User:Nanastone1961
Introduction
Here you will find all of the information needed to play the 30 Minute Missions: Wargame!
Tools
Dice
In order to fight the enemy, you will need an Eight-sided Dice (D8). D8 dice are used for everything in this game. You will want to have multiple ones in order to roll all of your attack at once instead of one at a time. It is recommended to have at least 6.
If a rule requires a D8 roll 3 or higher, this is often abbreviated to 3+.
Modified Stats & Rolls
If an effect states " (+/- number) to (stat)" then you apply that number to the Stat on your Units Datasheet.
- Units modified Assault stat is 6. "+1 to Assault". The new Assault stat 5.
- Units modified Accuracy stat is 5. "-2 to Accuracy". The new Accuracy stat 7.
If an effect states " (+/- number) to (stat) Roll" then you apply that number to the relevant roll.
- Unit rolls 4 for Assault roll. "-2 to Assault Rolls". The new Assault roll is 2.
- Unit rolls 8 for Accuracy roll. "-3 to Accuracy Rolls" The new Accuracy roll is 5.
Tokens
In some situations, tokens may be used. If you are playing on a physical tabletop, you will not need the majority of them. However, if you are playing online VIA Tabletop Simulator or Roll20 you will be using them often.
- Objective marker 1.png
Objective Marker 1
- Objective marker 2.png
Objective Marker 2
- Underwater.png
Underwater
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- -1.png
- 2.png
- -2.png
- 3.png
- 4.png
- 5.png
- 6.png
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- 8.png
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- 10.png
- Zero.png
Unit Information
Squads
Each player controls a squad of 30MM Models. The number of models you can have in your squad during a battle is determined by how many Deployment Cost Points are available.
Deployment Cost | Description |
---|---|
100 - 600 Pts | Single Custom Unit battles or a squad of 2-3 stock Units. |
600 - 1200 Pts | Custom Unit Squad leader accompanied with 2-3 stock Units. |
1200 - 1800 Pts | Multiple Custom Units per squad. |
1800 - 2500 Pts | Every Unit you own. |
Types
Individual models are called Units and are divided into the following Types: Mech, Vehicle, and Drone
A unit that meets any of the following guidelines:
- Uses legs as its main form of transportation
- Has or relies on arms to perform its primary functions
- Is distinctly bipedal or has a clear and obvious torso
This is the Standard battlefield weapon.
Any unit that relies on jet propulsion, wheels, tracks, or rotors as its primary source of movement and doesn't have any form of manipulators (arms). Vehicles are represented by the Core Types below. Each vehicle Core Type comes with a set of rules.
All vehicle types gain the following changes to gameplay:
- When checking LoS, the reference point is as close as possible to where the pilot is located.
- Does not have manipulators. Therefore, cannot physically pick up or interact with any objects.
- Cannot change elevation [+/-] without the proper abilities.
- Cannot obtain the Jump ability.
EXA Tank
- Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in direct front but it costs twice as much movement points when moving across green hexes.
EXA Air Fighter
- Must use all of its movement points (standard or thruster) in a single turn.
EXA Attack Sub
- Can only move over Light Blue or Dark Blue hexes but when attacking with Missile Pods or Rocket Launchers, no FoV is needed.
EXA Space Craft
Drones are smaller Units that must be attached to a Main Unit at the start of the battle. When they are needed, the Main Unit can deploy them VIA Command Action. The Main Unit may deploy them anywhere within 1 hex radius. Multiple Drones may occupy the same hex provided they do no collide with each other.
Each drone needs some form of movement on the model for it to be able to move. If the Drone model does not move, it can still function but will not move outside of where it was initially placed. If it flies or swims, it needs at least one thruster on the model. If it walks, it needs legs or treads.
Drones are considered equipment for the Main Unit and must be added to the Main Units Equipment List on its Datasheet. There is a Max of 3 active drones on the battlefield per Unit. There are two types of Drones:
Can move freely around the battlefield. Once deployed, they are considered their own Unit and follow the same guidelines. Because of this, they also need their own Datasheet. A.I. Drones move during their Main Units Movement Phase and receive their own AP Roll of 1D8. If you have multiple of the same drone only one datasheet is needed. A.I. Drones are the only Unit that can be on structures. If the structure is destroyed the drone falls, takes (2 x structure floors) damage, and is immobile for 1 turn.
