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Revision as of 16:52, 10 July 2023
Introduction
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.
You can play alone similar to how one would play themselves in chess, but it is not recommended.
Combat Objective
The game is won after the main objective of the mission you are playing has been completed. These range from holding an objective for multiple turns or getting an object and moving to your side of the board.
Required Components
Dice
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.
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.
Objective Markers
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.
Tokens
While playing the game, you may need various tokens to identify a status effect or elevation.
Units
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.
Datasheet
The Datasheet contains your unit's information. Health, Weapons, and other special abilities will all be listed here. More information is found in the Unit Datasheet Creation page.
Unit Information
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 .
Unit Types
Units are divided into the following Types:
May vary in size and shape but are distinguished from vehicles by their humanoid or biomorphic appearance. Any Unit that meets the following is regarded as a Mech Unit:
- Uses legs as its main form of locomotion.
- Relies on arms to perform its primary functions.
- Has a Torso Core Section.
This is the standard battlefield weapon.
[WIP]
Typically, smaller Units or equipment are controlled by a larger, more networked, Unit. There are two types of Drones: Artificial Intelligence (AI) Drones and Non-Artificial Intelligence (Non-AI) Drones.
- AI Drones are drones that are controlled by artificial intelligence. These are considered their own Units and as such, get their own Datasheets and Pilot ID. The pilot for this Unit must be an AI.
- Non-AI Drones are drones that need to be controlled by a Main Unit with the Control Management Mod.
Classification
Total Defense | Classification | Base Movement | Base Action Points |
---|---|---|---|
0 - 75 | Class 1 | 5 | 1d8 + 2 |
76 - 150 | Class 2 | 4 | 1d8 + 2 |
151 - 225 | Class 3 | 3 | 1d8 + 3 |
226 - 300 | Class 4 | 2 | 1d8 + 4 |
301+ | Class 5 | 1 | 1d8 + 4 |
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.
Squads
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.
Datasheets & Pilot IDs
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. Which instructions for can be found Unit Datasheet Creation.
These can be found in the Datasheets / ID's page along with premade stock kit sheets.
Gameplay
Board Setup
All Missions take place on a battlefield overlayed by a hexagonal grid. 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.
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.
A full-sized battlefield measures 14 hexes (63 in) on the long side by 11 hexes (49.5 in) on the short side, with the flat sides facing each player.
Missions will give suggestions on more specific terrain setup. It is suggested a matching terrain setup for each side when playing a destroy all targets type mission.
Pre-Deployment
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.
In 3+ player games, players choose which team to participate on 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.
Deployment
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.
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.
Rounds
Then the player with initiative activates a Unit which starts the Unit'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.
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.
Phases of a Turn
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.
Movement Phase
Steps:
- 1. Choose a Unit to Activate
- 2. Roll AP
- 3. Move the Unit
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'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.
Next, move to the desired hex. A unit may move onto one of the three hexes within the Units Field of View (represented by Fig 3). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.
Standard Movement: Moving a Unit normally based on the Standard Movement stat available to its Classification.
Thruster Movement: The Thruster Movement stat doubles the Units Standard Movement. When used the unit forfeits its Combat Phases. Direction of travel is linear and must move the full amount listed. If the Unit cannot move the full amount, the player must choose another route or end its turn. Only available to use when Unit has thrusters attached.
Movement Within a Hex: Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.
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.
Combat
Steps:
- 1. Determine if Target Unit is in Line of Sight
- 2. Select Core Part or Equipment to target
- 3. Select a Weapon to attack with and measure Range
- 4. Roll Attack
- 5. Roll Evasion
- 6. Allocate Damage
Choose a target that is within your Unit's Field of View (FoV) and Line of Sight (LoS).
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see 80% the part you want to attack you may do so.
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't slow down gameplay.
Attacking is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.
- Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon.
- Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.
- Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.
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 modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see Combat Phases.
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.
Critical Hits: Critical Hits are rolls of 8 when making an Attack Roll. They are always considered hits regardless of other modifiers.
Critical Misses: Critical Misses are rolls of 1 when making an Attack Roll. They are always considered misses regardless of other modifiers.
Ranged Combat Phase
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.
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. 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.
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.
Basic Attacks 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:
- 1 AP Cost
- 1 Base Damage
- 1 Range
Grappling Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.
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.
