Difference between revisions of "Core Rules"

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== Introduction ==
== 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.
The 30 Minute Missions: Wargame (30MM:W for short) is a mech-based tabletop miniatures game using Bandai Spirit's 30 Minutes Missions line of 1/144 scale mecha model kits. The focus of this game is on:
* The ability to play missions in, roughly, 30 minutes (excluding setup); and
* The customizability and modular designs for model kits.  
The game is played over a series of rounds. Each round consists of alternating turns between each player choosing one of their Units, moving to the best position, attacking the enemy, or holding an objective. The battlefield is played with varying terrain, elevations, and structures. Missions can vary from eliminating the enemies to securing intel.


You can play alone similar to how one would play themselves in chess, but it is not recommended.
== Objective ==
 
The game is won after the primary objective of the mission you are playing has been completed. These range from holding an objective for multiple turns, getting an object and moving to your side of the board, or simply destroying the enemy forces.


== Required Components ==
== Required Components ==
[[File:New Board 1.png|thumb|right|450px|The hex game mat is roughly 40x60” with 4.5” hexes (vertex to vertex) setup in an 11 hex by 15 hex grid with the flat sides horizontal.]]
* 30 Minutes Missions Models (assembled)
* Datasheets (filled out)
* Hex Grid Game Mat
* Game Tokens
* D8 Dice
* D20 Dice
* Various Hex Colors


=== Dice ===
It is recommended that you have at least 10 eight-sided dice (D8) so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a few D20s on hand to use to keep track of how many Action Points a Unit has.


If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.


=== Objective Markers ===


[WIP]


=== Tokens ===
While playing the game, you may need various tokens to identify a status effect or elevation. a Printable sheet will be available soon.
<gallery mode=slideshow >
Image: Hold.png | Hold
Image: In-Active.png | In-Active
Image: Kneeling.png | Kneeling
Image: Objective Marker 1.png | Objective Marker 1
Image: Objective Marker 2.png | Objective Marker 2
Image: Offensive stance.png | Offensive Stance
Image: Overheat.png | Overheat
Image: Prone.png | Prone
Image: Slowed.png | Slowed
Image: Stuck.png | Stuck
Image: Abyss.png | Abyss
Image: Active.png | Active
Image: Conceal.png | Conceal
Image: Deffensive stance.png | Defensive Stance
Image: Destroyed head.png | Destroyed Head
Image: Destroyed left arm.png | Destroyed Left Arm
Image: Destroyed left leg.png | Destroyed Left Leg
Image: Destroyed right arm.png | Destroyed Right Arm
Image: Destroyed right leg.png | Destroyed Right Leg
Image: Euphotic.png | Euphotic
Image: Flying.png | Flying
Image: Freeze.png | Freeze
Image: grapple.png | Grapple
</gallery>


== Unit Information ==


=== Squads ===
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:25px;"
|- style="font-weight:bold;"
! Engagement Size
! Deployment Cost Limit
|-
| Scouting
| 600
|-
| Skirmish
| 1200
|-
| Operation
| 1800
|-
| Conflagration
| 2500
|}
Each player controls a squad of 30MM Models. The number of Units you can have in your squad during an Engagement is determined by the Deployment Cost Limit of the Mission and the Deployment Cost of the Units you want to bring. You can bring any combination of Units to an Engagement so long as their combined Deployment Cost is lower than the Deployment Cost Limit listed for the Engagement.


=== Unit Types ===
Units are divided into the following Types:


<tabs>
=== Units and Squads ===
<tab name=Mech>
Each individual model on the battlefield is referred to as a Unit. All Units controlled by a single player together make up that player’s Squad.
A unit that meets any of the following guidelines:
When a rule refers to a Unit, it applies only to that specific model. When a rule refers to a Squad, it applies to all of that player’s Units collectively.


* Uses legs as its main form of transportation
=== Dice ===
* Has or relies on arms to perform its primary functions
To play the 30MM: Wargame, you will need two types of dice: eight-sided dice (D8) and twenty-sided dice (D20). Each player should have at least 5–10 D8s to keep gameplay fast and 1 D20 for every Unit they control.
* Has a clear and obvious torso
The D20 is used to track a Unit’s Action Points (AP), while the D8 is used for all attack, defense, and ability rolls.
Occasionally, the rules may reference alternate dice notations such as D4, 2D8, or D8 + 1:


This is the standard Engagement Unit.
* D4: Roll a D8 and halve the result, rounding up.
</tab>
* D8 + 1: Roll a D8 and add 1 to the result.


<tab name=Vehicle>
==== Rolls and Rerolls ====
Any Unit that relies on jet propulsion, wheels, tracks/treads, or rotors as its primary source of movement and doesn't have any form of arms. Vehicles are represented by the Core Types below, each with a unique set of rules.
When making a roll, the player must roll equal to or higher than the target value listed under the Unit’s Modified Stat on its Datasheet. Each roll represents a single attack, defense, or action attempt.
Example: Unit A makes two ranged attacks against Unit B, which has a Modified Evasion Stat of 7.
The defending player rolls 2D8, scoring a 6 and a 7.
This means one attack hits (6) and one attack is evaded (7).
If an ability allows you to reroll dice, select the number of dice indicated and reroll them, starting with the lowest results first. The outcome of the reroll is final, even if it is worse than the original roll.


All Vehicle types gain the following changes to gameplay:
=== Tokens ===
* When checking line of sight (LoS), the reference point is the hex as close as possible to where the pilot is located.
[[File:Active.png|thumb|right|175px|Active Token used to identify which Units are active or inactive.]]
* Cannot physically pick up or interact with any objects.
Tokens are used to track various effects, conditions, and states that occur during gameplay.
* Cannot change elevation [+/-] without appropriate Abilities.
Whenever a rule or status effect instructs a player to place a token, it should be placed face-up next to the affected Unit to clearly indicate the current condition.
* Cannot obtain the Jump Ability.
* Each Vehicle Core Type will have a minimum number of Core Sections determined by its specific model.


<h4>EXA Tank</h4>
=== Objective Markers ===
* Field of View is the entire 6 hexes around the vehicle instead of the 3 hexes in front of the Unit.
[[File:30MM_War_Objective_Marker.png|thumb|left|250px|Objective Marker Designed by Discord Member, Nexus]]
* Costs twice as many Movement Points to cross green hexes.
Objective Markers represent key tactical points, data nodes, or energy beacons on the battlefield that players must capture, defend, or destroy to complete mission objectives.
<h4>EXA Air Fighter</h4>
* Must use all of its Movement Points (standard or thruster) in a single turn.
<h4>EXA Attack Sub</h4>
* When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.
* Can only move over Light Blue or Dark Blue hexes.
<h4>EXA Space Craft</h4>


</tab>
The standard Objective Marker model is built using a combination of Roy Roy leg parts (from the 30 Minute Missions Alto or Portanova kits), thrusters from the Option Parts Set 1, and structural components from the J1 runner, included in most 30MM kits.


<tab name=Drone>
Players may use Objective Marker tokens in place of the physical kit-built markers if preferred. Alternatively, an Objective Marker can be any model, piece, or object the players agree upon prior to starting the game, so long as all participants clearly understand what represents an active objective.  
Drones are typically smaller units or equipment controlled by a larger or more networked unit.


'''Drone Units:'''
When placed on the map, Objective Markers do not obstruct movement or Line of Sight unless specified by the mission.


AI Piloted Units may be made into Drones when a Main Unit takes the Control Management Mod and the AI Piloted Unit takes the Drone Agent Mod. Drone Units act as normal Units but gain the option to move during the parent Units turn.


'''Drone Equipment:'''


Equipment can be made into Drones when the parent Unit takes the Control Management Mod.


If the drones has flying parts, give them the Drone Flight [DF] tag. If they have leg parts, give them the Drone Land [DL] tag. If they have swimming parts, give them the Drone Swim [DS] tag. Drones with these tags move with the Main Unit and must stay within 1 hex distance. These drones can move to various positions around the Main Unit via command actions. Otherwise they keep in formation around the Main Unit. All drones share the same stats as the parent Unit.
=== Datasheet ===
Each Unit is represented by a Datasheet, which contains all of the information required to operate that Unit effectively on the battlefield. The Datasheet lists every attribute, ability, and piece of equipment necessary to complete a mission.
While Units can differ greatly in how they function, every Datasheet follows the same layout and includes the following modules:


If you have a drone that acts as a sentry turret, give it the Drone Turret [DT] tag. These drones are not mobile and once placed can only change direction, VIA command action, if the parent unit is within a 1 hex radius. These types of drones cannot evade incoming attacks.
# Unit Sections – Displays each section (Head, Torso, Left Leg, etc.) of the Unit and its Durability Points (DP).
# Specifications – Lists the Unit’s detailed attributes such as classification, base AP,  movement (standard and thruster), as well as total thruster durability.
# Modified Stats – The Unit’s Accuracy, Assault, and Evasion values, used when making Attack and Defense Rolls.
# Core Type – Shows the Unit’s base model and core statistics.
# Unit Information – Includes the Unit’s Name, Type, and Movement Mechanism(s).
# Pilot Information – Lists the Pilot’s Name, Rank, and Pilot Cost.
# Systems, Mods, & Traits – Details the Unit’s special abilities and upgrades.
# Weapons & Equipment Inventory – Records all weapons, gear, and equipment equipped by the Unit.
# Deployment Cost (DC) – The total cost required to field the Unit in battle.


</div></div>
[[File:Datasheet v6.05.png|frameless|750px|center|Caption]]


</tab>
== Unit Information==


</tabs>
=== Mechs ===
A Mech is a humanoid combat Unit characterized by articulated limbs, modular construction, and the ability to operate across various terrains and elevations. Mechs are designed for front-line combat, tactical flexibility, and diverse loadouts, capable of fulfilling multiple battlefield roles.
Design Choices of Mechs:
* Humanoid Frame: Possesses articulated arms, legs, and a torso, enabling advanced maneuverability such as jumping, climbing, or changing facing independently.
* Combat Versatility: Capable of engaging in both ranged and melee combat; well-suited for precision attacks, flanking, and defensive holds.
* Reactive Posture System: Can assume crouching, and prone positions as well as offensive, defensive, and parry stances to affect LoS, hit zones, and evasion.


=== Classification ===
=== Vehicles ===
Vehicles are modular support Units designed to augment, transport, or reinforce Mech Units on the battlefield. They can operate independently or in tandem with other Units, often providing specialized mobility, firepower, or utility functions.
Design Choices of Vehicles:
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; "
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122; float:right; margin-left:10px; "
|- style="font-weight:bold; background-color:#EAECF0;"
|-
! Total Defense
! Total Durability
! Classification
! Classification
! Base Movement
! Base Movement
Line 155: Line 127:
| 1d8 + 4
| 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.
* Dedicated Support Platform: Mech Units can ride on/in various vehicles to move around the battlefield.
<br clear=all>
* Modular Integration System: Can combine with Mech Units for additional firepower.
=== Classifications ===
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 Durability value of all of Core Parts combined.
 
== Playing the Game ==
All missions take place on a battlefield overlayed by a hexagonal grid. A single hex measures 4.5” from point-to-point and 3.9” from side-to-side. This is the same size as an Action Base 4/5. A battlefield measures 14 hexes on the long side and 11 hexes on the short side (58.5”x38.3”).
 
=== Setup ===
[[File:Engagementsize.png|frameless|right|400px|]]
Players will first lay out a battlefield mat as preferred or, if playing a scenario, as the scenario specifies.


== Datasheets & Pilot IDs ==
Before determining turn order, all players must agree on the Engagement Size (the total Deployment Cost limit of all
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. These can be found in the [[Datasheets | Datasheets / ID's]] page along with premade stock kit sheets.  
Units in a players squad). Once the Engagement Size is set, each player assembles their Squad accordingly.


=== Parts List ===
Next, players will roll a 1D8 to determine who goes first. The higher roll then determines who is the attacker or defender. The attacker gets to start first but the defender gets to choose which table side to start on (A or B side). If both players roll the same, then both players conduct a reroll.
Below is a cataloged spreadsheet of most currently released 30MM kits. Players will add relevant information from the parts they use to build their Units onto each Unit's Datasheet. The list does not include things like joint parts on the OJ1 Runner or any part included on the J1 Runner. Images will be added to every part in the future. Download the spreadsheet to your Google Drive so you may input your own information!