In the datasheet, under "Core Type", there is a option called RoyRoy. All A.I. Drones use this and it is what gives A.I. Drones their stats. Also in the Datasheet is a section called "Pilot Rank / A.I. Processor". Since drones are unmanned and do not have pilots, they have A.I. Processors instead. Each one is similar to a pilots rank but modified for AI Drones. Below is a table called "A.I. Advancement" and shows how each processor effects the drones stats differently.
AI Advencement | |||
---|---|---|---|
Processor | DC | Stats | Mods |
Simple | 0 | 0 | 0 |
Intermediate | 25 | -1 | 1 |
Advanced | 50 | -2 | 2 |
- The Simple Processor offers no changes to either stats or mods, there is no additional Deployment Cost when using it. This processor is great for A.I. Drones whose primary function is for scouting or reconnaissance.
- The Intermediate Processor is in the middle and offers a single change to the drones stats with a single mod to be equipped at a moderate cost. It is best used for scouting drones with a single weapon or equipment.
- The Advanced Processor offers the most changes although it has a higher cost. It is best used for drones who have multiple weapons and can take a few hits.
Drones without artificial intelligence can only move when commanded to VIA Command Action. When deployed, place them anywhere around the Main Unit in a 2 Hex radius facing any direction. The direction that they face after deployment is the direction they will stay until commanded to change.
Drones that are capable of movement will orbit the Main Unit in tandem when conducting its Movement Phase. If the Main Unit moves to a location and the drone is unable to occupy the Hex, it may move to the next available Hex (+/- 1 hex of elevation) or may dock with the Main Unit. Drones that are not capable of movement are placed on the battlefield and left as a sentry or turret. They can still function but only when the Main Unit commands.
All drones share the AP of the Main Unit.
Non-A.I. Drones, sometimes referred to as "funnels", all have the same Attack, Range, and AP Cost per drone. Durability is still based on its parts.
- Flat Damage: 3
- Range: 4
- AP Cost: 2
Classification
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.
Classification | Total Defense | Base Movement | Base Action points |
---|---|---|---|
Class 1 | 0 - 75 | 5 | 1d8 + 2 |
Class 2 | 76 - 150 | 4 | 1d8 + 2 |
Class 3 | 151 - 225 | 3 | 1d8 + 3 |
Class 4 | 226 - 300 | 2 | 1d8 + 4 |
Class 5 | 301+ | 1 | 1d8 + 4 |
Datasheets
Detailed stats and abilities for each Unit are presented on datasheets. You will need to create a datasheet for every Unit in your squad. Datasheets can be found on the Datasheets page along with all of the information on how to create one.
Parts List
This is where you will find every part for every 30MM kit available. Each player will use this to add the parts of the model they have created onto their datasheet. This includes Core Parts, Weapon Parts, and Equipment.
Systems, Mods, & Traits
These are abilities that every Unit gains when specific requirements are met.
- Systems: Abilities gained when various pieces are attached to a Unit.
- Mods: Abilities gained
- Traits: Abilities gained through the pilot creation process. Changes the way a Unit acts on the battlefield.
View the full list of SMT's on Abilities.
Pilots
Once you have created your Unit, you will need to make a pilot.
Pilots are vital to diversifying a Units playstyle. They also grant the Unit they pilot special abilities. These abilities are called "Traits". These abilities differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. When creating the Units Datasheet, there are 2 areas for Pilot information: Name and Pilot Rank. Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.
Rank Advancement | Rank Names | ||||||
---|---|---|---|---|---|---|---|
Rank | Stat Reduction Modifiers | Mods | Traits | Deployment Cost | Earth Alliance | Byron Army | Maxion Army |
1 | 0 | 0 | 1 | 0 | Private | Petty Officer | - |
2 | 1 | 1 | 1 | 20 | Corporal | Chief | - |
3 | 2 | 2 | 1 | 60 | Sergeant | Master Chief | - |
4 | 3 | 2 | 1 | 120 | Lieutenant | Ensign | - |
5 | 4 | 3 | 2 | 200 | Captain | Lt. Commander | - |
If you would like, you can flush out your pilot even more by creating a Pilot Datasheet. These created cards have the basic info on your pilot.