- Hold
- 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 Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.
- While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.
- Throw
- An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [Attacker Classification - Defender Classification + 2]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.
- Once the attacker specifies a hex for the defending Unit to land on, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.
Enemy Units can also be thrown into structures as well as other Units.
- Thrown into another Unit
- 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.
- Thrown into a Structure
- If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso.
- If the damage is less than the current Defense of the structure, the structure remains and the status effect "Stuck" is given to the Unit.
- If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso. Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.
End of Round
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.
Destroying Core Sections
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:
Core Section | Description |
---|---|
All Head Limbs | Unit gains -1 to all Accuracy Rolls. |
Arm | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. |
All Arm Limbs | Unit can no longer perform grapples. The "Break Grapple" Command Action costs 4 Actions Points. |
Half Leg Limbs | 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). |
All Leg Limbs | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty replaces the "Half Leg Limbs" penalty. |
∗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.
Destroyed vs Inoperative
When the Torso Durability Points or Cockpit Durability Points of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso Core Part remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit'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.
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 in a different penalty for that Unit.
Command Actions
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, & Order.
- States are togglable actions.
- Stances are actions that can be taken out of turn. Activating these immediately ends the Units turn.
- Orders are actions given to drones.
Status Effects
Name | Token | Description |
---|---|---|
Conceal | <> | Unit gains +1 to their Evasion Rolls against ranged attacks. |
Overheat | <> | Unit is immediately put into the kneeling position and ends its turn. |
Freeze | <> | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8. |
Euphotic | <> | Standard Movement is reduced by 2 Movement Points. |
Abyss | <> | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. |
Stuck | <> | - |
Hold | <> | - |
System Error | <> | 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. |
Airborne | <> | 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. |
Submerged | <> | 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. |
Terrain
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.
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).
Elevations
Elevation | Description |
---|---|
+3 | Exclusively used by Flight Types. |
+2 | The highest elevation which a non-flying Unit can maneuver to. |
+1 | The most common elevation for Units that have the ability to Fly/Hover. |
0 | Ground Level. All Units can be used at this elevation. |
-1 | The most common elevation for Units that have the ability to Swim/Cruise. |
-2 | The lowest point Units can reach. |
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.
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).
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.
High Ground Bonus
Elevation Difference | High Ground Bonus Effect |
---|---|
0 | No Bonus |
1 | +1 to Assault Rolls |
2-3 | +1 to Accuracy Rolls |
4-5 | +2 to Accuracy Rolls |
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.
Hex Colors and Effects
Name | Represents | Description | Effect |
---|---|---|---|
Grey | - | The default hex. This hex represents nothing more than a place to stand/move on. | - |
Red | - | Indicates a space that cannot be moved to. However, movement above or below these is still possible. | - |
Tan | Desert Area | A baren area/landscape where little to no precipitation occurs. | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect. |
White | Snowy Area | A blanket of white covers the area. Cold winds and mechanical problems are plenty. | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect. |
Green | Wooded Area | Trees and foliage cover the land. | -1 to Accuracy rolls for every green hex within the Unit's Line-of-Sight to its target. This effect stacks on itself. If a Unit is on the hex, they gain the Conceal Status Effect. |
Black | Ruined Structures | 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. | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex within a Unit's Line-of-Sight to its target. |
Light Blue | Shallow Ocean | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect. |
Dark Blue | Deep Ocean | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing. | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect. |
Buildings and Structures
Structure Defense Chart | ||||||
---|---|---|---|---|---|---|
Elevation | 3 | 32 | 34 | 36 | 38 | 40 |
2 | 24 | 26 | 28 | 30 | 32 | |
1 | 16 | 18 | 20 | 22 | 24 | |
0 | 8 | 10 | 12 | 14 | 16 | |
1 | 2 | 3 | 4 | 5 | ||
Hexes Occupied |
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5"), it's on a higher elevation.
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit.
- 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.
- 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.
- NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.
Battles
Battles are waged by following the sequence below:
Engagement Size | Deployment Cost Limit |
---|---|
Scouting | 600 |
Skirmish | 1200 |
Operation | 1800 |
Battle | 2500 |
- 1. Selecting a Engagement Size
- 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.
