lt;br /&gt;
When placed on the map, Objective Markers do not obstruct movement or Line of Sight unless specified by the mission.&lt;br /&gt;
&lt;br /&gt;
=== Datasheet ===&lt;br /&gt;
Each Unit is represented by a Datasheet, which contains all of the information required to operate that Unit effectively on the battlefield. The Datasheet lists every attribute, ability, and piece of equipment necessary to complete a mission.&lt;br /&gt;
While Units can differ greatly in how they function, every Datasheet follows the same layout and includes the following elements:&lt;br /&gt;
&lt;br /&gt;
# Unit Sections – Displays each section (Head, Torso, Left Leg, etc.) of the Unit and its Defense Points (DP).&lt;br /&gt;
# Specifications – Lists the Unit’s detailed attributes such as classification, base AP,  movement (standard and thruster), as well as total thruster durability.&lt;br /&gt;
# Modified Stats – The Unit’s Accuracy, Assault, and Evasion values, used when making Attack and Defense Rolls.&lt;br /&gt;
# Core Type – Shows the Unit’s base model and core statistics.&lt;br /&gt;
# Unit Information – Includes the Unit’s Name, Type, and Movement Mechanism(s).&lt;br /&gt;
# Pilot Information – Lists the Pilot’s Name, Rank, and Pilot Cost.&lt;br /&gt;
# Systems, Mods, &amp;amp; Traits – Details the Unit’s special abilities and upgrades.&lt;br /&gt;
# Weapons &amp;amp; Equipment Inventory – Records all weapons, gear, and equipment equipped by the Unit.&lt;br /&gt;
# Deployment Cost (DC) – The total cost required to field the Unit in battle.&lt;br /&gt;
&lt;br /&gt;
== Unit Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Mechs ===&lt;br /&gt;
A Mech is a humanoid combat Unit characterized by articulated limbs, modular construction, and the ability to operate across various terrains and elevations. Mechs are designed for front-line combat, tactical flexibility, and diverse loadouts, capable of fulfilling multiple battlefield roles.&lt;br /&gt;
Design Choices of Mechs:&lt;br /&gt;
* Humanoid Frame: Possesses articulated arms, legs, and a torso, enabling advanced maneuverability such as jumping, climbing, or changing facing independently.&lt;br /&gt;
* Combat Versatility: Capable of engaging in both ranged and melee combat; well-suited for precision attacks, flanking, and defensive holds.&lt;br /&gt;
* Reactive Posture System: Can assume crouching, and prone positions as well as offensive, defensive, and parry stances to affect LoS, hit zones, and evasion.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
Vehicles are modular support Units designed to augment, transport, or reinforce Mech Units on the battlefield. They can operate independently or in tandem with other Units, often providing specialized mobility, firepower, or utility functions. &lt;br /&gt;
Design Choices of Vehicles: &lt;br /&gt;
* Dedicated Support Platform: Mech Units can ride on/in various vehicles to move around the battlefield. &lt;br /&gt;
* Modular Integration System: Can combine with Mech Units for additional firepower.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Classifications ===&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;
&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;
|-&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;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
All missions take place on a battlefield overlayed by a hexagonal grid. A single hex measures 4.5” from point-to-point and 3.9” from side-to-side. This is the same size as an Action Base 4/5. A battlefield measures 14 hexes on the long side and 11 hexes on the short side (58.5”x38.3”).&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Players will first lay out a battlefield mat as preferred or, if playing a scenario, as the scenario specifies.&lt;br /&gt;
&lt;br /&gt;
Before determining turn order, all players must agree on the Engagement Size (the total Deployment Cost limit of all &lt;br /&gt;
Units in a players squad). Once the Engagement Size is set, each player assembles their Squad accordingly.&lt;br /&gt;
&lt;br /&gt;
Next, players will roll a 1D8 to determine who goes first. The higher roll then determines who is the attacker or defender. The attacker gets to start first but the defender gets to choose which table side to start on (A or B side). If both players roll the same, then both players conduct a reroll.&lt;br /&gt;
&lt;br /&gt;
In a 3 (or more) player game, players choose which side (attacker or defender) to participate in and share Units and turns with their teammates. At the start of the round, players roll for initiative with the higher roll, giving the first chance to move a Unit.&lt;br /&gt;
&lt;br /&gt;
=== Unit Deployment ===&lt;br /&gt;
Once the attacker and defender have been determined, 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and gameplay can begin.&lt;br /&gt;
&lt;br /&gt;
=== Action Points ===&lt;br /&gt;
	At the start of a Unit&#039;s activation, before moving, the player must roll 1d8 to determine the number of Action Points (AP) available during that turn. Action Points are spent to perform various actions, such as entering a prone position, deploying a drone, or firing a weapon.&lt;br /&gt;
&lt;br /&gt;
After rolling, the result is added to the Unit’s Base AP value as listed on its Datasheet in the Specifications Section.&lt;br /&gt;
A Unit may store unused AP from one turn to the next. However, it cannot exceed a total of 16 AP at any time unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Phases of a Turn ===&lt;br /&gt;
	The 30MM: Wargame consists of a series of alternating turns that make up a number of rounds. Each turn consists of three phases. The players will execute these phases in sequential order for every Unit that is activated. After a Unit has been activated and completed all three phases, play passes to the next player in the established play order (e.g., Attacker 1, Defender 1, Attacker 2, Defender 2, etc). Once all Units have been activated, progressed through each phase, and become inactive, the round ends and a new one begins.&lt;br /&gt;
&lt;br /&gt;
Each turn includes the following phases, performed in the following order:&lt;br /&gt;
&lt;br /&gt;
# Movement Phase&lt;br /&gt;
# Ranged Combat Phase&lt;br /&gt;
# Close Combat Phase&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
The player may now choose a Unit to activate and begin its Movement Phase. Once selected, the player rolls for Action Points as explained in the section above.&lt;br /&gt;
If a player chooses not to activate a Unit or the Unit is unable to act (due to a status effect, lack of AP, or other restriction), the Unit is immediately marked Inactive and play passes to the next Unit in turn order.&lt;br /&gt;
&lt;br /&gt;
After the player has determined the amount of AP the Unit has, they then can move to their desired location. In the Specifications Section of the Datasheet, there is a section called “Standard Movement”.  This section shows how many hexes that Unit can move in a single activation. A Unit can move any number of hexes to a maximum of what that section shows. When moving a Unit, its facing is also important, as it affects both offense and defense. Changing Facing also costs a single movement point. Greater details on how facing works can be found in the [[Core Rules#Facings|Facings Section]]. Below the standard movement you’ll also see “Thruster Movement”. This option is only available to Units that meet certain requirements as found in the [[Core Rules#Thruster Movement|Thruster Movement]] Section below. A Unit also has the option of not moving at all. Outside of this basic information there are other steps that can be taken listed in the next section [[Core Rules#Movement|Movement]].&lt;br /&gt;
&lt;br /&gt;
Any terrain effects gained must be resolved before moving on to the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Combat Phase ===&lt;br /&gt;
After moving the selected Unit to the desired hex, the player may then make attacks with ranged weapons. &lt;br /&gt;
All attacks made must subtract the weapons AP cost from the Units current stored AP. If the Unit does not have an adequate amount of AP, then the Unit cannot make an attack with that weapon.&lt;br /&gt;
&lt;br /&gt;
If the player decides to not make a ranged attack (to save AP or any other reason they decide), they may skip this phase and move to the next but cannot return to it.&lt;br /&gt;
&lt;br /&gt;
=== Declaring Weapons Fire ===&lt;br /&gt;
The player must then choose a target to attack. Once a target has been established, then the player must declare which Unit Section on that target they are going to attack.&lt;br /&gt;
&lt;br /&gt;
Common Unit Sections include Head, Torso, Left Arm, Right Arm, Left Leg, and Right Leg. &lt;br /&gt;
&lt;br /&gt;
A player must declare all attacks they plan to make at this time, specifying which weapon(s) they intend to fire and at what sections.&lt;br /&gt;
Players may not change an attack declaration once made.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Weapons Fire ===&lt;br /&gt;
Once a target and Unit Section are declared, the player will then resolve the weapons fire one weapon at a time.&lt;br /&gt;
All declared attacks must be made, even if the intended target is destroyed before all attacks against it have been resolved.&lt;br /&gt;
The order in which a Units weapons are rolled and resolved is up to the Units player. &lt;br /&gt;
&lt;br /&gt;
=== Close Combat Phase ===&lt;br /&gt;
Players repeat the steps given for the Ranged Combat Phase except with close combat weaponry (typically weapons with a range of 1).&lt;br /&gt;
&lt;br /&gt;
Once the player has resolved all close combat damage, the Unit becomes inactive and ends its turn. At which point, the opposing player chooses a Unit and begins the cycle again.&lt;br /&gt;
&lt;br /&gt;
=== Win Conditions ===&lt;br /&gt;
Players repeat the sequence of play given above until one side achieves victory. Under normal circumstances, the side with the last surviving Unit on the battlefield wins. If the last Units from each side are destroyed simultaneously or if the last Units from each side are rendered Inoperable, the game is a draw. Players may set other victory conditions by mutual agreement before play begins. In addition, some missions have special victory conditions of their own.&lt;br /&gt;
&lt;br /&gt;
=== Unequal Units on Map ===&lt;br /&gt;
When both sides have an equal number of Units, each player takes a turn activating a single Unit, then the other player activates a single Unit, and so on. If the number of units on each side is unequal, this procedure is altered.&lt;br /&gt;
&lt;br /&gt;
If one side has more activatable units than the other, the players will continue to alternate Unit activations until one player can no longer activate their Units for that round. At which point, the other player will continue activating their Units until they are all deactivated and the round is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement == &lt;br /&gt;
During the Movement Phase, Units may reposition and adjust their elevation on the battlefield to secure tactical advantage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Movement ===&lt;br /&gt;
A Unit’s Standard Movement value is listed in the Specifications Section of its datasheet. This value represents the total number of Movement Points (MP) the Unit may spend during its Movement Phase, determined by its Classification.&lt;br /&gt;
A Unit may move into the hex it is currently facing or into the hex directly behind it; movement into any other hex requires a facing adjustment. Entering a clear hex costs 1 MP whether moving forward or backward, while movement costs for other terrain types vary as specified elsewhere in the rules.&lt;br /&gt;
&lt;br /&gt;
=== Standard Jump ===&lt;br /&gt;
A Mech Unit may perform a Standard Jump as part of their Standard Movement. A Standard Jump allows the Unit to leap over the hex directly in front of it and land two hexes forward while maintaining its facing, at a cost of 2 MP. &lt;br /&gt;
The Unit must remain on the same elevation throughout the jump and cannot leap over a hex, structure, or Unit that occupies a higher elevation level. &lt;br /&gt;
&lt;br /&gt;
A Unit may descend to a lower elevation during a jump as long as it has enough MP to complete the movement; otherwise, [[Core Rules#Fall Damage|Fall Damage]] is applied based on the number of elevation levels dropped. &lt;br /&gt;
Upon landing, all terrain effects of the landing hex immediately apply. A Unit may perform multiple Standard Jumps during its Movement Phase, provided it has sufficient MP remaining. 	&lt;br /&gt;
&lt;br /&gt;
=== Facings ===&lt;br /&gt;
Each hex on the battlefield has six sides. A Unit must always face one of these sides; this is referred to as its Facing.&lt;br /&gt;
&lt;br /&gt;
Changing a Unit’s Facing costs 1 Movement Point, deducted from its Standard Movement allowance. &lt;br /&gt;
&lt;br /&gt;
=== Thruster Movement ===&lt;br /&gt;
When a Unit is equipped with thrusters, it may perform a Thruster Movement instead of a Standard Movement. Thruster Movement allows the Unit to move up to double its standard movement points in a single turn, as indicated by its Thruster Movement value.&lt;br /&gt;
&lt;br /&gt;
Thruster Movement must be performed in a straight line, and the Unit must normally remain on the same elevation from start to finish.&lt;br /&gt;
&lt;br /&gt;
=== Thruster Jump ===&lt;br /&gt;
As part of Thruster Movement, a Unit may perform a Thruster Jump, allowing it to ascend or descend elevations during its movement.&lt;br /&gt;
&lt;br /&gt;
A Unit initiates a Thruster Jump by declaring Thruster Movement.&lt;br /&gt;
&lt;br /&gt;
When performing a Thruster Jump, the Unit may move in a straight line and change elevations at any point along its movement path, up to its Thruster Movement value. The Unit may land on a hex at a higher or lower elevation than where it began.&lt;br /&gt;
&lt;br /&gt;
If a Unit ends its movement on a hex without solid ground beneath it and does not have the [[Core Rules#Aerial Movement|Aerial [AIR] Movement Mechanism]], it immediately falls to the next available elevation and suffers [[Core Rules#Fall Damage|Fall Damage]]. &lt;br /&gt;
&lt;br /&gt;
==== Additional Rules ====&lt;br /&gt;
* The Unit may move any number of hexes, up to its Thruster Movement value.&lt;br /&gt;
* After completing a Thruster Movement, the Unit must maintain its facing direction, forfeit its Combat Phase (unless otherwise stated), and become inactive.&lt;br /&gt;
* If all thrusters on the Unit are destroyed, it can no longer perform Thruster Movements.&lt;br /&gt;
&lt;br /&gt;
=== Elevation Changes ===&lt;br /&gt;
Units may change elevation during the Movement Phase.&lt;br /&gt;
Ascending or Descending one elevation level costs 1 Movement Point in addition to the 1 Movement Point to move into the new hex.&lt;br /&gt;
&lt;br /&gt;
Backward Movement:&lt;br /&gt;
Units moving backward cannot change elevation.&lt;br /&gt;
&lt;br /&gt;
Unauthorized Elevation Changes:&lt;br /&gt;
A Unit cannot force another Unit to ascend to a higher elevation.&lt;br /&gt;
A Unit may force another Unit to descend to a lower elevation. Units forced downward suffer Fall Damage (pg. 32).&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Non-Grey terrain types, those with additional environmental effects, require extra Movement Points to move through.&lt;br /&gt;
Certain terrain types may also grant bonuses or impose restrictions on movement and other actions while a Unit occupies them.&lt;br /&gt;
Refer to the [[Core Rules#Hex Colors|Hex Colors]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Hex Occupancy ===&lt;br /&gt;
A Unit may move through a hex occupied by a friendly Unit. A Unit may not move through a hex occupied by an enemy Unit unless executing a Thruster Impact.&lt;br /&gt;
A Unit may end its Movement Phase in a hex containing friendly Units, provided that each Unit maintains at least 80% of its model within the hex, based on best judgment, and the Units do not physically overlap.&lt;br /&gt;
Units may be repositioned freely within the hex as long as at least 80% of the model remains inside the hex (this does not require a Command Action to perform) and the Unit maintains the facing established at the end of its movement.&lt;br /&gt;
Movement within the hex may be used to set up ambushes, establish firing positions, or improve cover.&lt;br /&gt;
Opposing Units cannot occupy the same hex unless otherwise specified or unless they are positioned on different elevation levels.&lt;br /&gt;
&lt;br /&gt;
=== Movement Mechanisms ===&lt;br /&gt;
A Unit’s method of traversing the battlefield is defined by its Movement Mechanism. These dictate how a Unit interacts with terrain, elevation, and movement-related effects. A Unit’s assigned mechanism is determined by the components used during its construction and is listed on the Unit’s datasheet as a three-letter tag. Units that are considered Mechs do not qualify for any Vehicle additional rules.&lt;br /&gt;
Tags appear as 3 letters within brackets and allows players to quickly identify how a rule or item functions. For a full explanation, see [[Core Rules#Tags|Tags]].&lt;br /&gt;
There are three types of Movement Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==== Terrestrial Movement ====&lt;br /&gt;
Tag: [TRS]&lt;br /&gt;
The standard movement mechanism for all ground-based Units. These Units traverse solid terrain using walking, rolling, or similar locomotion.&lt;br /&gt;
&lt;br /&gt;
This mechanism does not require Thruster Durability unless it is performing a Thruster Movement.&lt;br /&gt;
&lt;br /&gt;
Units with this mechanism must use elevated terrain to move to higher elevations. A Terrestrial Unit cannot move directly to a higher elevation unless there is accessible terrain.&lt;br /&gt;
&lt;br /&gt;
To qualify for this mechanism, a Unit must have at least one of the following Unit Sections: Legs, Treads, Wheels, or comparable locomotion systems.&lt;br /&gt;
&lt;br /&gt;
===== Terrestrial Vehicles =====&lt;br /&gt;
Land-based vehicle Units follow additional rules to reflect their unique combat and movement traits.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* Must contain at least one [TRS] marked Unit Section.&lt;br /&gt;
* Must not contain an [AQN] or [AIR] tag.&lt;br /&gt;
Restrictions:&lt;br /&gt;
* Weapon range is halved when firing through green hexes.&lt;br /&gt;
* Movement costs 2x when crossing green hexes.&lt;br /&gt;
Bonuses:&lt;br /&gt;
* Field of View (pg. 18), the area the Unit can target Units, is all 6 hexes around the Unit.&lt;br /&gt;
* Main Cannon has an AP reduction of 3 (to a minimum of 4).&lt;br /&gt;
&lt;br /&gt;
==== Aquatic Movement ====&lt;br /&gt;
Tag: [AQN]&lt;br /&gt;
The standard movement mechanism for all water based Units. These Units traverse and maneuver through aquatic terrain such as oceans, rivers, and lakes, freely adjusting their position within submerged environments.&lt;br /&gt;
&lt;br /&gt;
Units with the [AQN] Movement Mechanism use Movement Points (MP) as normal Standard Movement to navigate Blue Hexes with two exceptions: ascending upward in the water costs 1 MP, while descending to a lower elevation costs no additional MP. &lt;br /&gt;
&lt;br /&gt;
To qualify for this mechanism, a Unit must have at least one of the following: Fins, Thrusters, or comparable propulsion sections. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.&lt;br /&gt;
&lt;br /&gt;
If a Unit’s Thruster Durability drops below the required threshold, it immediately loses access to [AQN] movement and becomes subject to Blue Hex terrain effects.&lt;br /&gt;
&lt;br /&gt;
===== Aquatic Vehicles =====&lt;br /&gt;
Water-based vehicle Units follow additional rules to reflect their unique combat and movement traits.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* Must contain at least one [AQN] marked Unit Section.&lt;br /&gt;
* Must not contain an [TRS] or [AIR] tag.&lt;br /&gt;
Restrictions:&lt;br /&gt;
* Cannot make normal movements on 0 Elevation (Ground Level).&lt;br /&gt;
* Can only move over light/dark blue hexes; failure to do so results in the Unit gaining the Grounded status effect.&lt;br /&gt;
Bonuses:&lt;br /&gt;
* Attacks made with missile pods do not require LoS.&lt;br /&gt;
&lt;br /&gt;
==== Aerial Movement ====&lt;br /&gt;
Tag: [AIR]&lt;br /&gt;
The standard movement mechanism for all air based Units. These Units operate above the battlefield, maintaining altitude without reliance on solid ground and freely traversing terrain by air.&lt;br /&gt;
&lt;br /&gt;
Units with the [AIR] Movement Mechanism use Movement Points (MP) to travel between hexes as normal Standard Movement to navigate, but they ignore all ground-based terrain effects unless specified to effect them. These Units can also adjust their elevation up or down by 1 level at the cost of a single MP rather than the standard 2.&lt;br /&gt;
&lt;br /&gt;
Units with this mechanism cannot fly through Green Hexes (dense vegetation or forest terrain).&lt;br /&gt;
&lt;br /&gt;
If a Unit loses access to [AIR] while airborne and without solid ground beneath it, it immediately falls to the lowest available elevation and suffers fall damage as normal. See the Minimum Thruster Durability chart on the next page for more information.&lt;br /&gt;
&lt;br /&gt;
To qualify for this mechanism, a Unit must have at least one of the following: Wings, Rotors, Thrusters, or comparable propulsion systems. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.&lt;br /&gt;
&lt;br /&gt;
===== Aerial Vehicles =====&lt;br /&gt;
Air-based vehicle Units follow additional rules to reflect their unique combat and movement traits.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* Must contain at least one [AIR] marked Unit Section.&lt;br /&gt;
* Must not contain an [AQN] or [TRS] tag.&lt;br /&gt;
Restrictions:&lt;br /&gt;
* Cannot make normal movements on 0 Elevation (Ground Level).&lt;br /&gt;
* Cannot move backwards.&lt;br /&gt;
* Must use all movement points (standard or thruster) during activation; failure to do so results in the Unit gaining the Grounded status effect.&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
* Strafing Runs: When the Unit passes directly over enemy Units (at one elevation higher) during the Movement Phase, it may pause movement to conduct a single ranged or close combat attack. After resolving the attack, the Unit continues it movement. This can be repeated multiple times during a single movement phase until the Activated Unit&#039;s AP is 0 or no more targets are within the movement path.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
Once the player’s chosen Unit completes the Movement Phase, they engage in combat. Units use two forms of combat: Ranged Combat and Close Combat. Ranged Combat utilizes missiles, beam rifles, rockets, and many others. Close combat utilizes beam swords, pile bunkers, heavy metal swords, and even other Units.&lt;br /&gt;
&lt;br /&gt;
=== Targeting Basics ===&lt;br /&gt;
This section establishes how a Unit selects and validates a target before making an attack.&lt;br /&gt;
&lt;br /&gt;
==== Defining a Target ====&lt;br /&gt;
All targets fall into one of two categories: Units or Structures.&lt;br /&gt;
* Units include mechs, vehicles, drones, and any weapons or equipment integrated with them.&lt;br /&gt;
* Structures refer to any constructed object of human origin, including buildings, fortifications, or installations.&lt;br /&gt;
A player cannot deliberately target an allied Unit.&lt;br /&gt;
&lt;br /&gt;
==== Field of View ====&lt;br /&gt;
If an attacking Unit has Line of Sight to its intended target, the player must then check whether the target is within the Unit’s Field of View (FoV). &lt;br /&gt;
&lt;br /&gt;
A Unit’s FoV begins with the hex directly in front of it and includes the adjacent hexes to its immediate left and right, forming a forward-facing arc. This arc expands outward in a cone-shaped pattern from the attacker to the edge of the battlefield.&lt;br /&gt;
&lt;br /&gt;
==== Line of Sight ====&lt;br /&gt;
Line of Sight (LoS) is used to determine visibility between an attacking Unit and its designated target.&lt;br /&gt;
To determine LoS, the player must use the actual line of sight from the physical model. This is done by lowering their perspective to the eye level of the Unit’s cockpit or sensor array (head) and verifying whether the targeted Unit Section is visible. If any part of the target section is visible, LoS is established.&lt;br /&gt;
LoS may be obstructed by terrain, structures, or other Units, friendly or hostile.&lt;br /&gt;
&lt;br /&gt;
Terrain between the attacker and target may partially or fully obstruct LoS. If an attack passes through terrain with visibility modifiers (e.g., forests or debris), apply the listed penalties under Terrain Effects.&lt;br /&gt;
When declaring an attack, the player must also ensure that the weapon system being used has an unobstructed LoS to the target. This is verified by physically aiming the weapon at the intended target. The line from the weapon to the target must be free of any obstructions, including terrain features, structures, or other Units.&lt;br /&gt;
&lt;br /&gt;
==== Targeting Conditions ==== &lt;br /&gt;
This section establishes how terrain, elevation, and other Units may obstruct or alter attacks, covering rules for partial obstruction, height differences, terrain effects, and intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
==== Partial Obstructions ====&lt;br /&gt;
In certain situations, a Unit may be partially obscured by terrain, structures, or other Units. Only the visible Unit Sections may be declared as valid targets for attacks.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Elevations ====&lt;br /&gt;
Each hex will have its elevation marked on the map. If no elevation marking is present, the hex is treated as Ground Level (Elevation 0) by default.&lt;br /&gt;
Hexes with elevations above 0 represent hills or elevated terrain. Hexes with elevations below 0 represent depressions or valleys.&lt;br /&gt;
* Water: Water hexes descend to a depth of Elevation -1 to -2 below ground level, with Elevation -2 representing maximum depth. The lower the elevation level, the deeper the water.  A Unit occupying a Water hex is always considered to be at the lowest elevation of that hex.&lt;br /&gt;
* Forest: Forest hexes share the same elevation as the terrain they occupy. For example, a forest located on Ground Level (0) is also considered to be at Elevation 0. Units occupying Forest hexes are positioned on the base terrain elevation—not atop the treetops.&lt;br /&gt;
&lt;br /&gt;
==== Unit Height &amp;amp; Width ====&lt;br /&gt;
Standard Mechs, Vehicles, and Drones positioned at ground level (Elevation 0) occupy less than one full elevation in height.&lt;br /&gt;
An exception is made if a Unit’s waist section (where the legs and torso connect) extends into Elevation +1. In such cases, the Unit’s base elevation is considered +1.&lt;br /&gt;
Units are considered to be at the elevation of the hex they currently occupy when calculating LoS.&lt;br /&gt;
Most Units occupy less than one full hex in width. Large Units must also remain within a single hex but are permitted to extend up to 80% of their model beyond the hex boundary, provided their base remains clearly and visibly within the hex.&lt;br /&gt;
&lt;br /&gt;
=== Weapon &amp;amp; Attack Requirements ===&lt;br /&gt;
Defines the conditions a Unit must meet to declare an attack, including weapon availability, range, line of sight, and any special restrictions.&lt;br /&gt;
&lt;br /&gt;
==== Weapon Requirements ====&lt;br /&gt;
Before declaring an attack, the player must confirm that the Unit can use the weapons in its inventory by meeting the following conditions:&lt;br /&gt;
* AP Cost: Each weapon has a designated Action Point (AP) cost. This is the number of AP required to perform a single attack.&lt;br /&gt;
* Range: All weapons have a listed range value. The intended target must be within this range.&lt;br /&gt;
* Equipped Weapons Only: A Unit may only attack with weapons that are currently equipped—either mounted or held in-hand.&lt;br /&gt;
&lt;br /&gt;
==== Attack Declaration ====&lt;br /&gt;
Once a target has been confirmed within the attacking Unit’s Field of View (FoV), the player must declare an attack. When declaring an attack, the player must state the following (in any order):&lt;br /&gt;
* The weapon or weapons being used.&lt;br /&gt;
* The target Unit, including the specific Unit Section or Sections being aimed at.&lt;br /&gt;
After the attack is declared, the total Action Point (AP) cost of all chosen weapons is subtracted from the Unit’s available AP.&lt;br /&gt;
Example: Unit A uses its beam saber to attack 3 times. The beam saber’s AP cost is 5, a total of 15 AP will be subtracted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat Roll Resolution ===&lt;br /&gt;
This section explains how players resolve combat by making Accuracy, Assault, and Evasion rolls, including the effects of Critical Hits and Misses. &lt;br /&gt;