Proxies
It is possible to use other model kits and/or non 30MM parts to play. These are called Proxies. You will still need to properly annotate what they are representing as 30MM parts/weapons on the datasheet. It is strongly advised for you to familiarize yourself with the parts list if you choose to use proxies.
Gameplay
Board Setup
All Missions take place on a battlefield comprised of Hexagon tiles. One hexagon tile is the same size as an action figure base 4 / 5. A full-sized battlefield measures 16x13 hexagonal tiles, or 202 total Hex', with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.
Turn Order
Each player moves a single Unit during their turn. Units can only move once per Round. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over, the turn goes back to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders.
- Turn: Chess-like back and forth between players.
- Round: After all Units have been moved.
Unit Deployment
Players determine who goes first by both rolling 1 D8. The person who has the highest number going first. Play starts from the highest to the lowest roll. The player alternates putting one of there Units down on 1 of the 3 closest hexes to them on their side of the battlefield. This is called the Deployment Area (shown on the right, highlighted in green). Once all Units are on the battlefield, the battle begins staring with the highest rolling player.
Combat
All distances are measured in Hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of Hexes set by your Datasheet. You will also need the target to be within your Units Field of View and Line-Of-Sight.
FoV is determined by the first 3 hexes in front of your Unit. LoS is determined by looking over the shoulder (closest to the head) of your Unit directly to the target imagining a 3mm rod as a guide. The Units weapon must also have a clear LoS. If you can clearly see the part you want to attack, you may do so. If the Units weapon and head do not have a clear LoS, then the Unit cannot fire.
Phases of Combat
When the player chooses a Unit to move first, that Unit must move through each phase sequentially. They are allowed to skip over phases but they cannot go back to a phase prior to which they started.
Movement Phase
Once you have chosen a Unit to move, they begin their Movement Phase. You will first, roll a D8 to see how many Action Points get added to that unit's Base AP. These can be used throughout that unit's turn. Next, move to the desired hex using the Standard Movement or Thruster Movement options.
- Standard Movement: Moving a Unit normally based on its Classification.
- Thruster Movement: Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases.
Units can only move forward to the 3 closest hexes directly in front of them (represented by the green hexes). Units may also rotate around on the same hex (represented by the red hexes) 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.
Movement Within a Hex
Depending on the size of each Unit and terrain you are on, you may find that you have a fair bit of room inside the Hex on which your Unit resides. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside. It must be facing the direction in which it stopped. You may use this to set up ambushes/ firing positions/ or take better cover.
Two friendly Units may occupy the same hex as long as they do not collide with one another. Two Units on opposing sides cannot occupy the same hex unless they are on another elevation.
Ranged Combat Phase
Using your Units datasheet:
Determine which ranged weapon(s) you want to attack with and if the enemy is within its range. Next, determine which area(s) you want to attack. Be sure to have proper Line of Sight and the area is within your Field of View. If you don't have both, you cannot attack that area. Once you have all of these factors completed, (determined your weapon, that the enemy is within range, the area you want to attack, and you have proper Line of Sight) then subtract the AP it takes to fire that weapon from the AP Pool that Unit currently has.
If the Unit does not have enough AP, it cannot perform an attack. The Weapon AP cost on the datasheet is for a single attack. If a player has excess AP in their pool, they may attack more than once. After the Weapon AP cost has been subtracted from the Units current AP, the player may conduct an Accuracy Roll.
- On the Units Datasheet there is a value that represents its Accuracy. Using a D8, the player will roll to see if their shot is accurate. This means the player needs to roll equal-to or higher than the value that is shown on their datasheet. If the roll does not meet the aforementioned requirement then the shot misses and that phase is over. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an unmodified 8 (no external factors assisting the value), this is called a Perfect Roll. Perfect Rolls cannot be evaded by enemies so they do not need to roll for evasion.
- Using a D8 again, the enemy player will conduct an Evasion Roll. Back to the datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement, then they successfully evade the incoming shot and the phase is over. If the enemy failed to meet the requirement, then the shot hits its intended area.