''Click on the image to view.''
In a 3 (or more) player game, players choose which side (attacker or defender) to participate in and share Units and turns with their teammates. At the start of the round, players roll for initiative with the higher roll, giving the first chance to move a Unit.


[[file:Parts list v3.png | border| left| 420px |link=https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094]]
=== Unit Deployment ===
[[File:Deployment Areas.png|frameless|right|400px|]]
Once the attacker and defender have been determined, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.  


The spreadsheet also includes a few other things you will need to fill out a Datasheet. This includes:
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.
* 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.
After both sides have deployed their Units, the Deployment Phase has ended and gameplay can begin.


The Weapon/Equipment Calculator is used to determine the stats of Weapons/Equipment used by each Unit.
=== Action Points ===
The Core Section Calculator is used to determine the maximum Defense of a Core Section.
At the start of a Unit's activation, before moving, the player must roll 1d8 to determine the number of Action Points (AP) available during that turn. Action Points are spent to perform various actions, such as entering a prone position, deploying a drone, or firing a weapon.


A detailed guide will be compiled on how to use the calculators as well as filling out the Unit Datasheet.
After rolling, the result is added to the Unit’s Base AP value as listed on its Datasheet in the Specifications Section.
<br clear=all>
A Unit may store unused AP from one turn to the next. However, it cannot exceed a total of 16 AP at any time unless stated otherwise.


=== Systems, Mods, & Traits ===
=== Phases of a Turn ===
These are additional Abilities a Unit can obtain.
The 30MM: Wargame consists of a series of alternating turns that make up a number of rounds. Each turn consists of three phases. The players will execute these phases in sequential order for every Unit that is activated. After a Unit has been activated and completed all three phases, play passes to the next player in the established play order (e.g., Attacker 1, Defender 1, Attacker 2, Defender 2, etc). Once all Units have been activated, progressed through each phase, and become inactive, the round ends and a new one begins.
* 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 ===
Each turn includes the following phases, performed in the following order:
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.
# Movement Phase
# Ranged Combat Phase
# Close Combat Phase


Below you will see a chart showing the differences between ranks and the benefits they grant the Unit they pilot.
=== Movement Phase ===
The player may now choose a Unit to activate and begin its Movement Phase. Once selected, the player rolls for Action Points as explained in the section above.
If a player chooses not to activate a Unit or the Unit is unable to act (due to a status effect, lack of AP, or other restriction), the Unit is immediately marked Inactive and play passes to the next Unit in turn order.


{| class="wikitable" style="text-align:center; background-color:#F8F9FA; color:#202122;" style="margin: auto;"
After the player has determined the amount of AP the Unit has, they then can move to their desired location. In the Specifications Section of the Datasheet, there is a section called “Standard Movement”.  This section shows how many hexes that Unit can move in a single activation. A Unit can move any number of hexes to a maximum of what that section shows. When moving a Unit, its facing is also important, as it affects both offense and defense. Changing Facing also costs a single movement point. Greater details on how facing works can be found in the [[Core Rules#Facings|Facings Section]]. Below the standard movement you’ll also see “Thruster Movement”. This option is only available to Units that meet certain requirements as found in the [[Core Rules#Thruster Movement|Thruster Movement]] Section below. A Unit also has the option of not moving at all. Outside of this basic information there are other steps that can be taken listed in the next section [[Core Rules#Movement|Movement]].
|- style="font-weight:bold; background-color:#EEE;"
 
! colspan="5" | Rank Advancement
Any terrain effects gained must be resolved before moving on to the next phase.
! colspan="3" | Rank Names
 
|- style="font-weight:bold; vertical-align:middle; background-color:#EEE;"
=== Ranged Combat Phase ===
| Rank
After moving the selected Unit to the desired hex, the player may then make attacks with ranged weapons.
| Stat Reduction Modifiers
All attacks made must subtract the weapons AP cost from the Units current stored AP. If the Unit does not have an adequate amount of AP, then the Unit cannot make an attack with that weapon.
| Mods
 
| Traits
If the player decides to not make a ranged attack (to save AP or any other reason they decide), they may skip this phase and move to the next but cannot return to it.
| Deployment Cost
 
| Earth Alliance
=== Declaring Weapons Fire ===
| Byron Army
The player must then choose a target to attack. Once a target has been established, then the player must declare which Unit Section on that target they are going to attack.
| Maxion Army
 
|- style="vertical-align:middle;"
Common Unit Sections include Head, Torso, Left Arm, Right Arm, Left Leg, and Right Leg.
| 1
 
| 0
A player must declare all attacks they plan to make at this time, specifying which weapon(s) they intend to fire and at what sections.
| 0
Players may not change an attack declaration once made.
| 1
 
| 0
=== Resolving Weapons Fire ===
| Private
Once a target and Unit Section are declared, the player will then resolve the weapons fire one weapon at a time.
| Petty Officer
All declared attacks must be made, even if the intended target is destroyed before all attacks against it have been resolved.
| -
The order in which a Units weapons are rolled and resolved is up to the Units player.
|- style="vertical-align:middle;"
 
| 2
=== Close Combat Phase ===
| 1
[[File:In-Active.png|thumb|right|175px|Activation Tokens are used to manage Unit activations. Place the activation token next to the Unit you wish to activate.
| 1
When a Unit completes its activation, flip the token to the Inactive side.]]
| 1
Players repeat the steps given for the Ranged Combat Phase except with close combat weaponry (typically weapons with a range of 1).
| 20
 
| Corporal
Once the player has resolved all close combat damage, the Unit becomes inactive and ends its turn. At which point, the opposing player chooses a Unit and begins the cycle again.
| Chief
 
| -
=== Win Conditions ===
|- style="vertical-align:middle;"
Players repeat the sequence of play given above until one side achieves victory. Under normal circumstances, the side with the last surviving Unit on the battlefield wins. If the last Units from each side are destroyed simultaneously or if the last Units from each side are rendered Inoperable, the game is a draw. Players may set other victory conditions by mutual agreement before play begins. In addition, some missions have special victory conditions of their own.
| 3
 
| 2
=== Unequal Units on Map ===
| 2
When both sides have an equal number of Units, each player takes a turn activating a single Unit, then the other player activates a single Unit, and so on. If the number of units on each side is unequal, this procedure is altered.
| 1
 
| 60
If one side has more activatable units than the other, the players will continue to alternate Unit activations until one player can no longer activate their Units for that round. At which point, the other player will continue activating their Units until they are all deactivated and the round is over.
| Sergeant
 
| Master Chief
[[File:Top down (1).png|thumb|center|350px|In the image above, follow the sequence (top to bottom) to resolve an attack.
| -
First, the attacking player makes their Attack Roll(s). If the attack succeeds, the defending player then makes their Defense Roll(s). If the defender fails to evade the attack, damage is applied and resolved.
|- style="vertical-align:middle;"
A more in-depth explanation can be found in the Combat section under Combat Roll Resolution.]]
| 4
 
| 3
== Movement ==
| 2
During the Movement Phase, Units may reposition and adjust their elevation on the battlefield to secure tactical advantage.
| 1
 
| 120
=== Standard Movement ===
| Lieutenant
A Unit’s Standard Movement value is listed in the Specifications Section of its datasheet. This value represents the total number of Movement Points (MP) the Unit may spend during its Movement Phase, determined by its Classification.
| Ensign
A Unit may move into the hex it is currently facing or into the hex directly behind it; movement into any other hex requires a facing adjustment. Entering a clear hex costs 1 MP whether moving forward or backward, while movement costs for other terrain types vary as specified elsewhere in the rules.
| -
 
|- style="vertical-align:middle;"
=== Standard Jump ===
| 5
A Mech Unit may perform a Standard Jump as part of their Standard Movement. A Standard Jump allows the Unit to leap over the hex directly in front of it and land two hexes forward while maintaining its facing, at a cost of 2 MP.
| 4
The Unit must remain on the same elevation throughout the jump and cannot leap over a hex, structure, or Unit that occupies a higher elevation level.
| 3
 
| 2
A Unit may descend to a lower elevation during a jump as long as it has enough MP to complete the movement; otherwise, [[Core Rules#Fall Damage|Fall Damage]] is applied based on the number of elevation levels dropped.
| 200
Upon landing, all terrain effects of the landing hex immediately apply. A Unit may perform multiple Standard Jumps during its Movement Phase, provided it has sufficient MP remaining.
| Captain
 
| Lt. Commander
<Gallery mode="nolines" widths=350 heights=250 >
| -
File:Move no jump.png|frameless|left|300px|The image on the left shows the side view of Unit A moving across a blue hex to reach the other side. Without jumping, it will cost the Unit 4 movement points to reach the other side.
|}
File:Move jump.png|frameless|left|300px|The Image on the right shows the same side view of Unit A moving across a blue hex to reach the other side. The Standard Jump was used and saved the Unit 2 movement points.
</gallery>
 
=== Facings ===
Each hex on the battlefield has six sides. A Unit must always face one of these sides; this is referred to as its Facing.
 
Changing a Unit’s Facing costs 1 Movement Point, deducted from its Standard Movement allowance.
 
[[File:Movement Diagram 2.png|thumb|center|800px|■ The left shows Unit A moving 2 hexes forward, changing its facing direction once, and finally moving a single hex forward before ending its movement. ■ The right shows Unit B making 2 facing changes before moving 2 hexes forward, then making another facing change and a single movement forward before ending its movement.]]
 
=== Thruster Movement ===
When a Unit is equipped with thrusters, it may perform a Thruster Movement instead of a Standard Movement. Thruster Movement allows the Unit to move up to double its standard movement points in a single turn, as indicated by its Thruster Movement value.
 
Thruster Movement must be performed in a straight line, and the Unit must normally remain on the same elevation from start to finish.
 
=== Thruster Jump ===
As part of Thruster Movement, a Unit may perform a Thruster Jump, allowing it to ascend or descend elevations during its movement.
 
A Unit initiates a Thruster Jump by declaring Thruster Movement.
 
When performing a Thruster Jump, the Unit may move in a straight line and change elevations at any point along its movement path, up to its Thruster Movement value. The Unit may land on a hex at a higher or lower elevation than where it began.
 
If a Unit ends its movement on a hex without solid ground beneath it and does not have the [[Core Rules#Aerial Movement|Aerial [AIR] Movement Mechanism]], it immediately falls to the next available elevation and suffers [[Core Rules#Fall Damage|Fall Damage]].
 
==== Additional Rules ====
* The Unit may move any number of hexes, up to its Thruster Movement value.
* After completing a Thruster Movement, the Unit must maintain its facing direction, forfeit its Combat Phase (unless otherwise stated), and become inactive.
* If all thrusters on the Unit are destroyed, it can no longer perform Thruster Movements.
 
=== Elevation Changes ===
Units may change elevation during the Movement Phase.
Ascending or Descending one elevation level costs 1 Movement Point in addition to the 1 Movement Point to move into the new hex.


Pilot Identification Cards and how to fill them out can be found in the [[Datasheets | Datasheets / IDs]] page.
Backward Movement:
Units moving backward cannot change elevation.


=== Modified Rolls ===
Unauthorized Elevation Changes:
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.
A Unit cannot force another Unit to ascend to a higher elevation.
A Unit may force another Unit to descend to a lower elevation. Units forced downward suffer Fall Damage (pg. 32).