&lt;br /&gt;
==== Attack Rolls ====&lt;br /&gt;
	An Attack Roll is a dice roll made by the attacking player to determine whether their Ranged or Close Combat attack is On Target. &lt;br /&gt;
On Target simply means the attack that was made has successfully targeted the intended area.&lt;br /&gt;
Once all Attack Rolls have been made, the targeted Unit’s player will then make their rolls.&lt;br /&gt;
&lt;br /&gt;
===== Accuracy =====&lt;br /&gt;
	Also known as rolling for accuracy, is the process used to determine whether a ranged attack is On Target.&lt;br /&gt;
To perform an Attack Roll, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Unit&#039;s Accuracy Stat:&lt;br /&gt;
* If the roll is equal to or higher than the Unit’s Accuracy Stat, the attack is considered On Target.&lt;br /&gt;
* If the roll is lower, the attack misses completely.&lt;br /&gt;
&lt;br /&gt;
===== Assault =====&lt;br /&gt;
Also known as rolling for assault, is the process used to determine whether a close ranged attack is On Target.&lt;br /&gt;
Similar to accuracy rolls, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Units Assault Stat:&lt;br /&gt;
* If the roll is equal to or higher than the Unit’s Assault Stat, the attack is considered On Target.&lt;br /&gt;
* If the roll is lower, the attack misses completely.&lt;br /&gt;
&lt;br /&gt;
==== Defense Rolls ====&lt;br /&gt;
A Defense Roll is made by the defending player to determine whether incoming On Target attacks successfully hit their Unit.&lt;br /&gt;
After all Defense Rolls have been resolved, any attacks that successfully hit the Unit must be applied and damage calculated.&lt;br /&gt;
&lt;br /&gt;
===== Evasion =====&lt;br /&gt;
Also known as rolling for evasion, this process determines whether On Target attacks actually hit the defending Unit.&lt;br /&gt;
To perform an Evasion Roll, the defending player rolls a d8 for each On Target attack made by the attacker. Each result is then compared to the defending Unit’s Evasion stat:&lt;br /&gt;
* If the roll is equal to or higher than the Evasion stat, the attack is successfully evaded and no damage is taken.&lt;br /&gt;
* If the roll is lower, the evasion fails and the Unit takes damage to the targeted Section.&lt;br /&gt;
&lt;br /&gt;
==== Critical Rolls ====&lt;br /&gt;
When making Attack or Defense Rolls, there are two types of Critical Rolls: Critical Hits and Critical Misses.&lt;br /&gt;
* Critical Hit: Occurs when the die result is an 8. The attack cannot be evaded and deals 1.5× the weapon’s Base Damage (round up).&lt;br /&gt;
* Critical Miss: Occurs when the die result is a 1. The attack automatically misses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Damage &amp;amp; Effects ===&lt;br /&gt;
During combat, weapons deal a set amount of damage known as Base Damage. This value can be found in the Base Damage column of the Unit’s Datasheet. Base Damage represents the standard amount of damage a weapon inflicts before other effects are applied. This amount is dealt for each successful hit on a target.&lt;br /&gt;
&lt;br /&gt;
==== Resolving Damage ====&lt;br /&gt;
When an attack is successful, the damage is applied to the Unit Section chosen by the attacker. The defending player reduces that section’s Defense Points (DP) by the weapon’s Base Damage value. This happens during the attacking players turn and must be resolved before the turn ends.&lt;br /&gt;
If the DP of that section is reduced to zero, that section is destroyed. When a Unit Section is destroyed, it becomes non-operational and can no longer be targeted. All weapons, equipment, and special abilities located in that section are also destroyed and removed from play.&lt;br /&gt;
&lt;br /&gt;
==== Resolution Order ====&lt;br /&gt;
All attacks are resolved in the order they occur. When resolving multiple hits on a single Unit from the same weapon, all hits are rolled and resolved simultaneously. When resolving hits made with different weapons, resolve all rolls and resulting damage from one weapon before proceeding to the next.&lt;br /&gt;
Example: Unit A successfully hits Unit B’s torso with three beam rifle shots, dealing a total of 15 damage. This value is then subtracted from the torso’s Defense Points. Unit A then hits Unit B’s torso again with two rocket shots, dealing a total of 20 damage. This value is also subtracted from the torso’s Defense Points.&lt;br /&gt;
Destroyed Unit Sections&lt;br /&gt;
When a Unit Section is destroyed, the player may remove the corresponding piece from the model or place a Destroyed Limb token to mark it. In either case, the associated Status Effect is immediately applied:&lt;br /&gt;
&lt;br /&gt;
==== Destroyed Vs. Inoperable ====&lt;br /&gt;
A Unit is considered Destroyed when its Torso (for Mechs) or Cockpit (for Vehicles) &lt;br /&gt;
&lt;br /&gt;
Durability Points are reduced to 0. When a Unit is destroyed, leave its model on the battlefield, placed face down. If the hex it occupies does not already contain a terrain effect, that hex becomes a Black Hex.&lt;br /&gt;
A Unit is considered Inoperative when its core section remains intact but it can no longer function effectively:&lt;br /&gt;
* Mechs: If the Torso Unit Section is intact but all limbs are destroyed, the Unit is Inoperative.&lt;br /&gt;
* Vehicles: If the Cockpit Unit Section is intact but the Unit loses all mobility sections, it is Inoperative.&lt;br /&gt;
An Inoperative Unit may still participate in an engagement if it has functional Drones, Mounted Weapons, or Handheld Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
Status Effects represent ongoing conditions that change how a Unit behaves in combat. They can come from abilities, weapons, or terrain features.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Name !! Effect&lt;br /&gt;
|- &lt;br /&gt;
|Abyssal ||* Standard Movement is limited to 2 Movement Points.&lt;br /&gt;
* At the start of its turn, the Unit suffers 10 damage to its Torso Unit Section. &lt;br /&gt;
|- &lt;br /&gt;
|Airborne || * If a Unit has the [AIR] Movement Mechanism, place an elevation token (+1, +2, +3) beside it to indicate its current elevation. This token is removed when the Unit returns to solid ground.&lt;br /&gt;
|- &lt;br /&gt;
|Blinded ||&lt;br /&gt;
* Unit gains -1 to Accuracy and Assault Rolls.&lt;br /&gt;
* Reduces non-melee weapon ranges by 50% (rounding up).&lt;br /&gt;
|- &lt;br /&gt;
|Conceal ||&lt;br /&gt;
* Unit gains +1 to Evasion Rolls against Long Ranged Attacks.&lt;br /&gt;
|- &lt;br /&gt;
|Crippled (Partial) ||&lt;br /&gt;
* Standard Movement is reduced by 50% (rounding up).&lt;br /&gt;
* Unit gains -1 to Assault Rolls.&lt;br /&gt;
|- &lt;br /&gt;
|Crippled (Severe) ||&lt;br /&gt;
* Standard Movement is limited to 1 Movement Point.&lt;br /&gt;
* Unit gains -2 to Assault Rolls.&lt;br /&gt;
|- &lt;br /&gt;
|Destroyed Limb ||&lt;br /&gt;
* Unit cannot use weapons or equipment with the destroyed Unit Section.&lt;br /&gt;
* Any handheld weapons are dropped onto the battlefield in the Unit’s hex.&lt;br /&gt;
|- &lt;br /&gt;
|Euphotic ||&lt;br /&gt;
* Standard Movement is limited to 2 Movement Points.&lt;br /&gt;
|- &lt;br /&gt;
|Grounded ||&lt;br /&gt;
* The Unit is considered to be at 0 Elevation (Ground Level). &lt;br /&gt;
* Cannot perform Evasions or forward movements (unless otherwise stated).&lt;br /&gt;
|- &lt;br /&gt;
|Hold ||&lt;br /&gt;
* Unit cannot make any attacks or movements.&lt;br /&gt;
|- &lt;br /&gt;
|Ice Buildup ||&lt;br /&gt;
* For each Ice Buildup token attached to a Unit, reduce its Standard Movement Points by 1 and its total AP storage by 4.&lt;br /&gt;
* Upon reaching 3 stacks of Ice Buildup, Unit gains System Error status effect.&lt;br /&gt;
* Ice buildup represents water freezing and shorting a Units electronics. This effect remains until the tokens are removed.&lt;br /&gt;
|- &lt;br /&gt;
|Immobilized ||&lt;br /&gt;
* Unit cannot perform a movement until condition is removed.&lt;br /&gt;
* Cannot Evade.&lt;br /&gt;
|- &lt;br /&gt;
|Limbless ||&lt;br /&gt;
* Unit cannot perform grapples, use handheld weapons/equipment, or interact with objects that require arms.&lt;br /&gt;
* Break Grapple Command Action costs 4AP.&lt;br /&gt;
* Any handheld weapons are dropped onto the battlefield in the Unit’s hex.&lt;br /&gt;
|- &lt;br /&gt;
|Sand Buildup ||&lt;br /&gt;
* For each Sand Buildup Token attached to a Unit, reduce its Standard Movement Points by 1 and apply a –1 modifier to all attack and defense rolls made by that Unit.&lt;br /&gt;
* Upon reaching 3 Stacks of Sand Buildup, Unit gains System Error status effect.&lt;br /&gt;
* Sand Buildup represents sand and dust clogging a Unit’s joints and systems. This effect remains until the tokens are removed.&lt;br /&gt;
|- &lt;br /&gt;
|Static Buildup ||&lt;br /&gt;
* Upon reaching 6 stacks, Unit gains System Error status effect.&lt;br /&gt;
|- &lt;br /&gt;
|Submerged ||&lt;br /&gt;
* If a Unit has the [AQN] Movement Mechanism, place an elevation token (-1 or -2) beside it to indicate its current elevation on blue hexes. This token is removed when the Unit returns to solid ground.&lt;br /&gt;
|- &lt;br /&gt;
|System Error ||&lt;br /&gt;
* Unit ends its turn immediately and removes all buildup effects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Close Quarters Combat ====&lt;br /&gt;
This sections outlines the rules for direct, physical engagements between Units at close range.&lt;br /&gt;
&lt;br /&gt;
===== Basic Attacks =====&lt;br /&gt;
A Unit can make basic attacks during its Close Combat Phase, only if no weapons are equipped. Basic attacks represent using the Units body (punches, kicks, strikes, etc.) to deal minimal damage. All Units can make these attacks and does not need to be on the Units Datasheet.&lt;br /&gt;
These do not gain bonuses from Systems, Mods, or Traits unless otherwise stated.&lt;br /&gt;
* Cost: 1 AP&lt;br /&gt;
* Range: 1 &lt;br /&gt;
* Damage: 1 Base Damage&lt;br /&gt;
&lt;br /&gt;
===== Grappling =====&lt;br /&gt;
Grappling occurs when a Unit physically seizes another. Only Units with manipulators (at least 1) can perform a Grapple, and it can only be initiated during the Close Combat Phase.&lt;br /&gt;
To perform a Grapple, follow the chart below:&lt;br /&gt;
# Engage Grapple&lt;br /&gt;
#* Attacker pays 2 AP.&lt;br /&gt;
#* Attacker rolls for Assault.&lt;br /&gt;
# Grapple Check&lt;br /&gt;
#* Success &amp;gt; Go to Step 3.&lt;br /&gt;
#* Fail &amp;gt; Grapple Ends (player may go back to step 1).&lt;br /&gt;
# Grapple Options (Attacker chooses one)&lt;br /&gt;
#* Throw &amp;gt; Go to Throw.&lt;br /&gt;
#* Hold &amp;gt; Go to Hold.&lt;br /&gt;
# Collision Damage&lt;br /&gt;
#* Formula: 2 x (Defender Class x Throw Distance)&lt;br /&gt;
#* Special Cases:&lt;br /&gt;
#** Structure Intact&lt;br /&gt;
#** Structure Destroyed&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
A Unit physically throws another Unit a set distance. Max Throw Distance (in hexes):&lt;br /&gt;
(Attacker Class – Defender Class) + 2&lt;br /&gt;
&lt;br /&gt;
A Unit cannot throw a Unit that has a classification higher than its own.&lt;br /&gt;
Landing Outcomes (choose based on destination):&lt;br /&gt;
&lt;br /&gt;
* Into a Structure: &lt;br /&gt;
** Defender is placed into the Structures hex (not on the structure), FoV facing the Attacker.&lt;br /&gt;
** Apply collision damage to the Defenders Torso Unit Section and the Structure.&lt;br /&gt;
* Into a Hex: &lt;br /&gt;
** Defender lands supine, FoV facing the Attacker.&lt;br /&gt;
** Apply collision damage to the Defenders Torso Unit Section.*&lt;br /&gt;
* Into a Hex with other Unit(s): &lt;br /&gt;
** Each Unit in the hex must make an Evasion Roll.&lt;br /&gt;
** Failure: Apply collision damage to the Unit(s) Torso Unit Section.&lt;br /&gt;
** Success: Move into any adjacent open hex within their FoV, facing any direction.&lt;br /&gt;
** If no hex is available, the Unit(s) instead applies collision damage to their Torso Unit Section.&lt;br /&gt;
** Defender also lands supine, FoV facing the Attacker, and applies collision damage to the Torso Unit Section.&lt;br /&gt;
* Blue Hexes: &lt;br /&gt;
** Units thrown into a blue hex take half collision damage (rounding up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hold&#039;&#039;&#039;&lt;br /&gt;
A Hold represents one Unit grappling and locking down another in close combat, restricting its ability to act.&lt;br /&gt;
* Initiating a Hold:&lt;br /&gt;
** Move the Attacking Unit into the same hex as the Defending Unit.&lt;br /&gt;
** The Defending Unit immediately gains the Immobilized status effect.	&lt;br /&gt;
* Breaking a Hold:&lt;br /&gt;
** The Defending Unit must use the [Break Contact] Command Action to escape.&lt;br /&gt;
* Restrictions:&lt;br /&gt;
** While holding, the Attacker cannot move but may still attack using mounted weapons or any handheld weapon without the [2H] tag.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structure: Intact&#039;&#039;&#039;&lt;br /&gt;
If a thrown Unit collides with a structure and the damage deal does not exceed the structures current defense:&lt;br /&gt;
* The Unit gains the Immobilized status effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Structure: Destroyed&#039;&#039;&#039;&lt;br /&gt;
If a thrown Unit collides with a structure and the damage dealt exceeds the structures current defense:&lt;br /&gt;
* The Structure collapses onto the Unit.&lt;br /&gt;
* Apply the Structures defense value as bonus damage to the Torso Unit Section.&lt;br /&gt;
* Remove the destroyed structure and replace it with a Black Hex.&lt;br /&gt;
* Place the Defending Unit supine, with its FoV facing the Attacker.&lt;br /&gt;
* On the Defenders next activation, it must use the [Recover] Command Action to stand. If it does not, the Unit remains supine.&lt;br /&gt;
&lt;br /&gt;
Example: Unit A grapples Unit B, spends 2 AP, and succeeds on an Assault Roll. With a higher Classification (4 vs 3), Unit A throws Unit B 3 hexes (4-3)+2. Unit B lands 2 hexes away, supine and facing Unit A, and suffers 12 Torso damage (3x2)x2 from the collision.&lt;br /&gt;
&lt;br /&gt;
===== Thruster Impact =====&lt;br /&gt;
A Thruster Impact occurs when a Unit uses thrusters to rapidly advance and collide with an enemy Unit, causing damage and displacement.&lt;br /&gt;
&lt;br /&gt;
When a Unit conducts a Thruster Movement and an enemy lies within its movement path, the Thruster Movement becomes a Thruster Impact.&lt;br /&gt;
&lt;br /&gt;
Thruster Impacts can also be performed in the air or in the water.&lt;br /&gt;
&lt;br /&gt;
Range Requirements:&lt;br /&gt;
* Target must be beyond the Units Standard Movement Range.&lt;br /&gt;
* Target must be within the Units Thruster Movement Range.&lt;br /&gt;
&lt;br /&gt;
AP Cost:&lt;br /&gt;
&lt;br /&gt;
The attacking Unit pays 2 AP + 1AP per 2 hexes traveled (rounding up).&lt;br /&gt;
&lt;br /&gt;
Resolution:&lt;br /&gt;
# Confirm the target is within range and select the endpoint hex.&lt;br /&gt;
# Spend the AP cost.&lt;br /&gt;
# The attacking Unit makes an Assault Roll:&lt;br /&gt;
#* Failure: The Unit moves to the closest hex in its path toward the target and ends its turn.&lt;br /&gt;
#* Success: The defending Unit chooses one of the following responses:&lt;br /&gt;
&lt;br /&gt;
Do Nothing&lt;br /&gt;
* Attacker slams the defender one hex past the designated endpoint.&lt;br /&gt;
* Apply damage to defenders Torso/Cockpit Unit Section.&lt;br /&gt;
* Attacker ends it turn immediately.&lt;br /&gt;
&lt;br /&gt;
Evade &lt;br /&gt;
* Defender makes an Evasion Roll.&lt;br /&gt;
** Success: Move to any open hex within current FoV and out of the attackers path, facing the same direction. Flying Unit may move one elevation higher.&lt;br /&gt;
** Failure or no available hexes: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.&lt;br /&gt;
** Attacker continues to the designated endpoint and ends its turn. &lt;br /&gt;
&lt;br /&gt;
Stand Firm&lt;br /&gt;
* Defender makes an Assault Roll.&lt;br /&gt;
** Success: The defender blocks the charge (see Class Difference) and damage is applied to the attacking Units Torso Unit Section. The attacker stops in the adjacent hex.&lt;br /&gt;
** Failure: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.&lt;br /&gt;
* Class Difference: If the defender’s Class is higher than the attacker’s, the charge is stopped completely. If the defender’s Class is equal to or lower, the charge continues as normal and both Units take damage.&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
	Thruster Impact damage is determined by the Attacking Units class (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Situations&#039;&#039;&#039;&lt;br /&gt;
While engaging in a Thruster Impact, the attacking Unit may run into various situations.&lt;br /&gt;
&lt;br /&gt;
Slamming Unit into Elevated Terrain:&lt;br /&gt;
&lt;br /&gt;
If a Thruster Impact attempts to move a target into a hex with elevated terrain, the target does not enter that hex. Instead, it takes 2x normal Thruster Impact damage to its Torso/Cockpit Unit Section. The attacker ends movement in the adjacent hex.&lt;br /&gt;
&lt;br /&gt;
If the targeted Unit successfully evades the incoming attack, the attacking Unit instead collides with the elevated terrain, takes the full damage from the impact, and ends its turn in a hex adjacent to that terrain.&lt;br /&gt;
&lt;br /&gt;
Slamming Unit into Multiple Units:&lt;br /&gt;
&lt;br /&gt;
If a Thruster Impact attempts to move multiple targets, the action cannot be completed.&lt;br /&gt;
&lt;br /&gt;
== Other Actions ==&lt;br /&gt;
This section covers special actions and mechanics outside of standard movement and combat. These include Command Actions that allow Units to alter their behavior, Systems, Mods, and Traits that provide unique abilities or upgrades, and rules for handling falling and fall damage during play.&lt;br /&gt;
&lt;br /&gt;
Command Actions&lt;br /&gt;
Command Actions are special actions a Unit can perform during its turn that are not tied to any specific phase. Each Command Action costs 2 Action Points (AP) and may be used multiple times in a single turn unless otherwise stated. &lt;br /&gt;
&lt;br /&gt;
Command Actions are divided into three categories:&lt;br /&gt;
* State: Effects that resolve instantly when used and do not remain active..&lt;br /&gt;
* Stance: Actions that may be taken out of turn. Activating a Stance immediately ends the Unit’s current turn.&lt;br /&gt;
* Order: Commands issued to Drone Units, allowing them to act under the Main Unit’s direction.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin:auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Name !!Category !!Description&lt;br /&gt;
|- &lt;br /&gt;
|Recover&lt;br /&gt;
||State &lt;br /&gt;
||A Unit returns to a standing position from knocked down state.&lt;br /&gt;
&lt;br /&gt;
If the Unit is knocked prone or laying on the ground, return to its standing position.&lt;br /&gt;
|-&lt;br /&gt;
| Press On&lt;br /&gt;
||State&lt;br /&gt;
||The pilot pushes the Unit beyond safe limits, refusing to yield ground.&lt;br /&gt;
&lt;br /&gt;
Unit gains an additional Standard Movement Point.&lt;br /&gt;
|- &lt;br /&gt;
|Break Grapple&lt;br /&gt;
||State&lt;br /&gt;
||With a surge of strength, the Unit tears free from its opponent’s hold.&lt;br /&gt;
&lt;br /&gt;
Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, no change.&lt;br /&gt;
|- &lt;br /&gt;
|Exchange&lt;br /&gt;
||State&lt;br /&gt;
||The Unit swiftly switches its weapon loadout to adapt to the changing battle.&lt;br /&gt;
&lt;br /&gt;
Allows a Unit to replace an equipped Weapon with one being carried.&lt;br /&gt;
|- &lt;br /&gt;
|Retrieve&lt;br /&gt;
||State&lt;br /&gt;
||A mechanical arm or manipulator reaches out to reclaim a dropped item.&lt;br /&gt;
&lt;br /&gt;
A Unit with a free hand may pick up a dropped or disarmed allied weapon from the same hex and equip it.&lt;br /&gt;
|-&lt;br /&gt;
|Release&lt;br /&gt;
||State&lt;br /&gt;
||The Unit disregards a weapon or equipment to lighten its load.&lt;br /&gt;
&lt;br /&gt;
A Unit may drop a Weapon or Equipment from one of its hands onto its current hex.&lt;br /&gt;
|-&lt;br /&gt;
|Transform&lt;br /&gt;
||State&lt;br /&gt;
||Armor shifts, joints realign, and the Unit reconfigures into its alternate form.&lt;br /&gt;
&lt;br /&gt;
Unit shifts into its Alternate Form, gaining bonuses from that form. Weapons with the [GB] tag may also Transform. Use again to revert.&lt;br /&gt;
|-&lt;br /&gt;
|Purge Buildup&lt;br /&gt;
||State&lt;br /&gt;
||The Unit vents pressure and heat, clearing away harmful environmental effects.&lt;br /&gt;
&lt;br /&gt;
Roll a single D8 die. On a 5+, remove one stack of a buildup status effect. On a 4-, no change.&lt;br /&gt;
|-&lt;br /&gt;
|Kneeling Position&lt;br /&gt;
||State&lt;br /&gt;
||The Unit braces itself, lowering its stance for improved stability and accuracy.&lt;br /&gt;
&lt;br /&gt;
Mech Units ONLY&lt;br /&gt;
Unit kneels, gaining +1 Accuracy Rolls but cannot Evade. May be used once per turn. Unit must use Recover to stand.&lt;br /&gt;
|-&lt;br /&gt;
|Prone Position&lt;br /&gt;
||State&lt;br /&gt;
||The Unit drops flat against the ground, becoming a low, steady firing platform.&lt;br /&gt;
&lt;br /&gt;
Mech Units ONLY.&lt;br /&gt;
Unit gets into a prone position, gaining +3 to Accuracy Rolls but cannot Evade. Must kneel before getting into or out of the prone position. Cannot enter the prone position if its facing direction is obstructed by a Structure or another Unit.&lt;br /&gt;
|-&lt;br /&gt;
|Takeoff&lt;br /&gt;
||State&lt;br /&gt;
||Engines roar to life as the Unit propels itself back into the sky or ocean.&lt;br /&gt;
&lt;br /&gt;
The Unit moves 3 hexes straight and changes Elevation by 1 to regain Airborne or Submerged status. The Unit cannot Evade during this activation. If any hex in its path imposes a movement penalty, the Unit still moves forward but remains Grounded.&lt;br /&gt;
|-&lt;br /&gt;
|Offensive Stance&lt;br /&gt;
||Stance&lt;br /&gt;
||The Unit prepares to attack any enemy entering its Field of View (FoV) and weapon range. &lt;br /&gt;
&lt;br /&gt;
Mech Units only&lt;br /&gt;
Enter Offensive Stance by choosing a ranged weapon, reserving its AP cost, and selecting a direction to focus the Unit’s Line of Sight. The reserved AP cannot be used for other actions.&lt;br /&gt;
&lt;br /&gt;
If an enemy Unit crosses this Line of Sight while within the weapon’s range, the Unit immediately makes an Attack with that weapon, interrupting the enemy’s movement. The first Unit to do so becomes the target.&lt;br /&gt;
&lt;br /&gt;
A Unit crosses the Line of Sight when its movement path passes across the focused line extending from the Unit.&lt;br /&gt;
&lt;br /&gt;
The stance ends if:&lt;br /&gt;
* The Unit makes the Attack (reserved AP is spent).&lt;br /&gt;
* The Unit is successfully hit (reserved AP is lost).&lt;br /&gt;
* The Unit’s next activation begins (reserved AP is returned).&lt;br /&gt;
While in this stance, the Unit cannot Evade.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Stance&lt;br /&gt;
||Stance&lt;br /&gt;
||The Unit braces using a Shield or Two-Handed Weapon, redirecting all incoming damage from its front arc to that item. &lt;br /&gt;
&lt;br /&gt;
Mech Units only&lt;br /&gt;
When a Unit enters Defensive Stance, choose one equipped Shield or Weapon. All incoming damage to the Unit is redirected to the chosen item instead.&lt;br /&gt;
&lt;br /&gt;
While in this stance, the Unit cannot change facing or Evade.&lt;br /&gt;
&lt;br /&gt;
The stance ends immediately if the chosen Shield or Weapon is destroyed, or at the start of the Unit’s next activation.&lt;br /&gt;
|-&lt;br /&gt;
|Parry Stance&lt;br /&gt;
||Stance&lt;br /&gt;
||The Unit enters a guarded combat posture, prepared to deflect incoming melee strikes. &lt;br /&gt;
&lt;br /&gt;
Mech Units only&lt;br /&gt;
While in Parry Stance, the Unit may parry one successful melee attack against it, negating all damage from that attack. The Unit must have at least one Arm Unit Section to perform a parry.&lt;br /&gt;
&lt;br /&gt;
The stance ends after the parry is made or at the start of the Unit’s next activation.&lt;br /&gt;
|-&lt;br /&gt;
|Deploy&lt;br /&gt;
||Order&lt;br /&gt;
||The drone launches from its bay, entering the battlefield to extend the Unit’s reach.&lt;br /&gt;
&lt;br /&gt;
Place 1 attached AI or Non-AI Drone on a hex within 2 hex radius of the Main Unit facing any direction.&lt;br /&gt;
|-&lt;br /&gt;
|Guidance&lt;br /&gt;
||Order&lt;br /&gt;
||The Unit feeds targeting data to its drone, directing it to assist with precision strikes.&lt;br /&gt;
&lt;br /&gt;
Activate a linked AI Drone. Once the AI Drone becomes Inactive, the Main Unit continues its activation.&lt;br /&gt;
|-&lt;br /&gt;
|Recall&lt;br /&gt;
||Order&lt;br /&gt;
||The drone disengages and returns to the Unit, awaiting further commands.&lt;br /&gt;
&lt;br /&gt;
Remove 1 AI or Non-AI Drone from a hex within 2 hex radius of the Main Unit and attach it to the Main Unit.&lt;br /&gt;
|-&lt;br /&gt;
|Reposition&lt;br /&gt;
||Order&lt;br /&gt;
||The drone shifts its position across the battlefield to gain a tactical advantage.&lt;br /&gt;
&lt;br /&gt;
Move 1 hex in any direction but it must remain within 2 hexes of the Main Unit.&lt;br /&gt;
|}&lt;br /&gt;
=== Transforming ===&lt;br /&gt;
Some Units are capable of shifting from a Base Form to an Alternate Form. Transforming represents a Unit changing its physical structure and mode of operation to gain new abilities and restrictions.&lt;br /&gt;
&lt;br /&gt;
When a Unit transforms, its stats, movement, and abilities switch to the Alternate Form, while any existing damage or status effects are retained. A Unit may only transform once per activation.&lt;br /&gt;
&lt;br /&gt;
Transforming Units use a Datasheet marked with a “T” in the bottom right corner. On the datasheet, a Unit’s Base Form stats are marked with a single arrow, while its Alternate Form stats are marked with a diverging arrow.&lt;br /&gt;
&lt;br /&gt;
A transforming Unit’s Base Form is always a Mech-type, and its Alternate Form is always a Vehicle-type. The [Transform] Command Action allows the Unit to switch between these forms.&lt;br /&gt;
&lt;br /&gt;
While in its Alternate Form, the Unit gains all bonuses and restrictions associated with that Movement Mechanism&lt;br /&gt;
&lt;br /&gt;
=== Falling &amp;amp; Fall Damage ===&lt;br /&gt;
A Unit falls when it is thrown, pushed, or otherwise forced from its position into a hex below its current elevation.&lt;br /&gt;
&lt;br /&gt;
Fall Damage formula:&lt;br /&gt;
2 x (Unit Class x Elevation Height)&lt;br /&gt;
When a Unit falls:&lt;br /&gt;
# Distance – Measure the number of Elevation Levels the Unit descends before reaching a valid impact area.&lt;br /&gt;
# Impact – Upon impact, the Unit takes Fall Damage to its Torso or Cockpit Unit Section.&lt;br /&gt;
&lt;br /&gt;
Special Rule:&lt;br /&gt;
* Landing in a Blue Hex reduces fall damage by half (rounded up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Example: Unit A is a Class 4 mech flying above the battlefield at the +3 elevation. It takes enough damage from Unit B to lose the [AIR] movement mechanism. Unit A immediately falls to Ground Level and suffers [2x(4x3)] 24 Torso damage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Drone Operations ===&lt;br /&gt;
	Drone Operations outlines how drones with Artificial Intelligence, and without, function on the battlefield. This section explains what they are, their control requirements, activation timing, and interaction with their assigned Main Units.&lt;br /&gt;
&lt;br /&gt;
==== A.I. Drones ====&lt;br /&gt;
AI Drones are autonomous Units controlled by artificial intelligence. Each AI Drone is considered its own Unit and therefore has its own Datasheet. The pilot assigned to an AI Drone must be an AI, selected during Rank/AI selection.&lt;br /&gt;
AI Drones cannot be deployed independently and must be deployed with its Main Unit, a Mech or Vehicle Unit with a Human Pilot to which the Drone is linked.&lt;br /&gt;
&lt;br /&gt;
To control an AI Drone, a few requirements need to be met by both the Main Unit and the AI Unit.&lt;br /&gt;
&lt;br /&gt;
Main Unit:&lt;br /&gt;
* Must have the Drone Management Mod.&lt;br /&gt;
AI Drone Unit:&lt;br /&gt;
* Must have the Drone Agent Mod.&lt;br /&gt;
* Its deployment cost must not exceed the deployment cost of the Main Unit its linked to.&lt;br /&gt;
&lt;br /&gt;
During gameplay, an AI Drone may be activated during its Main Unit’s activation via the [Guidance] Command Action. Once activated, the AI Drone functions as a normal Unit, following standard activation and combat rules.&lt;br /&gt;
&lt;br /&gt;
If the AI Drone is not activated during its Main Unit’s activation, it may instead activate normally on its own turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Non A.I. Drones ====&lt;br /&gt;
Non-AI Drones are small, remotely controlled auxiliary weapons that operate under the direct control of a Main Unit. These drones serve as extensions of the Main Unit’s offensive or defensive capabilities rather than functioning as independent Units.&lt;br /&gt;