- Finally, there is one last roll the player conducts before the enemy subtracts the total weapon damage to the intended area and ending the ranged combat phase: the Critical Roll. With this roll, the player simply rolls a D8. If it lands on an 8, then half of the Flat Weapon Damage used to attack is added as a bonus onto the weapons flat damage. If it doesn't, then only the attacking weapons flat damage is subtracted from the intended areas defense.
Close Combat Phase
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. This time instead of conducting an Accuracy Roll, you will conduct an Assault Roll. All of the above applies to this phase as well.
Grappling
Every Unit that has hands can grapple. The range to engage in a grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.
When a Unit engages in a grapple, both players roll for Assault and complete one of the following based on if they passed or failed:
Action | Effect |
---|---|
Attacking Unit passes and the Defending Unit fails | Defender suffers the effect |
Both Units pass/fail | Both roll again until a winner is determined |
Attacking Unit fails and the Defending Unit passes | Defender breaks contact and grapple is over. Attacker can no longer engage another grapple |
When a Unit successfully engages a grapple, they are able to do one of two things:
Options | Attack Description | Defend Description |
---|---|---|
Throw | Throw enemy Unit a max of (Attack Class + 1D4*) Hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Units Chest | Lands on their back facing the Unit that threw them. |
Hold | Holds enemy Unit in place. May attack with a single handed weapon during the next turn. | Cannot evade incoming attacks or perform attacks. Grapple rolls over to the next turn |
The grapple is only over if the defending Unit is thrown or the attacking/defending Unit uses the "Break Grapple" Command Action.
Whether a defending Unit is thrown or held, the Attacking Unit now occupies the hex that they were on. If Thrown, the Defending Unit moves to the identified hex. If held, both Units occupy the same hex until the attacking/defending Unit Breaks Grapple. In which case, the defender moves to the hex directly behind where it was being held.
- 1D4 = 1D8 (1or2 = 1, 3or4 = 2, 5or6 = 3, 7or8 = 4)
Throwing Enemies into Structures or other Units
Normally, throwing a unit deals (Throw Distance x 2 - Defender Class) in damage to the torso.
If the target is thrown into a structure, that damage is applied to the structure as well as the Unit:
- If the damage is greater than the current defense of the structure, then the structure falls on the unit dealing 50% of its total defense in damage along with the throw damage.
- If the damage is less than the current defense of the structure, then that values is subtracted to its current defense and the Unit gains the status effect "stuck".
If the target is thrown into another Unit:
- Throw damage is calculated normally but this time the Classification of the other unit is added in as bonus damage. The target and the other Unit
Destroyed Vs Inoperative
When the Torso Defense Points of a Unit is reduced to 0, the Unit is considered destroyed. If a Units Torso remains intact but is unable to fight or finish the mission, it is considered Inoperative. This is most common when all of the limbs and weapons are destroyed.
If a player refuses to acknowledge that their Unit is inoperative, both players roll a D8 prior to the alleged Units movement phase. If the alleged Units player rolls higher than the accusing player, it may continue per normal. If the accusing player rolls higher, then that alleged Unit is deemed inoperative and the battle is over. This roll-off continues each time the alleged Unit takes a turn.
There are 4 unique areas to a Standard Mech Unit:
- Head, Torso, Arm, and Leg
For Standard Vehicles:
- Cockpit, Body, and (wings/wheels/treads/etc).
Destroying each one results is a different penalty to the Unit. These effects do not stack.
Weapons/Equipment
Ranges
Each weapon created will vary in many different aspects. Ranged weapons will have different attack ranges depending on the parts used whereas Melee weapons will always have a range of 1 unless specifically stated elsewhere. This is obviously an important factor when determining strategic advantages over your enemy. To determining range, you will count the hexes on the battlefield starting with the hex directly in front of the Unit you are attacking with. The enemy must be on or within the specified range of your attacking weapon. When determining the range to/from an elevation, that elevation number must also be included into the distance to the target.
- If you were on -2 attacking an enemy who was 6 hexes away on +1, the total range would be 9 hexes. So your weapon would need to have a range of at least 9 to attack.