If an effect states " (+/- number) to (Stat) Roll" then you apply that number to the relevant roll.
=== Terrain ===
* Unit rolls a 4 for Assault Roll. Modifier: "+2 to Assault Rolls". The final Assault Roll is 6.
Non-Grey terrain types, those with additional environmental effects, require extra Movement Points to move through.
* Unit rolls a 6 for Accuracy Roll. Modifier: "-3 to Accuracy Rolls". The final Accuracy Roll is 3.
Certain terrain types may also grant bonuses or impose restrictions on movement and other actions while a Unit occupies them.
* Unit rolls an 8 for Accuracy Roll. Modifier: "-2 to Accuracy Rolls". The final Accuracy Roll is still 8
Refer to the [[Core Rules#Hex Colors|Hex Colors]] for full details.
* Unit rolls a 1 for Assault Roll. Modifier: "+4 to Assault Rolls". The final Assault Roll is still 1


=== Modified Stats ===
=== Hex Occupancy ===
Similar to Modified Rolls, these are bonuses that affect the Unit's Stats. However, these modifiers must be made to the Unit's Datasheet.  
A Unit may move through a hex occupied by a friendly Unit. A Unit may not move through a hex occupied by an enemy Unit unless executing a Thruster Impact.
A Unit may end its Movement Phase in a hex containing friendly Units, provided that each Unit maintains at least 80% of its model within the hex, based on best judgment, and the Units do not physically overlap.
Units may be repositioned freely within the hex as long as at least 80% of the model remains inside the hex (this does not require a Command Action to perform) and the Unit maintains the facing established at the end of its movement.
Movement within the hex may be used to set up ambushes, establish firing positions, or improve cover.
Opposing Units cannot occupy the same hex unless otherwise specified or unless they are positioned on different elevation levels.


A rank 4 Pilot gives a Stat Reduction Modifier (S.R.M.) of 3 points. These points can be used to freely alter the Unit's base stats to fit the player's playstyle. There is, however, a maximum limit to how low a Unit's stats can go: 2 in Accuracy, 2 in Assault, and 2 in Evasion (or 2/2/2, for short).  
=== Movement Mechanisms ===
A Unit’s method of traversing the battlefield is defined by its Movement Mechanism. These dictate how a Unit interacts with terrain, elevation, and movement-related effects. A Unit’s assigned mechanism is determined by the components used during its construction and is listed on the Unit’s datasheet as a three-letter tag. Units that are considered Mechs do not qualify for any Vehicle additional rules.
Tags appear as 3 letters within brackets and allows players to quickly identify how a rule or item functions. For a full explanation, see [[Core Rules#Tags|Tags]].
There are three types of Movement Mechanisms.


Systems, Mods, and Traits can further lower a Unit's stats but are normally restricted to a single stat. When a Unit has an SMT that modifies a given stat, the change is recorded on its Datasheet under the section "Modified Stats".
==== Terrestrial Movement ====
Tag: [TRS]
The standard movement mechanism for all ground-based Units. These Units traverse solid terrain using walking, rolling, or similar locomotion.


=== Tags ===
This mechanism does not require Thruster Durability unless it is performing a Thruster Movement.
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 Core Sections or built Weapons.  


Tags are labeled in a specific order:
Units with this mechanism must use elevated terrain to move to higher elevations. A Terrestrial Unit cannot move directly to a higher elevation unless there is accessible terrain.
[Category][Specification]


==== Categories ====
To qualify for this mechanism, a Unit must have at least one of the following Unit Sections: Legs, Treads, Wheels, or comparable locomotion systems.
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.


===== Terrestrial Vehicles =====
Land-based vehicle Units follow additional rules to reflect their unique combat and movement traits.


{| class="wikitable" style="margin: auto;"
Requirements:
|- style="font-weight:bold;"
* Must contain at least one [TRS] marked Unit Section.
! Name
* Must not contain an [AQN] or [AIR] tag.
! Tag
Restrictions:
! Description
* Weapon range is halved when firing through green hexes.
|-
* Movement costs 2x when crossing green hexes.
| Weapon
Bonuses:
| style="text-align:center;" | [WN]
* Field of View (pg. 18), the area the Unit can target Units, is all 6 hexes around the Unit.
| Identifies a weapon that can be equipped/used under normal circumstances.
* Main Cannon has an AP reduction of 3 (to a minimum of 4).
|-
| Mounted Weapon
| style="text-align:center;" | [MW]
| Identifies a weapon that is mounted to the Unit. Explodes when destroyed.
|-
| Equipment
| style="text-align:center;" | [EQ]
| Identifies a part as equipment.
|-
| Shield
| style="text-align:center;" | [SD]
| Identifies a part as a shield.
|-
| Thruster
| style="text-align:center;" | [TH]
| Identifies a part as a thruster.
|}


==== Weapon Specific ====
==== Aquatic Movement ====
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.
Tag: [AQN]
The standard movement mechanism for all water based Units. These Units traverse and maneuver through aquatic terrain such as oceans, rivers, and lakes, freely adjusting their position within submerged environments.


{| class="wikitable" style="margin: auto;"
Units with the [AQN] Movement Mechanism use Movement Points (MP) as normal Standard Movement to navigate Blue Hexes with two exceptions: ascending upward in the water costs 1 MP, while descending to a lower elevation costs no additional MP.  
|- style="font-weight:bold;"
! Name
! Tag
! Description
|-
| colspan="3" style="text-align:center; font-weight:bold;" | Weapon Specific
|-
| Machine Gun
| [MG]
| style="background-color:#F8F9FA; color:#202122;" | Identifies weapons that enable the Full Auto System.
|-
| Shotgun
| [SG]
| Identifies weapons that enable the Spread Shot System.
|-
| Gun Blade
| [GB]
| style="background-color:#F8F9FA; color:#202122;" | Identifies weapons that enable the 2 For 1 System.
|-
| Explosive
| [EO]
| style="background-color:#F8F9FA; color:#202122;" | Identified weapons that enable 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.
|-
| colspan="3" style="text-align:center; font-weight:bold;" | Equipment Specific
|-
| Core Thruster
| style="text-align:center;" | [CT]
| Identifies a Core Part as a thruster. Include tag in Core Section name.
|-
| Drone Flight
| style="text-align:center;" | [DF]
| Indicates that a drone can fly.
|-
| Drone Land
| style="text-align:center;" | [DL]
| Indicates that a drone can walk on land.
|-
| Drone Swim
| style="text-align:center;" | [DS]
| Indicates that a drone can swim.
|-
| Drone Turret
| style="text-align:center;" | [DT]
| Indicates that a drone cannot move from its initial deployed hex but can still attack.
|}


=== Proxies ===
To qualify for this mechanism, a Unit must have at least one of the following: Fins, Thrusters, or comparable propulsion sections. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.
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.


== Gameplay ==
If a Unit’s Thruster Durability drops below the required threshold, it immediately loses access to [AQN] movement and becomes subject to Blue Hex terrain effects.
[[File:New Board 1.png| frameless | right| 500px | Battlefield Layout]]
==== Board Setup ====
All Missions take place on a battlefield overlayed by a Hexagon grid. [https://www.usagundamstore.com/products/pre-order-black-action-base-5?variant=49149953167&currency=USD&utm_medium=product_sync&utm_source=google&utm_content=sag_organic&utm_campaign=sag_organic&gclid=Cj0KCQjwjvaYBhDlARIsAO8PkE1rZ7dQrKWyU-YJ7NkAEjGGZ3eeKfcuHnwC42hsgGj3E1ObWF9jf2EaAl8UEALw_wcB Each hex grid is the same size as an action base 4 / 5]. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.


A full-sized battlefield measures 14 hexes on the long side by 11 hexes on the short side, with the flat sides facing each player. Both sides must be identical so it doesn't create any unfair advantages.
===== Aquatic Vehicles =====
Water-based vehicle Units follow additional rules to reflect their unique combat and movement traits.


<br/>
Requirements:
* Must contain at least one [AQN] marked Unit Section.
* Must not contain an [TRS] or [AIR] tag.
Restrictions:
* Cannot make normal movements on 0 Elevation (Ground Level).
* Can only move over light/dark blue hexes; failure to do so results in the Unit gaining the Grounded status effect.
Bonuses:
* Attacks made with missile pods do not require LoS.


==== Turn Order ====
==== Aerial Movement ====
Tag: [AIR]
The standard movement mechanism for all air based Units. These Units operate above the battlefield, maintaining altitude without reliance on solid ground and freely traversing terrain by air.


Each player acts with a single Unit during their turn consisting of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only act once per Round. If a player has no Units left to act with, they skip their turn. Once all players have completed their turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.
Units with the [AIR] Movement Mechanism use Movement Points (MP) to travel between hexes as normal Standard Movement to navigate, but they ignore all ground-based terrain effects unless specified to effect them. These Units can also adjust their elevation up or down by 1 level at the cost of a single MP rather than the standard 2.


Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first, but the Defender chooses their deployment area.
Units with this mechanism cannot fly through Green Hexes (dense vegetation or forest terrain).


In 3+ player games, players choose which team to participate on and share Units and turns with their teammates.
If a Unit loses access to [AIR] while airborne and without solid ground beneath it, it immediately falls to the lowest available elevation and suffers fall damage as normal. See the Minimum Thruster Durability chart on the next page for more information.


==== Deployment Phase ====
To qualify for this mechanism, a Unit must have at least one of the following: Wings, Rotors, Thrusters, or comparable propulsion systems. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.
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.
===== Aerial Vehicles =====
[[File:Thruster durability1.png|thumb|350px|The chart above shows the minimum Thruster Durability required for each classification to access a Movement Mechanism.
Note:  When creating a Custom Unit, it is recommended to keep the Thruster Durability well above the listed threshold. If the durability falls below it loses the mechanism. ]]
Air-based vehicle Units follow additional rules to reflect their unique combat and movement traits.


After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.
Requirements:
* Must contain at least one [AIR] marked Unit Section.
* Must not contain an [AQN] or [TRS] tag.
Restrictions:
* Cannot make normal movements on 0 Elevation (Ground Level).
* Cannot move backwards.
* Must use all movement points (standard or thruster) during activation; failure to do so results in the Unit gaining the Grounded status effect.


==== Combat ====
Bonuses:
All distances are measured in hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of hexes set by your Datasheet. You will also need the target to be within your Unit's Field of View (FoV) and Line of Sight (LoS).
* Strafing Runs: When the Unit passes directly over enemy Units (at one elevation higher) during the Movement Phase, it may pause movement to conduct a single ranged or close combat attack. After resolving the attack, the Unit continues it movement. This can be repeated multiple times during a single movement phase until the Activated Unit's AP is 0 or no more targets are within the movement path.


FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Unit's Weapon AND head do not have a clear LoS, the Unit cannot fire.
== Combat ==
Once the player’s chosen Unit completes the Movement Phase, they engage in combat. Units use two forms of combat: Ranged Combat and Close Combat. Ranged Combat utilizes missiles, beam rifles, rockets, and many others. Close combat utilizes beam swords, pile bunkers, heavy metal swords, and even other Units.


Combat is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.
=== Targeting Basics ===
* Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon.
This section establishes how a Unit selects and validates a target before making an attack.
* 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.


In combat, players are aiming to roll a higher number than their Unit's relevant stat. For Units attacking, this will be the Accuracy or Assault stat. For defending Units, this will be the Evasion stat. Rolls can be [[Core_Rules#Modified_Rolls | modified by temporary buffs/debuffs]] during Engagements while [[Core_Rules#Modified_Stats | stats can be modified permanently via SMTs on the Unit's Datasheet]]. For a detailed breakdown of how combat is resolved specifically, see [[Core_Rules#Ranged_Combat_Phase | Combat Phases]].  
==== Defining a Target ====
All targets fall into one of two categories: Units or Structures.
* Units include mechs, vehicles, drones, and any weapons or equipment integrated with them.
* Structures refer to any constructed object of human origin, including buildings, fortifications, or installations.
A player cannot deliberately target an allied Unit.


===== Phases of a Turn =====
==== Field of View ====
[[File:PoC.png | frame |right| Phases of a turn are sequential]]
If an attacking Unit has Line of Sight to its intended target, the player must then check whether the target is within the Unit’s Field of View (FoV).  
When the player chooses a Unit to act, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward.  


A Unit’s FoV begins with the hex directly in front of it and includes the adjacent hexes to its immediate left and right, forming a forward-facing arc. This arc expands outward in a cone-shaped pattern from the attacker to the edge of the battlefield.