&lt;br /&gt;
Non-AI Drones are listed on the Main Unit’s Datasheet under the Weapons and Equipment Inventory module like any other weapon or equipment. However, they gain the [DR] tag in addition to the tag representing their Movement Mechanism: [TRS], [AIR], or [AQN]. The [DR] tag identifies the weapon or equipment as a Non-AI Drone and allows it to act as such.&lt;br /&gt;
To field Non-AI Drones, the Main Unit must have the Drone Management Mod equipped, and each Drone must be physically attached to the Main Unit at deployment. A Unit may have no more than 3 Non-AI Drones deployed on the battlefield at one time, regardless of how many it has equipped unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
After deployment, Non-AI Drones can be released using the [Deploy] Command Action (one Drone per CA) and placed anywhere within a 2-Hex radius of the Main Unit, facing any direction. Once deployed, drones move in tandem with the Main Unit but maintain their initial facing regardless of the Main Unit’s orientation. They also follow standard Hex Occupancy rules.&lt;br /&gt;
&lt;br /&gt;
Individual Drones may be repositioned after deployment using the [Reposition] Command Action.&lt;br /&gt;
If the Main Unit is destroyed, all deployed Non-AI Drones immediately become inactive and fall to the ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
Battlefield terrain can include anything from towering buildings to small rocks and trees. Some features are mission-specific, while others are represented by colored hexes, each providing unique advantages or disadvantages. Terrain can affect movement, line of sight, and combat outcomes, so its placement is a key part of battle strategy.&lt;br /&gt;
&lt;br /&gt;
=== Elevations ===&lt;br /&gt;
Elevation adds a tactical layer to the battlefield, providing Units with advantages in movement and combat positioning. The game uses six elevation levels: -2, -1, 0, +1, +2, and +3. Ground Level (0) represents table height and is where most engagements occur unless otherwise specified by the Mission.&lt;br /&gt;
&lt;br /&gt;
Each elevation level represents a 4.5 inch difference from the one above or below it. This can be measured by standing an Action Base 4 or 5 vertically (point-to-point).&lt;br /&gt;
&lt;br /&gt;
Blue Hexes, which represent negative elevations such as lakes or oceans, can only be placed on Ground Level (0).&lt;br /&gt;
The +3 Elevation level is reserved for Units with the [AIR] Movement Mechanism, representing high-altitude or flight-level movement. Only Units capable of flight can occupy or move through this elevation.&lt;br /&gt;
&lt;br /&gt;
A Unit’s elevation is determined by its center mass, typically the waist for Mech Units and the cockpit for Vehicle Units. If the Unit’s center mass is higher or lower than 4.5 inches from its current elevation, it is considered to be at the next level. The same rule applies to Structures and Terrain features.&lt;br /&gt;
&lt;br /&gt;
If a Unit moves to an elevation other than Ground Level, place an elevation token beside it to mark its current elevation for reference.&lt;br /&gt;
&lt;br /&gt;
=== High Ground Bonus ===&lt;br /&gt;
When an attacking Unit is at a higher elevation than its target, it gains a High Ground Bonus (HGB). The bonus value is determined by the elevation difference between the attacker and the target. Units attacking targets at higher elevations do not receive this bonus. Bonuses do not stack.&lt;br /&gt;
&lt;br /&gt;
=== Hex Colors ===&lt;br /&gt;
Hex Colors represent different types of terrain and environmental conditions on the battlefield. Each color corresponds to a specific terrain type that provides unique effects, advantages, or restrictions to Units occupying or moving through those hexes.&lt;br /&gt;
&lt;br /&gt;
When setting up a battlefield, Hex Colors must be placed according to the Mission or Terrain rules, with different colors placed at least one hex apart unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
Some Hex Colors also indicate elevation changes or environmental hazards, such as water, rubble, or impassable terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grey Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Grey Hexes represent clear, open terrain. Flat ground free of obstructions or environmental hazards.&lt;br /&gt;
Units moving or fighting within Grey Hexes experience no bonuses or penalties. These hexes serve as the standard terrain type for most battlefields.&lt;br /&gt;
&lt;br /&gt;
If a hex isn’t clearly marked as having another color, assume its grey.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Green Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Green hexes represent areas covered in trees and dense foliage.&lt;br /&gt;
&lt;br /&gt;
Standard Move actions cost +1 Movement Point per hex.&lt;br /&gt;
&lt;br /&gt;
Apply a –1 Accuracy modifier for each Green Hex within a Unit’s Line of Sight to its target, representing the trees and dense foliage. This penalty stacks cumulatively.&lt;br /&gt;
&lt;br /&gt;
A Unit occupying a Green hex gains the Conceal status effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Blue Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light Blue hexes represent bodies of water that are shallow enough to reveal the bottom, yet deep enough to submerge an entire Unit beneath the surface.&lt;br /&gt;
&lt;br /&gt;
These hexes represent –1 Elevation.&lt;br /&gt;
&lt;br /&gt;
When a Unit enters or moves through a Light Blue Hex without the proper Movement Mechanism to operate in or above water, it gains the Euphotic status effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Blue Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dark Blue hexes represent the deepest regions of a body of water, areas devoid of light, subjected to crushing pressure, and near-freezing temperatures.&lt;br /&gt;
&lt;br /&gt;
These hexes represent –2 Elevation.&lt;br /&gt;
&lt;br /&gt;
When a Unit enters or moves through a Dark Blue Hex without the proper Movement Mechanism to operate in or above water, it gains the Abyssal status effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Red hexes represent superheated terrain, such as lava fields or other high-temperature surfaces, capable of damaging even heavily armored Units and vehicles.&lt;br /&gt;
&lt;br /&gt;
Units using the [TRS] Movement Mechanism take 10 damage to all Unit Sections with the [TRS] tag when moving over a Red Hex.&lt;br /&gt;
&lt;br /&gt;
Units with the [AIR] Movement Mechanism are unaffected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Black Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Black hexes represent collapsed structures or debris. Thick black smoke and unstable footing make these areas treacherous for movement and targeting.&lt;br /&gt;
&lt;br /&gt;
Standard Move actions cost +1 Movement Point per hex.&lt;br /&gt;
&lt;br /&gt;
Units using [TRS] Movement Mechanisms must also roll 1d8 when entering a Black Hex; on a result of 1–2, the Unit takes 5 damage to all Unit Sections with that tag due to shifting rubble.&lt;br /&gt;
&lt;br /&gt;
[AIR] Movement Mechanisms are affected by the movement penalty but ignore the damage effect.&lt;br /&gt;
&lt;br /&gt;
Apply a –1 Accuracy modifier for each Black Hex within a Unit’s Line of Sight to its target, representing the thick smoke and dust. This penalty stacks cumulatively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tan Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tan hexes represent arid, barren landscapes with minimal precipitation and loose, shifting ground.&lt;br /&gt;
Standard Move actions cost +1 Movement Point per hex.&lt;br /&gt;
&lt;br /&gt;
Units using the [AIR] Movement Mechanism ignore this penalty.&lt;br /&gt;
&lt;br /&gt;
For every 2 Tan Hexes moved across in a single activation, a Unit gains 1 Sand Buildup Token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;White Hex&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
White hexes represent environments blanketed in snow and ice and are subjected to harsh, cold winds. Mechanical strain is increased under these conditions.&lt;br /&gt;
&lt;br /&gt;
Standard Move actions cost +1 Movement Point per hex.&lt;br /&gt;
&lt;br /&gt;
For every 2 White Hexes moved across in a single activation, a Unit gains 1 Ice Buildup Token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Buildings &amp;amp; Structures ===&lt;br /&gt;
Structures can serve as cover, obstacles, or tactical objectives, and may be destroyed to alter the battlefield in a player’s favor. &lt;br /&gt;
&lt;br /&gt;
Buildings and other Structures do not need to be placed on Black Hexes, but when destroyed, any hexes they occupy become Black Hexes to represent collapsed debris.&lt;br /&gt;
&lt;br /&gt;
Some Structures are tall enough to reach higher elevations. To determine this, stand a standard hex vertically (4.5 inches); if the Structure’s height exceeds this, it occupies a higher Elevation Level.&lt;br /&gt;
&lt;br /&gt;
Use the chart below to determine a Structure’s Defense Points, based on its size (number of hexes occupied) and height. The green values represent the most common Structure defenses. Use a d20 to track remaining Defense Points during play.&lt;br /&gt;
When attacking a Structure, attack rolls are not required since all attacks automatically hit. Apply Base Damage as normal, and subtract any damage dealt from the Structure’s total Defense Value until it is destroyed.&lt;br /&gt;
&lt;br /&gt;
To target a Unit positioned behind or within a Structure, you must first destroy the Structure, then make a separate attack against the intended Unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Hex Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Also referred to as Scatter Terrain, these are pieces of terrain not connected to a specific Hex Color or Structure. They can serve as visual decoration or provide Cover during gameplay. When setting up the battlefield, players should mutually agree on which pieces grant Cover and which are purely decorative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terrain Placement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before deploying Units, players must construct the battlefield using terrain pieces. Terrain should create meaningful tactical choices without unfairly favoring either side.&lt;br /&gt;
&lt;br /&gt;
Unless a Mission states otherwise, terrain is placed using the following guidelines:&lt;br /&gt;
* Players should use enough terrain to break up long lines of sight and provide multiple movement routes across the battlefield.&lt;br /&gt;
* Terrain should be distributed evenly across the play area, avoiding large empty zones or overly dense clusters in a single area.&lt;br /&gt;
* Elevated terrain should be limited in height and spread across the battlefield rather than concentrated in one area.&lt;br /&gt;
&lt;br /&gt;
Players may place terrain using the following method:&lt;br /&gt;
&lt;br /&gt;
Agreed Placement: Players take turns placing terrain pieces anywhere on the battlefield following the placement guidelines above. This method is recommended for casual play.&lt;br /&gt;
&lt;br /&gt;
Once terrain is placed, players may not move terrain pieces unless a rule or Mission effect allows it.&lt;br /&gt;
Missions may override or add to these rules by specifying required terrain features, fixed objective locations, or special placement conditions.&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
Missions define the framework in which battles take place. Each mission is built around three core elements: the Deployment Zones, the Primary Objectives, and the Secondary Objectives.&lt;br /&gt;
Missions fall into two main categories: Standard and Narrative. Standard missions are designed to emphasize balance and fairness, giving each player an equal opportunity to succeed. Narrative missions prioritize storytelling and scenario-driven play and may result in intentionally uneven or asymmetric battles.&lt;br /&gt;
The mission being played should always be chosen before the battlefield is set up.&lt;br /&gt;
&lt;br /&gt;
=== Objectives ===&lt;br /&gt;
Objectives define how a game is won. Most commonly, this involves capturing or holding specific locations on the battlefield, but an Objective may be any condition that can be clearly measured with a success or failure outcome.&lt;br /&gt;
Objectives defined by a Mission are referred to as Primary Objectives. These represent the main focus and intended method of victory for that mission.&lt;br /&gt;
&lt;br /&gt;
Some missions may also include Secondary Objectives, which provide alternative scoring opportunities and can be used to help balance gameplay when opposing armies are not optimized for the Primary Objectives.&lt;br /&gt;
&lt;br /&gt;
=== Deployment Areas ===&lt;br /&gt;
Deployment Areas define where Units are placed on the battlefield and how much space is available for deployment. &lt;br /&gt;
Determining Deployment Area: The players can mutually agree on which Deployment Area to begin with or can roll a d8. &lt;br /&gt;
	&lt;br /&gt;
[ 1 or 8 ] – Reroll&lt;br /&gt;
&lt;br /&gt;
[ 2 or 5 ] – Standard Deployment&lt;br /&gt;
&lt;br /&gt;
[ 3 or 6 ] – Cornered Deployment&lt;br /&gt;
&lt;br /&gt;
[ 4 or 7 ] – Long Side Deployment&lt;br /&gt;
&lt;br /&gt;
Deployment Order: Players roll a d8; the higher roll chooses who deploys first. The other player chooses table side (A or B). The first player places one Unit in their deployment area, then players alternate placing Units. When one player has no Units left to place, the other deploys all remaining Units.&lt;br /&gt;
&lt;br /&gt;
There are three base types of Deployment Areas:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cornered Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Side Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Core Missions ===&lt;br /&gt;
These are the primary game modes used for regular play. These missions are designed to be balanced, repeatable, and suitable for any army composition. Each Core Mission provides a defined setup, deployment method, and set of objectives that both players follow.&lt;br /&gt;
&lt;br /&gt;
Unlike Narrative Missions, which are story-driven scenarios with highly specific setups, Core Missions use shared rules and formats to ensure fair and consistent gameplay. Only Core Missions are included in this rulebook. Narrative based missions are available separately on the official website.&lt;br /&gt;
&lt;br /&gt;
The following section presents the available Core Missions and their rules in the following format:&lt;br /&gt;
* Mission Name&lt;br /&gt;
* Engagement Size&lt;br /&gt;
* Deployment&lt;br /&gt;
* Primary Objective&lt;br /&gt;
* Objective Scoring&lt;br /&gt;
* Game Length&lt;br /&gt;
* Victory Condition&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High-Value Target (HVT)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deployment:&lt;br /&gt;
* Any&lt;br /&gt;
Primary Objective:&lt;br /&gt;
* Each player chooses one Unit from their squad to be their designated High Value Target.&lt;br /&gt;
Objective Scoring:&lt;br /&gt;
* For each enemy Unit destroyed, the player who destroyed it gains 1 Victory Point (VP).&lt;br /&gt;
* If the destroyed Unit was the enemy HVT, that player gains 3 Victory Points instead.&lt;br /&gt;
Game Length:&lt;br /&gt;
* The battle lasts 6 rounds or until one player has no Units remaining.&lt;br /&gt;
Victory Condition:&lt;br /&gt;
* The player with the most Victory Points at the end of the 6th round is the winner.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command &amp;amp; Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deployment:&lt;br /&gt;
* Standard (Recommended)&lt;br /&gt;
Primary Objective:&lt;br /&gt;
* The player with initiative rolls 1d4 + 2 to determine the total number of Objective Markers to be placed on the battlefield. Players alternate placing these Markers down starting with the player who moves first.&lt;br /&gt;
* Each player may place only one Objective Marker within their own Deployment Area.&lt;br /&gt;
All Markers must be placed at least 4 hexes away from any other Marker and must also be 1 hex away from the tables edge.&lt;br /&gt;
* Markers may not be placed free-floating on higher elevations.&lt;br /&gt;
Objective Scoring:&lt;br /&gt;
* If a Unit ends it turn on an Objective Marker, that marker is considered captured by that Units player.&lt;br /&gt;
* At the end of each round, a player gains 1 Victory Point for each Marker they control. Objective Markers located within the opponents Deployment Area are worth 2 Victory Points instead.&lt;br /&gt;
* A captured Objective Marker remains under a players control even if the Unit moves away, until an opposing Unit ends its turn on that Marker and captures it.&lt;br /&gt;
Game Length:&lt;br /&gt;
* The battle lasts 6 rounds.&lt;br /&gt;
Victory Condition:&lt;br /&gt;
* The player with the most Victory Points at the end of the 6th round is the winner.&lt;br /&gt;
* If tied, the player who lost the fewest Units wins.&lt;br /&gt;
* If still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asset Retrieval&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deployment:&lt;br /&gt;
* Long Side (Recommended)&lt;br /&gt;
Primary Objective:&lt;br /&gt;
* The player with Initiative places one Objective Marker on the battlefield. The Marker must be placed at least 4 hexes away from any Deployment Area.&lt;br /&gt;
Objective Scoring: &lt;br /&gt;
* If a Unit is on the same hex as the Objective Marker and has a free hand or manipulator, it may use the [Retrieve] Command Action to pick up the Marker.&lt;br /&gt;
* The hand or manipulator holding the Marker cannot be used for any purpose while carrying it, including for the [Grapple] Command Action or for two-handed weapons.&lt;br /&gt;
* A Unit carrying the Marker may use the [Release] Command Action to place the Marker on its current hex.&lt;br /&gt;
At the end of each round:&lt;br /&gt;
* A player gains 2 VP if one of their Units is carrying the Marker.&lt;br /&gt;
* A player gains 1 VP if one of their Units is on the same hex as the Marker but not carrying it.&lt;br /&gt;
Game Length:&lt;br /&gt;
* The battle lasts 6 rounds.&lt;br /&gt;
Victory Condition:&lt;br /&gt;
* The player with the most Victory Points at the end of the 6th round is the winner.&lt;br /&gt;
* If tied, the player who lost the fewest Units wins.&lt;br /&gt;
* If still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Control Points&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Deployment:&lt;br /&gt;
* Cornered (Recommended)&lt;br /&gt;
Primary Objective:&lt;br /&gt;
* The player with initiative rolls 1d4 + 2 to determine the total number of Objective Markers to be placed on the battlefield. Players alternate placing these Markers down starting with the player who moves first.&lt;br /&gt;
* Each player may place only one Objective Marker within their own Deployment Area.&lt;br /&gt;
All Markers must be placed at least 4 hexes away from any other Marker and must also be 1 hex away from the tables edge.&lt;br /&gt;
* Markers may not be placed free-floating on higher elevations.&lt;br /&gt;
Objective Scoring:&lt;br /&gt;
* For If a Unit occupies the same hex as an Objective Token at the end of the round, that player gains 2 VP.&lt;br /&gt;
* However, if an opposing Unit is within 1 hex of that Objective Token, no VP is awarded for that token this round.&lt;br /&gt;
Game Length:&lt;br /&gt;
* The battle lasts 6 rounds or until one player has no Units remaining.&lt;br /&gt;
Victory Condition:&lt;br /&gt;
* The player with the most Victory Points at the end of the 6th round is the winner.&lt;br /&gt;
* If tied, the player who lost the fewest Units wins.&lt;br /&gt;
* If still tied, the game is a draw.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22213</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22213"/>
		<updated>2026-04-01T17:18:00Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Okay so I need to finish the rolls section with bold and then clean up any more bullets. Afterward is the Other Actions section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame (30MM:W for short) is a mech-based tabletop miniatures game using Bandai Spirit&#039;s 30 Minutes Missions line of 1/144 scale mecha model kits. The focus of this game is on:&lt;br /&gt;
* The ability to play missions in, roughly, 30 minutes (excluding setup); and&lt;br /&gt;
* The customizability and modular designs for model kits. &lt;br /&gt;
The game is played over a series of rounds. Each round consists of alternating turns between each player choosing one of their Units, moving to the best position, attacking the enemy, or holding an objective. The battlefield is played with varying terrain, elevations, and structures. Missions can vary from eliminating the enemies to securing intel.&lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
&lt;br /&gt;
The game is won after the primary objective of the mission you are playing has been completed. These range from holding an objective for multiple turns, getting an object and moving to your side of the board, or simply destroying the enemy forces.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
* 30 Minutes Missions Models (assembled)&lt;br /&gt;
* Datasheets (filled out)&lt;br /&gt;
* Hex Grid Game Mat&lt;br /&gt;
* Game Tokens&lt;br /&gt;
* D8 Dice&lt;br /&gt;
* D20 Dice&lt;br /&gt;
* Various Hex Colors&lt;br /&gt;
&lt;br /&gt;
   * The hex game mat is roughly 40x60” with 4.5” hexes (vertex to vertex) setup in an 11 hex by 15 hex grid with the flat sides horizontal.&lt;br /&gt;
&lt;br /&gt;
=== Units and Squads === &lt;br /&gt;
Each individual model on the battlefield is referred to as a Unit. All Units controlled by a single player together make up that player’s Squad.&lt;br /&gt;
When a rule refers to a Unit, it applies only to that specific model. When a rule refers to a Squad, it applies to all of that player’s Units collectively.&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
To play the 30MM: Wargame, you will need two types of dice: eight-sided dice (D8) and twenty-sided dice (D20). Each player should have at least 5–10 D8s to keep gameplay fast and 1 D20 for every Unit they control.&lt;br /&gt;
The D20 is used to track a Unit’s Action Points (AP), while the D8 is used for all attack, defense, and ability rolls.&lt;br /&gt;
Occasionally, the rules may reference alternate dice notations such as D4, 2D8, or D8 + 1:&lt;br /&gt;
&lt;br /&gt;
* D4: Roll a D8 and halve the result, rounding up.&lt;br /&gt;
* D8 + 1: Roll a D8 and add 1 to the result.&lt;br /&gt;
&lt;br /&gt;
==== Rolls and Rerolls ====&lt;br /&gt;
When making a roll, the player must roll equal to or higher than the target value listed under the Unit’s Modified Stat on its Datasheet. Each roll represents a single attack, defense, or action attempt.&lt;br /&gt;
Example: Unit A makes two ranged attacks against Unit B, which has a Modified Evasion Stat of 7.&lt;br /&gt;
The defending player rolls 2D8, scoring a 6 and a 7.&lt;br /&gt;
This means one attack hits (6) and one attack is evaded (7).&lt;br /&gt;
If an ability allows you to reroll dice, select the number of dice indicated and reroll them, starting with the lowest results first. The outcome of the reroll is final, even if it is worse than the original roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
&lt;br /&gt;
Tokens are used to track various effects, conditions, and states that occur during gameplay.&lt;br /&gt;
Whenever a rule or status effect instructs a player to place a token, it should be placed face-up next to the affected Unit to clearly indicate the current condition.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
Objective Markers represent key tactical points, data nodes, or energy beacons on the battlefield that players must capture, defend, or destroy to complete mission objectives.&lt;br /&gt;
The standard Objective Marker model is built using a combination of Roy Roy leg parts (from the 30 Minute Missions Alto or Portanova kits), thrusters from the Option Parts Set 1, and structural components from the J1 runner, included in most 30MM kits.&lt;br /&gt;
	&lt;br /&gt;
Players may use Objective Marker tokens in place of the physical kit-built markers if preferred. Alternatively, an Objective Marker can be any model, piece, or object the players agree upon prior to starting the game, so long as all participants clearly understand what represents an active objective.&lt;br /&gt;
When placed on the map, Objective Markers do not obstruct movement or Line of Sight unless specified by the mission.&lt;br /&gt;
&lt;br /&gt;
=== Datasheet ===&lt;br /&gt;
Each Unit is represented by a Datasheet, which contains all of the information required to operate that Unit effectively on the battlefield. The Datasheet lists every attribute, ability, and piece of equipment necessary to complete a mission.&lt;br /&gt;
While Units can differ greatly in how they function, every Datasheet follows the same layout and includes the following elements:&lt;br /&gt;
&lt;br /&gt;
1. Unit Sections – Displays each section (Head, Torso, Left Leg, etc.) of the Unit and its Defense Points (DP).&lt;br /&gt;
2. Specifications – Lists the Unit’s detailed attributes such as classification, base AP,  movement (standard and thruster), as well as total thruster durability.&lt;br /&gt;
3. Modified Stats – The Unit’s Accuracy, Assault, and Evasion values, used when making Attack and Defense Rolls.&lt;br /&gt;
4. Core Type – Shows the Unit’s base model and core statistics.&lt;br /&gt;
5. Unit Information – Includes the Unit’s Name, Type, and Movement Mechanism(s).&lt;br /&gt;
6. Pilot Information – Lists the Pilot’s Name, Rank, and Pilot Cost.&lt;br /&gt;
7. Systems, Mods, &amp;amp; Traits – Details the Unit’s special abilities and upgrades.&lt;br /&gt;
8. Weapons &amp;amp; Equipment Inventory – Records all weapons, gear, and equipment equipped by the Unit.&lt;br /&gt;
9. Deployment Cost (DC) – The total cost required to field the Unit in battle.&lt;br /&gt;
&lt;br /&gt;
== Unit Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Mechs ===&lt;br /&gt;
A Mech is a humanoid combat Unit characterized by articulated limbs, modular construction, and the ability to operate across various terrains and elevations. Mechs are designed for front-line combat, tactical flexibility, and diverse loadouts, capable of fulfilling multiple battlefield roles.&lt;br /&gt;
Design Choices of Mechs:&lt;br /&gt;
    * Humanoid Frame: Possesses articulated arms, legs, and a torso, enabling advanced maneuverability such as jumping, climbing, or changing facing independently.&lt;br /&gt;
    * Combat Versatility: Capable of engaging in both ranged and melee combat; well-suited for precision attacks, flanking, and defensive holds.&lt;br /&gt;
    * Reactive Posture System: Can assume crouching, and prone positions as well as offensive, defensive, and parry stances to affect LoS, hit zones, and evasion.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles ===&lt;br /&gt;
Vehicles are modular support Units designed to augment, transport, or reinforce Mech Units on the battlefield. They can operate independently or in tandem with other Units, often providing specialized mobility, firepower, or utility functions. &lt;br /&gt;
Design Choices of Vehicles: &lt;br /&gt;
    * Dedicated Support Platform: Mech Units can ride on/in various vehicles to move around the battlefield. &lt;br /&gt;
    * Modular Integration System: Can combine with Mech Units for additional firepower.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Classifications ===&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;
&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;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
All missions take place on a battlefield overlayed by a hexagonal grid. A single hex measures 4.5” from point-to-point and 3.9” from side-to-side. This is the same size as an Action Base 4/5. A battlefield measures 14 hexes on the long side and 11 hexes on the short side (58.5”x38.3”).&lt;br /&gt;
&lt;br /&gt;
=== Setup ===&lt;br /&gt;
Players will first lay out a battlefield mat as preferred or, if playing a scenario, as the scenario specifies.&lt;br /&gt;
&lt;br /&gt;
Before determining turn order, all players must agree on the Engagement Size (the total Deployment Cost limit of all &lt;br /&gt;
Units in a players squad). Once the Engagement Size is set, each player assembles their Squad accordingly.&lt;br /&gt;
&lt;br /&gt;
Next, players will roll a 1D8 to determine who goes first. The higher roll then determines who is the attacker or defender. The attacker gets to start first but the defender gets to choose which table side to start on (A or B side). If both players roll the same, then both players conduct a reroll.&lt;br /&gt;
&lt;br /&gt;
In a 3 (or more) player game, players choose which side (attacker or defender) to participate in and share Units and turns with their teammates. At the start of the round, players roll for initiative with the higher roll, giving the first chance to move a Unit.&lt;br /&gt;