- 2. Choosing a Mission
- 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:
Scouting | |
---|---|
D8 | Mission |
1-4 | Reconnaissance |
5-8 | Show of Force |
Skirmish | |
---|---|
D8 | Mission |
1-2 | Winds of War |
3-4 | Endless Pursuit |
5-6 | Counterattack! |
7-8 | The Call of Darkness |
Operation | |
---|---|
D8 | Mission |
1-2 | The Order to Destroy |
3-4 | Emissary of Darkness! |
5-6 | Burning Sandstorm |
7-8 | Protect the Relic |
Battle | |
---|---|
D8 | Mission |
1-4 | Protect the Base |
5-8 | Marshall Law |
- 3. Assembling a Squad
- Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.
- 4. Reading Mission Briefing
- 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.
- 5. Creating the Battlefield
- 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.
- 6. Placing Objective Markers
- 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.
- 7. Determine who is Attacker and Defender
- 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.
- 8. Choose a Deployment Area
- The Defender chooses their deployment area first followed by the Attacker.
- 9. Deploy Squads
- Squad deployment is done in alternating order. Check Core_Rules#Deployment for more information. There may be more specific rules in the mission briefing.
- 10.Begin the Battle
- Resolve any pre-battle rules then begin activation with the Attacker's first unit.
- 11.End the Battle
- The battle ends when the number of turns pass in the mission briefing or all of one side's units have become destroyed or inoperable.
- 12.Determine the Victor
- 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).
Terminology
Term | Definition |
---|---|
Accuracy Roll | 1d8 that determines the outcome of a Ranged Attack. |
Assault Roll | 1d8 that determines the outcome of a Melee Attack. |
Evasion Roll | 1d8 that determines the outcome of an attempted Evasion. |
Critical Hit | Adds .5 of the Weapon's Base Damage as bonus damage (round up). |
On-Target | After an Accuracy/Assault Roll is successful but an Evasion Roll has yet to be conducted. |
Classification | Determined by the Total Defense Points of a Unit. |
Line of Sight | A straight, unobstructed line from an attacking Unit to its target. |
Field of View | 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. |
Blind Spot | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing. |
Standard Movement | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn |
Thruster Movement | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle. |
Action Points | Also referred to as AP. Points used to determine how many actions can be performed in a single turn. |
Command Actions | 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. |
Equipped Weapons | Weapons that are being held in the hands of a Unit. |
Mounted Weapons | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to. |
Carried Weapons | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using. |
Base Damage | How much damage a Weapon deals before modifications. |
Fall Damage | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses. |
Collision Damage | 2 ( Moving Unit Classification * Thrown Distance) |
Throw Distance | Attacker Classification - Defender Classification + 2 |
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 come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model. |
Traits | Abilities granted to the Unit from the pilot. |
Artificial Intelligence | RoyRoy heads have their own sentience used for giving Drones autonomy. |
Core Parts | 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. |
Core Sections | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc. |
Core Type | Determines your Unit's base Stats. Each Core Type provides different Stats. |
Deployment Cost | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc. |
S.R.M. | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion. |
Hex Group | Hexes of the same color that directly touch one another. |
Main Unit | Refers to a single Unit that controls drones. |
Core Rules | |
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Core Rules | Datasheets | Unit Datasheet Creation | Abilities |
Datasheet Breakdown
Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.
Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.
- Core Sections - 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 Core 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.
- Modified Stats - This shows Accuracy, Assault, & Evasion stats. Accuracy is for long-ranged targets. Assault is for close-range targets, and evasion is for evading incoming attacks.
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's been modified by the player. Depending on the pilot'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' 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. - Core Type - 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.
- Specifications - This shows the Units Classification, Base Action Points, Standard Movement, and Thruster Movement. Classification is based on the Units' Total Defense value and determines Base AP and Standard Movement. 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.
- Systems, Mods, & Traits - 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's rank.
- Weapons & Equipment Inventory - This is where all of the Units' 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.
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.- Name - What you call the weapon.
- Tags - Category, requirements, and/or bonuses for the weapon.
- Location - Where the weapon is located on the Unit. Head, Torso, Left Arm, ETC.
- Range - How many hexes the weapon can fire from.
- Base Damage - How much damage, per shot, the weapon does.
- AP (Action Points) - How much AP it costs to fire the weapon once.
- Type - Dictates if the weapon fires projectiles or pure energy.