<Gallery mode="nolines" widths=350 heights=250 >
File:FoV TOP.png|frameless|left|300px|
File:FoV SIDE.png|frameless|left|300px|
</gallery>


===== Movement Phase =====
==== Line of Sight ====
Once you have chosen a Unit to act, the Movement Phase begins.
[[File:LoS.png|thumb|right|325px|In the image above, Unit A (Blue) stands before Units B–F (Red) to illustrate various Line of Sight (LoS) scenarios.
■ Unit A to B: Clear LoS.
■ Unit A to C: Two green hexes intervene LoS.
■ Unit A to D: No LoS due to intervening elevation.
■ Unit A to E: Clear LoS.
Unit A to F: No LoS due to intervening elevation.]]
Line of Sight (LoS) is used to determine visibility between an attacking Unit and its designated target.
To determine LoS, the player must use the actual line of sight from the physical model. This is done by lowering their perspective to the eye level of the Unit’s cockpit or sensor array (head) and verifying whether the targeted Unit Section is visible. If any part of the target section is visible, LoS is established.
LoS may be obstructed by terrain, structures, or other Units, friendly or hostile.


First, roll 1D8. This is to see how many Action Points the Unit can add to its Base AP. These can be used throughout that Unit's turn. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit unless otherwise stated. Use a D20 to keep track of stored AP.
Terrain between the attacker and target may partially or fully obstruct LoS. If an attack passes through terrain with visibility modifiers (e.g., forests or debris), apply the listed penalties under Terrain Effects.
When declaring an attack, the player must also ensure that the weapon system being used has an unobstructed LoS to the target. This is verified by physically aiming the weapon at the intended target. The line from the weapon to the target must be free of any obstructions, including terrain features, structures, or other Units.


Next, move to the desired hex using the Standard Movement or Thruster Movement options.
==== Targeting Conditions ====
This section establishes how terrain, elevation, and other Units may obstruct or alter attacks, covering rules for partial obstruction, height differences, terrain effects, and intervening obstacles.


;'''Standard Movement:'''
==== Partial Obstructions ====
:Moving a Unit normally based on its Classification.
In certain situations, a Unit may be partially obscured by terrain, structures, or other Units. Only the visible Unit Sections may be declared as valid targets for attacks.
;'''Thruster Movement:'''
:Doubles the Units Standard Movement at the cost of forfeiting its Combat Phases. Direction of travel is linear and must move the full amount. If the Unit cannot move the full amount, the player must choose another route or end its turn. '''Only available to use when Unit has thrusters attached.'''


[[File:New direction.png | frame |left | Fig 3a on the left shows a Top-Down perspective of a Unit's Field of View while fig 3b on the right shows a Side-View perspective with an elevation higher and lower than the Unit. Arrow indicates directional movement.]]
[[File:Core Section Targets smol.png|thumb|left|500px|The image above shows two Units with different Unit Sections not obstructed by the buildings.
Left: Head, Torso, Left Leg, and Left Arm.
Right: Head, Torso, Left Arm, and Right Arm.]]


Units can only move forward to the three hexes within their Field of View (represented by the green hexes in fig 3a). Units may also rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated.




Line 434: Line 419:




'''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.


[[File:Movement.png | frame |center| Fig 4a on the left shows allied Units 80% within the hex upon which they are standing and multiple Units on the same hex that are not overlapping. Fig 4b on the right shows opposing Units occupying the same hex, Units that are more tha 80% outside their respective hex, and multiple friendly Units overlapping on the same hex.]]


===== Ranged Combat Phase =====
Using your Unit's Datasheet, determine which Ranged Weapon(s) you want to attack with and if the enemy is within its range and you can afford its AP cost. Next, determine which Core Section you want to attack. Be sure to have direct Line-of-Sight to the targeted Section within your Field of View. If you do not have both, you cannot attack that Section.


Once you have determined your Weapon; confirmed that the enemy is within range, Line of Sight, and Field of View; and selected which Section you want to attack: subtract the AP it costs to fire that Weapon from the Unit's Stored AP. If a player has enough stored AP, they may attack more than once by subtracting the Weapon's AP cost an additional time. After paying the AP cost, the player conducts an Accuracy Roll.


* On the Unit's Datasheet, there is a value that represents its Accuracy. Using a D8, the player needs to roll '''equal to or higher than''' the Accuracy value shown on the Unit's Datasheet. If the roll (plus or minus any bonuses) does not meet the requirement '''or''' they roll a one, then the shot misses. If the roll does meet the requirement, then the enemy has a chance to evade. If the roll is an eight, however, the shot is a Critical Hit. Critical Hits deal 1.5x (rounding up) the base damage of the Weapon and cannot be evaded by enemies so they do not need to roll for evasion.


* Using a D8 again, the enemy player will conduct an Evasion Roll. On the Datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement (plus or minus any bonuses) or rolls an eight, then they successfully evade the incoming shot. If the enemy failed to meet the requirement (plus or minus any bonuses) or rolls a one, then the shot hits the targeted Section.


Every shot that successfully hits has that Weapon's base damage (plus or minus any bonuses) subtracted from the enemy Unit's Core Section Max Defense.
==== Terrain Elevations ====
Each hex will have its elevation marked on the map. If no elevation marking is present, the hex is treated as Ground Level (Elevation 0) by default.
Hexes with elevations above 0 represent hills or elevated terrain. Hexes with elevations below 0 represent depressions or valleys.
* Water: Water hexes descend to a depth of Elevation -1 to -2 below ground level, with Elevation -2 representing maximum depth. The lower the elevation level, the deeper the water.  A Unit occupying a Water hex is always considered to be at the lowest elevation of that hex.
* Forest: Forest hexes share the same elevation as the terrain they occupy. For example, a forest located on Ground Level (0) is also considered to be at Elevation 0. Units occupying Forest hexes are positioned on the base terrain elevation—not atop the treetops.


Repeat this process for each shot that the Unit takes during the Phase. Once all attacks have been resolved, the Phase ends.
==== Unit Height & Width ====
Standard Mechs, Vehicles, and Drones positioned at ground level (Elevation 0) occupy less than one full elevation in height.
An exception is made if a Unit’s waist section (where the legs and torso connect) extends into Elevation +1. In such cases, the Unit’s base elevation is considered +1.
Units are considered to be at the elevation of the hex they currently occupy when calculating LoS.
Most Units occupy less than one full hex in width. Large Units must also remain within a single hex but are permitted to extend up to 80% of their model beyond the hex boundary, provided their base remains clearly and visibly within the hex.


===== Close Combat Phase =====
=== Weapon & Attack Requirements ===
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.
Defines the conditions a Unit must meet to declare an attack, including weapon availability, range, line of sight, and any special restrictions.


[[File:Flow chart new.png |frame |center | Order of operations for Attack Rolls]]
==== Weapon Requirements ====
Before declaring an attack, the player must confirm that the Unit can use the weapons in its inventory by meeting the following conditions:
* AP Cost: Each weapon has a designated Action Point (AP) cost. This is the number of AP required to perform a single attack.
* Range: All weapons have a listed range value. The intended target must be within this range.
* Equipped Weapons Only: A Unit may only attack with weapons that are currently equipped—either mounted or held in-hand.


===== Basic Attacks =====
==== Attack Declaration ====
Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. All basic attacks have the same stats regardless of classification:  
Once a target has been confirmed within the attacking Unit’s Field of View (FoV), the player must declare an attack. When declaring an attack, the player must state the following (in any order):
* The weapon or weapons being used.
* The target Unit, including the specific Unit Section or Sections being aimed at.
After the attack is declared, the total Action Point (AP) cost of all chosen weapons is subtracted from the Unit’s available AP.
Example: Unit A uses its beam saber to attack 3 times. The beam saber’s AP cost is 5, a total of 15 AP will be subtracted.


* 1 AP Cost
* 1 Base Damage
* 1 Range


===== Grappling =====
=== Combat Roll Resolution ===
Every Unit that has hands can Grapple. The range to Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a grapple, the attacking Unit rolls for Assault. If successful, the enemy then rolls to Evade. If the enemy passes its Evade roll, then the grapple is over and the attacker can no longer engage in another grapple against that Unit. If the enemy fails its Evade roll, then the grapple is successful.
This section explains how players resolve combat by making Accuracy, Assault, and Evasion rolls, including the effects of Critical Hits and Misses.  


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.
==== Attack Rolls ====
An Attack Roll is a dice roll made by the attacking player to determine whether their Ranged or Close Combat attack is On Target.
On Target simply means the attack that was made has successfully targeted the intended area.
Once all Attack Rolls have been made, the targeted Unit’s player will then make their rolls.


;'''Hold'''
===== Accuracy =====
: Place a "Hold" token next to the Unit. Both Units can not move from the hex while grappling. At the start of the next turn, the Unit holding can attack with non 2H weapons and mounted weapons. If the Unit wishes to disengage the grapple, they may use the Break Grapple command action and move to the hex they initially started the grapple on.
Also known as rolling for accuracy, is the process used to determine whether a ranged attack is On Target.
To perform an Attack Roll, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Unit's Accuracy Stat:
* If the roll is equal to or higher than the Unit’s Accuracy Stat, the attack is considered On Target.
* If the roll is lower, the attack misses completely.


: While being held, the enemy can no longer evade incoming attacks. At the start of its next turn, it can use the Break Grapple command action to free itself. When used, it moves to the hex directly behind it facing the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the command action cannot be used and the turn is over.
===== Assault =====
Also known as rolling for assault, is the process used to determine whether a close ranged attack is On Target.
Similar to accuracy rolls, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Units Assault Stat:
* If the roll is equal to or higher than the Unit’s Assault Stat, the attack is considered On Target.
* If the roll is lower, the attack misses completely.


;'''Throw'''
==== Defense Rolls ====
: Similar to attacking, the Unit can only be thrown within the FoV of the Unit. To determine the maximum distance the enemy can be thrown, use the Throw Distance formula: [Attacker Classification - Defender Classification + 2]. The attacking Unit can throw the defending Unit anywhere within this maximum distance. Units cannot be thrown to higher elevations, only the same or lower. Units are unable to throw other Units that have a higher Classification. Units that are thrown to a lower elevation also take Fall Damage.
A Defense Roll is made by the defending player to determine whether incoming On Target attacks successfully hit their Unit.
After all Defense Rolls have been resolved, any attacks that successfully hit the Unit must be applied and damage calculated.


: Once the distance is identified and the attacker specifies a hex for the defender to land on, the defending Unit is placed on its back, face up, with its feet pointed at the attacker on the specified hex. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp command action to get back on its feet. Otherwise, it will remain on the ground.
===== Evasion =====
Also known as rolling for evasion, this process determines whether On Target attacks actually hit the defending Unit.
To perform an Evasion Roll, the defending player rolls a d8 for each On Target attack made by the attacker. Each result is then compared to the defending Unit’s Evasion stat:
* If the roll is equal to or higher than the Evasion stat, the attack is successfully evaded and no damage is taken.
* If the roll is lower, the evasion fails and the Unit takes damage to the targeted Section.


Enemy Units can also be thrown into structures as well as other enemy Units.
==== Critical Rolls ====
When making Attack or Defense Rolls, there are two types of Critical Rolls: Critical Hits and Critical Misses.
* Critical Hit: Occurs when the die result is an 8. The attack cannot be evaded and deals 1.5× the weapon’s Base Damage (round up).
* Critical Miss: Occurs when the die result is a 1. The attack automatically misses.


;'''Thrown into another Unit'''
: If the attacker has specified a hex for the defender to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground.


;'''Thrown into a Structure'''
=== Damage & Effects ===
: 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.  
During combat, weapons deal a set amount of damage known as Base Damage. This value can be found in the Base Damage column of the Unit’s Datasheet. Base Damage represents the standard amount of damage a weapon inflicts before other effects are applied. This amount is dealt for each successful hit on a target.


: 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.  
==== Resolving Damage ====
When an attack is successful, the damage is applied to the Unit Section chosen by the attacker. The defending player reduces that section’s Defense Points (DP) by the weapon’s Base Damage value. This happens during the attacking players turn and must be resolved before the turn ends.
If the DP of that section is reduced to zero, that section is destroyed. When a Unit Section is destroyed, it becomes non-operational and can no longer be targeted. All weapons, equipment, and special abilities located in that section are also destroyed and removed from play.