&lt;br /&gt;
=== Unit Deployment ===&lt;br /&gt;
Once the attacker and defender have been determined, 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&#039;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.&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed their Units, the Deployment Phase has ended and gameplay can begin.&lt;br /&gt;
&lt;br /&gt;
=== Action Points ===&lt;br /&gt;
	At the start of a Unit&#039;s activation, before moving, the player must roll 1d8 to determine the number of Action Points (AP) available during that turn. Action Points are spent to perform various actions, such as entering a prone position, deploying a drone, or firing a weapon.&lt;br /&gt;
&lt;br /&gt;
After rolling, the result is added to the Unit’s Base AP value as listed on its Datasheet in the Specifications Section.&lt;br /&gt;
A Unit may store unused AP from one turn to the next. However, it cannot exceed a total of 16 AP at any time unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
=== Phases of a Turn ===&lt;br /&gt;
	The 30MM: Wargame consists of a series of alternating turns that make up a number of rounds. Each turn consists of three phases. The players will execute these phases in sequential order for every Unit that is activated. After a Unit has been activated and completed all three phases, play passes to the next player in the established play order (e.g., Attacker 1, Defender 1, Attacker 2, Defender 2, etc). Once all Units have been activated, progressed through each phase, and become inactive, the round ends and a new one begins.&lt;br /&gt;
	Each turn includes the following phases, performed in the following order:&lt;br /&gt;
&lt;br /&gt;
    1. Movement Phase&lt;br /&gt;
    2. Ranged Combat Phase&lt;br /&gt;
    3. Close Combat Phase&lt;br /&gt;
&lt;br /&gt;
=== Movement Phase ===&lt;br /&gt;
The player may now choose a Unit to activate and begin its Movement Phase. Once selected, the player rolls for Action Points as explained in the section above.&lt;br /&gt;
If a player chooses not to activate a Unit or the Unit is unable to act (due to a status effect, lack of AP, or other restriction), the Unit is immediately marked Inactive and play passes to the next Unit in turn order.&lt;br /&gt;
&lt;br /&gt;
After the player has determined the amount of AP the Unit has, they then can move to their desired location. In the Specifications Section of the Datasheet, there is a section called “Standard Movement”.  This section shows how many hexes that Unit can move in a single activation. A Unit can move any number of hexes to a maximum of what that section shows. When moving a Unit, its facing is also important, as it affects both offense and defense. Changing Facing also costs a single movement point. Greater details on how facing works can be found in the [[Core Rules#Facings|Facings Section]]. Below the standard movement you’ll also see “Thruster Movement”. This option is only available to Units that meet certain requirements as found in the [[Core Rules#Thruster Movement|Thruster Movement]] Section below. A Unit also has the option of not moving at all. Outside of this basic information there are other steps that can be taken listed in the next section [[Core Rules#Movement|Movement]].&lt;br /&gt;
&lt;br /&gt;
Any terrain effects gained must be resolved before moving on to the next phase.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Combat Phase ===&lt;br /&gt;
After moving the selected Unit to the desired hex, the player may then make attacks with ranged weapons. &lt;br /&gt;
All attacks made must subtract the weapons AP cost from the Units current stored AP. If the Unit does not have an adequate amount of AP, then the Unit cannot make an attack with that weapon.&lt;br /&gt;
&lt;br /&gt;
If the player decides to not make a ranged attack (to save AP or any other reason they decide), they may skip this phase and move to the next but cannot return to it.&lt;br /&gt;
&lt;br /&gt;
=== Declaring Weapons Fire ===&lt;br /&gt;
The player must then choose a target to attack. Once a target has been established, then the player must declare which Unit Section on that target they are going to attack.&lt;br /&gt;
&lt;br /&gt;
Common Unit Sections include Head, Torso, Left Arm, Right Arm, Left Leg, and Right Leg. &lt;br /&gt;
&lt;br /&gt;
A player must declare all attacks they plan to make at this time, specifying which weapon(s) they intend to fire and at what sections.&lt;br /&gt;
Players may not change an attack declaration once made.&lt;br /&gt;
&lt;br /&gt;
=== Resolving Weapons Fire ===&lt;br /&gt;
Once a target and Unit Section are declared, the player will then resolve the weapons fire one weapon at a time.&lt;br /&gt;
All declared attacks must be made, even if the intended target is destroyed before all attacks against it have been resolved.&lt;br /&gt;
The order in which a Units weapons are rolled and resolved is up to the Units player. &lt;br /&gt;
&lt;br /&gt;
=== Close Combat Phase ===&lt;br /&gt;
Players repeat the steps given for the Ranged Combat Phase except with close combat weaponry (typically weapons with a range of 1).&lt;br /&gt;
&lt;br /&gt;
Once the player has resolved all close combat damage, the Unit becomes inactive and ends its turn. At which point, the opposing player chooses a Unit and begins the cycle again.&lt;br /&gt;
&lt;br /&gt;
=== Win Conditions ===&lt;br /&gt;
Players repeat the sequence of play given above until one side achieves victory. Under normal circumstances, the side with the last surviving Unit on the battlefield wins. If the last Units from each side are destroyed simultaneously or if the last Units from each side are rendered Inoperable, the game is a draw. Players may set other victory conditions by mutual agreement before play begins. In addition, some missions have special victory conditions of their own.&lt;br /&gt;
&lt;br /&gt;
=== Unequal Units on Map ===&lt;br /&gt;
When both sides have an equal number of Units, each player takes a turn activating a single Unit, then the other player activates a single Unit, and so on. If the number of units on each side is unequal, this procedure is altered.&lt;br /&gt;
&lt;br /&gt;
If one side has more activatable units than the other, the players will continue to alternate Unit activations until one player can no longer activate their Units for that round. At which point, the other player will continue activating their Units until they are all deactivated and the round is over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement == &lt;br /&gt;
During the Movement Phase, Units may reposition and adjust their elevation on the battlefield to secure tactical advantage.&lt;br /&gt;
&lt;br /&gt;
=== Standard Movement ===&lt;br /&gt;
	A Unit’s Standard Movement value is listed in the Specifications Section of its datasheet. This value represents the total number of Movement Points (MP) the Unit may spend during its Movement Phase, determined by its Classification.&lt;br /&gt;
A Unit may move into the hex it is currently facing or into the hex directly behind it; movement into any other hex requires a facing adjustment. Entering a clear hex costs 1 MP whether moving forward or backward, while movement costs for other terrain types vary as specified elsewhere in the rules.&lt;br /&gt;
&lt;br /&gt;
=== Standard Jump ===&lt;br /&gt;
A Mech Unit may perform a Standard Jump as part of their Standard Movement. A Standard Jump allows the Unit to leap over the hex directly in front of it and land two hexes forward while maintaining its facing, at a cost of 2 MP. &lt;br /&gt;
The Unit must remain on the same elevation throughout the jump and cannot leap over a hex, structure, or Unit that occupies a higher elevation level. &lt;br /&gt;
&lt;br /&gt;
A Unit may descend to a lower elevation during a jump as long as it has enough MP to complete the movement; otherwise, [[Core Rules#Fall Damage|Fall Damage]] is applied based on the number of elevation levels dropped. &lt;br /&gt;
Upon landing, all terrain effects of the landing hex immediately apply. A Unit may perform multiple Standard Jumps during its Movement Phase, provided it has sufficient MP remaining. 	&lt;br /&gt;
&lt;br /&gt;
=== Facings ===&lt;br /&gt;
Each hex on the battlefield has six sides. A Unit must always face one of these sides; this is referred to as its Facing.&lt;br /&gt;
&lt;br /&gt;
Changing a Unit’s Facing costs 1 Movement Point, deducted from its Standard Movement allowance. &lt;br /&gt;
&lt;br /&gt;
=== Thruster Movement ===&lt;br /&gt;
When a Unit is equipped with thrusters, it may perform a Thruster Movement instead of a Standard Movement. Thruster Movement allows the Unit to move up to double its standard movement points in a single turn, as indicated by its Thruster Movement value.&lt;br /&gt;
&lt;br /&gt;
Thruster Movement must be performed in a straight line, and the Unit must normally remain on the same elevation from start to finish.&lt;br /&gt;
&lt;br /&gt;
=== Thruster Jump ===&lt;br /&gt;
As part of Thruster Movement, a Unit may perform a Thruster Jump, allowing it to ascend or descend elevations during its movement.&lt;br /&gt;
&lt;br /&gt;
A Unit initiates a Thruster Jump by declaring Thruster Movement.&lt;br /&gt;
&lt;br /&gt;
When performing a Thruster Jump, the Unit may move in a straight line and change elevations at any point along its movement path, up to its Thruster Movement value. The Unit may land on a hex at a higher or lower elevation than where it began.&lt;br /&gt;
&lt;br /&gt;
If a Unit ends its movement on a hex without solid ground beneath it and does not have the [[Core Rules#Aerial Movement|Aerial [AIR] Movement Mechanism]], it immediately falls to the next available elevation and suffers [[Core Rules#Fall Damage|Fall Damage]]. &lt;br /&gt;
&lt;br /&gt;
==== Additional Rules ====&lt;br /&gt;
    * The Unit may move any number of hexes, up to its Thruster Movement value.&lt;br /&gt;
    * After completing a Thruster Movement, the Unit must maintain its facing direction, forfeit its Combat Phase (unless otherwise stated), and become inactive.&lt;br /&gt;
    * If all thrusters on the Unit are destroyed, it can no longer perform Thruster Movements.&lt;br /&gt;
&lt;br /&gt;
=== Elevation Changes ===&lt;br /&gt;
Units may change elevation during the Movement Phase.&lt;br /&gt;
Ascending or Descending one elevation level costs 1 Movement Point in addition to the 1 Movement Point to move into the new hex.&lt;br /&gt;
&lt;br /&gt;
Backward Movement:&lt;br /&gt;
Units moving backward cannot change elevation.&lt;br /&gt;
&lt;br /&gt;
Unauthorized Elevation Changes:&lt;br /&gt;
A Unit cannot force another Unit to ascend to a higher elevation.&lt;br /&gt;
A Unit may force another Unit to descend to a lower elevation. Units forced downward suffer Fall Damage (pg. 32).&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Non-Grey terrain types, those with additional environmental effects, require extra Movement Points to move through.&lt;br /&gt;
Certain terrain types may also grant bonuses or impose restrictions on movement and other actions while a Unit occupies them.&lt;br /&gt;
Refer to the [[Core Rules#Hex Colors|Hex Colors]] for full details.&lt;br /&gt;
&lt;br /&gt;
=== Hex Occupancy ===&lt;br /&gt;
A Unit may move through a hex occupied by a friendly Unit. A Unit may not move through a hex occupied by an enemy Unit unless executing a Thruster Impact.&lt;br /&gt;
A Unit may end its Movement Phase in a hex containing friendly Units, provided that each Unit maintains at least 80% of its model within the hex, based on best judgment, and the Units do not physically overlap.&lt;br /&gt;
Units may be repositioned freely within the hex as long as at least 80% of the model remains inside the hex (this does not require a Command Action to perform) and the Unit maintains the facing established at the end of its movement.&lt;br /&gt;
Movement within the hex may be used to set up ambushes, establish firing positions, or improve cover.&lt;br /&gt;
Opposing Units cannot occupy the same hex unless otherwise specified or unless they are positioned on different elevation levels.&lt;br /&gt;
&lt;br /&gt;
=== Movement Mechanisms ===&lt;br /&gt;
A Unit’s method of traversing the battlefield is defined by its Movement Mechanism. These dictate how a Unit interacts with terrain, elevation, and movement-related effects. A Unit’s assigned mechanism is determined by the components used during its construction and is listed on the Unit’s datasheet as a three-letter tag. Units that are considered Mechs do not qualify for any Vehicle additional rules.&lt;br /&gt;
Tags appear as 3 letters within brackets and allows players to quickly identify how a rule or item functions. For a full explanation, see [[Core Rules#Tags|Tags]].&lt;br /&gt;
There are three types of Movement Mechanisms.&lt;br /&gt;
&lt;br /&gt;
==== Terrestrial Movement ====&lt;br /&gt;
Tag: [TRS]&lt;br /&gt;
The standard movement mechanism for all ground-based Units. These Units traverse solid terrain using walking, rolling, or similar locomotion.&lt;br /&gt;
&lt;br /&gt;
This mechanism does not require Thruster Durability unless it is performing a Thruster Movement.&lt;br /&gt;
&lt;br /&gt;
Units with this mechanism must use elevated terrain to move to higher elevations. A Terrestrial Unit cannot move directly to a higher elevation unless there is accessible terrain.&lt;br /&gt;
&lt;br /&gt;
To qualify for this mechanism, a Unit must have at least one of the following Unit Sections: Legs, Treads, Wheels, or comparable locomotion systems.&lt;br /&gt;
&lt;br /&gt;
Terrestrial Vehicles:&lt;br /&gt;
Land-based vehicle Units follow additional rules to reflect their unique combat and movement traits.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* Must contain at least one [TRS] marked Unit Section.&lt;br /&gt;
* Must not contain an [AQN] or [AIR] tag.&lt;br /&gt;
Restrictions:&lt;br /&gt;
* Weapon range is halved when firing through green hexes.&lt;br /&gt;
* Movement costs 2x when crossing green hexes.&lt;br /&gt;
Bonuses:&lt;br /&gt;
* Field of View (pg. 18), the area the Unit can target Units, is all 6 hexes around the Unit.&lt;br /&gt;
* Main Cannon has an AP reduction of 3 (to a minimum of 4).&lt;br /&gt;
&lt;br /&gt;
==== Aquatic Movement ====&lt;br /&gt;
Tag: [AQN]&lt;br /&gt;
The standard movement mechanism for all water based Units. These Units traverse and maneuver through aquatic terrain such as oceans, rivers, and lakes, freely adjusting their position within submerged environments.&lt;br /&gt;
&lt;br /&gt;
Units with the [AQN] Movement Mechanism use Movement Points (MP) as normal Standard Movement to navigate Blue Hexes with two exceptions: ascending upward in the water costs 1 MP, while descending to a lower elevation costs no additional MP. &lt;br /&gt;
&lt;br /&gt;
To qualify for this mechanism, a Unit must have at least one of the following: Fins, Thrusters, or comparable propulsion sections. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.&lt;br /&gt;
&lt;br /&gt;
If a Unit’s Thruster Durability drops below the required threshold, it immediately loses access to [AQN] movement and becomes subject to Blue Hex terrain effects.&lt;br /&gt;
&lt;br /&gt;
Aquatic Vehicles&lt;br /&gt;
	Water-based vehicle Units follow additional rules to reflect their unique combat and movement traits.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* Must contain at least one [AQN] marked Unit Section.&lt;br /&gt;
* Must not contain an [TRS] or [AIR] tag.&lt;br /&gt;
Restrictions:&lt;br /&gt;
* Cannot make normal movements on 0 Elevation (Ground Level).&lt;br /&gt;
* Can only move over light/dark blue hexes; failure to do so results in the Unit gaining the Grounded status effect.&lt;br /&gt;
Bonuses:&lt;br /&gt;
* Attacks made with missile pods do not require LoS.&lt;br /&gt;
&lt;br /&gt;
==== Aerial Movement ====&lt;br /&gt;
Tag: [AIR]&lt;br /&gt;
The standard movement mechanism for all air based Units. These Units operate above the battlefield, maintaining altitude without reliance on solid ground and freely traversing terrain by air.&lt;br /&gt;
&lt;br /&gt;
Units with the [AIR] Movement Mechanism use Movement Points (MP) to travel between hexes as normal Standard Movement to navigate, but they ignore all ground-based terrain effects unless specified to effect them. These Units can also adjust their elevation up or down by 1 level at the cost of a single MP rather than the standard 2.&lt;br /&gt;
&lt;br /&gt;
Units with this mechanism cannot fly through Green Hexes (dense vegetation or forest terrain).&lt;br /&gt;
&lt;br /&gt;
If a Unit loses access to [AIR] while airborne and without solid ground beneath it, it immediately falls to the lowest available elevation and suffers fall damage as normal. See the Minimum Thruster Durability chart on the next page for more information.&lt;br /&gt;
&lt;br /&gt;
To qualify for this mechanism, a Unit must have at least one of the following: Wings, Rotors, Thrusters, or comparable propulsion systems. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.&lt;br /&gt;
&lt;br /&gt;
Aerial Vehicles&lt;br /&gt;
Air-based vehicle Units follow additional rules to reflect their unique combat and movement traits.&lt;br /&gt;
&lt;br /&gt;
Requirements:&lt;br /&gt;
* Must contain at least one [AIR] marked Unit Section.&lt;br /&gt;
* Must not contain an [AQN] or [TRS] tag.&lt;br /&gt;
Restrictions:&lt;br /&gt;
* Cannot make normal movements on 0 Elevation (Ground Level).&lt;br /&gt;
* Cannot move backwards.&lt;br /&gt;
* Must use all movement points (standard or thruster) during activation; failure to do so results in the Unit gaining the Grounded status effect.&lt;br /&gt;
&lt;br /&gt;
Bonuses:&lt;br /&gt;
* Strafing Runs: When the Unit passes directly over enemy Units (at one elevation higher) during the Movement Phase, it may pause movement to conduct a single ranged or close combat attack. After resolving the attack, the Unit continues it movement. This can be repeated multiple times during a single movement phase until the Activated Unit&#039;s AP is 0 or no more targets are within the movement path.&lt;br /&gt;
&lt;br /&gt;
== Combat == &lt;br /&gt;
Once the player’s chosen Unit completes the Movement Phase, they engage in combat. Units use two forms of combat: Ranged Combat and Close Combat. Ranged Combat utilizes missiles, beam rifles, rockets, and many others. Close combat utilizes beam swords, pile bunkers, heavy metal swords, and even other Units.&lt;br /&gt;
&lt;br /&gt;
=== Targeting Basics ===&lt;br /&gt;
This section establishes how a Unit selects and validates a target before making an attack.&lt;br /&gt;
&lt;br /&gt;
==== Defining a Target ====&lt;br /&gt;
All targets fall into one of two categories: Units or Structures.&lt;br /&gt;
* Units include mechs, vehicles, drones, and any weapons or equipment integrated with them.&lt;br /&gt;
* Structures refer to any constructed object of human origin, including buildings, fortifications, or installations.&lt;br /&gt;
A player cannot deliberately target an allied Unit.&lt;br /&gt;
&lt;br /&gt;
==== Field of View ====&lt;br /&gt;
If an attacking Unit has Line of Sight to its intended target, the player must then check whether the target is within the Unit’s Field of View (FoV). &lt;br /&gt;
&lt;br /&gt;
A Unit’s FoV begins with the hex directly in front of it and includes the adjacent hexes to its immediate left and right, forming a forward-facing arc. This arc expands outward in a cone-shaped pattern from the attacker to the edge of the battlefield.&lt;br /&gt;
&lt;br /&gt;
==== Line of Sight ====&lt;br /&gt;
Line of Sight (LoS) is used to determine visibility between an attacking Unit and its designated target.&lt;br /&gt;
To determine LoS, the player must use the actual line of sight from the physical model. This is done by lowering their perspective to the eye level of the Unit’s cockpit or sensor array (head) and verifying whether the targeted Unit Section is visible. If any part of the target section is visible, LoS is established.&lt;br /&gt;
LoS may be obstructed by terrain, structures, or other Units, friendly or hostile.&lt;br /&gt;
&lt;br /&gt;
Terrain between the attacker and target may partially or fully obstruct LoS. If an attack passes through terrain with visibility modifiers (e.g., forests or debris), apply the listed penalties under Terrain Effects.&lt;br /&gt;
When declaring an attack, the player must also ensure that the weapon system being used has an unobstructed LoS to the target. This is verified by physically aiming the weapon at the intended target. The line from the weapon to the target must be free of any obstructions, including terrain features, structures, or other Units.&lt;br /&gt;
&lt;br /&gt;
==== Targeting Conditions ==== &lt;br /&gt;
This section establishes how terrain, elevation, and other Units may obstruct or alter attacks, covering rules for partial obstruction, height differences, terrain effects, and intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
==== Partial Obstructions ====&lt;br /&gt;
In certain situations, a Unit may be partially obscured by terrain, structures, or other Units. Only the visible Unit Sections may be declared as valid targets for attacks.&lt;br /&gt;
&lt;br /&gt;
==== Terrain Elevations ====&lt;br /&gt;
Each hex will have its elevation marked on the map. If no elevation marking is present, the hex is treated as Ground Level (Elevation 0) by default.&lt;br /&gt;
Hexes with elevations above 0 represent hills or elevated terrain. Hexes with elevations below 0 represent depressions or valleys.&lt;br /&gt;
* Water: Water hexes descend to a depth of Elevation -1 to -2 below ground level, with Elevation -2 representing maximum depth. The lower the elevation level, the deeper the water.  A Unit occupying a Water hex is always considered to be at the lowest elevation of that hex.&lt;br /&gt;
* Forest: Forest hexes share the same elevation as the terrain they occupy. For example, a forest located on Ground Level (0) is also considered to be at Elevation 0. Units occupying Forest hexes are positioned on the base terrain elevation—not atop the treetops.&lt;br /&gt;
&lt;br /&gt;
==== Unit Height &amp;amp; Width ====&lt;br /&gt;
Standard Mechs, Vehicles, and Drones positioned at ground level (Elevation 0) occupy less than one full elevation in height.&lt;br /&gt;
An exception is made if a Unit’s waist section (where the legs and torso connect) extends into Elevation +1. In such cases, the Unit’s base elevation is considered +1.&lt;br /&gt;
Units are considered to be at the elevation of the hex they currently occupy when calculating LoS.&lt;br /&gt;
Most Units occupy less than one full hex in width. Large Units must also remain within a single hex but are permitted to extend up to 80% of their model beyond the hex boundary, provided their base remains clearly and visibly within the hex.&lt;br /&gt;
&lt;br /&gt;
=== Weapon &amp;amp; Attack Requirements ===&lt;br /&gt;
Defines the conditions a Unit must meet to declare an attack, including weapon availability, range, line of sight, and any special restrictions.&lt;br /&gt;
&lt;br /&gt;
==== Weapon Requirements ====&lt;br /&gt;
Before declaring an attack, the player must confirm that the Unit can use the weapons in its inventory by meeting the following conditions:&lt;br /&gt;
* AP Cost: Each weapon has a designated Action Point (AP) cost. This is the number of AP required to perform a single attack.&lt;br /&gt;
* Range: All weapons have a listed range value. The intended target must be within this range.&lt;br /&gt;
* Equipped Weapons Only: A Unit may only attack with weapons that are currently equipped—either mounted or held in-hand.&lt;br /&gt;
&lt;br /&gt;
==== Attack Declaration ====&lt;br /&gt;
Once a target has been confirmed within the attacking Unit’s Field of View (FoV), the player must declare an attack. When declaring an attack, the player must state the following (in any order):&lt;br /&gt;
* The weapon or weapons being used.&lt;br /&gt;
* The target Unit, including the specific Unit Section or Sections being aimed at.&lt;br /&gt;
After the attack is declared, the total Action Point (AP) cost of all chosen weapons is subtracted from the Unit’s available AP.&lt;br /&gt;
Example: Unit A uses its beam saber to attack 3 times. The beam saber’s AP cost is 5, a total of 15 AP will be subtracted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Combat Roll Resolution ===&lt;br /&gt;
This section explains how players resolve combat by making Accuracy, Assault, and Evasion rolls, including the effects of Critical Hits and Misses. &lt;br /&gt;
&lt;br /&gt;
==== Attack Rolls ====&lt;br /&gt;
	An Attack Roll is a dice roll made by the attacking player to determine whether their Ranged or Close Combat attack is On Target. &lt;br /&gt;
On Target simply means the attack that was made has successfully targeted the intended area.&lt;br /&gt;
Once all Attack Rolls have been made, the targeted Unit’s player will then make their rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accuracy&#039;&#039;&#039;&lt;br /&gt;
	Also known as rolling for accuracy, is the process used to determine whether a ranged attack is On Target.&lt;br /&gt;
To perform an Attack Roll, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Unit&#039;s Accuracy Stat:&lt;br /&gt;
* If the roll is equal to or higher than the Unit’s Accuracy Stat, the attack is considered On Target.&lt;br /&gt;
* If the roll is lower, the attack misses completely.&lt;br /&gt;
&lt;br /&gt;
**Assault**&lt;br /&gt;
Also known as rolling for assault, is the process used to determine whether a close ranged attack is On Target.&lt;br /&gt;
Similar to accuracy rolls, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Units Assault Stat:&lt;br /&gt;
* If the roll is equal to or higher than the Unit’s Assault Stat, the attack is considered On Target.&lt;br /&gt;
* If the roll is lower, the attack misses completely.&lt;br /&gt;
&lt;br /&gt;
==== Defense Rolls ====&lt;br /&gt;
A Defense Roll is made by the defending player to determine whether incoming On Target attacks successfully hit their Unit.&lt;br /&gt;
After all Defense Rolls have been resolved, any attacks that successfully hit the Unit must be applied and damage calculated.&lt;br /&gt;
&lt;br /&gt;
**Evasion**&lt;br /&gt;
Also known as rolling for evasion, this process determines whether On Target attacks actually hit the defending Unit.&lt;br /&gt;
To perform an Evasion Roll, the defending player rolls a d8 for each On Target attack made by the attacker. Each result is then compared to the defending Unit’s Evasion stat:&lt;br /&gt;
* If the roll is equal to or higher than the Evasion stat, the attack is successfully evaded and no damage is taken.&lt;br /&gt;
* If the roll is lower, the evasion fails and the Unit takes damage to the targeted Section.&lt;br /&gt;
&lt;br /&gt;
==== Critical Rolls ====&lt;br /&gt;
When making Attack or Defense Rolls, there are two types of Critical Rolls: Critical Hits and Critical Misses.&lt;br /&gt;
* Critical Hit: Occurs when the die result is an 8. The attack cannot be evaded and deals 1.5× the weapon’s Base Damage (round up).&lt;br /&gt;
* Critical Miss: Occurs when the die result is a 1. The attack automatically misses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Damage &amp;amp; Effects ===&lt;br /&gt;
During combat, weapons deal a set amount of damage known as Base Damage. This value can be found in the Base Damage column of the Unit’s Datasheet. Base Damage represents the standard amount of damage a weapon inflicts before other effects are applied. This amount is dealt for each successful hit on a target.&lt;br /&gt;
&lt;br /&gt;
==== Resolving Damage ====&lt;br /&gt;
When an attack is successful, the damage is applied to the Unit Section chosen by the attacker. The defending player reduces that section’s Defense Points (DP) by the weapon’s Base Damage value. This happens during the attacking players turn and must be resolved before the turn ends.&lt;br /&gt;
If the DP of that section is reduced to zero, that section is destroyed. When a Unit Section is destroyed, it becomes non-operational and can no longer be targeted. All weapons, equipment, and special abilities located in that section are also destroyed and removed from play.&lt;br /&gt;
&lt;br /&gt;
==== Resolution Order ====&lt;br /&gt;
All attacks are resolved in the order they occur. When resolving multiple hits on a single Unit from the same weapon, all hits are rolled and resolved simultaneously. When resolving hits made with different weapons, resolve all rolls and resulting damage from one weapon before proceeding to the next.&lt;br /&gt;
Example: Unit A successfully hits Unit B’s torso with three beam rifle shots, dealing a total of 15 damage. This value is then subtracted from the torso’s Defense Points. Unit A then hits Unit B’s torso again with two rocket shots, dealing a total of 20 damage. This value is also subtracted from the torso’s Defense Points.&lt;br /&gt;
Destroyed Unit Sections&lt;br /&gt;