- Durability - How much defense the weapon has until it is destroyed.
- DC (Deployment Cost) - How much it costs for the Unit to field the weapon.
- Deployment Cost - This is the total cost to field this Unit. This is the combined sum of the Units' Total Defense, Systems, and Total Inventory DC. This does not include the Pilots DC.
Parts List
Below is a cataloged spreadsheet of the most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information!
Click on the image to view.
The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:
- The full list of Systems, Mods, and Traits.
- Weapon/Equipment Calculator
- Core Section Calculator
The Systems, Mods, and Traits (SMT) list allows players to determine the best abilities/bonuses for their Unit. The number of SMTs is based on Pilot/A.I. Rank.
The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit. The Core Section Calculator is used to determine the maximum Defense of a Core Section.
A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.
Core Sections
Each individual piece that makes up the Unit is considered a part. When you combine parts into limbs, heads, torsos, etc, these are called Core Sections.
First, you must identify how many Core 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 Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine sections.
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the Parts & Data sheet. There is a tab with the name Parts Search. 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 Core Section Calculator tab. Here is where you will add the Name and Notation of each part that makes up a single Core Section. You don'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.
Systems, Mods, & Traits
These are additional Abilities a Unit can obtain.
- Systems: Abilities gained when specific model pieces are attached to a Unit.
- Mods: Buffs gained based on a Unit pilot's rank. Chosen during the pilot creation process.
- Traits: Playstyle-altering Abilities gained based on a Unit pilot's rank. Chosen during the pilot creation process.
Pilots
Once you have created your Unit and its Datasheet, you will then need to make a Pilot Identification Card.
Pilots are vital to diversifying a Unit's playstyle. Pilots grant their Unit special abilities called "Traits". These differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities.
Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.
Rank Advancement | Rank Names | ||||||
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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 | - |
Pilot Identification Cards and how to fill them out can be found in the Datasheets / IDs page.
Modified Stats
These are bonuses that affect the Unit's Accuracy, Assault, and Evasion Stats. The modifications are made to the Unit's Datasheet under the Modified Stats section and can alter the Units' base stats to better fit the players' playstyle. There are two sources that allow a play to modify a Units Stats:
- Stat Reduction Modifiers (SRM) from Pilots.
- System, Mods, & Traits (SMT).
When creating a pilot, depending on their rank, you will be given a number of SRMs. These points can be used to adjust any of the 3 Unit stats. Various Systems, Mods, & Traits can also modify stats but are specific in which stats they adjust and by how much. When making modifications to a Stat, there are two rules:
- The Modified Stat cannot be lower than 2.
- When using an SRM from a pilot, the Modified Stat cannot be higher than the Base Stat.
These rules apply to ALL 3 Stats: Accuracy, Assault, and Evasion. If an SMT states -1 to Accuracy Stat, reduce the Units' Accuracy by the given amount.
Example
- A Unit has Base Stats of 7 Accuracy, 7 Assault, & 8 Evasion (7/7/8 for short).
- A player creates a rank 3 Pilot which gives 2 SRMs.
- They then modify the Units' Base Stats to 5/7/8 for improved accuracy. This is because the lower the stat, the better it is.
- Then, they give the pilot the trait of Marksman. This gives -1 to Accuracy Stat and +1 to Assault Stat.
- The Units final Modified Stats are now 4/8/8.
Modified Rolls
Systems, Mods, and Traits often give bonuses to the Unit in the form of Modified Rolls. Modified Rolls only affect D8 rolls 2-7. Modifiers DO NOT AFFECT D8 rolls of 1 or 8.
If an effect states " (+/- number) to (Accuracy/Assault/Evasion) Roll" then you apply that number to the relevant roll.
Examples
- Unit has a Modified Assault Stat of 5.
- Player makes an Assault Roll of 4 with a modifier of +2 to Assault Rolls.
- The final Assault Roll is 6, which passes.
- Unit has a Modified Accuracy of 5.
- Player makes an Accuracy Roll of 6 with a modifier of -3 to Accuracy Rolls.
- The final Accuracy Roll is 3, which fails.
- Unit has a Modified Accuracy Stat of 5.
- Player makes an Accuracy Roll of 8 with a modifier of -4 to Accuracy Rolls.
- The final Accuracy Roll is still 8, which passes.