: If the damage is greater than the current defense of the structure, the structure falls on top of the Unit and the current defense is applied as bonus damage to the Units torso. Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp command action to get back on its feet. Otherwise, it will remain on the ground.
==== Resolution Order ====
All attacks are resolved in the order they occur. When resolving multiple hits on a single Unit from the same weapon, all hits are rolled and resolved simultaneously. When resolving hits made with different weapons, resolve all rolls and resulting damage from one weapon before proceeding to the next.
Example: Unit A successfully hits Unit B’s torso with three beam rifle shots, dealing a total of 15 damage. This value is then subtracted from the torso’s Defense Points. Unit A then hits Unit B’s torso again with two rocket shots, dealing a total of 20 damage. This value is also subtracted from the torso’s Defense Points.
Destroyed Unit Sections
When a Unit Section is destroyed, the player may remove the corresponding piece from the model or place a Destroyed Limb token to mark it. In either case, the associated Status Effect is immediately applied:


==== Destroyed Vs. Inoperable ====
A Unit is considered Destroyed when its Torso (for Mechs) or Cockpit (for Vehicles)


<div style='text-align: center;'>'''Below is an image that depicts the flow of grappling'''</div>
Durability Points are reduced to 0. When a Unit is destroyed, leave its model on the battlefield, placed face down. If the hex it occupies does not already contain a terrain effect, that hex becomes a Black Hex.
[[File:Grapple chart v5.png|center|1000px]]
A Unit is considered Inoperative when its core section remains intact but it can no longer function effectively:
</div>
* Mechs: If the Torso Unit Section is intact but all limbs are destroyed, the Unit is Inoperative.
</div>
* Vehicles: If the Cockpit Unit Section is intact but the Unit loses all mobility sections, it is Inoperative.
<br clear=all>
An Inoperative Unit may still participate in an engagement if it has functional Drones, Mounted Weapons, or Handheld Weapons.


===== Destroying Core Sections =====
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:


{| class="wikitable" style="text-align:center;"
==== Status Effects ====
|- style="font-weight:bold;"
Status Effects represent ongoing conditions that change how a Unit behaves in combat. They can come from abilities, weapons, or terrain features.
! Core Section
{| class="wikitable" style="margin:auto"
! Description
|-  
|-
! Name !! Effect
| All Head Limbs
|-  
| style="text-align:left;" | Unit gains -1 to all Accuracy Rolls.
|Abyssal ||* Standard Movement is limited to 2 Movement Points.
|-
* At the start of its turn, the Unit suffers 10 damage to its Torso Unit Section.
| Arm
|-
| style="text-align:left;" | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground.  
|Airborne || * If a Unit has the [AIR] Movement Mechanism, place an elevation token (+1, +2, +3) beside it to indicate its current elevation. This token is removed when the Unit returns to solid ground.
|-
|-
| All Arm Limbs
|Blinded ||
| style="text-align:left;" | Unit can no longer perform grapples. The "Break Grapple" Command Action costs 4 Actions Points.
* Unit gains -1 to Accuracy and Assault Rolls.
|-
* Reduces non-melee weapon ranges by 50% (rounding up).
| Half Leg Limbs
|-  
| style="text-align:left;" | 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).  
|Conceal ||
|-
* Unit gains +1 to Evasion Rolls against Long Ranged Attacks.
| All Leg Limbs
|-  
| style="text-align:left;" | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty ''replaces'' the "Half Leg Limbs" penalty.
|Crippled (Partial) ||
* Standard Movement is reduced by 50% (rounding up).
* Unit gains -1 to Assault Rolls.
|-  
|Crippled (Severe) ||
* Standard Movement is limited to 1 Movement Point.
* Unit gains -2 to Assault Rolls.
|-  
|Destroyed Limb ||
* Unit cannot use weapons or equipment with the destroyed Unit Section.
* Any handheld weapons are dropped onto the battlefield in the Unit’s hex.
|-
|Euphotic ||
* Standard Movement is limited to 2 Movement Points.
|-
|Grounded ||
* The Unit is considered to be at 0 Elevation (Ground Level).
* Cannot perform Evasions or forward movements (unless otherwise stated).
|-
|Hold ||
* Unit cannot make any attacks or movements.
|-
|Ice Buildup ||
* For each Ice Buildup token attached to a Unit, reduce its Standard Movement Points by 1 and its total AP storage by 4.
* Upon reaching 3 stacks of Ice Buildup, Unit gains System Error status effect.
* Ice buildup represents water freezing and shorting a Units electronics. This effect remains until the tokens are removed.
|-  
|Immobilized ||
* Unit cannot perform a movement until condition is removed.
* Cannot Evade.
|-  
|Limbless ||
* Unit cannot perform grapples, use handheld weapons/equipment, or interact with objects that require arms.
* Break Grapple Command Action costs 4AP.
* Any handheld weapons are dropped onto the battlefield in the Unit’s hex.
|-  
|Sand Buildup ||
* For each Sand Buildup Token attached to a Unit, reduce its Standard Movement Points by 1 and apply a –1 modifier to all attack and defense rolls made by that Unit.
* Upon reaching 3 Stacks of Sand Buildup, Unit gains System Error status effect.
* Sand Buildup represents sand and dust clogging a Unit’s joints and systems. This effect remains until the tokens are removed.
|-  
|Static Buildup ||
* Upon reaching 6 stacks, Unit gains System Error status effect.
|-  
|Submerged ||
* If a Unit has the [AQN] Movement Mechanism, place an elevation token (-1 or -2) beside it to indicate its current elevation on blue hexes. This token is removed when the Unit returns to solid ground.
|-
|System Error ||
* Unit ends its turn immediately and removes all buildup effects.
|}
|}


∗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.
==== Close Quarters Combat ====
This sections outlines the rules for direct, physical engagements between Units at close range.
 
===== Basic Attacks =====
A Unit can make basic attacks during its Close Combat Phase, only if no weapons are equipped. Basic attacks represent using the Units body (punches, kicks, strikes, etc.) to deal minimal damage. All Units can make these attacks and does not need to be on the Units Datasheet.
These do not gain bonuses from Systems, Mods, or Traits unless otherwise stated.
* Cost: 1 AP
* Range: 1
* Damage: 1 Base Damage
 
===== Grappling =====
Grappling occurs when a Unit physically seizes another. Only Units with manipulators (at least 1) can perform a Grapple, and it can only be initiated during the Close Combat Phase.
To perform a Grapple, follow the chart below:
# Engage Grapple
#* Attacker pays 2 AP.
#* Attacker rolls for Assault.
# Grapple Check
#* Success > Go to Step 3.
#* Fail > Grapple Ends (player may go back to step 1).
# Grapple Options (Attacker chooses one)
#* Throw > Go to Throw.
#* Hold > Go to Hold.
# Collision Damage
#* Formula: 2 x (Defender Class x Throw Distance)
#* Special Cases:
#** Structure Intact
#** Structure Destroyed
 
'''Throw'''
A Unit physically throws another Unit a set distance. Max Throw Distance (in hexes):
(Attacker Class – Defender Class) + 2
 
A Unit cannot throw a Unit that has a classification higher than its own.
Landing Outcomes (choose based on destination):


===== Destroyed vs Inoperative =====
* Into a Structure:
When the '''Torso Defense Points''' of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Torso remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones that have not been destroyed.
** Defender is placed into the Structures hex (not on the structure), FoV facing the Attacker.
** Apply collision damage to the Defenders Torso Unit Section and the Structure.
* Into a Hex:
** Defender lands supine, FoV facing the Attacker.
** Apply collision damage to the Defenders Torso Unit Section.*
* Into a Hex with other Unit(s):
** Each Unit in the hex must make an Evasion Roll.
** Failure: Apply collision damage to the Unit(s) Torso Unit Section.
** Success: Move into any adjacent open hex within their FoV, facing any direction.
** If no hex is available, the Unit(s) instead applies collision damage to their Torso Unit Section.
** Defender also lands supine, FoV facing the Attacker, and applies collision damage to the Torso Unit Section.
* Blue Hexes:
** Units thrown into a blue hex take half collision damage (rounding up).


There are 4 unique areas to a Standard Mech Unit:
* Head, Torso, Arm, and Leg


For Standard Vehicles:
'''Hold'''
* Cockpit, Body, and (wings/wheels/treads/etc).  
A Hold represents one Unit grappling and locking down another in close combat, restricting its ability to act.
* Initiating a Hold:
** Move the Attacking Unit into the same hex as the Defending Unit.
** The Defending Unit immediately gains the Immobilized status effect.
* Breaking a Hold:
** The Defending Unit must use the [Break Contact] Command Action to escape.
* Restrictions:
** While holding, the Attacker cannot move but may still attack using mounted weapons or any handheld weapon without the [2H] tag.


Destroying each one results in a different penalty for that Unit.
'''Structure: Intact'''
If a thrown Unit collides with a structure and the damage deal does not exceed the structures current defense:
* The Unit gains the Immobilized status effect.


===== Weapons & Equipment =====
'''Structure: Destroyed'''
If a thrown Unit collides with a structure and the damage dealt exceeds the structures current defense:
* The Structure collapses onto the Unit.
* Apply the Structures defense value as bonus damage to the Torso Unit Section.
* Remove the destroyed structure and replace it with a Black Hex.
* Place the Defending Unit supine, with its FoV facing the Attacker.
* On the Defenders next activation, it must use the [Recover] Command Action to stand. If it does not, the Unit remains supine.


====== <u>Ranges</u> ======
Example: Unit A grapples Unit B, spends 2 AP, and succeeds on an Assault Roll. With a higher Classification (4 vs 3), Unit A throws Unit B 3 hexes (4-3)+2. Unit B lands 2 hexes away, supine and facing Unit A, and suffers 12 Torso damage (3x2)x2 from the collision.
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.
<blockquote style="background-color: lightgrey; border: solid thin grey;">
* 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.
</blockquote>


====== <u>Destroyed</u> ======
===== Thruster Impact =====
Weapons/Equipment that are destroyed can no longer be used. The Systems/Mods attached to those parts are also lost.
A Thruster Impact occurs when a Unit uses thrusters to rapidly advance and collide with an enemy Unit, causing damage and displacement.


====== <u>Mounted Weapons</u> ======
When a Unit conducts a Thruster Movement and an enemy lies within its movement path, the Thruster Movement becomes a Thruster Impact.
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.


====== <u>Redundancy</u> ======
Thruster Impacts can also be performed in the air or in the water.
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.


<blockquote style="background-color: lightgrey; border: solid thin grey;">
Range Requirements:
*1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot
* Target must be beyond the Units Standard Movement Range.
:: 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.
* Target must be within the Units Thruster Movement Range.
*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.
</blockquote>


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:
AP Cost:
<blockquote style="background-color: lightgrey; border: solid thin grey;">
*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.
</blockquote>


This system is meant to be simple enough to make stat calculation changes in the middle of combat.
The attacking Unit pays 2 AP + 1AP per 2 hexes traveled (rounding up).


===== Deviation =====
Resolution:
[[File:rsz_deviation.png | frame |Right| Large arrow indicates the enemies directional front. Smaller black arrows indicate which hex the deviated shot lands.]]
# Confirm the target is within range and select the endpoint hex.
Some abilities negate a weapon's chances to miss a target completely. These are called Deviations.
# Spend the AP cost.
# The attacking Unit makes an Assault Roll:
#* Failure: The Unit moves to the closest hex in its path toward the target and ends its turn.
#* Success: The defending Unit chooses one of the following responses:


Deviations occur when an Accuracy Roll failed to pass its check. Immediately after every failed roll, the player rolls a d8 to see where the attack lands. The die is separated into 6 hex locations with 1 / 2 being directly behind and 5 / 6 being directly in front of the intended target. Friendly and Enemy Units take 100% of the damage to the torso if they occupy a hex that a Deviated shot lands in. Structures also take 100% damage. Weapon effects are still applied to Deviated shots.
[[File:Initial.png|none|left|400px|]]


Evade
* Defender makes an Evasion Roll.
** Success: Move to any open hex within current FoV and out of the attackers path, facing the same direction. Flying Unit may move one elevation higher.
** Failure or no available hexes: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.
** Attacker continues to the designated endpoint and ends its turn.