When a Unit Section is destroyed, the player may remove the corresponding piece from the model or place a Destroyed Limb token to mark it. In either case, the associated Status Effect is immediately applied:&lt;br /&gt;
&lt;br /&gt;
==== Destroyed Vs. Inoperable ====&lt;br /&gt;
A Unit is considered Destroyed when its Torso (for Mechs) or Cockpit (for Vehicles) &lt;br /&gt;
&lt;br /&gt;
Durability Points are reduced to 0. When a Unit is destroyed, leave its model on the battlefield, placed face down. If the hex it occupies does not already contain a terrain effect, that hex becomes a Black Hex.&lt;br /&gt;
A Unit is considered Inoperative when its core section remains intact but it can no longer function effectively:&lt;br /&gt;
* Mechs: If the Torso Unit Section is intact but all limbs are destroyed, the Unit is Inoperative.&lt;br /&gt;
* Vehicles: If the Cockpit Unit Section is intact but the Unit loses all mobility sections, it is Inoperative.&lt;br /&gt;
An Inoperative Unit may still participate in an engagement if it has functional Drones, Mounted Weapons, or Handheld Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Status Effects ====&lt;br /&gt;
Status Effects represent ongoing conditions that change how a Unit behaves in combat. They can come from abilities, weapons, or terrain features.&lt;br /&gt;
| Name | Effect|&lt;br /&gt;
|Abyssal | • Standard Movement is limited to 2 Movement Points.&lt;br /&gt;
* At the start of its turn, the Unit suffers 10 damage to its Torso Unit Section. |&lt;br /&gt;
Airborne&lt;br /&gt;
* If a Unit has the [AIR] Movement Mechanism, place an elevation token (+1, +2, +3) beside it to indicate its current elevation. This token is removed when the Unit returns to solid ground.&lt;br /&gt;
Blinded&lt;br /&gt;
* Unit gains -1 to Accuracy and Assault Rolls.&lt;br /&gt;
* Reduces non-melee weapon ranges by 50% (rounding up).&lt;br /&gt;
Conceal&lt;br /&gt;
* Unit gains +1 to Evasion Rolls against Long Ranged Attacks.&lt;br /&gt;
Crippled (Partial)&lt;br /&gt;
* Standard Movement is reduced by 50% (rounding up).&lt;br /&gt;
* Unit gains -1 to Assault Rolls.&lt;br /&gt;
Crippled (Severe)&lt;br /&gt;
* Standard Movement is limited to 1 Movement Point.&lt;br /&gt;
* Unit gains -2 to Assault Rolls.&lt;br /&gt;
Destroyed Limb&lt;br /&gt;
* Unit cannot use weapons or equipment with the destroyed Unit Section.&lt;br /&gt;
* Any handheld weapons are dropped onto the battlefield in the Unit’s hex.&lt;br /&gt;
Euphotic&lt;br /&gt;
* Standard Movement is limited to 2 Movement Points.&lt;br /&gt;
Grounded&lt;br /&gt;
* The Unit is considered to be at 0 Elevation (Ground Level). &lt;br /&gt;
* Cannot perform Evasions or forward movements (unless otherwise stated).&lt;br /&gt;
Hold&lt;br /&gt;
* Unit cannot make any attacks or movements.&lt;br /&gt;
Ice Buildup&lt;br /&gt;
* For each Ice Buildup token attached to a Unit, reduce its Standard Movement Points by 1 and its total AP storage by 4.&lt;br /&gt;
* Upon reaching 3 stacks of Ice Buildup, Unit gains System Error status effect.&lt;br /&gt;
* Ice buildup represents water freezing and shorting a Units electronics. This effect remains until the tokens are removed.&lt;br /&gt;
Immobilized&lt;br /&gt;
* Unit cannot perform a movement until condition is removed.&lt;br /&gt;
* Cannot Evade.&lt;br /&gt;
Limbless&lt;br /&gt;
* Unit cannot perform grapples, use handheld weapons/equipment, or interact with objects that require arms.&lt;br /&gt;
* Break Grapple Command Action costs 4AP.&lt;br /&gt;
* Any handheld weapons are dropped onto the battlefield in the Unit’s hex.&lt;br /&gt;
Sand Buildup&lt;br /&gt;
* For each Sand Buildup Token attached to a Unit, reduce its Standard Movement Points by 1 and apply a –1 modifier to all attack and defense rolls made by that Unit.&lt;br /&gt;
* Upon reaching 3 Stacks of Sand Buildup, Unit gains System Error status effect.&lt;br /&gt;
* Sand Buildup represents sand and dust clogging a Unit’s joints and systems. This effect remains until the tokens are removed.&lt;br /&gt;
Static Buildup&lt;br /&gt;
* Upon reaching 6 stacks, Unit gains System Error status effect.&lt;br /&gt;
Submerged&lt;br /&gt;
* If a Unit has the [AQN] Movement Mechanism, place an elevation token (-1 or -2) beside it to indicate its current elevation on blue hexes. This token is removed when the Unit returns to solid ground.&lt;br /&gt;
System Error&lt;br /&gt;
* Unit ends its turn immediately and removes all buildup effects.&lt;br /&gt;
&lt;br /&gt;
Close Quarters Combat&lt;br /&gt;
This sections outlines the rules for direct, physical engagements between Units at close range.&lt;br /&gt;
&lt;br /&gt;
Basic Attacks&lt;br /&gt;
A Unit can make basic attacks during its Close Combat Phase, only if no weapons are equipped. Basic attacks represent using the Units body (punches, kicks, strikes, etc.) to deal minimal damage. All Units can make these attacks and does not need to be on the Units Datasheet.&lt;br /&gt;
These do not gain bonuses from Systems, Mods, or Traits unless otherwise stated.&lt;br /&gt;
* Cost: 1 AP&lt;br /&gt;
* Range: 1 &lt;br /&gt;
* Damage: 1 Base Damage&lt;br /&gt;
&lt;br /&gt;
Grappling&lt;br /&gt;
Grappling occurs when a Unit physically seizes another. Only Units with manipulators (at least 1) can perform a Grapple, and it can only be initiated during the Close Combat Phase.&lt;br /&gt;
To perform a Grapple, follow the chart below:&lt;br /&gt;
    1. Engage Grapple&lt;br /&gt;
        a. Attacker pays 2 AP.&lt;br /&gt;
        b. Attacker rolls for Assault.&lt;br /&gt;
    2. Grapple Check&lt;br /&gt;
        a. Success &amp;gt; Go to Step 3.&lt;br /&gt;
        b. Fail &amp;gt; Grapple Ends (player may go back to step 1).&lt;br /&gt;
    3. Grapple Options (Attacker chooses one)&lt;br /&gt;
        a. Throw &amp;gt; Go to Throw.&lt;br /&gt;
        b. Hold &amp;gt; Go to Hold.&lt;br /&gt;
    4. Collision Damage&lt;br /&gt;
        a. Formula: 2 x (Defender Class x Throw Distance)&lt;br /&gt;
        b. Special Cases:&lt;br /&gt;
&lt;br /&gt;
            i. Structure Intact&lt;br /&gt;
            ii. Structure Destroyed&lt;br /&gt;
&lt;br /&gt;
Throw&lt;br /&gt;
	A Unit physically throws another Unit a set distance. Max Throw Distance (in hexes):&lt;br /&gt;
(Attacker Class – Defender Class) + 2&lt;br /&gt;
	A Unit cannot throw a Unit that has a classification higher than its own.&lt;br /&gt;
Landing Outcomes (choose based on destination):&lt;br /&gt;
&lt;br /&gt;
* Into a Structure: &lt;br /&gt;
        ◦ Defender is placed into the Structures hex (not on the structure), FoV facing the Attacker.&lt;br /&gt;
        ◦ Apply collision damage to the Defenders Torso Unit Section and the Structure.&lt;br /&gt;
&lt;br /&gt;
* Into a Hex: &lt;br /&gt;
        ◦ Defender lands supine, FoV facing the Attacker.&lt;br /&gt;
        ◦ Apply collision damage to the Defenders Torso Unit Section.*&lt;br /&gt;
&lt;br /&gt;
* Into a Hex with other Unit(s): &lt;br /&gt;
        ◦ Each Unit in the hex must make an Evasion Roll.&lt;br /&gt;
        ◦ Failure: Apply collision damage to the Unit(s) Torso Unit Section.&lt;br /&gt;
        ◦ Success: Move into any adjacent open hex within their FoV, facing any direction.&lt;br /&gt;
        ◦ If no hex is available, the Unit(s) instead applies collision damage to their Torso Unit Section.&lt;br /&gt;
        ◦ Defender also lands supine, FoV facing the Attacker, and applies collision damage to the Torso Unit Section.&lt;br /&gt;
&lt;br /&gt;
* Blue Hexes: &lt;br /&gt;
        ◦ Units thrown into a blue hex take half collision damage (rounding up).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hold&lt;br /&gt;
	A Hold represents one Unit grappling and locking down another in close combat, restricting its ability to act.&lt;br /&gt;
* Initiating a Hold:&lt;br /&gt;
        ◦ Move the Attacking Unit into the same hex as the Defending Unit.&lt;br /&gt;
        ◦ The Defending Unit immediately gains the Immobilized status effect.	&lt;br /&gt;
* Breaking a Hold:&lt;br /&gt;
        ◦ The Defending Unit must use the [Break Contact] Command Action to escape.&lt;br /&gt;
* Restrictions:&lt;br /&gt;
        ◦ While holding, the Attacker cannot move but may still attack using mounted weapons or any handheld weapon without the [2H] tag.&lt;br /&gt;
&lt;br /&gt;
Structure: Intact&lt;br /&gt;
If a thrown Unit collides with a structure and the damage deal does not exceed the structures current defense:&lt;br /&gt;
* The Unit gains the Immobilized status effect.&lt;br /&gt;
&lt;br /&gt;
Structure: Destroyed&lt;br /&gt;
If a thrown Unit collides with a structure and the damage dealt exceeds the structures current defense:&lt;br /&gt;
* The Structure collapses onto the Unit.&lt;br /&gt;
* Apply the Structures defense value as bonus damage to the Torso Unit Section.&lt;br /&gt;
* Remove the destroyed structure and replace it with a Black Hex.&lt;br /&gt;
* Place the Defending Unit supine, with its FoV facing the Attacker.&lt;br /&gt;
* On the Defenders next activation, it must use the [Recover] Command Action to stand. If it does not, the Unit remains supine.&lt;br /&gt;
&lt;br /&gt;
Example: Unit A grapples Unit B, spends 2 AP, and succeeds on an Assault Roll. With a higher Classification (4 vs 3), Unit A throws Unit B 3 hexes (4-3)+2. Unit B lands 2 hexes away, supine and facing Unit A, and suffers 12 Torso damage (3x2)x2 from the collision.&lt;br /&gt;
Thruster Impact&lt;br /&gt;
A Thruster Impact occurs when a Unit uses thrusters to rapidly advance and collide with an enemy Unit, causing damage and displacement.&lt;br /&gt;
When a Unit conducts a Thruster Movement and an enemy lies within its movement path, the Thruster Movement becomes a Thruster Impact.&lt;br /&gt;
Thruster Impacts can also be performed in the air or in the water.&lt;br /&gt;
&lt;br /&gt;
Range Requirements:&lt;br /&gt;
* Target must be beyond the Units Standard Movement Range.&lt;br /&gt;
* Target must be within the Units Thruster Movement Range.&lt;br /&gt;
AP Cost:&lt;br /&gt;
The attacking Unit pays 2 AP + 1AP per 2 hexes traveled (rounding up).&lt;br /&gt;
&lt;br /&gt;
Resolution:&lt;br /&gt;
    1) Confirm the target is within range and select the endpoint hex.&lt;br /&gt;
    2) Spend the AP cost.&lt;br /&gt;
    3) The attacking Unit makes an Assault Roll:&lt;br /&gt;
* Failure: The Unit moves to the closest hex in its path toward the target and ends its turn.&lt;br /&gt;
* Success: The defending Unit chooses one of the following responses:&lt;br /&gt;
&lt;br /&gt;
Do Nothing&lt;br /&gt;
* Attacker slams the defender one hex past the designated endpoint.&lt;br /&gt;
* Apply damage to defenders Torso/Cockpit Unit Section.&lt;br /&gt;
* Attacker ends it turn immediately.&lt;br /&gt;
&lt;br /&gt;
Evade &lt;br /&gt;
* Defender makes an Evasion Roll.&lt;br /&gt;
        ◦ Success: Move to any open hex within current FoV and out of the attackers path, facing the same direction. Flying Unit may move one elevation higher.&lt;br /&gt;
        ◦ Failure or no available hexes: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.&lt;br /&gt;
        ◦ Attacker continues to the designated endpoint and ends its turn. &lt;br /&gt;
&lt;br /&gt;
Stand Firm&lt;br /&gt;
* Defender makes an Assault Roll.&lt;br /&gt;
        ◦ Success: The defender blocks the charge (see Class Difference) and damage is applied to the attacking Units Torso Unit Section. The attacker stops in the adjacent hex.&lt;br /&gt;
        ◦ Failure: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.&lt;br /&gt;
* Class Difference: If the defender’s Class is higher than the attacker’s, the charge is stopped completely. If the defender’s Class is equal to or lower, the charge continues as normal and both Units take damage.&lt;br /&gt;
&lt;br /&gt;
Damage:&lt;br /&gt;
	Thruster Impact damage is determined by the Attacking Units class (see below).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22212</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22212"/>
		<updated>2026-03-15T21:23:09Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: I updated until Unit information. Hopefully it&amp;#039;s fine. I know pictures will be  aproblem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame (30MM:W for short) is a mech-based tabletop miniatures game using Bandai Spirit&#039;s 30 Minutes Missions line of 1/144 scale mecha model kits. The focus of this game is on:&lt;br /&gt;
    • The ability to play missions in, roughly, 30 minutes (excluding setup); and&lt;br /&gt;
    • The customizability and modular designs for model kits. &lt;br /&gt;
The game is played over a series of rounds. Each round consists of alternating turns between each player choosing one of their Units, moving to the best position, attacking the enemy, or holding an objective. The battlefield is played with varying terrain, elevations, and structures. Missions can vary from eliminating the enemies to securing intel.&lt;br /&gt;
&lt;br /&gt;
== Objective == &lt;br /&gt;
&lt;br /&gt;
The game is won after the primary objective of the mission you are playing has been completed. These range from holding an objective for multiple turns, getting an object and moving to your side of the board, or simply destroying the enemy forces.&lt;br /&gt;
&lt;br /&gt;
== Required Components ==&lt;br /&gt;
* 30 Minutes Missions Models (assembled)&lt;br /&gt;
* Datasheets (filled out)&lt;br /&gt;
* Hex Grid Game Mat&lt;br /&gt;
* Game Tokens&lt;br /&gt;
* D8 Dice&lt;br /&gt;
* D20 Dice&lt;br /&gt;
* Various Hex Colors&lt;br /&gt;
&lt;br /&gt;
   * The hex game mat is roughly 40x60” with 4.5” hexes (vertex to vertex) setup in an 11 hex by 15 hex grid with the flat sides horizontal.&lt;br /&gt;
&lt;br /&gt;
=== Units and Squads === &lt;br /&gt;
Each individual model on the battlefield is referred to as a Unit. All Units controlled by a single player together make up that player’s Squad.&lt;br /&gt;
When a rule refers to a Unit, it applies only to that specific model. When a rule refers to a Squad, it applies to all of that player’s Units collectively.&lt;br /&gt;
&lt;br /&gt;
=== Dice ===&lt;br /&gt;
To play the 30MM: Wargame, you will need two types of dice: eight-sided dice (D8) and twenty-sided dice (D20). Each player should have at least 5–10 D8s to keep gameplay fast and 1 D20 for every Unit they control.&lt;br /&gt;
The D20 is used to track a Unit’s Action Points (AP), while the D8 is used for all attack, defense, and ability rolls.&lt;br /&gt;
Occasionally, the rules may reference alternate dice notations such as D4, 2D8, or D8 + 1:&lt;br /&gt;
&lt;br /&gt;
* D4: Roll a D8 and halve the result, rounding up.&lt;br /&gt;
* D8 + 1: Roll a D8 and add 1 to the result.&lt;br /&gt;
&lt;br /&gt;
==== Rolls and Rerolls ====&lt;br /&gt;
When making a roll, the player must roll equal to or higher than the target value listed under the Unit’s Modified Stat on its Datasheet. Each roll represents a single attack, defense, or action attempt.&lt;br /&gt;
Example: Unit A makes two ranged attacks against Unit B, which has a Modified Evasion Stat of 7.&lt;br /&gt;
The defending player rolls 2D8, scoring a 6 and a 7.&lt;br /&gt;
This means one attack hits (6) and one attack is evaded (7).&lt;br /&gt;
If an ability allows you to reroll dice, select the number of dice indicated and reroll them, starting with the lowest results first. The outcome of the reroll is final, even if it is worse than the original roll.&lt;br /&gt;
&lt;br /&gt;
=== Tokens ===&lt;br /&gt;
&lt;br /&gt;
Tokens are used to track various effects, conditions, and states that occur during gameplay.&lt;br /&gt;
Whenever a rule or status effect instructs a player to place a token, it should be placed face-up next to the affected Unit to clearly indicate the current condition.&lt;br /&gt;
&lt;br /&gt;
=== Objective Markers ===&lt;br /&gt;
&lt;br /&gt;
Objective Markers represent key tactical points, data nodes, or energy beacons on the battlefield that players must capture, defend, or destroy to complete mission objectives.&lt;br /&gt;
The standard Objective Marker model is built using a combination of Roy Roy leg parts (from the 30 Minute Missions Alto or Portanova kits), thrusters from the Option Parts Set 1, and structural components from the J1 runner, included in most 30MM kits.&lt;br /&gt;
	&lt;br /&gt;
Players may use Objective Marker tokens in place of the physical kit-built markers if preferred. Alternatively, an Objective Marker can be any model, piece, or object the players agree upon prior to starting the game, so long as all participants clearly understand what represents an active objective.&lt;br /&gt;
When placed on the map, Objective Markers do not obstruct movement or Line of Sight unless specified by the mission.&lt;br /&gt;
&lt;br /&gt;
=== Datasheet ===&lt;br /&gt;
Each Unit is represented by a Datasheet, which contains all of the information required to operate that Unit effectively on the battlefield. The Datasheet lists every attribute, ability, and piece of equipment necessary to complete a mission.&lt;br /&gt;
While Units can differ greatly in how they function, every Datasheet follows the same layout and includes the following elements:&lt;br /&gt;
&lt;br /&gt;
1. Unit Sections – Displays each section (Head, Torso, Left Leg, etc.) of the Unit and its Defense Points (DP).&lt;br /&gt;
2. Specifications – Lists the Unit’s detailed attributes such as classification, base AP,  movement (standard and thruster), as well as total thruster durability.&lt;br /&gt;
3. Modified Stats – The Unit’s Accuracy, Assault, and Evasion values, used when making Attack and Defense Rolls.&lt;br /&gt;
4. Core Type – Shows the Unit’s base model and core statistics.&lt;br /&gt;
5. Unit Information – Includes the Unit’s Name, Type, and Movement Mechanism(s).&lt;br /&gt;
6. Pilot Information – Lists the Pilot’s Name, Rank, and Pilot Cost.&lt;br /&gt;
7. Systems, Mods, &amp;amp; Traits – Details the Unit’s special abilities and upgrades.&lt;br /&gt;
8. Weapons &amp;amp; Equipment Inventory – Records all weapons, gear, and equipment equipped by the Unit.&lt;br /&gt;
9. Deployment Cost (DC) – The total cost required to field the Unit in battle.&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
Units are the giant robots (mechs) and vehicles used and while any thing can be used the game is designed with primarily with 30 Minute Mission parts in mind&lt;br /&gt;
. &lt;br /&gt;
=== Unit Sections ===&lt;br /&gt;
&lt;br /&gt;
When a player is creating their Unit, they need to determine its Unit Sections. Unit Sections (US) are groups of individual parts combined to form specific areas that perform a certain function. First, a player needs to determine what type of Unit they created. Whether it be a Mech or a Vehicle each type has different Unit Sections available to it with many being used by the other types. Drones, which may be a Mech Unit, Vehicle Unit, or Equipment, may also require some of these Sections depending on build. Determine what Sections are needed for your Unit type by their movement requirements.&lt;br /&gt;
[[File:CS-Units.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
&#039;&#039;&#039;Unit Sections:&#039;&#039;&#039;&lt;br /&gt;
* Head - The upper part of a Mech Units body. Contains complex camera systems to provide visuals to the pilot in real-time.&lt;br /&gt;
* AI Cockpit - Main Section of a Drone/Mech/Vehicle. Contains the A.I. pilot.&lt;br /&gt;
* Torso - Main Section of a Mech Unit. Holds the pilot. &lt;br /&gt;
* Cockpit - Main Section of a Vehicle. Holds the pilot.&lt;br /&gt;
* Arm - The upper limb of a Mech Unit. Has the ability to pick up/hold/carry various things.&lt;br /&gt;
* Tail - A modified arm, usually used for stability and aesthetics. May have weapons or thrusters attached to it.&lt;br /&gt;
* Leg - Each of the limbs on a Unit that provides movement.&lt;br /&gt;
* Aquatic Drive - A section that provides movement in Water and Deep Water Tiles. Requires for Aquatic vehicles.&lt;br /&gt;
* Aerial Drive - A Section that provides flight in some form either for hovering or actual flight. It is a requirement for Aerial Vehicles.&lt;br /&gt;
* Terra Drive - A Section that provides movement across the ground. It grants standard movement and is a requirement for Terrestrial Vehicles.&lt;br /&gt;
&lt;br /&gt;
Next, Identify how many Sections your Unit has and what each one is. Mech Units normally have a head, two arms, two legs, as well as a Torso. Vehicle Units normally have at least one Drive Section and a Cockpit. Drones normally have a single AI Cockpit Section. All of these may vary depending on how you build your Units.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
==== Mech ====&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;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn&#039;t have any form of arms. Any part that isn&#039;t part of a Drive Core Section, weapon, or equipment is considered part of the Cockpit Core Section. &lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to their gameplay:&lt;br /&gt;
* Must have a Cockpit Unit Section in place of a Torso Unit Section.&lt;br /&gt;
* When checking line of sight (LoS), the reference point starts at the Units cockpit.&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;
&lt;br /&gt;
Vehicles are broken down into 3 categories: Terrestrial, Aerial, and Aquatic. Each one has specific requirements that must be met in order for a vehicle to be considered one or the other. Below is each category along with its Requirements, Restrictions, and Bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Terrestrial&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Land-based vehicles. &lt;br /&gt;
&lt;br /&gt;
Any Unit that meets the following requirements are to be regarded as a Terrestrial Vehicle Unit:&lt;br /&gt;
* Must contain at least two Terra Drive Unit Sections.&lt;br /&gt;
* Does not contain Flight Drive Unit Sections.&lt;br /&gt;
* Does not contain Aquatic Drive Unit Sections.&lt;br /&gt;
&lt;br /&gt;
The following are restrictions that a Terrestrial Unit must follow:&lt;br /&gt;
* Weapon range is halved when firing through green hexes.&lt;br /&gt;
* Movement costs 2x when traveling over green hexes.&lt;br /&gt;
&lt;br /&gt;
The following bonuses are given to Terrestrial Vehicles:&lt;br /&gt;
* FoV is all 6 hexes around the Unit (360 degrees).&lt;br /&gt;
* Main Cannon has an AP reduction of 3 (to a minimum of 4).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Aerial&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Usually a plane, helicopter, or other vehicle for flying in appearance.&lt;br /&gt;
&lt;br /&gt;
Any Unit that meets the following requirements are to be regarded as an Aerial Vehicle Unit: &lt;br /&gt;
* Must contain at least one Flight Core Part&lt;br /&gt;
* Does not contain Aquatic Drive Unit Sections.&lt;br /&gt;
* Does not contain Terra Drive Unit Sections.&lt;br /&gt;
&lt;br /&gt;
The following are restrictions that an Aerial Unit must follow:&lt;br /&gt;
* Cannot move on 0 Elevation (Ground Level).&lt;br /&gt;
* Can only use thruster movement.&lt;br /&gt;
* All movement points must be used during activation. Failure to do so will result in Unit taking fall damage to Cockpit Unit Section.&lt;br /&gt;
* Standard movement is an exclusive Command Action that can only be gained with the use of rotor parts.&lt;br /&gt;
&lt;br /&gt;
The following bonuses are given to Aerial Vehicles:&lt;br /&gt;
Strafing runs: When the unit passes directly over enemy units (a single elevation directly above) during the movement phase, it may pause its movement and conduct a single ranged combat or close combat attack. After the attack has been resolved, the unit can continue with its movement phase. This can be repeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Aquatic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Usually a boat, submarine, or other vehicle for navigating the water.&lt;br /&gt;
&lt;br /&gt;
Any Unit that meets the following requirements are to be regarded as an Aquatic Vehicle Unit:  &lt;br /&gt;
* Must contain at least one Aquatic Drive Unit Section.&lt;br /&gt;
* Must not contain Terra Drive Unit Sections.&lt;br /&gt;
* Must not contain Aerial Drive Unit Sections.&lt;br /&gt;
&lt;br /&gt;
The following are restrictions that an Aquatic Unit must follow:&lt;br /&gt;
* Can only move over light/dark blue hexes.&lt;br /&gt;
&lt;br /&gt;
The following bonuses are given to Aquatic Vehicles:&lt;br /&gt;
* Attacks made with missile pods don&#039;t need LoS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Drone ====&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit. Drones can be either mechs OR vehicles.&lt;br /&gt;
&lt;br /&gt;
There are two categories of Drones:&lt;br /&gt;
&lt;br /&gt;
* A.I. Drones&lt;br /&gt;
* Non-AI Drones&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I. Drones:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI Drones are drones that are controlled by artificial intelligence. These are considered their own Units and as such, get their own Datasheet. The pilot for this Unit must be an AI and can be selected when choosing the rank/AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-A.I. Drones:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Non-AI Drones are drones that need to be controlled by a Main Unit with the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&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;
=== Squads ===&lt;br /&gt;
Are groups of units usually no more than 5 as a game of 6 or more can become longer and slow down the game. These are generally called Lances or Fire Teams depending on size and your own preferences.&lt;br /&gt;
&lt;br /&gt;
== Datasheets ==&lt;br /&gt;
Datasheets show detailed stats and abilities for each Unit. You will need to create a Datasheet for every Unit in your Squad. Which instructions for can be found [[Unit Datasheet Creation]].&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;
However, if a person wishes to play without hexes all movement can be done with action bases and movement being 4.5 inches per movement point.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes (58.5 in) on the long side by 11 hexes (38.3 in) on the short side, with the flat sides facing each player. &lt;br /&gt;
&lt;br /&gt;
Missions will give suggestions on more specific terrain setups. It is suggested a matching terrain setup for each side when playing a destroy all targets type mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-Deployment ===&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 and has starting initiative, 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;
At the start of the round players roll for initiative with the higher roll, giving the first chance to move a unit.&lt;br /&gt;
&lt;br /&gt;
=== Deployment ===&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&#039;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;
=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Then the player with initiative activates a Unit which starts the Unit&#039;s turn. A turn consists of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only be activated once per Round. After the unit has completed its turn the next player with initative may activate a unit. This continues until all players have activated a unit then the player who started the round may activate another unit. If a player has no Units left to act with, they skip their turn. Once all players have run out of Units with available 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;
==== 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;
Steps:&lt;br /&gt;
;1. Choose a Unit to Activate&lt;br /&gt;
;2. Roll AP&lt;br /&gt;
;3. Move the Unit&lt;br /&gt;
&lt;br /&gt;
[[File:Active.png | frame| right| Active Token]]&lt;br /&gt;
Choose a Unit to activate then the Movement Phase begins. First, place down an Active Token next to the Unit The token is to keep track of which Units have already been activated during that turn. Then roll 1D8 to see how many Action Points the Unit can add to its Base AP. Action Points can be used throughout that Unit&#039;s turn on Attacking or Command Actions. 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. Place a D20 next to the Unit to keep track of its stored AP. &lt;br /&gt;
&lt;br /&gt;
Next, a Unit may take a Move action. There are multiple types of movement based on the capacity of the unit. A unit may move onto one of the three hexes within the Units Field of View (represented by Fig 3). When using a unit that sits on multiple hexes rotate and move from the lead hex of the unit where the Field of Vision (FoV) originates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Movement:&#039;&#039;&#039; Moving a Unit normally based on the Standard Movement stat available to its Classification. Units may 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. When moving up an elevation the movement costs 2 Standard Movement Points. While moving in water it costs 2 Movement Points to leave the water and 2 Movement Points to move between hexes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thruster Movement:&#039;&#039;&#039; The Thruster Movement stat doubles the Units Standard Movement. The direction of travel is linear and must move the full amount listed. Only available to use when the Unit has any thrusters attached. &amp;lt;!-- If the Unit cannot move the full amount, the player must choose another route or end its turn. When used the unit forfeits its Combat Phases.  --&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Movement Options ======&lt;br /&gt;