Destroyed
Weapons/Equipment that is destroyed can no longer be used. The Systems/Mods attached to those parts are also lost but only if ALL of the required parts are destroyed.
Mounted Weapons
When mounted weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed weapon deals damage to the area it is directly connected to equal to 50% of its total flat damage (rounded up). If the player fails to roll a 6+, the weapon is still destroyed but does not harm the Unit.
Tags
Tags are a simple way to identify a weapons specific usage/restrictions. Tags are included on the right side of the weapons name when creating a weapon. Each part in the Parts List will have a description. In that description is where it will say if the weapon using that part will require a tag. Not all parts have tags and weapons can have multiple tags. Tag usage/restrictions do not count if the weapon is Mounted.
- Two Handed [2H]: This tag requires the weapon to be used with two hands. This means that a Unit cannot have another weapon in its offhand. However, they can use the weapon in a single hand but with an additional AP cost of 3 per shot.
- Gun Blade [GB]: This tag identifies a Ranged Weapon that can also be used as a Melee Weapon. When a player wants to use it as a melee weapon, they reduce its range to 1 and add however many points they reduced from the range to the flat damage. Melee rules still apply. This does not count towards weapons that are designed to be Melee weapons that can also fire projectiles.
- Proxy [PR]: This tag identifies a weapon/equipment as a proxy on the physical model. This means that the physical part is a 30MM part or non 30MM part representing something else.
Redundancy
When creating a Unit, you might have multiple of the same weapon attached. This is called Weapon Redundancy or "WR" for short. A weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same weapon available.
- Ex1: 1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot
- This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.
- Ex2: 1 Pistol = 3Dmg & 2AP per shot | 4 Total Pistols = 5Dmg & 2AP per shot
- This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.
When a Unit loses one of those weapons in battle, they do not keep the same stats. WR only applies to how many weapon that Unit has that are STILL in play. If we use the above examples:
- Ex1: 4 Total Pods = 12Dmg & 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg & 5 AP/shot
- Since two were destroyed, the AP increases to 5.
- Ex2 4 Total Pistols = 5Dmg & 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg & 2 AP/shot
- Since two were destroyed, the Damage is reduced by 2.
This system is meant to be a simple as possible so you can do changes in the middle of combat.
Status Effects
[WIP]
Command Actions
Any actions that DO NOT deal with movement or active combat. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Units turn. Below are some of the basic Command Actions that can be used:
Command Action | Description |
---|---|
Get Up | When you get thrown down, you can get back on your feet. |
Press On | Gain an additional Standard Movement Point. |
Break Grapple | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple. |
Swapping | A Unit may change a weapon that is equipped to carried and vice-versa. One weapon per action. |
Retrieving | A Unit may pickup a weapon that has been dropped or disarmed from a friendly Unit. The weapon is placed in an open hand as equipped. If no hands are free, the weapon cannot be retrieved. Must be on the same hex to retrieve. |
Deploy | Places drones attached to a Unit onto the battlefield. Max of 3 active drones. |
Transform | Transforms the Unit into its Alt. form. While transformed the Unit loses control of its limbs but gains bonuses determined by the vehicle it transformed into. Weapons with the tag Gun Blade [GB] can also transform into there Alternative form. This must be used again to change it back into its original form. |
Kneeling Position | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. |
Prone Position | A Unit physically gets into the prone position. The Units primary facing direction cannot be obstructed by a structure or another Unit. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone. Must kneel before getting into or out of the prone position. Can only be done once per turn. |
Offensive Stance | A Unit takes aim in a given direction and is able to perform an attack outside of its turn if an enemy moves into range. Detailed information can be found here |
Defensive Stance | A Unit actively uses a shield or any two handed weapon as cover. All incoming damage is redirected to the shield/weapon. Detailed information can be found here |
Recall | Docks all active drones, regardless of position or range, back to the Main Unit. |
Reposition | Moves the active drones on the battlefield 1 hex. Drone range is a 2 hex radius from the Main Unit. |
Terrain
Scenery on the battlefield can be many things. Ranging from tall buildings to small rocks or trees. Terrain features will be dictated by the Mission but are not limited by it. Different terrain features are represented by different colored hexes. Each colored hex give different advantages and disadvantages.