[[File:Evade.png|none|left|400px|]]


Stand Firm
* Defender makes an Assault Roll.
** Success: The defender blocks the charge (see Class Difference) and damage is applied to the attacking Units Torso Unit Section. The attacker stops in the adjacent hex.
** Failure: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.
* Class Difference: If the defender’s Class is higher than the attacker’s, the charge is stopped completely. If the defender’s Class is equal to or lower, the charge continues as normal and both Units take damage.


[[File:Stand Firm.png|none|left|400px|]]


Damage:
Thruster Impact damage is determined by the Attacking Units class (see below).
[[File:Thruster Impact damage.png|frameless|right|350px|]]
'''Other Situations'''
While engaging in a Thruster Impact, the attacking Unit may run into various situations.


<br />
Slamming Unit into Elevated Terrain:


==== Command Actions ====
If a Thruster Impact attempts to move a target into a hex with elevated terrain, the target does not enter that hex. Instead, it takes 2x normal Thruster Impact damage to its Torso/Cockpit Unit Section. The attacker ends movement in the adjacent hex.


Any actions that DO NOT deal with the Movement Phase or either Combat Phase. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Unit's turn. Below are the basic Command Actions that can be used:
If the targeted Unit successfully evades the incoming attack, the attacking Unit instead collides with the elevated terrain, takes the full damage from the impact, and ends its turn in a hex adjacent to that terrain.


{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;"
Slamming Unit into Multiple Units:
|- style="font-weight:bold; background-color:#EAECF0;"
 
! Command Action
If a Thruster Impact attempts to move multiple targets, the action cannot be completed.
! Description
 
== Other Actions ==
This section covers special actions and mechanics outside of standard movement and combat. These include Command Actions that allow Units to alter their behavior, Systems, Mods, and Traits that provide unique abilities or upgrades, and rules for handling falling and fall damage during play.
 
Command Actions
Command Actions are special actions a Unit can perform during its turn that are not tied to any specific phase. Each Command Action costs 2 Action Points (AP) and may be used multiple times in a single turn unless otherwise stated.
 
Command Actions are divided into three categories:
* State: Effects that resolve instantly when used and do not remain active..
* Stance: Actions that may be taken out of turn. Activating a Stance immediately ends the Unit’s current turn.
* Order: Commands issued to Drone Units, allowing them to act under the Main Unit’s direction.
 
{| class="wikitable" style="margin:auto"
|-
|-
| Get Up
!Name !!Category !!Description
| style="text-align:left;" | When laying on the ground, the Unit can stand back on its feet.
|-
|Recover
||State
||A Unit returns to a standing position from knocked down state.
 
If the Unit is knocked prone or laying on the ground, return to its standing position.
|-
|-
| Press On
| Press On
| style="text-align:left;" | Gain an additional Standard Movement Point.
||State
||The pilot pushes the Unit beyond safe limits, refusing to yield ground.
 
Unit gains an additional Standard Movement Point.
|-
|Break Grapple
||State
||With a surge of strength, the Unit tears free from its opponent’s hold.
 
Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, no change.
|-
|Exchange
||State
||The Unit swiftly switches its weapon loadout to adapt to the changing battle.
 
Allows a Unit to replace an equipped Weapon with one being carried.
|-
|Retrieve
||State
||A mechanical arm or manipulator reaches out to reclaim a dropped item.
 
A Unit with a free hand may pick up a dropped or disarmed allied weapon from the same hex and equip it.
|-
|-
| Break Grapple
|Release
| style="text-align:left;" | Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.
||State
||The Unit disregards a weapon or equipment to lighten its load.
 
A Unit may drop a Weapon or Equipment from one of its hands onto its current hex.
|-
|-
| Swapping
|Transform
| style="text-align:left;" | A Unit may swap its equipped Weapon with one that it is carrying.  
||State
||Armor shifts, joints realign, and the Unit reconfigures into its alternate form.
 
Unit shifts into its Alternate Form, gaining bonuses from that form. Weapons with the [GB] tag may also Transform. Use again to revert.
|-
|-
| Retrieving
|Purge Buildup
| style="text-align:left;" | A Unit with a free hand may pick up a Weapon that has been dropped or disarmed from an allied Unit. The Weapon is placed in an open hand as equipped. Must be on the same hex to retrieve.
||State
||The Unit vents pressure and heat, clearing away harmful environmental effects.
 
Roll a single D8 die. On a 5+, remove one stack of a buildup status effect. On a 4-, no change.
|-
|-
| Deploy
|Kneeling Position
| style="text-align:left;" | Places up to 3 Drones attached to a Unit onto the battlefield. Max of 3 active Drones.
||State
||The Unit braces itself, lowering its stance for improved stability and accuracy.
 
Mech Units ONLY
Unit kneels, gaining +1 Accuracy Rolls but cannot Evade. May be used once per turn. Unit must use Recover to stand.
|-
|-
| Transform
|Prone Position
| style="text-align:left;" | Transforms the Unit into its Alternate form if applicable. While Transformed, the Unit loses control of its limbs but gains bonuses determined by the vehicle it Transformed into. Weapons with the tag Gun Blade [GB] can also transform into an Alternative form. This must be used again to change back into its original form.
||State
||The Unit drops flat against the ground, becoming a low, steady firing platform.
 
Mech Units ONLY.
Unit gets into a prone position, gaining +3 to Accuracy Rolls but cannot Evade. Must kneel before getting into or out of the prone position. Cannot enter the prone position if its facing direction is obstructed by a Structure or another Unit.
|-
|-
| Kneeling Position
|Takeoff
| style="text-align:left;" | A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. The Unit must use the Get Up AC to stand back up.
||State
||Engines roar to life as the Unit propels itself back into the sky or ocean.
 
The Unit moves 3 hexes straight and changes Elevation by 1 to regain Airborne or Submerged status. The Unit cannot Evade during this activation. If any hex in its path imposes a movement penalty, the Unit still moves forward but remains Grounded.
|-
|-
| Prone Position
|Offensive Stance
| style="text-align:left;" | A Unit physically gets into the prone position. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone position. Must kneel before getting into or out of the prone position. Can only be done once per turn. Cannot be used if the direction the Unit is facing is obstructed by a structure or another Unit.
||Stance
||The Unit prepares to attack any enemy entering its Field of View (FoV) and weapon range.
 
Mech Units only
Enter Offensive Stance by choosing a ranged weapon, reserving its AP cost, and selecting a direction to focus the Unit’s Line of Sight. The reserved AP cannot be used for other actions.
 
If an enemy Unit crosses this Line of Sight while within the weapon’s range, the Unit immediately makes an Attack with that weapon, interrupting the enemy’s movement. The first Unit to do so becomes the target.
 
A Unit crosses the Line of Sight when its movement path passes across the focused line extending from the Unit.
 
The stance ends if:
* The Unit makes the Attack (reserved AP is spent).
* The Unit is successfully hit (reserved AP is lost).
* The Unit’s next activation begins (reserved AP is returned).
While in this stance, the Unit cannot Evade.
|-
|-
| Offensive Stance
|Defensive Stance
| style="text-align:left;" | A Unit takes aim in a given direction and performs attacks outside of its turn if an enemy moves into the Unit's Weapon's range. The Unit attacks as many times as it's able to with its remaining AP. Stance ends at the beginning of this Unit's next turn.
||Stance
||The Unit braces using a Shield or Two-Handed Weapon, redirecting all incoming damage from its front arc to that item.
 
Mech Units only
When a Unit enters Defensive Stance, choose one equipped Shield or Weapon. All incoming damage to the Unit is redirected to the chosen item instead.
 
While in this stance, the Unit cannot change facing or Evade.
 
The stance ends immediately if the chosen Shield or Weapon is destroyed, or at the start of the Unit’s next activation.
|-
|-
| Defensive Stance
|Parry Stance
| style="text-align:left;" | A Unit uses a Shield or any two-handed Weapon as cover in a given direction. All incoming damage is redirected to the Shield/Weapon, but the Unit cannot change directions until the stance is ended. Stance ends at the beginning of this Unit's next turn.
||Stance
||The Unit enters a guarded combat posture, prepared to deflect incoming melee strikes.
 
Mech Units only
While in Parry Stance, the Unit may parry one successful melee attack against it, negating all damage from that attack. The Unit must have at least one Arm Unit Section to perform a parry.
 
The stance ends after the parry is made or at the start of the Unit’s next activation.
|-
|-
| Recall
|Deploy
| style="text-align:left;" | Docks all of the Unit's active Drones, regardless of position or range.
||Order
||The drone launches from its bay, entering the battlefield to extend the Unit’s reach.
 
Place 1 attached AI or Non-AI Drone on a hex within 2 hex radius of the Main Unit facing any direction.
|-
|-
| Reposition
|Guidance
| style="text-align:left;" | Moves any active, non-A.I. Drones on the battlefield up to 1 hex. A.I. Drone range is a 2 hex radius from their Unit.
||Order
|}
||The Unit feeds targeting data to its drone, directing it to assist with precision strikes.


==== Status Effects ====
Activate a linked AI Drone. Once the AI Drone becomes Inactive, the Main Unit continues its activation.
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222;"
|- style="font-weight:bold; background-color:#EEE;"
! Name
! Token
! Description
|-
|-
| Conceal
|Recall
| <>
||Order
| style="text-align:left;" | -
||The drone disengages and returns to the Unit, awaiting further commands.
 
Remove 1 AI or Non-AI Drone from a hex within 2 hex radius of the Main Unit and attach it to the Main Unit.
|-
|-
| Overheat
|Reposition
| <>
||Order
| style="text-align:left;" | Unit is immediately put into the kneeling position and ends its turn.
||The drone shifts its position across the battlefield to gain a tactical advantage.
|-
 