When a Unit meets the required amount of thruster durability, they have the option to use the following movement options. Use the chart below to determine which option is available to your Unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover:&#039;&#039;&#039; Using this movement may gain or lose 1 elevation per turn with the cost of a Standard Movement Point. This Unit may be in the air without support without falling. However, it must keep its Thruster Durability above the cost labeled below or it will lose the Hover Movement Action. If the Unit loses enough Thruster Durability to have it lose the Hover Move Action then it falls to the ground taking fall damage. When falling move the unit to the ground and take fall damage immediately after the damage was dealt. Otherwise, this is the same as a Standard Move. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight:&#039;&#039;&#039; Using this movement may gain or lose as many elevations per turn as it has Movement Points. Otherwise, this is the same as a Standard Move. This Unit may end its Movement Phase in the air without support and without falling. However, it must keep its Thruster Durability above the cost labeled below or it will lose the Flight Movement Action. If it loses the Flight Move Action but still has the Hover Move Action then it does not fall to the ground and instead is still considered to be in the air. Otherwise, this is the same as a Standard Move. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise:&#039;&#039;&#039; In Water Tiles, the Cruise Move Action only costs 1 Move Action Point to move from one tile to the other. If a unit moves underwater it costs 2 Move Points, and the unit requires 2 Movement Points to move from one elevation in the Water Tile to the other. Moving out of the water to the land only costs 1 Move Point, however, if the unit does not have the Standard Movement action it costs 3 points to move on non-Water Tiles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swim:&#039;&#039;&#039; In Water Tiles, the Swim Move Action only costs 1 Move Action Point to move from one tile to the other. If a unit moves underwater it costs 1 Move Point, and the unit requires 1 Movement Point to move from one elevation in the Water Tile to the other. Moving out of the water to the land only costs 1 Move Point, however, if the unit does not have the Standard Movement action it costs 3 points to move on non-Water Tiles. &lt;br /&gt;
&lt;br /&gt;
[[File:Movement options.png| frame | center | ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&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&#039;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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Within a Hex:&#039;&#039;&#039; Depending on the size of each Unit and the terrain it&#039;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 than 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
Steps:&lt;br /&gt;
;1. Determine if Target Unit is in Line of Sight&lt;br /&gt;
;2. Select Core Part or Equipment to target&lt;br /&gt;
;3. Select a Weapon to attack with and measure Range&lt;br /&gt;
;4. Roll Attack &lt;br /&gt;
;5. Roll Evasion&lt;br /&gt;
;6. Allocate Damage&lt;br /&gt;
&lt;br /&gt;
Choose a target that is within your Unit&#039;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&#039;s facing- a Unit&#039;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&#039;s Weapon must also have a clear LoS. If you can clearly see 80% the part you want to attack you may do so. If a unit takes up multiple hexes use the most lead hex to determine FoV. &amp;lt;!--If the Unit&#039;s Weapon AND head do not have a clear LoS, the Unit cannot Attack.--&amp;gt;&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&#039;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;
After you have determined the Unit is within view check the Range stat of the weapon you wish you use. Measure the range from the first hex in front of the Attacking Unit to the Target Unit. If the Target Unit is a distance under or equal to the Range stat then you may complete the attack. Measuring for this may be done at any time as long as it doesn&#039;t slow down gameplay.&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;
Attacking is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion. The player needs to roll &#039;&#039;&#039;equal to or higher than&#039;&#039;&#039; the Modified value shown on the Unit&#039;s Datasheet for every attack being made.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit&#039;s chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit&#039;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;
While making attacks Attacking Units will use their Accuracy or Assault stat. If the Attack is a success then the Defending Units will use their 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&#039;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;
If the weapon succeeded its Attack Roll and the Evasion Roll of the Defending Unit failed then deduct the Damage of the stat from the Durability of the Core Part or piece of Equipment that was Targeted. If that Part was destroyed then it is considered Inoperable and may no longer be used in the game. Core Parts being destroyed have detrimental effects on the Unit as detailed later. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Hits:&#039;&#039;&#039; Critical Hits are rolls of 8 when making an Attack Roll. They are always considered hits regardless of other modifiers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Misses:&#039;&#039;&#039; Critical Misses are rolls of 1 when making an Attack Roll. They are always considered misses regardless of other modifiers. &lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
If a Unit chooses to take the Ranged Combat Phase then it may use any Ranged Weapon it has to attack with. Follow the steps for Combat as shown above and use the Accuracy stat for the Attack stat. If a unit depletes all of its AP before the Melee Combat Phase, the phase is skipped and the unit is moved to the Inactive state. &lt;br /&gt;
&amp;lt;!--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&#039;s Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon&#039;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&#039;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&#039;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&#039;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. --&amp;gt;&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 otherwise 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;
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;
&#039;&#039;&#039;Basic Attacks&#039;&#039;&#039;&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. These attacks are not capable of doing Critical Hits on rolls of 8. 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;
This is when one Unit physically grabs another and innates a fight. Grappling can only be performed during the Close Combat Phase and by Units with Arms. &lt;br /&gt;
&lt;br /&gt;
To initiate a Grapple, the attacking Unit must first be within melee range of the target. Then, at the cost of 2 AP, the Unit makes an Assault Roll. &lt;br /&gt;
&lt;br /&gt;
* If unsuccessful: the Unit can reroll for 2 additional AP, otherwise the Unit ends it turn per normal.&lt;br /&gt;
* If successful: the target then makes an Evasion Roll. &lt;br /&gt;
&lt;br /&gt;
If the enemy Evasion Roll;&lt;br /&gt;
&lt;br /&gt;
* Is successful: the grapple is evaded and the attacking Unit can no longer initiate another grapple.&lt;br /&gt;
* Is unsuccessful: the Units 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;
;&#039;&#039;&#039;Hold&#039;&#039;&#039;&lt;br /&gt;
: Place a Hold 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 grappling Unit wishes to disengage the Grapple, they may remove the token from play and move to the hex they initially started the grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being held, the enemy gains -5 to Accuracy Rolls, cannot make Assault Rolls, and cannot 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. Once a hex has been chosen and the Unit moves, remove the Hold token from the map.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the &#039;&#039;Throw Distance&#039;&#039; formula to determine the maximum distance the enemy can be thrown. The attacking Unit can throw the enemy 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 &#039;&#039;Fall Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, they then roll for Assault. This is to check Deviation (link). Pass, the Unit goes where intended. Fail, attacking Unit rolls 1d8 for Deviation and lands there instead.&lt;br /&gt;
&lt;br /&gt;
: After the landing hex is determined, 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 &#039;&#039;Collision Damage&#039;&#039; 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&#039;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;
;&#039;&#039;&#039;Thrown into another Unit&#039;&#039;&#039;&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. This also includes allied Units.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Thrown into a Structure&#039;&#039;&#039;&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it&#039;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&#039;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&#039;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&#039;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;
===== End of Round =====&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;
=== Destroying Unit 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;
! Unit 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 &#039;&#039;replaces&#039;&#039; 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;
Any and all weapons/abilities are lost when the location they are attached to is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Destroyed vs Inoperative ====&lt;br /&gt;
When the &#039;&#039;&#039; Torso Durability Points&#039;&#039;&#039; or &#039;&#039;&#039;Cockpit Durability Points&#039;&#039;&#039; of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit&#039;s Torso Core Part remains intact, but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit&#039;s Cockpit Core Part 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 or Mounted Weapons 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;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If your Unit does not start with one of these sections, they do not suffer the effects of not having them in the game.&lt;br /&gt;
&lt;br /&gt;
=== Command Actions ===&lt;br /&gt;
Actions that can be made during a Units turn but aren’t tied to a specific phase. All Command Actions require 2 Action Points to conduct and can be used multiple times within a single turn. Command Actions (CA’s for short) are divided into 3 categories: State, Stance, &amp;amp; Order. &lt;br /&gt;
&lt;br /&gt;
* States are togglable actions. &lt;br /&gt;
* Stances are actions that can be taken out of turn. Activating these immediately ends the Units turn.&lt;br /&gt;
* Orders are actions given to drones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;googlespreadsheet width=&amp;quot;800px&amp;quot; height=&amp;quot;400&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;1_C7NQJUp3Mp4f-um1pdjqg1mSETzNeRW1XDPw9KhFiE&amp;lt;/googlespreadsheet&amp;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; | The Unit is unable to move and is considered &#039;&#039;&#039;Inoperable&#039;&#039;&#039; until the stuck condition is removed.&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; | The Unit is being held by another unit. It may only take the &#039;&#039;&#039;Break Hold&#039;&#039;&#039; Command Action. &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&#039;s elevation is determined by where a Mech Unit&#039;s waist [where its legs connect] or a Vehicle Unit&#039;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;
| Road or any generic flat land.&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;
| Lava&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | An extremely hot tile, either lava or some other superheated material dangerous even to ExMac units and vehicles. &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Causes the &#039;&#039;&#039;Overheat&#039;&#039;&#039; status effect when ending your turn on the tile. &lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A barren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any &#039;&#039;&#039;Move&#039;&#039;&#039; action costs +1 Movement point per hex. &#039;&#039;&#039;Thruster&#039;&#039;&#039; and &#039;&#039;&#039;Flight&#039;&#039;&#039; moves are not affected .&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; | Any &#039;&#039;&#039;Move&#039;&#039;&#039; action costs +1 Movement point per hex. &#039;&#039;&#039;Thruster&#039;&#039;&#039; and &#039;&#039;&#039;Flight&#039;&#039;&#039; moves are not affected .&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&#039;s Line-of-Sight to its target. This effect stacks on itself. If a Unit is on the hex, they gain the &#039;&#039;&#039;Conceal&#039;&#039;&#039; 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&#039;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 System, they gain the &#039;&#039;&#039;Euphotic&#039;&#039;&#039; 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 &#039;&#039;&#039;Abyss&#039;&#039;&#039; status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings and Structures ===&lt;br /&gt;
&lt;br /&gt;
[[File:Defense structure chart.png| frame | right ]]&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&#039;s taller than the hex (4.5&amp;quot;), it&#039;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&#039;t completely destroy the building/structure, that damage is subtracted from the building/structure&#039;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;
&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&#039;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;
=== Non-Hex Terrain ===&lt;br /&gt;
This terrain is also known as Scatter Terrain. Pieces of Terrain that aren&#039;t connected to a hex or hex effect. They may be for decoration or may be used for cover. When building the map come to an agreement with your opponent on which will grant cover and which is purely decorative.&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;
| Battle&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. &#039;&#039;&#039;Selecting a Engagement Size&#039;&#039;&#039;&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;
;2. &#039;&#039;&#039;Choosing a Mission&#039;&#039;&#039;&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;
| [[Protect the Relic]]&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; | Battle&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;
| [[Protect the Base]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| [[Marshall Law]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. &#039;&#039;&#039;Assembling a Squad&#039;&#039;&#039;&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. &#039;&#039;&#039;Reading Mission Briefing&#039;&#039;&#039;&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. &#039;&#039;&#039;Creating the Battlefield&#039;&#039;&#039;&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. &#039;&#039;&#039;Placing Objective Markers&#039;&#039;&#039;&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. &#039;&#039;&#039;Determine who is Attacker and Defender&#039;&#039;&#039;&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. &#039;&#039;&#039;Choose a Deployment Area&#039;&#039;&#039;&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. &#039;&#039;&#039;Deploy Squads&#039;&#039;&#039;&lt;br /&gt;
: Squad deployment is done in alternating order. Check [[Core_Rules#Deployment]] for more information. There may be more specific rules in the mission briefing.&lt;br /&gt;
&lt;br /&gt;
;10.&#039;&#039;&#039;Begin the Battle&#039;&#039;&#039;&lt;br /&gt;
: Resolve any pre-battle rules then begin activation with the Attacker&#039;s first unit. &lt;br /&gt;
&lt;br /&gt;
;11.&#039;&#039;&#039;End the Battle&#039;&#039;&#039;&lt;br /&gt;
: The battle ends when the number of turns pass in the mission briefing or all of one side&#039;s units have become destroyed or inoperable. &lt;br /&gt;
&lt;br /&gt;
;12.&#039;&#039;&#039;Determine the Victor&#039;&#039;&#039;&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; | An attack that cannot be Evaded. Adds .5 of the Weapon&#039;s Base Damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| On-Target&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | After an Accuracy/Assault Roll is successful but an Evasion Roll has yet to be conducted.&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&#039;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 are mounted directly to a Units Section. Cannot be swapped. Roll 1d8. If 6+, will explode when destroyed, dealing 100% weapon damage to 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. Can be Equipped or Retrieved if space is available in the Unit&#039;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 the Units Leg Sections (or Torso if no legs).&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; | 8 - (Attacker Modified Assault Stat) &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&#039;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;
| Unit 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&#039;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&#039;s base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&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;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22211</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Core_Rules&amp;diff=22211"/>
		<updated>2026-03-15T21:14:36Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: /* Introduction */ Large Edit Time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Introduction ==&lt;br /&gt;
The 30 Minute Missions: Wargame (30MM:W for short) is a mech-based tabletop miniatures game using Bandai Spirit&#039;s 30 Minutes Missions line of 1/144 scale mecha model kits. The focus of this game is on:&lt;br /&gt;
    • The ability to play missions in, roughly, 30 minutes (excluding setup); and&lt;br /&gt;
    • The customizability and modular designs for model kits. &lt;br /&gt;
The game is played over a series of rounds. Each round consists of alternating turns between each player choosing one of their Units, moving to the best position, attacking the enemy, or holding an objective. The battlefield is played with varying terrain, elevations, and structures. Missions can vary from eliminating the enemies to securing intel.&lt;br /&gt;
&lt;br /&gt;
== Combat Objective == &lt;br /&gt;
&lt;br /&gt;
The game is won after the primary objective of the mission you are playing has been completed. These range from holding an objective for multiple turns, getting an object and moving to your side of the board, or simply destroying the enemy forces.&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 1 eight-sided dice (D8), but having multiple will make it so you can roll all of your attacks at once instead of one at a time.  It is also advised that you have a twenty-sided dice (D20) on hand for each unit to use to keep track of how many Action Points a Unit has, however a piece of paper will do as well.&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;
Objective Markers can be anything as long as they fit on a hex and do not interfere with the movement of most units. There will be cases where a unit takes up a whole hex or will otherwise cause an issue with the token. In those cases make a mark of where the token was on a piece of paper or other notation.&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.&lt;br /&gt;
&lt;br /&gt;
=== Units === &lt;br /&gt;
Described in greater detail later. Units mean the 1/144 scale models built using 30mm Parts. Other models in the same scale may be used as well. We suggest a minimum of 1 unit per person playing. However without a points balance this may skew combat in favor of one player over the other. &lt;br /&gt;
&lt;br /&gt;
=== Datasheet ===&lt;br /&gt;
The Datasheet contains your unit&#039;s information. Defense, Weapons, and other special abilities will all be listed here. More information is found on the [[Unit Datasheet Creation]] page.&lt;br /&gt;
&lt;br /&gt;
== Unit Information ==&lt;br /&gt;
&lt;br /&gt;
Units are the giant robots (mechs) and vehicles used and while any thing can be used the game is designed with primarily with 30 Minute Mission parts in mind&lt;br /&gt;
. &lt;br /&gt;
=== Unit Sections ===&lt;br /&gt;
&lt;br /&gt;
When a player is creating their Unit, they need to determine its Unit Sections. Unit Sections (US) are groups of individual parts combined to form specific areas that perform a certain function. First, a player needs to determine what type of Unit they created. Whether it be a Mech or a Vehicle each type has different Unit Sections available to it with many being used by the other types. Drones, which may be a Mech Unit, Vehicle Unit, or Equipment, may also require some of these Sections depending on build. Determine what Sections are needed for your Unit type by their movement requirements.&lt;br /&gt;
[[File:CS-Units.png| frameless | right| 500px | Battlefield Layout]]&lt;br /&gt;
&#039;&#039;&#039;Unit Sections:&#039;&#039;&#039;&lt;br /&gt;
* Head - The upper part of a Mech Units body. Contains complex camera systems to provide visuals to the pilot in real-time.&lt;br /&gt;
* AI Cockpit - Main Section of a Drone/Mech/Vehicle. Contains the A.I. pilot.&lt;br /&gt;
* Torso - Main Section of a Mech Unit. Holds the pilot. &lt;br /&gt;
* Cockpit - Main Section of a Vehicle. Holds the pilot.&lt;br /&gt;
* Arm - The upper limb of a Mech Unit. Has the ability to pick up/hold/carry various things.&lt;br /&gt;
* Tail - A modified arm, usually used for stability and aesthetics. May have weapons or thrusters attached to it.&lt;br /&gt;
* Leg - Each of the limbs on a Unit that provides movement.&lt;br /&gt;
* Aquatic Drive - A section that provides movement in Water and Deep Water Tiles. Requires for Aquatic vehicles.&lt;br /&gt;
* Aerial Drive - A Section that provides flight in some form either for hovering or actual flight. It is a requirement for Aerial Vehicles.&lt;br /&gt;
* Terra Drive - A Section that provides movement across the ground. It grants standard movement and is a requirement for Terrestrial Vehicles.&lt;br /&gt;
&lt;br /&gt;
Next, Identify how many Sections your Unit has and what each one is. Mech Units normally have a head, two arms, two legs, as well as a Torso. Vehicle Units normally have at least one Drive Section and a Cockpit. Drones normally have a single AI Cockpit Section. All of these may vary depending on how you build your Units.&lt;br /&gt;
&lt;br /&gt;
=== Unit Types ===&lt;br /&gt;
Units are divided into the following Types:&lt;br /&gt;
&lt;br /&gt;
==== Mech ====&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;
&lt;br /&gt;
==== Vehicle ====&lt;br /&gt;
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn&#039;t have any form of arms. Any part that isn&#039;t part of a Drive Core Section, weapon, or equipment is considered part of the Cockpit Core Section. &lt;br /&gt;
&lt;br /&gt;
All Vehicle types gain the following changes to their gameplay:&lt;br /&gt;
* Must have a Cockpit Unit Section in place of a Torso Unit Section.&lt;br /&gt;
* When checking line of sight (LoS), the reference point starts at the Units cockpit.&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;
&lt;br /&gt;
Vehicles are broken down into 3 categories: Terrestrial, Aerial, and Aquatic. Each one has specific requirements that must be met in order for a vehicle to be considered one or the other. Below is each category along with its Requirements, Restrictions, and Bonuses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Terrestrial&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Land-based vehicles. &lt;br /&gt;
&lt;br /&gt;
Any Unit that meets the following requirements are to be regarded as a Terrestrial Vehicle Unit:&lt;br /&gt;
* Must contain at least two Terra Drive Unit Sections.&lt;br /&gt;
* Does not contain Flight Drive Unit Sections.&lt;br /&gt;
* Does not contain Aquatic Drive Unit Sections.&lt;br /&gt;
&lt;br /&gt;
The following are restrictions that a Terrestrial Unit must follow:&lt;br /&gt;
* Weapon range is halved when firing through green hexes.&lt;br /&gt;
* Movement costs 2x when traveling over green hexes.&lt;br /&gt;
&lt;br /&gt;
The following bonuses are given to Terrestrial Vehicles:&lt;br /&gt;
* FoV is all 6 hexes around the Unit (360 degrees).&lt;br /&gt;
* Main Cannon has an AP reduction of 3 (to a minimum of 4).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Aerial&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Usually a plane, helicopter, or other vehicle for flying in appearance.&lt;br /&gt;
&lt;br /&gt;
Any Unit that meets the following requirements are to be regarded as an Aerial Vehicle Unit: &lt;br /&gt;
* Must contain at least one Flight Core Part&lt;br /&gt;
* Does not contain Aquatic Drive Unit Sections.&lt;br /&gt;
* Does not contain Terra Drive Unit Sections.&lt;br /&gt;
&lt;br /&gt;
The following are restrictions that an Aerial Unit must follow:&lt;br /&gt;
* Cannot move on 0 Elevation (Ground Level).&lt;br /&gt;
* Can only use thruster movement.&lt;br /&gt;
* All movement points must be used during activation. Failure to do so will result in Unit taking fall damage to Cockpit Unit Section.&lt;br /&gt;
* Standard movement is an exclusive Command Action that can only be gained with the use of rotor parts.&lt;br /&gt;
&lt;br /&gt;
The following bonuses are given to Aerial Vehicles:&lt;br /&gt;
Strafing runs: When the unit passes directly over enemy units (a single elevation directly above) during the movement phase, it may pause its movement and conduct a single ranged combat or close combat attack. After the attack has been resolved, the unit can continue with its movement phase. This can be repeated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Aquatic&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Usually a boat, submarine, or other vehicle for navigating the water.&lt;br /&gt;
&lt;br /&gt;
Any Unit that meets the following requirements are to be regarded as an Aquatic Vehicle Unit:  &lt;br /&gt;
* Must contain at least one Aquatic Drive Unit Section.&lt;br /&gt;
* Must not contain Terra Drive Unit Sections.&lt;br /&gt;
* Must not contain Aerial Drive Unit Sections.&lt;br /&gt;
&lt;br /&gt;
The following are restrictions that an Aquatic Unit must follow:&lt;br /&gt;
* Can only move over light/dark blue hexes.&lt;br /&gt;
&lt;br /&gt;
The following bonuses are given to Aquatic Vehicles:&lt;br /&gt;
* Attacks made with missile pods don&#039;t need LoS.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Drone ====&lt;br /&gt;
Drones are typically smaller units or equipment controlled by a larger or more networked unit. Drones can be either mechs OR vehicles.&lt;br /&gt;
&lt;br /&gt;
There are two categories of Drones:&lt;br /&gt;
&lt;br /&gt;
* A.I. Drones&lt;br /&gt;
* Non-AI Drones&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A.I. Drones:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
AI Drones are drones that are controlled by artificial intelligence. These are considered their own Units and as such, get their own Datasheet. The pilot for this Unit must be an AI and can be selected when choosing the rank/AI.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-A.I. Drones:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Non-AI Drones are drones that need to be controlled by a Main Unit with the Control Management Mod.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&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;
=== Squads ===&lt;br /&gt;
Are groups of units usually no more than 5 as a game of 6 or more can become longer and slow down the game. These are generally called Lances or Fire Teams depending on size and your own preferences.&lt;br /&gt;
&lt;br /&gt;
== Datasheets ==&lt;br /&gt;
Datasheets show detailed stats and abilities for each Unit. You will need to create a Datasheet for every Unit in your Squad. Which instructions for can be found [[Unit Datasheet Creation]].&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;
However, if a person wishes to play without hexes all movement can be done with action bases and movement being 4.5 inches per movement point.&lt;br /&gt;
&lt;br /&gt;