When placing terrain colors on the battlefield, different colors need to be placed atleast 1 hex apart. If a color description states its at a specific elevation, the only elevation that is can be placed is at the Zero Elevation (unless specific rules are applied).
Hex Colors
Name | Represents | Status Effect | Elevation | Description |
---|---|---|---|---|
Grey Hex | Default | Default | N/A | The default hex. This hex represents nothing more than a place to stand/ move on. |
Red Hex | Default | Default | N/A | Indicate a space that cannot be moved to / on. However, movement above or below these is still possible. |
Green Hex | Wooded/ Forest Area | Conceal | N/A | Provides concealment but not cover. This means that, while they cannot block incoming attacks, they make it harder to land successful hits. If green hexes are between you and the Line-of-sight of an enemy, -2 to Accuracy rolls for every group of hexes fired across. If an attacking Unit is on the hex, then the effect is reduced to -1. |
Tan Hex | Dry / Desert Area | Overheat | N/A | For every Tan Hex that is crossed, the player will multiply that number by 2 and then roll D8 after the Units Movement Phase but before the Ranged Combat Phase. If the player rolls equal to or less than the number, that Unit gains the terrain effect Overheat. Overheating puts the Unit into the kneeling position and ends its turn. Not moving still applies the effect. |
Black Hex | Fallen / Burning Structures | Black Smoke | N/A | Crossing these hexes doubles the movement points required to move. The rubble also emanates large black smoke clouds reducing weapon Accuracy Rolls by 1 when firing though them. |
White Hex | Snow / Frozen Area | Freeze | N/A | For every White Hex that is crossed, the player will multiply that number by 2 and then roll D8 after the Units Movement Phase but before the Ranged Combat Phase. If the player rolls equal to or more than the number, that Unit gains the terrain effect Freeze. Freeze ends the Units turn after the Movement Phase and reduces its TOTAL MAX AP for the next unit turn to 5. Not moving still applies the effect. |
Light Blue Hex | Shoreline / Shallow Ocean | Submerged | -1 | Units on this Hex are underwater. Unless properly outfitted to move in the ocean, Standard Movement is reduced by 2 movement points. Units on this Hex take reduced Kinetic weapon damage. |
Dark Blue Hex | Deep Ocean | Abyss | -2 | Unless properly outfitted, Units gains the effects from the Light Blue Hex (Shallow Ocean) as well as takes 10 damage per turn to the Torso. |
Elevations
Units that can change their elevation will often find doing so to be advantageous and sometimes dangerous. On the table top, elevation up and down is the size of one Hex placed on its side [4.5"]. Units traveling to higher or lower elevations use 2 movement points to do so. If a Units waist [the area where there legs connect] or vehicle cockpit is above or below the plane to the next elevation, they are considered to be on that elevation. This also applies to structures and natural terrain.
Different elevations (often referred to as +/- "number") have the following effects:
Description | Bonus Effect | |
---|---|---|
+3 | Exclusively used by Flight Types. | +1 to Evasion Rolls and Accuracy Rolls as well as +1 to ranged weapons range. |
+2 | The highest elevation which a non-flying Unit can get to. | +1 to ranged weapons range and Accuracy Rolls |
+1 | The most common elevation for Units that have the ability to Fly/ Hover. | +1 to Accuracy Rolls. |
0 | This is the most common elevation for battlefields. All Units can be used at this elevation. | No bonus effect. |
-1 | The most common elevation for Units that have the ability to Swim/ Cruise. | +1 to Evasion Rolls. |
-2 | The lowest point Units can reach. | +1 standard movement point and +2 to Evasion Rolls |
Buildings and Structures
These are not unique to 30MM:W. The difference is that these can be destroyed to aid/hider player tactics. Buildings/structures do not need to be placed on Black Hexes. However, when they are destroyed the hex/hexes they occupy then becomes a Black Hex. The image below shows a graph of 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 its taller then the hex, its on a higher elevation.