- Unit has a Modified Assault Stat of 5.
- Player makes an Assault Roll of 1 with a modifier of +4 to Assault Rolls.
- The final Assault Roll is still 1, which fails.
Core Section Calculator
On the top, you will see 3 titles: Name, Notation, and Defense. In the Name column, you will put down the name of the specific part listed on your Unit's model. Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations.
Notations are broken down into what packs they come from and which unit they belong to. 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.
The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the Discord then type the value in yourself.
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.
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.
Weapon & Equipment
Located in the Parts List once again, there is a tab with the name Weapons & Equipment Builder. This is what you will use to stat out your Weapons & Equipment.
On the top row, similar to the Core Sections Calculator, you will see Name and Notation but this time there are more columns:
- Durability - How much defense each part has.
- Range - How far each part can attack.
- Base Damage - How much damage each part does.
- Action Points - How much AP each part costs to use.
- Type - If that part uses Kinetic or Energy attacks.
- System - What system comes with that part.
- Tags - What bonuses or requirements are associated with that part.
At the bottom of the page, there are 3 rows; Category, Requirements, and System. After you have added all of your parts you will need to choose what category it fits into and what system you want to take. There are a few different categories to choose from but you may only choose one.
- Weapon - A weapon that is in the hands of the Unit. Can be dropped and changed out for another weapon.
- Mounted Weapon - A weapon that is fixed to the Unit. Cannot be removed or changed.
- Equipment - Some parts will be designated as equipment. These give special bonuses to the Unit.
- Shield - Blocks incoming attacks.
- Thrusters - These give the Unit access to other abilities including the ability to fly.
- Melee - This is for weapons that are designated as melee weapons.
If you have any requirements, they will automatically populate in the designated row. You MUST take these. Once you have chosen your category and system, the Tags in the Total row will populate. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats.
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.
Additional Notes
The Name and Notation of each part need to match exactly as they do in the Parts List. If they don't, you will get an error. When the Name and Notation are correct, the Datasheet will auto-populate the parts' stats.
- Type - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 Kinetic type parts and 1 Energy type part, the Weapon will be Kinetic. If there are 2 Energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest Base Damage will determine the Weapon's type. [WIP]
- System - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.
- Tags - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon. See Tags in the Core Rules
Weapons
Weapons are broken down into 2 categories:
- Ranged Weapons
- Melee Weapons
Ranged Weapons can engage targets beyond 1 hex. Melee Weapons can only engage targets from a single hex distance. Unless otherwise stated, all Weapons with a range of 1 are Melee Weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic Weapons deal less Base Damage but also require fewer Action Points to use, while Energy Weapons deal more Base Damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom Weapons. [WIP]
Above, you see an example of a custom ranged weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [WN] and [2H]. This indicated to us that this is a ranged weapon that is being held with two hands.
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.
Mounted Weapons
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. When adding a mounted weapon,
Tags
Tags are a simple way to identify a part's specific usage or restrictions. You can check if a part has a tag by viewing the "Tag" column in the Parts List which lists tags by abbreviation. Not all parts have tags and some parts may have multiple tags. Multiple tags are more common with built Weapons.
Tags are labeled in a specific order: [Category][Requirements][Mods][Systems]
Categories
When using the Weapon/Equipment Calculator, you will see the following checkboxes at the bottom of the document. Here is where you will specify which category the weapon/equipment you are making will fall into. A player may only choose one per weapon.
Name | Tag | Description |
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Weapon | [WN] | Identifies a weapon that can be equipped/used under normal circumstances. |
Mounted Weapon | [MW] | Identifies a weapon that is mounted to the Unit. Explodes when destroyed. |
Equipment | [EQ] | Identifies a part as equipment. |
Shield | [SD] | Identifies a part as a shield. |
Thruster | [TH] | Identifies a part as a thruster. |
Weapon Specific
These tags will appear in the weapons/equipment calculator depending on specific parts you have in the build. If they have systems attached to them you will choose one in the Systems row. Remember to add the identified system to your Units datasheet! Some parts automatically tags to your final build. These are required and cannot be removed.