A full-sized battlefield measures 14 hexes (58.5 in) on the long side by 11 hexes (38.3 in) on the short side, with the flat sides facing each player. &lt;br /&gt;
&lt;br /&gt;
Missions will give suggestions on more specific terrain setups. It is suggested a matching terrain setup for each side when playing a destroy all targets type mission.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-Deployment ===&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 and has starting initiative, 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;
At the start of the round players roll for initiative with the higher roll, giving the first chance to move a unit.&lt;br /&gt;
&lt;br /&gt;
=== Deployment ===&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&#039;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;
=== Rounds ===&lt;br /&gt;
&lt;br /&gt;
Then the player with initiative activates a Unit which starts the Unit&#039;s turn. A turn consists of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only be activated once per Round. After the unit has completed its turn the next player with initative may activate a unit. This continues until all players have activated a unit then the player who started the round may activate another unit. If a player has no Units left to act with, they skip their turn. Once all players have run out of Units with available 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;
==== 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;
Steps:&lt;br /&gt;
;1. Choose a Unit to Activate&lt;br /&gt;
;2. Roll AP&lt;br /&gt;
;3. Move the Unit&lt;br /&gt;
&lt;br /&gt;
[[File:Active.png | frame| right| Active Token]]&lt;br /&gt;
Choose a Unit to activate then the Movement Phase begins. First, place down an Active Token next to the Unit The token is to keep track of which Units have already been activated during that turn. Then roll 1D8 to see how many Action Points the Unit can add to its Base AP. Action Points can be used throughout that Unit&#039;s turn on Attacking or Command Actions. 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. Place a D20 next to the Unit to keep track of its stored AP. &lt;br /&gt;
&lt;br /&gt;
Next, a Unit may take a Move action. There are multiple types of movement based on the capacity of the unit. A unit may move onto one of the three hexes within the Units Field of View (represented by Fig 3). When using a unit that sits on multiple hexes rotate and move from the lead hex of the unit where the Field of Vision (FoV) originates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard Movement:&#039;&#039;&#039; Moving a Unit normally based on the Standard Movement stat available to its Classification. Units may 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. When moving up an elevation the movement costs 2 Standard Movement Points. While moving in water it costs 2 Movement Points to leave the water and 2 Movement Points to move between hexes. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thruster Movement:&#039;&#039;&#039; The Thruster Movement stat doubles the Units Standard Movement. The direction of travel is linear and must move the full amount listed. Only available to use when the Unit has any thrusters attached. &amp;lt;!-- If the Unit cannot move the full amount, the player must choose another route or end its turn. When used the unit forfeits its Combat Phases.  --&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====== Movement Options ======&lt;br /&gt;
When a Unit meets the required amount of thruster durability, they have the option to use the following movement options. Use the chart below to determine which option is available to your Unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hover:&#039;&#039;&#039; Using this movement may gain or lose 1 elevation per turn with the cost of a Standard Movement Point. This Unit may be in the air without support without falling. However, it must keep its Thruster Durability above the cost labeled below or it will lose the Hover Movement Action. If the Unit loses enough Thruster Durability to have it lose the Hover Move Action then it falls to the ground taking fall damage. When falling move the unit to the ground and take fall damage immediately after the damage was dealt. Otherwise, this is the same as a Standard Move. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flight:&#039;&#039;&#039; Using this movement may gain or lose as many elevations per turn as it has Movement Points. Otherwise, this is the same as a Standard Move. This Unit may end its Movement Phase in the air without support and without falling. However, it must keep its Thruster Durability above the cost labeled below or it will lose the Flight Movement Action. If it loses the Flight Move Action but still has the Hover Move Action then it does not fall to the ground and instead is still considered to be in the air. Otherwise, this is the same as a Standard Move. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruise:&#039;&#039;&#039; In Water Tiles, the Cruise Move Action only costs 1 Move Action Point to move from one tile to the other. If a unit moves underwater it costs 2 Move Points, and the unit requires 2 Movement Points to move from one elevation in the Water Tile to the other. Moving out of the water to the land only costs 1 Move Point, however, if the unit does not have the Standard Movement action it costs 3 points to move on non-Water Tiles. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swim:&#039;&#039;&#039; In Water Tiles, the Swim Move Action only costs 1 Move Action Point to move from one tile to the other. If a unit moves underwater it costs 1 Move Point, and the unit requires 1 Movement Point to move from one elevation in the Water Tile to the other. Moving out of the water to the land only costs 1 Move Point, however, if the unit does not have the Standard Movement action it costs 3 points to move on non-Water Tiles. &lt;br /&gt;
&lt;br /&gt;
[[File:Movement options.png| frame | center | ]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&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&#039;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;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Movement Within a Hex:&#039;&#039;&#039; Depending on the size of each Unit and the terrain it&#039;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 than 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]&lt;br /&gt;
&lt;br /&gt;
==== Combat ====&lt;br /&gt;
Steps:&lt;br /&gt;
;1. Determine if Target Unit is in Line of Sight&lt;br /&gt;
;2. Select Core Part or Equipment to target&lt;br /&gt;
;3. Select a Weapon to attack with and measure Range&lt;br /&gt;
;4. Roll Attack &lt;br /&gt;
;5. Roll Evasion&lt;br /&gt;
;6. Allocate Damage&lt;br /&gt;
&lt;br /&gt;
Choose a target that is within your Unit&#039;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&#039;s facing- a Unit&#039;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&#039;s Weapon must also have a clear LoS. If you can clearly see 80% the part you want to attack you may do so. If a unit takes up multiple hexes use the most lead hex to determine FoV. &amp;lt;!--If the Unit&#039;s Weapon AND head do not have a clear LoS, the Unit cannot Attack.--&amp;gt;&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&#039;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;
After you have determined the Unit is within view check the Range stat of the weapon you wish you use. Measure the range from the first hex in front of the Attacking Unit to the Target Unit. If the Target Unit is a distance under or equal to the Range stat then you may complete the attack. Measuring for this may be done at any time as long as it doesn&#039;t slow down gameplay.&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;
Attacking is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion. The player needs to roll &#039;&#039;&#039;equal to or higher than&#039;&#039;&#039; the Modified value shown on the Unit&#039;s Datasheet for every attack being made.&lt;br /&gt;
* Accuracy is used in Ranged Combat to determine a Unit&#039;s chances of hitting its target with a Ranged Weapon. &lt;br /&gt;
* Assault is used in Close Combat and determines a Unit&#039;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;
While making attacks Attacking Units will use their Accuracy or Assault stat. If the Attack is a success then the Defending Units will use their 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&#039;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;
If the weapon succeeded its Attack Roll and the Evasion Roll of the Defending Unit failed then deduct the Damage of the stat from the Durability of the Core Part or piece of Equipment that was Targeted. If that Part was destroyed then it is considered Inoperable and may no longer be used in the game. Core Parts being destroyed have detrimental effects on the Unit as detailed later. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Hits:&#039;&#039;&#039; Critical Hits are rolls of 8 when making an Attack Roll. They are always considered hits regardless of other modifiers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Misses:&#039;&#039;&#039; Critical Misses are rolls of 1 when making an Attack Roll. They are always considered misses regardless of other modifiers. &lt;br /&gt;
&lt;br /&gt;
===== Ranged Combat Phase =====&lt;br /&gt;
If a Unit chooses to take the Ranged Combat Phase then it may use any Ranged Weapon it has to attack with. Follow the steps for Combat as shown above and use the Accuracy stat for the Attack stat. If a unit depletes all of its AP before the Melee Combat Phase, the phase is skipped and the unit is moved to the Inactive state. &lt;br /&gt;
&amp;lt;!--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&#039;s Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon&#039;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&#039;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&#039;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&#039;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. --&amp;gt;&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 otherwise 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;
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;
&#039;&#039;&#039;Basic Attacks&#039;&#039;&#039;&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. These attacks are not capable of doing Critical Hits on rolls of 8. 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;
This is when one Unit physically grabs another and innates a fight. Grappling can only be performed during the Close Combat Phase and by Units with Arms. &lt;br /&gt;
&lt;br /&gt;
To initiate a Grapple, the attacking Unit must first be within melee range of the target. Then, at the cost of 2 AP, the Unit makes an Assault Roll. &lt;br /&gt;
&lt;br /&gt;
* If unsuccessful: the Unit can reroll for 2 additional AP, otherwise the Unit ends it turn per normal.&lt;br /&gt;
* If successful: the target then makes an Evasion Roll. &lt;br /&gt;
&lt;br /&gt;
If the enemy Evasion Roll;&lt;br /&gt;
&lt;br /&gt;
* Is successful: the grapple is evaded and the attacking Unit can no longer initiate another grapple.&lt;br /&gt;
* Is unsuccessful: the Units 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;
;&#039;&#039;&#039;Hold&#039;&#039;&#039;&lt;br /&gt;
: Place a Hold 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 grappling Unit wishes to disengage the Grapple, they may remove the token from play and move to the hex they initially started the grapple from.&lt;br /&gt;
&lt;br /&gt;
: While being held, the enemy gains -5 to Accuracy Rolls, cannot make Assault Rolls, and cannot 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. Once a hex has been chosen and the Unit moves, remove the Hold token from the map.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Throw&#039;&#039;&#039;&lt;br /&gt;
: An enemy can only be Thrown within the FoV of the attacking Unit. Use the &#039;&#039;Throw Distance&#039;&#039; formula to determine the maximum distance the enemy can be thrown. The attacking Unit can throw the enemy 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 &#039;&#039;Fall Damage&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
: Once the attacker specifies a hex for the defending Unit to land on, they then roll for Assault. This is to check Deviation (link). Pass, the Unit goes where intended. Fail, attacking Unit rolls 1d8 for Deviation and lands there instead.&lt;br /&gt;
&lt;br /&gt;
: After the landing hex is determined, 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 &#039;&#039;Collision Damage&#039;&#039; 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&#039;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;
;&#039;&#039;&#039;Thrown into another Unit&#039;&#039;&#039;&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. This also includes allied Units.&lt;br /&gt;
&lt;br /&gt;
;&#039;&#039;&#039;Thrown into a Structure&#039;&#039;&#039;&lt;br /&gt;
: If the attacker has specified a hex for the defender to land on and it&#039;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&#039;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&#039;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&#039;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;
===== End of Round =====&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;
=== Destroying Unit 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;
! Unit 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 &#039;&#039;replaces&#039;&#039; 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;
Any and all weapons/abilities are lost when the location they are attached to is destroyed.&lt;br /&gt;
&lt;br /&gt;
==== Destroyed vs Inoperative ====&lt;br /&gt;
When the &#039;&#039;&#039; Torso Durability Points&#039;&#039;&#039; or &#039;&#039;&#039;Cockpit Durability Points&#039;&#039;&#039; of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit&#039;s Torso Core Part remains intact, but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit&#039;s Cockpit Core Part 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 or Mounted Weapons 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;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: If your Unit does not start with one of these sections, they do not suffer the effects of not having them in the game.&lt;br /&gt;
&lt;br /&gt;
=== Command Actions ===&lt;br /&gt;
Actions that can be made during a Units turn but aren’t tied to a specific phase. All Command Actions require 2 Action Points to conduct and can be used multiple times within a single turn. Command Actions (CA’s for short) are divided into 3 categories: State, Stance, &amp;amp; Order. &lt;br /&gt;
&lt;br /&gt;
* States are togglable actions. &lt;br /&gt;
* Stances are actions that can be taken out of turn. Activating these immediately ends the Units turn.&lt;br /&gt;
* Orders are actions given to drones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;googlespreadsheet width=&amp;quot;800px&amp;quot; height=&amp;quot;400&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;1_C7NQJUp3Mp4f-um1pdjqg1mSETzNeRW1XDPw9KhFiE&amp;lt;/googlespreadsheet&amp;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; | The Unit is unable to move and is considered &#039;&#039;&#039;Inoperable&#039;&#039;&#039; until the stuck condition is removed.&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; | The Unit is being held by another unit. It may only take the &#039;&#039;&#039;Break Hold&#039;&#039;&#039; Command Action. &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&#039;s elevation is determined by where a Mech Unit&#039;s waist [where its legs connect] or a Vehicle Unit&#039;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;
| Road or any generic flat land.&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;
| Lava&lt;br /&gt;
| style=&amp;quot;vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;&amp;quot; | An extremely hot tile, either lava or some other superheated material dangerous even to ExMac units and vehicles. &lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | Causes the &#039;&#039;&#039;Overheat&#039;&#039;&#039; status effect when ending your turn on the tile. &lt;br /&gt;
|-&lt;br /&gt;
| Tan&lt;br /&gt;
| Desert Area&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | A barren area/landscape where little to no precipitation occurs.&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | Any &#039;&#039;&#039;Move&#039;&#039;&#039; action costs +1 Movement point per hex. &#039;&#039;&#039;Thruster&#039;&#039;&#039; and &#039;&#039;&#039;Flight&#039;&#039;&#039; moves are not affected .&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; | Any &#039;&#039;&#039;Move&#039;&#039;&#039; action costs +1 Movement point per hex. &#039;&#039;&#039;Thruster&#039;&#039;&#039; and &#039;&#039;&#039;Flight&#039;&#039;&#039; moves are not affected .&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&#039;s Line-of-Sight to its target. This effect stacks on itself. If a Unit is on the hex, they gain the &#039;&#039;&#039;Conceal&#039;&#039;&#039; 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&#039;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 System, they gain the &#039;&#039;&#039;Euphotic&#039;&#039;&#039; 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 &#039;&#039;&#039;Abyss&#039;&#039;&#039; status Effect.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Buildings and Structures ===&lt;br /&gt;
&lt;br /&gt;
[[File:Defense structure chart.png| frame | right ]]&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&#039;s taller than the hex (4.5&amp;quot;), it&#039;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&#039;t completely destroy the building/structure, that damage is subtracted from the building/structure&#039;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;
&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&#039;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;
=== Non-Hex Terrain ===&lt;br /&gt;
This terrain is also known as Scatter Terrain. Pieces of Terrain that aren&#039;t connected to a hex or hex effect. They may be for decoration or may be used for cover. When building the map come to an agreement with your opponent on which will grant cover and which is purely decorative.&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;
| Battle&lt;br /&gt;
| 2500&lt;br /&gt;
|}&lt;br /&gt;
;1. &#039;&#039;&#039;Selecting a Engagement Size&#039;&#039;&#039;&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;
;2. &#039;&#039;&#039;Choosing a Mission&#039;&#039;&#039;&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;
| [[Protect the Relic]]&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; | Battle&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;
| [[Protect the Base]]&lt;br /&gt;
|- style=&amp;quot;font-weight:normal;&amp;quot;&lt;br /&gt;
| 5-8&lt;br /&gt;
| [[Marshall Law]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
;3. &#039;&#039;&#039;Assembling a Squad&#039;&#039;&#039;&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. &#039;&#039;&#039;Reading Mission Briefing&#039;&#039;&#039;&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. &#039;&#039;&#039;Creating the Battlefield&#039;&#039;&#039;&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. &#039;&#039;&#039;Placing Objective Markers&#039;&#039;&#039;&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. &#039;&#039;&#039;Determine who is Attacker and Defender&#039;&#039;&#039;&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. &#039;&#039;&#039;Choose a Deployment Area&#039;&#039;&#039;&lt;br /&gt;
: The Defender chooses their deployment area first followed by the Attacker.&lt;br /&gt;
&lt;br /&gt;
;9. &#039;&#039;&#039;Deploy Squads&#039;&#039;&#039;&lt;br /&gt;
: Squad deployment is done in alternating order. Check [[Core_Rules#Deployment]] for more information. There may be more specific rules in the mission briefing.&lt;br /&gt;
&lt;br /&gt;
;10.&#039;&#039;&#039;Begin the Battle&#039;&#039;&#039;&lt;br /&gt;
: Resolve any pre-battle rules then begin activation with the Attacker&#039;s first unit. &lt;br /&gt;
&lt;br /&gt;
;11.&#039;&#039;&#039;End the Battle&#039;&#039;&#039;&lt;br /&gt;
: The battle ends when the number of turns pass in the mission briefing or all of one side&#039;s units have become destroyed or inoperable. &lt;br /&gt;
&lt;br /&gt;
;12.&#039;&#039;&#039;Determine the Victor&#039;&#039;&#039;&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; | An attack that cannot be Evaded. Adds .5 of the Weapon&#039;s Base Damage as bonus damage (round up).&lt;br /&gt;
|-&lt;br /&gt;
| On-Target&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; | After an Accuracy/Assault Roll is successful but an Evasion Roll has yet to be conducted.&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&#039;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 are mounted directly to a Units Section. Cannot be swapped. Roll 1d8. If 6+, will explode when destroyed, dealing 100% weapon damage to 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. Can be Equipped or Retrieved if space is available in the Unit&#039;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 the Units Leg Sections (or Torso if no legs).&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; | 8 - (Attacker Modified Assault Stat) &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&#039;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;
| Unit 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&#039;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&#039;s base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion.&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;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=EG_GAT-X105_Strike_Gundam&amp;diff=22209</id>
		<title>EG GAT-X105 Strike Gundam</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=EG_GAT-X105_Strike_Gundam&amp;diff=22209"/>
		<updated>2026-03-08T20:49:38Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Redirected page to GAT-X105 Strike Gundam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#Redirect [[GAT-X105 Strike Gundam]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22178</id>
		<title>Welcome to the War</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22178"/>
		<updated>2026-02-11T21:32:44Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;30 Minute Missions: Wargame (30MM:W) is a mech-based tabletop miniatures game using [https://www.gundamplanet.com/30-minutes-missions.html Bandai Spirit&#039;s easy-to-build 1/144 scale mech kits]. The focus of this game is on:&lt;br /&gt;
# The ability to play missions in roughly 30 minutes (excluding setup); and&lt;br /&gt;
# The customizability and modular designs for the model kits. &lt;br /&gt;
&lt;br /&gt;
Our community offers a tailored experience for players ranging from beginner to veteran players. (link to a page for beginners and one for vets)&lt;br /&gt;
&lt;br /&gt;
For more information on getting started, please report to [[Core Rules]].&lt;br /&gt;
&lt;br /&gt;
To join a campaign, find other players, or just chat about the game, we recommend joining the [https://discord.gg/8XZYd5dWGk Discord server]. Additionally, feel free to check out our [https://www.youtube.com/c/AriesTabletopModels YouTube] &amp;amp; our [https://twitter.com/30MM_Wargame Twitter feed] for any news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; 30MM: Wargame is currently undergoing a major update.&lt;br /&gt;
The game is actively being revised and expanded as part of ongoing development. Rules, systems, and content may change as improvements are implemented. Thank you for your patience and continued support as the project moves toward its next phase. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quickstart ==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Do not link to individual articles here; we do NOT want fights to break&lt;br /&gt;
out over who deserves to be on the front page, and we also don&#039;t want to&lt;br /&gt;
find stale pages here (years might pass between edits of the front page).  &lt;br /&gt;
Link only Category, Special, and meta-wiki pages here.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Recruit&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Core Rules]]&lt;br /&gt;
* [https://docs.google.com/document/d/1eDKaBn5mceBYUARUQiR2uvK2ZxTd-t0vWfzCqqQ-lwM/edit?usp=sharing Quick Start Guide]&lt;br /&gt;
* [[Abilities]]&lt;br /&gt;
* [[Unit Datasheet Creation]]&lt;br /&gt;
* [[Page Creation Shortcut]]&lt;br /&gt;
* [[:Category:Stories|All Writing]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094  Parts List]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em; margin-bottom:1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Commanders&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[:Category:Factions |Factions]]&lt;br /&gt;
** [[:Category:Byron |Byron Army]]&lt;br /&gt;
** [[:Category:Earth | Earth Alliance]]&lt;br /&gt;
** [[:Category:Maxion | Maxion Army]]&lt;br /&gt;
** [[:Category:Mercenary|Mercenaries]]&lt;br /&gt;
** [[:Category:Warmongers|Warmongers]]&lt;br /&gt;
** [[:Category:Peacemakers|Peacemakers]]&lt;br /&gt;
* [[:Category:Units|All Units]]&lt;br /&gt;
** [[:Category:Mech | Mech Units]]&lt;br /&gt;
** [[:Category:Vehicle | Vehicle Units]]&lt;br /&gt;
* [[:Category:Weapons|Weapons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Contributors&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Formatting Guidelines]]&lt;br /&gt;
* [[#Conduct|Codes of Conduct on this site]]&lt;br /&gt;
* [[Special:RecentChanges|Most Recent Updates]]&lt;br /&gt;
* [[Special:NewFiles|Newest Uploads]]&lt;br /&gt;
* [[:Category:Stubs|Incomplete stub Pages]]&lt;br /&gt;
* [[:Category:Articles_in_need_of_cleanup|Pages needing cleanup]]&lt;br /&gt;
* [[Special:Lonelypages|Orphaned Pages]]&lt;br /&gt;
* [[Special:Wantedpages|Wanted Pages]]&lt;br /&gt;
* [[:Category:Needs_Images|Pages requesting Images]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22177</id>
		<title>Welcome to the War</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22177"/>
		<updated>2026-02-11T21:30:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;30 Minute Missions: Wargame (30MM:W) is a mech-based tabletop miniatures game using [https://www.gundamplanet.com/30-minutes-missions.html Bandai Spirit&#039;s easy-to-build 1/144 scale mech kits]. The focus of this game is on:&lt;br /&gt;
# The ability to play missions in roughly 30 minutes (excluding setup); and&lt;br /&gt;
# The customizability and modular designs for the model kits. &lt;br /&gt;
&lt;br /&gt;
Our community offers a tailored experience for players ranging from beginner to veteran players. (link to a page for beginners and one for vets)&lt;br /&gt;
&lt;br /&gt;
For more information on getting started, please report to [[Core Rules]].&lt;br /&gt;
&lt;br /&gt;
To join a campaign, find other players, or just chat about the game, we recommend joining the [https://discord.gg/8XZYd5dWGk Discord server]. Additionally, feel free to check out our [https://www.youtube.com/c/AriesTabletopModels YouTube] &amp;amp; our [https://twitter.com/30MM_Wargame Twitter feed] for any news.&lt;br /&gt;
&lt;br /&gt;
## 30MM: Wargame is currently undergoing a major update.&lt;br /&gt;
The game is actively being revised and expanded as part of ongoing development. Rules, systems, and content may change as improvements are implemented. Thank you for your patience and continued support as the project moves toward its next phase.##&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quickstart ==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Do not link to individual articles here; we do NOT want fights to break&lt;br /&gt;
out over who deserves to be on the front page, and we also don&#039;t want to&lt;br /&gt;
find stale pages here (years might pass between edits of the front page).  &lt;br /&gt;
Link only Category, Special, and meta-wiki pages here.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Recruit&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Core Rules]]&lt;br /&gt;
* [https://docs.google.com/document/d/1eDKaBn5mceBYUARUQiR2uvK2ZxTd-t0vWfzCqqQ-lwM/edit?usp=sharing Quick Start Guide]&lt;br /&gt;
* [[Abilities]]&lt;br /&gt;
* [[Unit Datasheet Creation]]&lt;br /&gt;
* [[Page Creation Shortcut]]&lt;br /&gt;
* [[:Category:Stories|All Writing]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094  Parts List]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em; margin-bottom:1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Commanders&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[:Category:Factions |Factions]]&lt;br /&gt;
** [[:Category:Byron |Byron Army]]&lt;br /&gt;
** [[:Category:Earth | Earth Alliance]]&lt;br /&gt;
** [[:Category:Maxion | Maxion Army]]&lt;br /&gt;
** [[:Category:Mercenary|Mercenaries]]&lt;br /&gt;
** [[:Category:Warmongers|Warmongers]]&lt;br /&gt;
** [[:Category:Peacemakers|Peacemakers]]&lt;br /&gt;
* [[:Category:Units|All Units]]&lt;br /&gt;