When firing at a structure you are guaranteed a successful hit so you do not need to roll for accuracy. Critical Rolls and flat weapon damage are applied as normal. If an attack is make that doesnt completely destroy the building/structure that damage is subtracted from its total defense. If you wish to attack a Unit through a structure, you will first need to destroy it. Overflow damage (left over damage after the building is destroyed) is negated per attack.
- Ex: The building you want to attack through is occupying 1 hex and is in +1 elevation. This mean is has a total defense of 20.
- 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 any overflow damage is negated for that attack.
- NOTE: Since overflow damage is negated on a per-attack basis, 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.
Missions
Mission | Objective | Setup | Intel |
---|---|---|---|
Elimination | Destroy the Enemy | N/A | The default mission when playing a game. |
Retrieval | - | Place 3 moveable objects on the battlefield. Must not be within 5 hexes of one another. | - |
Domination | The first player to 7 points wins. | Identify the 6th hex inwards on both short sides of the battlefield. The area in between these hexes are where Objectives can be placed. Each player then rolls a D8. The player with the highest number may place down one Objective in this area. Both players continue this until 3 Objectives are on the battlefield. Objectives cannot be within 5 hexes of one another. | When a players Unit is within a 1 hex radius of the Objective, that player gains 1 point at the end of the turn. If multiple players have Units inside the same Objectives radius, the player with the most Units inside the radius gains the point at the end of the turn. If both players have the same number of Units on the Objective, neither gains a point at the end of the turn. If both players tie for 7 points at the end of a turn, the game continues until the tie is broken. |
Assassination | Destroy targeted enemy Unit. | Prior to Unit Deployment, each player choses one Unit from the enemy Squad to be the target. | Must not be Class 5 Unit. |
Terminology
Term | Definition |
---|---|
Accuracy Roll | Chances of landing a shooting attack with D8. |
Assault Roll | Chances of landing a melee attack with D8. |
Counter Roll | Chances of returning fire when evasion rolls are successful. Flat damage of primary weapon. D8 |
Evasion Roll | Chances of Evading incoming attacks. D8 |
Critical Roll | Chances of successful attack being a Critical Hit. D8 |
Perfect Roll | Perfect Accuracy and Assault rolls gives unevadable attacks. Natural 8's only. |
Critical Hit | Adds 1/2 of the weapons flat damage as bonus damage (round up). |
Classification | Determined by the Total Defense Points of a Unit. |
Line of Sight | A straight line to the area being targeted. Observed with an unobstructed view. |
Field of View | The hexes directly left and right of front center in a Units direction as limits. |
Standard Movement | Also referred to as Standard Movement Points: is how many hexes you can move in a single turn |
Thruster Movement | Only available if thrusters are on model. Forfeit Ranged and Close Combat phases if used. Path is linear to the direction you choose. If an obstacle blocks the full travel, the Unit stops one hex prior. |
Action Points | Also refereed to as AP: are points used to determine how many actions can be performed in a single turn. |
Command Actions | Also referred to as CA: are any action NOT dealing with active movement or combat. Requires 2 AP to perform. |
Equipped Weapons | Weapons that are being held in the hands of a Unit. |
Mounted Weapons | Weapons that cannot be swapped out. Explode when destroyed. Damages ONLY area it was attached to. |
Carried Weapons | Weapons that are being stored on the Unit. Max of 3 weapons. Can be equipped or retrieved if space is available. Need to be equipped before using. |
Flat Damage | How much damage a weapon deals. |
Fall Damage | 3 x elevation height in damage to both legs/ cockpit. |
Systems | 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. |
Mods | Abilities that |
Traits | Abilities granted to the Unit from the pilot. |
Artificial Intelligence | RoyRoy heads have their own sentience. Mainly used for giving drones life. |
Core Parts | Any and all parts that make up the CORE of the unit. EG; head, head armor, chest, knee armor, etc. |
Core Stats | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc. |
Core Type | Determines your Units base Stats. Each Core Type is as different as the stats they give. |
Deployment Cost | The overall Cost of a Unit. This includes Weapons, Equipment, Defense, Systems, Mods, etc. |
S.R.M. | Stat Reduction Modifiers. Shows how many times a Units base stats can be lowered. Max reduction of 2/2/2. |