Name | Tag | Description |
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Weapon Specific | ||
Machine Gun | [MG] | Identifies weapons that use the Full Auto System. |
Shotgun | [SG] | Identifies weapons that use the Spread Shot System. |
Gun Blade | [GB] | Identifies weapons that use the 2 For 1 System. |
Explosive | [EO] | Identified weapons that use the Splash Damage System. |
Two Handed | [2H] | Requires a Weapon to be used with two hands. Can be used in a single hand with an additional AP cost of 3 per attack. |
Indirect Fire | [IF] | Identifies weapons that use the Indirect Fire Mod |
Equipment Specific | ||
Core Thruster | [CT] | Identifies a Core Section as a thruster. Include tag in Core Section name. |
Drone Flight | [DF] | Indicates that a drone can fly. |
Drone Land | [DL] | Indicates that a drone can walk on land. |
Drone Swim | [DS] | Indicates that a drone can swim. |
Drone Turret | [DT] | Indicates that a drone cannot move from its initial deployed hex but can still attack. |
Weapons & Equipment
Equipping Weapons
Units can equip and carry different types of weapons or equipment depending on their loadout. In order for a Unit to use a weapon/equipment in combat they first need to equip it. This rule does not apply to Mounted Weapons as they are always equipped and ready to be used in combat.
To equip a weapon, simply place it in any open hand of your Unit. If an Arm Section of a Unit is destroyed any weapon that was in that hand is also destroyed.
When playing an online version, simply place down an Equipped token on the datasheet to indicate which weapon(s) are equipped.
Ranges
Ranged Weapons will have different attack ranges depending on the parts used. Melee Weapons will always have a range of 1 unless specifically stated elsewhere. To determine a Unit's range from its target, count the hexes on the battlefield starting with the hex directly in front of the attacking Unit to the enemy Unit. The enemy must be on or within the specified range of your attacking Weapon. When determining the range to/from an elevation, that elevation number must also be included in the distance to the target.
- If you were on -2 elevation attacking an enemy who was 6 hexes away on +1 elevation, the total range would be 9 hexes. So your Weapon would need to have a range of at least 9 to attack.
Destroyed
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.
Mounted Weapons
When mounted Weapons are destroyed, the player rolls 1D8. On a 6+, the destroyed Weapon deals damage equal to 50% of its Base Damage (rounded up) to the Core Section it is directly connected to. If the player rolls a 5 or lower, the Weapon is still destroyed but does not harm the Unit.
Redundancy
When creating a Unit, you might have multiple copies of the same Weapon attached. This is called Weapon Redundancy or "WR" for short. A Weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A Weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the Weapon's AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same Weapon available.
Number of Similar Weapons | 1 | 2 | 3 | 4 | 5 | Number of Similar Weapons (Max AP reduction reached) |
1 | 2 | 3 | 4 | 5 | |
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AP Reduction | 0 | 1 | 2 | 3 | 4 | Bonus Damage | 0 | 1 | 1 | 2 | 2 |
- 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.
- 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 copies of the same Weapon that Unit has that are STILL attached. If we use the above examples:
- 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.
- 4 Total Pistols = 5Dmg & 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg & 2 AP/shot
- Since one was destroyed, the Damage is reduced by 1.
This system is meant to be simple enough to make stat calculation changes in the middle of combat.
Deviation
Some abilities allow a Weapon to deal damage around a Unit's target even if the attack misses. These are called Deviations.
Deviations occur when an Accuracy Roll fails for Units with the Indirect Fire Mod. Immediately after a failed Accuracy Roll, the player rolls a d8 to see where the attack lands instead, using the image on the right. 1/2 being directly behind the intended target and 5/6 being directly in front of the intended target. Any Unit(s) hit take 100% of the damage to their torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.
Equipment
Similar to Weapons, Equipment is used to aid a Unit in combat. Equipment ranges from Radar to Drones and is mainly used as a utility for the Unit. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. All of these provide some kind of ability that may be added to your Unit to give it an advantage. These abilities are called Systems and are normally single-use abilities.
Below are examples of more specialized equipment.
Shields
Thrusters
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 Equipment list space.
For example, the Alto Flight type has wings and thrusters connected to its torso. These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the Equipment list so your Deployment Cost and Durability are accurate.
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 notate what they are representing as 30MM parts/Weapons on the Datasheet. It is advised that you still familiarize yourself with the Parts List if you choose to use proxies.
Datasheet Examples
Core Rules | |
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Core Rules | Datasheets | Unit Datasheet Creation | Abilities |