** [[:Category:Mech | Mech Units]]&lt;br /&gt;
** [[:Category:Vehicle | Vehicle Units]]&lt;br /&gt;
* [[:Category:Weapons|Weapons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Contributors&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Formatting Guidelines]]&lt;br /&gt;
* [[#Conduct|Codes of Conduct on this site]]&lt;br /&gt;
* [[Special:RecentChanges|Most Recent Updates]]&lt;br /&gt;
* [[Special:NewFiles|Newest Uploads]]&lt;br /&gt;
* [[:Category:Stubs|Incomplete stub Pages]]&lt;br /&gt;
* [[:Category:Articles_in_need_of_cleanup|Pages needing cleanup]]&lt;br /&gt;
* [[Special:Lonelypages|Orphaned Pages]]&lt;br /&gt;
* [[Special:Wantedpages|Wanted Pages]]&lt;br /&gt;
* [[:Category:Needs_Images|Pages requesting Images]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22176</id>
		<title>Welcome to the War</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22176"/>
		<updated>2026-02-11T21:27:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Added maintenance update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;30 Minute Missions: Wargame (30MM:W) is a mech-based tabletop miniatures game using [https://www.gundamplanet.com/30-minutes-missions.html Bandai Spirit&#039;s easy-to-build 1/144 scale mech kits]. The focus of this game is on:&lt;br /&gt;
# The ability to play missions in roughly 30 minutes (excluding setup); and&lt;br /&gt;
# The customizability and modular designs for the model kits. &lt;br /&gt;
&lt;br /&gt;
Our community offers a tailored experience for players ranging from beginner to veteran players. (link to a page for beginners and one for vets)&lt;br /&gt;
&lt;br /&gt;
For more information on getting started, please report to [[Core Rules]].&lt;br /&gt;
&lt;br /&gt;
To join a campaign, find other players, or just chat about the game, we recommend joining the [https://discord.gg/8XZYd5dWGk Discord server]. Additionally, feel free to check out our [https://www.youtube.com/c/AriesTabletopModels YouTube] &amp;amp; our [https://twitter.com/30MM_Wargame Twitter feed] for any news.&lt;br /&gt;
&lt;br /&gt;
```&lt;br /&gt;
30MM: Wargame is currently undergoing a major update.&lt;br /&gt;
The game is actively being revised and expanded as part of ongoing development. Rules, systems, and content may change as improvements are implemented. Thank you for your patience and continued support as the project moves toward its next phase.&lt;br /&gt;
```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quickstart ==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Do not link to individual articles here; we do NOT want fights to break&lt;br /&gt;
out over who deserves to be on the front page, and we also don&#039;t want to&lt;br /&gt;
find stale pages here (years might pass between edits of the front page).  &lt;br /&gt;
Link only Category, Special, and meta-wiki pages here.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Recruit&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Core Rules]]&lt;br /&gt;
* [https://docs.google.com/document/d/1eDKaBn5mceBYUARUQiR2uvK2ZxTd-t0vWfzCqqQ-lwM/edit?usp=sharing Quick Start Guide]&lt;br /&gt;
* [[Abilities]]&lt;br /&gt;
* [[Unit Datasheet Creation]]&lt;br /&gt;
* [[Page Creation Shortcut]]&lt;br /&gt;
* [[:Category:Stories|All Writing]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094  Parts List]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em; margin-bottom:1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Commanders&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[:Category:Factions |Factions]]&lt;br /&gt;
** [[:Category:Byron |Byron Army]]&lt;br /&gt;
** [[:Category:Earth | Earth Alliance]]&lt;br /&gt;
** [[:Category:Maxion | Maxion Army]]&lt;br /&gt;
** [[:Category:Mercenary|Mercenaries]]&lt;br /&gt;
** [[:Category:Warmongers|Warmongers]]&lt;br /&gt;
** [[:Category:Peacemakers|Peacemakers]]&lt;br /&gt;
* [[:Category:Units|All Units]]&lt;br /&gt;
** [[:Category:Mech | Mech Units]]&lt;br /&gt;
** [[:Category:Vehicle | Vehicle Units]]&lt;br /&gt;
* [[:Category:Weapons|Weapons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Contributors&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Formatting Guidelines]]&lt;br /&gt;
* [[#Conduct|Codes of Conduct on this site]]&lt;br /&gt;
* [[Special:RecentChanges|Most Recent Updates]]&lt;br /&gt;
* [[Special:NewFiles|Newest Uploads]]&lt;br /&gt;
* [[:Category:Stubs|Incomplete stub Pages]]&lt;br /&gt;
* [[:Category:Articles_in_need_of_cleanup|Pages needing cleanup]]&lt;br /&gt;
* [[Special:Lonelypages|Orphaned Pages]]&lt;br /&gt;
* [[Special:Wantedpages|Wanted Pages]]&lt;br /&gt;
* [[:Category:Needs_Images|Pages requesting Images]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22175</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22175"/>
		<updated>2025-09-04T01:14:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: /* Pre-Made Datasheets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== Datasheet Breakdown ==&lt;br /&gt;
&#039;&#039;&#039;Current Datasheet Version:&#039;&#039;&#039; 6.2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Future Datasheet Version:&#039;&#039;&#039; (TBD)&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&#039;s Core Type. This can be found by determining what kit the Unit&#039;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 Unit 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 Visual.png|link=|600px|left|]]&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Unit Sections&#039;&#039;&#039; - Each Unit is made up of different sections. Each section has a max defense and current defense. The max defense is the maximum amount of damage that section can withstand before being destroyed. The current defense is a blank area that should be used when damage is taken but the section remains intact. The remaining defense value should be written here. At the bottom is Total Defense. All Unit Sections will combine their Max Def. and the value will be written here. This value is the base Deployment Cost of your Unit without any weapons, pilots, or SMTs.&lt;br /&gt;
# &#039;&#039;&#039;Specifications&#039;&#039;&#039; - This shows the Units Classification, Base Action Points, Standard Movement, and Thruster Movement. Classification is based on the Units&#039; Total Defense value and determines Base AP and Standard Movement. The classification chart can be found here [[Core Rules#Classification| under the classification section]]. Base AP is how many Action Points a Unit has before they make an AP Roll* during gameplay. Standard Movement shows the maximum amount of hexes a Unit can move during its turn. Thruster Movement is only available for Units with thrusters. Thruster Durability is the combined durability of all of the Units thrusters. This is to show which standard movement options that Unit can use.&lt;br /&gt;
# &#039;&#039;&#039;Modified Stats&#039;&#039;&#039; - This shows Accuracy, Assault, &amp;amp; Evasion stats. Accuracy is for long-ranged targets. Assault is for close-range targets, and evasion is for evading incoming attacks.&amp;lt;br /&amp;gt;Each one has a base stat value under the larger modified value. Base stats derive from the Core Type. The modified stat references the base stat AFTER it&#039;s been modified by the player. Depending on the pilot&#039;s rank, the player gets Stat Reduction Modifiers (SRM for short). These points allow the Units base stats to be lowered to better fit the players&#039; play style. The lowest modified stats can be is 2 for each stat (or 2/2/2) and the highest cannot go past their original base stats. Systems, Mods, and Traits can also modify stats.&lt;br /&gt;
# &#039;&#039;&#039;Core Type&#039;&#039;&#039; - Determines the base stats of the Unit. These can be found inside the modified stats section. Core type is determined by what chest piece is used in the creation of the mech. Each Core Type has different stats. They are represented by an image in this box. &lt;br /&gt;
# &#039;&#039;&#039;Unit Information&#039;&#039;&#039; - This is the name and type of unit. The type of unit will determine it&#039;s primary movement. &lt;br /&gt;
# &#039;&#039;&#039;Pilot Information&#039;&#039;&#039; - This is the name, Rank,  and cost of the Pilot. The Pilot determines how many Mods, Traits, and Stat Reduction Modifiers (SRM) the unit has. &lt;br /&gt;
# &#039;&#039;&#039;Systems, Mods, &amp;amp; Traits&#039;&#039;&#039; - These are special abilities and bonuses that a player can use the further customize their Unit. Systems become available for a Unit based on what they have physically on the model. The maximum amount of Systems a Unit can use at one time is 5, so choose wisely! If you have weapons that have the same Systems, you only need to add it to a single System slot.  Mods and Traits are non-physical abilities/bonuses based on various factors. The amount of Mods and Traits a player can use is limited by the pilot&#039;s rank.&lt;br /&gt;
# &#039;&#039;&#039;Weapons &amp;amp; Equipment Inventory&#039;&#039;&#039; - This is where all of the Units&#039; weapons, mounted weapons, thrusters, Shields, and equipment are identified. Along the top, you will see 9 columns. These columns identify the specifics of each weapon.&amp;lt;br /&amp;gt;At the bottom of the inventory, you will also see Total Thruster Durability and Total Inventory DC. If a Unit has thrusters, you would combine all of their durability here. As for the Total Inventory DC, you simply combine the DC of everything in your inventory and put the value in the dedicated area.&lt;br /&gt;
#* Name - What you call the weapon.&lt;br /&gt;
#* Tags - Category, requirements, and/or bonuses for the weapon.&lt;br /&gt;
#* Location - Where the weapon is located on the Unit. Head, Torso, Left Arm, ETC.&lt;br /&gt;
#* Range - How many hexes the weapon can fire from.&lt;br /&gt;
#* Base Damage - How much damage, per shot, the weapon does.&lt;br /&gt;
#* AP (Action Points) - How much AP it costs to fire the weapon once.&lt;br /&gt;
#* Type - Dictates if the weapon fires projectiles or pure energy. &lt;br /&gt;
#* Durability - How much defense the weapon has until it is destroyed.&lt;br /&gt;
#* DC (Deployment Cost) - How much it costs for the Unit to field the weapon.&lt;br /&gt;
# &#039;&#039;&#039;Deployment Cost&#039;&#039;&#039; - This is the total cost to field this Unit. This is the combined sum of the Units&#039; Total Defense, Systems DC, Total Inventory DC, and Pilot Rank DC.&lt;br /&gt;
&lt;br /&gt;
== Unit Sections ==&lt;br /&gt;
[[File:Unit Sections.png|link=|300px|left|]]&lt;br /&gt;
Each individual piece that makes up the Unit is considered a part. When you combine parts into limbs, heads, torsos, etc, these are called Unit Sections.&lt;br /&gt;
&lt;br /&gt;
First, you must identify how many Unit Sections your Unit has and what each one is. Most Mech Units have a Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Unit Sections. Vehicles on the other hand have a Cockpit and at least one drive section. More information can be found in [[Core Rules#Unit Types|the Unit Types]] section of the Core Rules.&lt;br /&gt;
&lt;br /&gt;
Once you have listed each of your Unit&#039;s Unit Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1360820555 Parts &amp;amp; Data] sheet. There is a tab with the name &#039;&#039;&#039;Parts Search&#039;&#039;&#039;. Here you can locate the stats for each part of your Unit by part name, kit name, or various other things. Once you are familiar with that, move to the &#039;&#039;&#039;Core Section Calculator&#039;&#039;&#039; tab. Here is where you will add the Name and Notation of each part that makes up a single Core Section. You don&#039;t need to use the calculator if you are already familiar with the process but it is recommended as it will get you familiar with the process of using our calculators.&lt;br /&gt;
&lt;br /&gt;
=== Unit Section Calculator ===&lt;br /&gt;
[[File:Unit Section Calculator.png |450px |right]]&lt;br /&gt;
On the top, you will see 3 titles: &#039;&#039;&#039;Name&#039;&#039;&#039;, &#039;&#039;&#039;Notation&#039;&#039;&#039;, and &#039;&#039;&#039;Defense&#039;&#039;&#039;. In the Name column, you will put down the name of the specific part listed on your Unit&#039;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;
&#039;&#039;&#039;Notations&#039;&#039;&#039; 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;
&amp;lt;/br&amp;gt;&lt;br /&gt;
[[File:Sections and Parts.png |center|500px]]&lt;br /&gt;
&lt;br /&gt;
The image on the above 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 Section List.&lt;br /&gt;
&lt;br /&gt;
=== Torso &amp;amp; Cockpit Stats ===&lt;br /&gt;
&lt;br /&gt;
The Torso and Cockpits, or Pilot Sections, give base stats for the unit which can be improved when adding a Pilot. Each Pilot Section has varying stats and may be chosen even if the unit does not visibly use that section. The stats can be found in the Parts and Datasheet, linked below.&lt;br /&gt;
&lt;br /&gt;
== Pilot Creation ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# &#039;&#039;&#039;Name&#039;&#039;&#039; - Give your Pilot a name.&lt;br /&gt;
# &#039;&#039;&#039;Rank&#039;&#039;&#039; - Give your Pilot a Rank/Artificial Intelligence.&lt;br /&gt;
#* Use the chart and fill in the appropriate field. [[Image:PilotRankChart.png|right]]&lt;br /&gt;
#* The Higher the rank, the more bonuses you receive - however, you will pay a higher Deployment Cost&lt;br /&gt;
#* Ranks range from 1-5. &lt;br /&gt;
#* A.I.s range from Simple to Intermediate to Advanced.&lt;br /&gt;
# &#039;&#039;&#039;Determine Stats&#039;&#039;&#039; - Stats determine how well a Unit can fight.&lt;br /&gt;
#* Once a Rank/AI has been chosen, fill in the Stat Reduction Modifiers (S.R.M.), Available Mods, and Available Traits.&lt;br /&gt;
#* Stats are listed on the right side of each Rank/A.I. level on the Pilot ID chart.&lt;br /&gt;
# &#039;&#039;&#039;Choose your Pilot&#039;s Traits&#039;&#039; - Traits are stronger than average Abilities&lt;br /&gt;
#* The number of Available Traits is based on Rank.&lt;br /&gt;
#* The complete list of Pilot Traits can be found on the [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094 Parts List] below.&lt;br /&gt;
# &#039;&#039;&#039;Determine your Pilot&#039;s Deployment Cost&#039;&#039;&#039;&lt;br /&gt;
#* The far-right column labeled as &amp;quot;DC&amp;quot; is the Rank/A.I.&#039;s corresponding Deployment Cost.&lt;br /&gt;
#* Write that number down in the upper right area.&lt;br /&gt;
Your newly created Pilot is ready to be paired up with a Unit!&lt;br /&gt;
&lt;br /&gt;
=== Stock Pilots ===&lt;br /&gt;
This is the list of stock pilots to be slotted into any unit to get a game going faster. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;googlespreadsheet width=&amp;quot;800px&amp;quot; height=&amp;quot;250&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;1gntKpESgDpLLlwcXwGh4B38CIXob_JOt6NU0W4GdrQI&amp;lt;/googlespreadsheet&amp;gt;&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;
== Weapons &amp;amp; Equipment == &lt;br /&gt;
If you want to win a war, you need weapons and equipment. These are the primary ways you will be able to subjugate and destroy your opponents. In this section, you will learn about the various weapons and equipments as well as how to properly create them and add them to your Units datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Tags ===&lt;br /&gt;
Before you can fully understand how the 30MM: Wargame allows a player to build almost any weapon they want, you must first understand how Tags work. Tags are a way to specify, at a glance, what ability correlates to what weapon/equipment and how it functions in the game. Tags are represented by two letters, numbers, or a combination of the two inside of brackets. For example, the category &#039;&#039;&#039;Hand-Held Weapon&#039;&#039;&#039; is represented by the tag &#039;&#039;&#039;[WN]&#039;&#039;&#039;. When you look at a Unit&#039;s datasheet and see a weapon in the inventory with the tag [WN], you will know that it&#039;s a hand-held weapon. Combining multiple tags to customize your weapons or equipment is a basic operation that you will get more familiar with as you build your datasheets.&lt;br /&gt;
&lt;br /&gt;
Multiple tags are arranged in sequential order. The first 3 tags identify the function, while the proceeding tags identify any abilities it might give a Unit. Below is the order each tag will be in, along with the various different tags in each.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Mechanism&#039;&#039;&#039; &lt;br /&gt;
#&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Available Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Check the Google Document to view current and up-to-date Systems on the page [[Abilities]].&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
Weapons are broken down into 2 categories:&lt;br /&gt;
&lt;br /&gt;
* Ranged 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&#039;t always the case, especially when dealing with custom Weapons.&lt;br /&gt;
&lt;br /&gt;
; Hand-held Weapons&lt;br /&gt;
: All weapons that are not designated as mounted weapons are considered hand-held weapons. Hand-held weapons can be picked up, dropped, or thrown in various situations. When these weapons are destroyed, they do not damage the area they were located in. These are given the Tag [WN]. &lt;br /&gt;
&lt;br /&gt;
; Mounted Weapons&lt;br /&gt;
: These are the same as hand-held weapons except instead of being held by the Unit, they are mounted directly to it. Mounted weapons cannot be picked up or moved during a battle. These are given the Tag [MW].&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.&lt;br /&gt;
&lt;br /&gt;
; Attachments&lt;br /&gt;
: These are parts or a combination of parts that do not specifically fit into the other categories. Attachments are typically one-off parts that give the Unit a utility-based system. These are given the tag [AT]. When adding attachments to the parts collection section of the Weapon/Equipment Builder, it&#039;s important to pair up as many of the same parts to save on inventory space and increase the durability of the parts overall as most of these parts have low durability by themselves.&lt;br /&gt;
&lt;br /&gt;
; Shields&lt;br /&gt;
: These block incoming damage from an enemy. Typically they are large and cumbersome but can be used to block enemy fire or movement for more strategic planning. These are given the tag [SD]. Passively these can take the damage from a section they are held by or mounted to in order for that section to last a bit longer in combat.  When mounted to the Torso section, it may also protect the Head section. Actively, they can redirect all incoming damage using the Defensive Stance Command Action. See [[Core Rules#Command Actions | Command Actions]]&lt;br /&gt;
&lt;br /&gt;
; Thrusters&lt;br /&gt;
: These aid the Unit by giving it the movement option of flight. If the total durability of all combined thrusters on the unit meets a specific requirement (see flight movement option) then the Unit can fly. These are given the tag [TH]. &lt;br /&gt;
&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 into separate sections to make them harder to hit at the cost of Inventory space.&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 Weapon/Equipment Builder for this once. You will, however, need to add the two sections to the Inventory list so your Deployment Cost and Durability are accurately recorded on the Datasheet.&lt;br /&gt;
&lt;br /&gt;
=== Weapon &amp;amp; Equipment Building ===&lt;br /&gt;
Located in the 30MMWar: Parts &amp;amp; Data (Online) Google document, there is a tab with the name &#039;&#039;&#039;Weapons &amp;amp; Equipment Builder&#039;&#039;&#039;. This is where you will do as the name suggests and build your weapons and equipment as well as give them stats that will then be transferred to your Units Datasheet.&lt;br /&gt;
&lt;br /&gt;
The sheet is divided into two sections: The Parts Calculator and the Stat Organizer. When you first open the sheet, you will only see the Stat Organizer. We will come back to this but for now, on the left-hand side you will see an arrow pointing towards a &amp;quot;+&amp;quot; sign. Click on this to expand the Parts Calculator Section.&lt;br /&gt;
&lt;br /&gt;
On the top row, similar to the Unit Sections Calculator, you will see &#039;&#039;&#039;Name&#039;&#039;&#039; and &#039;&#039;&#039;Notation&#039;&#039;&#039; but this time there are more columns: &lt;br /&gt;
&lt;br /&gt;
[[File:Part Calculator.png|center|750px]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Durability&#039;&#039;&#039; - How much defense each part has.&lt;br /&gt;
* &#039;&#039;&#039;Range&#039;&#039;&#039; - How far each part can attack.&lt;br /&gt;
* &#039;&#039;&#039;Base Damage&#039;&#039;&#039; - How much damage each part does.&lt;br /&gt;
* &#039;&#039;&#039;Action Points&#039;&#039;&#039; - How much AP each part costs to use.&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; - If that part uses Kinetic or Energy based attacks.  &lt;br /&gt;
* &#039;&#039;&#039;System&#039;&#039;&#039; - What ability is attached to that part.&lt;br /&gt;
* &#039;&#039;&#039;Prerequisites&#039;&#039;&#039; - What requirements are associated with that part.&lt;br /&gt;
&lt;br /&gt;
Once we have finished adding all of the parts to your weapon/equipment, click on the &amp;quot;-&amp;quot; sign in the upper left-hand side to collapse the Parts Calculator. Now we will be focusing on the Stat Organizer section. Starting from the top, you&#039;ll see two colors with a description next to them. These will indicate changes to your weapon based on the parts/SMTs you choose. Below those, there is a Blank Inventory Slot that will begin to autofill itself based on your weapon/equipment. When you have finished adding all the stats, you will take this information and transfer it to your Units Datasheet. Below that, you&#039;ll see 4 rows on the left side. Each row helps define how your weapon/equipment acts while in combat based on the parts you have chosen.&lt;br /&gt;
&lt;br /&gt;
[[File:Stat Organizer.png|center|750px]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Category&#039;&#039;&#039; - Defines the general characteristic of your build. If a weapon category is selected, the option to make it a melee weapon will appear. You may select this along with the weapon category if it applies.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mechanism&#039;&#039;&#039; - Defines how a weapon fires. They are Systems that don&#039;t need to be added to a Units Datasheet. These will only appear if a weapon category has been selected and weapon parts were used in the build. If no mechanism is selected or available to a build in a weapon category, it is a single fire weapon.&lt;br /&gt;
&lt;br /&gt;
[[File:Mechanisms.png|center|750px]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Prerequisites&#039;&#039;&#039; - Defines restrictions to the build that the Unit must follow.&lt;br /&gt;
&lt;br /&gt;
[[File:Prereq.png|center|750px]]&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Available Systems&#039;&#039;&#039; - Any Systems, other than the mechanism, that the Unit can choose to use given from the specific parts of the build. Any and all Systems taken must be added to the Units System Slots on its Datasheet.&lt;br /&gt;
&lt;br /&gt;
On the right side, you&#039;ll see a blue box that says &amp;quot;Weapon Convert&amp;quot; Mod and a checkbox. If you have the appropriate mod, check the box and Slot will autofill in the correct information for you. Otherwise, leave this unchecked.&lt;br /&gt;
&lt;br /&gt;
Next, you&#039;ll see two red buttons labeled &amp;quot;Reset All&amp;quot; and &amp;quot;Reset Stats&amp;quot;. When clicked, reset all will clear all information from the Stats Organizer and Parts Calculator sections. Reset stats will only reset the Stats Organizer section.&lt;br /&gt;
&lt;br /&gt;
Finally, on the bottom right you&#039;ll see the version number. Be sure you are using the most current version!&lt;br /&gt;
&lt;br /&gt;
Once you have the total stats for your Weapon/Equipment, transfer this information to an available Inventory Slot on the Units Datasheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Notes&#039;&#039;&#039;&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&#039;t, you will get an error. When the Name and Notation are correct, the Datasheet will auto-populate the parts&#039; stats.&lt;br /&gt;
&lt;br /&gt;
The next bullets are in reference to the Total Stat line of the weapon calculator:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Type&#039;&#039;&#039; - 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&#039;s type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tags&#039;&#039;&#039; - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon. See Tags in the Core Rules.&lt;br /&gt;
&lt;br /&gt;
==== Manual Calculations ====&lt;br /&gt;
In the above section, all of the calculations for your weapons/equipment (damage, range, type, deployment cost, etc) have been done VIA the Excel sheet calculator. If you are unable to access this sheet for any reason, this section will go over how to do the calculations manually so you can still fill out a datasheet for your Units.&lt;br /&gt;
&lt;br /&gt;
To start, you will need to get the stats of all of the parts that make up your weapon or equipment. This can be done by looking them up in the Parts Search by kit name, part name, notation, Systems, tags, or defense value and writing them down. &lt;br /&gt;
&lt;br /&gt;
Calculations to find the Range, Base Damage, AP, and Durability are added together and placed into an Inventory Slot on the Unit datasheet. If your weapon is a melee weapon, give it a range of 1 regardless of what the sum is.&lt;br /&gt;
&lt;br /&gt;
Next, to find the Type, you need to compare all of your parts and see if there are more kinetic parts or energy parts. Whichever has the most is the overall weapons type. If there is an equal number of types, when you check to see which part has the highest base damage. The part with the highest base damage AND a type is the overall weapons type.&lt;br /&gt;
&lt;br /&gt;
To determine the Tags your weapon or equipment will have you need to determine a few things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To calculate the overall Deployment Cost of the weapon, use this formula:&lt;br /&gt;
&lt;br /&gt;
== Important Documents ==&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1360820555 Datasheet Creation Document]&lt;br /&gt;
&lt;br /&gt;
Datasheets are an essential part of the 30MM Wargame. With them you keep track of a Unit&#039;s current defense, how many hexes they can move, how much AP they have during their turn, and various other things.&lt;br /&gt;
&lt;br /&gt;
[[Image:Datasheet v6.0.png|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Blank Core Types ===&lt;br /&gt;
Below are Blank Datasheets for Unit Core Types which correspond to the Chest Part of your Unit. If your Unit uses a Rabiot chest, then select the Rabiot Datasheet. If your Unit doesn&#039;t use a conventional Chest Part, then select the one that closely matches.&lt;br /&gt;
&lt;br /&gt;
[https://drive.google.com/file/d/1l1DtHA0ONFauQoUuuJlhr0UJuzMurDYe/view Datasheet V6.02 Download Link]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;googlespreadsheet width=&amp;quot;800px&amp;quot; height=&amp;quot;400&amp;quot; style=&amp;quot;width:100%&amp;quot;&amp;gt;1CB6jgWUnx0qWeSe9THAOrMEKEwoYooeqJEVUp0iiJAg&amp;lt;/googlespreadsheet&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Mech Units ====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
Image:Alto.png|&lt;br /&gt;
Image:Portanova.png|&lt;br /&gt;
Image:Rabiot.png|&lt;br /&gt;
Image:Cielnova.png|&lt;br /&gt;
Image:Espossito.png|&lt;br /&gt;
Image:Revernova.png|&lt;br /&gt;
Image:Gardonova.png|&lt;br /&gt;
Image:Spinatia.png|&lt;br /&gt;
Image:Spinatio.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Vehicle Units ====&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot; heights=200px&amp;gt;&lt;br /&gt;
Image:Airfighter.png|&lt;br /&gt;
Image:Tank.png|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-Made Datasheets ===&lt;br /&gt;
&amp;lt;gallery heights=250 mode=&amp;quot;packed&amp;quot;&amp;gt;&lt;br /&gt;
File:Stock Volpanova Datasheet v6.1.png|Stock Volpanova&lt;br /&gt;
File:Stock Alto.png|Stock Alto&lt;br /&gt;
File:Stock Cielnova.png|Stock Cielnova&lt;br /&gt;
File:Stock Portanova.png|Stock Portanova&lt;br /&gt;
File:Stock Rabiot.png|Stock Rabiot&lt;br /&gt;
File:Stock Revernova.png|Stock Revernova&lt;br /&gt;
File:Stock Foresteri.png|Stock Foresteri&lt;br /&gt;
File:Spectre.png|Stock Spectre&lt;br /&gt;
File:EEXM-17a x777 Corps.png|x777 Corps Special&lt;br /&gt;
File:VX-04 Vistari - V4.png|Stock Vistari&lt;br /&gt;
File:AL-23 Unit 8d.png|Stock AL-23&lt;br /&gt;
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{{CoreNavigation}}&lt;br /&gt;
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[[Category:Rules]]&lt;/div&gt;</summary>
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