| Freeze
Move 1 hex in any direction but it must remain within 2 hexes of the Main Unit.
| <>
| style="text-align:left;" | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8.
|-
| Euphotic
| <>
| style="text-align:left;" | Standard Movement is reduced by 2 Movement Points.
|-
| Abyss
| <>
| style="text-align:left;" | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn.
|-
| Stuck
| <>
| style="text-align:left;" | -
|-
| Hold
| <>
| style="text-align:left;" | -
|-
| System Error
| <>
| style="text-align:left;" | 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
| <>
| style="text-align:left;" | 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
| <>
| style="text-align:left;" | 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.
|}
|}
=== Transforming ===
Some Units are capable of shifting from a Base Form to an Alternate Form. Transforming represents a Unit changing its physical structure and mode of operation to gain new abilities and restrictions.
When a Unit transforms, its stats, movement, and abilities switch to the Alternate Form, while any existing damage or status effects are retained. A Unit may only transform once per activation.
Transforming Units use a Datasheet marked with a “T” in the bottom right corner. On the datasheet, a Unit’s Base Form stats are marked with a single arrow, while its Alternate Form stats are marked with a diverging arrow.
A transforming Unit’s Base Form is always a Mech-type, and its Alternate Form is always a Vehicle-type. The [Transform] Command Action allows the Unit to switch between these forms.
While in its Alternate Form, the Unit gains all bonuses and restrictions associated with that Movement Mechanism
=== Falling & Fall Damage ===
A Unit falls when it is thrown, pushed, or otherwise forced from its position into a hex below its current elevation.
Fall Damage formula:
2 x (Unit Class x Elevation Height)
When a Unit falls:
# Distance – Measure the number of Elevation Levels the Unit descends before reaching a valid impact area.
# Impact – Upon impact, the Unit takes Fall Damage to its Torso or Cockpit Unit Section.
Special Rule:
* Landing in a Blue Hex reduces fall damage by half (rounded up).
''Example: Unit A is a Class 4 mech flying above the battlefield at the +3 elevation. It takes enough damage from Unit B to lose the [AIR] movement mechanism. Unit A immediately falls to Ground Level and suffers [2x(4x3)] 24 Torso damage.''
=== Drone Operations ===
Drone Operations outlines how drones with Artificial Intelligence, and without, function on the battlefield. This section explains what they are, their control requirements, activation timing, and interaction with their assigned Main Units.
==== A.I. Drones ====
AI Drones are autonomous Units controlled by artificial intelligence. Each AI Drone is considered its own Unit and therefore has its own Datasheet. The pilot assigned to an AI Drone must be an AI, selected during Rank/AI selection.
AI Drones cannot be deployed independently and must be deployed with its Main Unit, a Mech or Vehicle Unit with a Human Pilot to which the Drone is linked.
To control an AI Drone, a few requirements need to be met by both the Main Unit and the AI Unit.
Main Unit:
* Must have the Drone Management Mod.
AI Drone Unit:
* Must have the Drone Agent Mod.
* Its deployment cost must not exceed the deployment cost of the Main Unit its linked to.
During gameplay, an AI Drone may be activated during its Main Unit’s activation via the [Guidance] Command Action. Once activated, the AI Drone functions as a normal Unit, following standard activation and combat rules.
If the AI Drone is not activated during its Main Unit’s activation, it may instead activate normally on its own turn.
==== Non A.I. Drones ====
Non-AI Drones are small, remotely controlled auxiliary weapons that operate under the direct control of a Main Unit. These drones serve as extensions of the Main Unit’s offensive or defensive capabilities rather than functioning as independent Units.
Non-AI Drones are listed on the Main Unit’s Datasheet under the Weapons and Equipment Inventory module like any other weapon or equipment. However, they gain the [DR] tag in addition to the tag representing their Movement Mechanism: [TRS], [AIR], or [AQN]. The [DR] tag identifies the weapon or equipment as a Non-AI Drone and allows it to act as such.
To field Non-AI Drones, the Main Unit must have the Drone Management Mod equipped, and each Drone must be physically attached to the Main Unit at deployment. A Unit may have no more than 3 Non-AI Drones deployed on the battlefield at one time, regardless of how many it has equipped unless stated otherwise.
After deployment, Non-AI Drones can be released using the [Deploy] Command Action (one Drone per CA) and placed anywhere within a 2-Hex radius of the Main Unit, facing any direction. Once deployed, drones move in tandem with the Main Unit but maintain their initial facing regardless of the Main Unit’s orientation. They also follow standard Hex Occupancy rules.
Individual Drones may be repositioned after deployment using the [Reposition] Command Action.
If the Main Unit is destroyed, all deployed Non-AI Drones immediately become inactive and fall to the ground.
=== Deviation ===
[[File:Diagrams (19).png|frameless|right|250px|]]
A Deviation Roll is only made when specified by a weapon or ability. If that weapon or ability fails its Accuracy Roll, make a Deviation Roll.
Roll a d8 for each missed attack. The result of each roll determines the hex where that attack lands, as shown in the Deviation diagram.
The arrow shows where the targeted Unit is facing.
After determining the landing hex for all missed attacks, resolve each attack from its final location. The targeted hex and all adjacent hexes are affected.
All Units (including allied Units) in those hexes take 50% of the attack’s damage, rounded up, applied to their Torso Unit Section or Cockpit. Units affected may conduct a Defensive Roll.
=== Weapon Redundancy ===
A Weapon with multiple copies reduces its AP Cost by 1 for each additional copy after the first, to a maximum reduction of 4 AP.
A Weapon’s AP Cost cannot be reduced below half of its original value (rounded up).
If this reduction would lower the AP Cost to 2 or less, set the AP Cost to 2 instead. For every two copies of that Weapon (including the first), increase its Base Damage by 1.
These effects are based on the current number of copies in use. If copies are removed or destroyed, adjust the Weapon’s AP Cost and Base Damage accordingly.
''Example: Unit A has 4 missile pods mounted to its back. Each missile pod has an AP Cost of 5 and a Base Damage of 12. Applying Weapon Redundancy reduces the AP Cost to 3 (half of 5, rounded up). Since the AP reduction has reached the minimum allowed value, any additional copies no longer reduce AP Cost and instead increase Base Damage. With 2 remaining copies, the Weapon gains +1 Base Damage, increasing it to 13. If Unit A loses 2 missile pods, then the weapon redundancy is adjusted and loses the damage increase bonus.''


== Terrain ==
== 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.
[[File:ELE.png|right|350px|]]
Battlefield terrain can include anything from towering buildings to small rocks and trees. Some features are mission-specific, while others are represented by colored hexes, each providing unique advantages or disadvantages. Terrain can affect movement, line of sight, and combat outcomes, so its placement is a key part of battle strategy.
 
=== Elevations ===
Elevation adds a tactical layer to the battlefield, providing Units with advantages in movement and combat positioning. The game uses six elevation levels: -2, -1, 0, +1, +2, and +3. Ground Level (0) represents table height and is where most engagements occur unless otherwise specified by the Mission.
 
Each elevation level represents a 4.5 inch difference from the one above or below it. This can be measured by standing an Action Base 4 or 5 vertically (point-to-point).
 
Blue Hexes, which represent negative elevations such as lakes or oceans, can only be placed on Ground Level (0).
The +3 Elevation level is reserved for Units with the [AIR] Movement Mechanism, representing high-altitude or flight-level movement. Only Units capable of flight can occupy or move through this elevation.
 
A Unit’s elevation is determined by its center mass, typically the waist for Mech Units and the cockpit for Vehicle Units. If the Unit’s center mass is higher or lower than 4.5 inches from its current elevation, it is considered to be at the next level. The same rule applies to Structures and Terrain features.
 
If a Unit moves to an elevation other than Ground Level, place an elevation token beside it to mark its current elevation for reference.
 
=== High Ground Bonus ===
When an attacking Unit is at a higher elevation than its target, it gains a High Ground Bonus (HGB). The bonus value is determined by the elevation difference between the attacker and the target. Units attacking targets at higher elevations do not receive this bonus. Bonuses do not stack.
[[File:HGBnewer.png|none|left|350px]]
 
=== Hex Colors ===
Hex Colors represent different types of terrain and environmental conditions on the battlefield. Each color corresponds to a specific terrain type that provides unique effects, advantages, or restrictions to Units occupying or moving through those hexes.
 
When setting up a battlefield, Hex Colors must be placed according to the Mission or Terrain rules, with different colors placed at least one hex apart unless otherwise stated.


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).
Some Hex Colors also indicate elevation changes or environmental hazards, such as water, rubble, or impassable terrain.


==== Elevations ====
'''Grey Hex'''
{| class="wikitable" style="float:right; margin-left:10px;"
 
|- style="font-weight:bold;"
Grey Hexes represent clear, open terrain. Flat ground free of obstructions or environmental hazards.
! Elevation
Units moving or fighting within Grey Hexes experience no bonuses or penalties. These hexes serve as the standard terrain type for most battlefields.
! Description
 
|-
If a hex isn’t clearly marked as having another color, assume its grey.
| style="text-align:center;" | +3
 
| style="text-align:left;" | Exclusively used by Flight Types.
'''Green Hex'''
|-
 
| style="text-align:center;" | +2
Green hexes represent areas covered in trees and dense foliage.
| style="text-align:left;" | The highest elevation which a non-flying Unit can maneuver to.
 
|-
Standard Move actions cost +1 Movement Point per hex.
| style="text-align:center;" | +1
 
| style="text-align:left;" | The most common elevation for Units that have the ability to Fly/Hover.
Apply a –1 Accuracy modifier for each Green Hex within a Unit’s Line of Sight to its target, representing the trees and dense foliage. This penalty stacks cumulatively.
|-
 
| style="text-align:center;" | 0
A Unit occupying a Green hex gains the Conceal status effect.
| style="text-align:left;" | Ground Level. All Units can be used at this elevation.
 
|-
'''Light Blue Hex'''
| style="text-align:center;" | -1
 
| style="text-align:left;" | The most common elevation for Units that have the ability to Swim/Cruise.
Light Blue hexes represent bodies of water that are shallow enough to reveal the bottom, yet deep enough to submerge an entire Unit beneath the surface.
|-
 
| style="text-align:center;" |  -2
These hexes represent –1 Elevation.
| style="text-align:left;" | The lowest point Units can reach.
 
|}
When a Unit enters or moves through a Light Blue Hex without the proper Movement Mechanism to operate in or above water, it gains the Euphotic status effect.
Elevation can be used to give Units a strong advantage in combat. On the tabletop, elevation up or down is measured as 4.5" (the same length as one hex placed on its side).
 
'''Dark Blue Hex'''
 
Dark Blue hexes represent the deepest regions of a body of water, areas devoid of light, subjected to crushing pressure, and near-freezing temperatures.
 
These hexes represent –2 Elevation.
 
When a Unit enters or moves through a Dark Blue Hex without the proper Movement Mechanism to operate in or above water, it gains the Abyssal status effect.
 
'''Red Hex'''
 
Red hexes represent superheated terrain, such as lava fields or other high-temperature surfaces, capable of damaging even heavily armored Units and vehicles.
 
Units using the [TRS] Movement Mechanism take 10 damage to all Unit Sections with the [TRS] tag when moving over a Red Hex.
 
Units with the [AIR] Movement Mechanism are unaffected.
 
'''Black Hex'''
 
Black hexes represent collapsed structures or debris. Thick black smoke and unstable footing make these areas treacherous for movement and targeting.
 
Standard Move actions cost +1 Movement Point per hex.
 
Units using [TRS] Movement Mechanisms must also roll 1d8 when entering a Black Hex; on a result of 1–2, the Unit takes 5 damage to all Unit Sections with that tag due to shifting rubble.
 
[AIR] Movement Mechanisms are affected by the movement penalty but ignore the damage effect.
 
Apply a –1 Accuracy modifier for each Black Hex within a Unit’s Line of Sight to its target, representing the thick smoke and dust. This penalty stacks cumulatively.
 
 
'''Tan Hex'''
 
Tan hexes represent arid, barren landscapes with minimal precipitation and loose, shifting ground.
Standard Move actions cost +1 Movement Point per hex.
 
Units using the [AIR] Movement Mechanism ignore this penalty.
 
For every 2 Tan Hexes moved across in a single activation, a Unit gains 1 Sand Buildup Token.
 
'''White Hex'''
 
White hexes represent environments blanketed in snow and ice and are subjected to harsh, cold winds. Mechanical strain is increased under these conditions.
 
Standard Move actions cost +1 Movement Point per hex.
 
For every 2 White Hexes moved across in a single activation, a Unit gains 1 Ice Buildup Token.
 
 
 
===Buildings & Structures ===
[[File:Defense structure chart.png|right|250px]]
Structures can serve as cover, obstacles, or tactical objectives, and may be destroyed to alter the battlefield in a player’s favor.  
 
Buildings and other Structures do not need to be placed on Black Hexes, but when destroyed, any hexes they occupy become Black Hexes to represent collapsed debris.
 
Some Structures are tall enough to reach higher elevations. To determine this, stand a standard hex vertically (4.5 inches); if the Structure’s height exceeds this, it occupies a higher Elevation Level.
 
Use the chart below to determine a Structure’s Defense Points, based on its size (number of hexes occupied) and height. The green values represent the most common Structure defenses. Use a d20 to track remaining Defense Points during play.
When attacking a Structure, attack rolls are not required since all attacks automatically hit. Apply Base Damage as normal, and subtract any damage dealt from the Structure’s total Defense Value until it is destroyed.
 
To target a Unit positioned behind or within a Structure, you must first destroy the Structure, then make a separate attack against the intended Unit.  
 
'''Non-Hex Terrain'''


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.
Also referred to as Scatter Terrain, these are pieces of terrain not connected to a specific Hex Color or Structure. They can serve as visual decoration or provide Cover during gameplay. When setting up the battlefield, players should mutually agree on which pieces grant Cover and which are purely decorative.
<br clear=all>
===== High Ground Bonus =====
{| class="wikitable" style="float:left; margin-right:10px;"
|- style="font-weight:bold;"
! Elevation Difference
! High Ground Bonus Effect
|-
| style="text-align:center;" | 0
| style="text-align:center;" | No Bonus
|-
| style="text-align:center;" | 1
| style="text-align:center;" | +1 to Assault Rolls
|-
| style="text-align:center;" | 2-3
| style="text-align:center;" | +1 to Accuracy Rolls
|-
| style="text-align:center;" | 4-5
| style="text-align:center;" | +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.
<br clear=all>


==== Hex Colors and Effects ====
'''Terrain Placement'''
{| class="wikitable" style="text-align:center;"
|-
! Name
! Represents
! Description
! Effect
|-
| Grey
| -
| style="text-align:left;" | The default hex. This hex represents nothing more than a place to stand/move on.
| style="text-align:center;" | -
|-
| Red
| -
| style="vertical-align:middle; background-color:rgba(249, 249, 249, 0.67); color:#222; text-align:left;" | Indicates a space that cannot be moved to. However, movement above or below these is still possible.
| style="text-align:center;" | -
|-
| Tan
| Desert Area
| style="text-align:left;" | A baren area/landscape where little to no precipitation occurs.
| style="text-align:left;" | 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
| style="text-align:left;" | A blanket of white covers the area. Cold winds and mechanical problems are plenty.
| style="text-align:left;" | 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
| style="text-align:left;" | Trees and foliage cover the land.
| style="text-align:left;" | -2 to Accuracy rolls for every green hex group within the Unit's Line-of-Sight to its target. If a Unit is on the hex, they gain the Conceal Status Effect.
|-
| Black
| Ruined Structures
| style="text-align:left;" | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke eminates from the rubble.
| style="text-align:left;" | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex group within a Unit's Line-of-Sight to its target.
|-
| Light Blue
| Shallow Ocean
| style="text-align:left;" | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas.
| style="text-align:left;" | 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
| style="text-align:left;" | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing.
| style="text-align:left;" | 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 ====
Before deploying Units, players must construct the battlefield using terrain pieces. Terrain should create meaningful tactical choices without unfairly favoring either side.
{| class="wikitable" style="text-align:center; float:right; margin-left: 10px;"
|- style="text-align:left;"
! colspan="7" style="text-align:center; font-weight:bold; font-size:26px; font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;" | Structure Defense Chart
|- style="font-family:Arial, Helvetica, sans-serif !important; background-color:#9aff99;"
| rowspan="5" style="vertical-align:middle; font-weight:bold; font-size:16px; background-color:#ffce93; color:#333333;" | Elevation
| style="font-weight:bold; background-color:#ffce93; color:#333333;" | 3
| 32
| 34
| 36
| 38
| 40
|- style="font-family:Arial, Helvetica, sans-serif !important;"
| style="font-weight:bold; background-color:#ffce93; color:#333333;" | 2
| style="background-color:#9aff99;" | 24
| style="background-color:#9aff99;" | 26
| style="background-color:#9aff99;" | 28
| style="background-color:#9aff99;" | 30
| style="background-color:#9aff99;" | 32
|- style="font-family:Arial, Helvetica, sans-serif !important;"
| style="font-weight:bold; background-color:#ffce93; color:#333333;" | 1
| style="background-color:#9aff99;" | 16
| style="background-color:#9aff99;" | 18
| style="background-color:#9aff99;" | 20
| style="background-color:#9aff99;" | 22
| style="background-color:#9aff99;" | 24
|- style="font-family:Arial, Helvetica, sans-serif !important;"
| style="font-weight:bold; background-color:#ffce93; color:#333333;" | 0
| style="background-color:#9aff99;" | 8
| style="background-color:#9aff99;" | 10
| style="background-color:#9aff99;" | 12
| style="background-color:#9aff99;" | 14
| style="background-color:#9aff99;" | 16
|- style="font-weight:bold;"
| style="font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff; font-weight:normal;" |
| style="background-color:#c0c0c0;" | 1
| style="background-color:#c0c0c0;" | 2
| style="background-color:#c0c0c0;" | 3
| style="background-color:#c0c0c0;" | 4
| style="background-color:#c0c0c0;" | 5
|- style="text-align:left; background-color:#c0c0c0;"
| style="font-family:Arial, Helvetica, sans-serif !important; background-color:#ffffff;" |
| colspan="6" style="text-align:center; font-weight:bold; font-family:Arial, Helvetica, sans-serif !important;" | 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.  
Unless a Mission states otherwise, terrain is placed using the following guidelines:
* Players should use enough terrain to break up long lines of sight and provide multiple movement routes across the battlefield.
* Terrain should be distributed evenly across the play area, avoiding large empty zones or overly dense clusters in a single area.
* Elevated terrain should be limited in height and spread across the battlefield rather than concentrated in one area.


Players may place terrain using the following method:


<blockquote style="background-color: lightgrey; border: solid thin grey;">
Agreed Placement: Players take turns placing terrain pieces anywhere on the battlefield following the placement guidelines above. This method is recommended for casual play.
*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.
</blockquote>


== Battles ==
Once terrain is placed, players may not move terrain pieces unless a rule or Mission effect allows it.
Battles are waged by following the sequence below:
Missions may override or add to these rules by specifying required terrain features, fixed objective locations, or special placement conditions.
{| class="wikitable" style="float:right; margin-left:10px;"
|- style="font-weight:bold;"
! Engagement Size
! Deployment Cost Limit
|-
| Scouting
| 600
|-
| Skirmish
| 1200
|-
| Operation
| 1800
|-
| Conflagration
| 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.


== Missions ==
Missions define the framework in which battles take place. Each mission is built around three core elements: the Deployment Zones, the Primary Objectives, and the Secondary Objectives.
Missions fall into two main categories: Standard and Narrative. Standard missions are designed to emphasize balance and fairness, giving each player an equal opportunity to succeed. Narrative missions prioritize storytelling and scenario-driven play and may result in intentionally uneven or asymmetric battles.
The mission being played should always be chosen before the battlefield is set up.


=== Objectives ===
Objectives define how a game is won. Most commonly, this involves capturing or holding specific locations on the battlefield, but an Objective may be any condition that can be clearly measured with a success or failure outcome.
Objectives defined by a Mission are referred to as Primary Objectives. These represent the main focus and intended method of victory for that mission.


Some missions may also include Secondary Objectives, which provide alternative scoring opportunities and can be used to help balance gameplay when opposing armies are not optimized for the Primary Objectives.


=== Deployment Areas ===
Deployment Areas define where Units are placed on the battlefield and how much space is available for deployment.
Determining Deployment Area: The players can mutually agree on which Deployment Area to begin with or can roll a d8.
[ 1 or 8 ] – Reroll<br>
[ 2 or 5 ] – Standard Deployment<br>
[ 3 or 6 ] – Cornered Deployment<br>
[ 4 or 7 ] – Long Side Deployment


Deployment Order: Players roll a d8; the higher roll chooses who deploys first. The other player chooses table side (A or B). The first player places one Unit in their deployment area, then players alternate placing Units. When one player has no Units left to place, the other deploys all remaining Units.


;2. '''Choosing a Mission'''
There are three base types of Deployment Areas:
: 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:
<center>
{| class="wikitable" style="font-weight:bold; text-align:center; display: inline-table;"
|-
! colspan="2" style="background-color:#9b9b9b;" | Scouting
|- style="background-color:#efefef;"
| D8
| Mission
|- style="font-weight:normal;"
| 1-4
| [[Reconnaissance]]
|- style="font-weight:normal;"
| 5-8
| Show of Force
|}
{| class="wikitable" style="text-align:center; display: inline-table;"
|- style="font-weight:bold;"
! colspan="2" style="background-color:#9b9b9b;" | Skirmish
|- style="font-weight:bold; background-color:#efefef;"
| D8
| Mission
|-
| 1-2
| Winds of War
|-
| 3-4
| Endless Pursuit
|-
| 5-6
| Counterattack!
|-
| 7-8
| The Call of Darkness
|}
{| class="wikitable" style="text-align:center; display: inline-table;"
|- style="font-weight:bold;"
! colspan="2" style="background-color:#9b9b9b;" | Operation
|- style="font-weight:bold; background-color:#efefef;"
| D8
| Mission
|-
| 1-2
| The Order to Destroy
|-
| 3-4
| Emissary of Darkness!
|-
| 5-6
| Burning Sandstorm
|-
| 7-8
|
|}
{| class="wikitable" style="font-weight:bold; text-align:center; display: inline-table;"
|-
! colspan="2" style="background-color:#9b9b9b;" | Conflagration
|- style="background-color:#efefef;"
| D8
| Mission
|- style="font-weight:normal;"
| 1-4
|
|- style="font-weight:normal;"
| 5-8
|
|}
</center>
;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'''
<Gallery mode="nolines" widths=380 heights=250 >
: 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.
File:Deployment Areas.png|'''Standard Deployment'''
File:Cornered Deployment.png|'''Cornered Deployment'''
File:Long Side Deployment.png|'''Long Side Deployment'''
</gallery>


;5. '''Creating the Battlefield'''
=== Core Missions ===
: 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.
These are the primary game modes used for regular play. These missions are designed to be balanced, repeatable, and suitable for any army composition. Each Core Mission provides a defined setup, deployment method, and set of objectives that both players follow.


;6. '''Placing Objective Markers'''
Unlike Narrative Missions, which are story-driven scenarios with highly specific setups, Core Missions use shared rules and formats to ensure fair and consistent gameplay. Only Core Missions are included in this rulebook. Narrative based missions are available separately on the official website.
: 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'''
The following section presents the available Core Missions and their rules in the following format:
: 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.
* Mission Name
* Engagement Size
* Deployment
* Primary Objective
* Objective Scoring
* Game Length
* Victory Condition


;8. '''Choose a Deployment Area'''
'''High-Value Target (HVT)'''
: The Defender chooses their deployment area first followed by the Attacker.


;9. '''Deploy Squads'''
Deployment:
: Squad deployment is done in alternating order. The player who moves first places down one Unit from their squad into the Deployment Area. Then the player who moves second does the same. This repeats until all Units are on the field.
* Any
Primary Objective:
* Each player chooses one Unit from their squad to be their designated High Value Target.
Objective Scoring:
* For each enemy Unit destroyed, the player who destroyed it gains 1 Victory Point (VP).
* If the destroyed Unit was the enemy HVT, that player gains 3 Victory Points instead.
Game Length:
* The battle lasts 6 rounds or until one player has no Units remaining.
Victory Condition:
* The player with the most Victory Points at the end of the 6th round is the winner.


;10.'''Begin the Battle'''
'''Command & Control'''
:


;11.'''End the Battle'''
Deployment:
:
* Standard (Recommended)
Primary Objective:
* The player with initiative rolls 1d4 + 2 to determine the total number of Objective Markers to be placed on the battlefield. Players alternate placing these Markers down starting with the player who moves first.
* Each player may place only one Objective Marker within their own Deployment Area.
All Markers must be placed at least 4 hexes away from any other Marker and must also be 1 hex away from the tables edge.
* Markers may not be placed free-floating on higher elevations.
Objective Scoring:
* If a Unit ends it turn on an Objective Marker, that marker is considered captured by that Units player.
* At the end of each round, a player gains 1 Victory Point for each Marker they control. Objective Markers located within the opponents Deployment Area are worth 2 Victory Points instead.
* A captured Objective Marker remains under a players control even if the Unit moves away, until an opposing Unit ends its turn on that Marker and captures it.
Game Length:
* The battle lasts 6 rounds.
Victory Condition:
* The player with the most Victory Points at the end of the 6th round is the winner.
* If tied, the player who lost the fewest Units wins.
* If still tied, the game is a draw.


;12.'''Determine the Victor'''
'''Asset Retrieval'''
: 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 ==
Deployment:
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; color:#202122;"
* Long Side (Recommended)
|- style="font-weight:bold; background-color:#EAECF0;"
Primary Objective:
! Term !! Definition
* The player with Initiative places one Objective Marker on the battlefield. The Marker must be placed at least 4 hexes away from any Deployment Area.
|-
Objective Scoring:
| Accuracy Roll
* If a Unit is on the same hex as the Objective Marker and has a free hand or manipulator, it may use the [Retrieve] Command Action to pick up the Marker.
| style="text-align:left;" | 1d8 that determines the outcome of a Ranged Attack.
* The hand or manipulator holding the Marker cannot be used for any purpose while carrying it, including for the [Grapple] Command Action or for two-handed weapons.
|-
* A Unit carrying the Marker may use the [Release] Command Action to place the Marker on its current hex.
| Assault Roll
At the end of each round:
| style="text-align:left;" | 1d8 that determines the outcome of a Melee Attack.
* A player gains 2 VP if one of their Units is carrying the Marker.
|-
* A player gains 1 VP if one of their Units is on the same hex as the Marker but not carrying it.
| Evasion Roll
Game Length:
| style="text-align:left;" | 1d8 that determines the outcome of an attempted Evasion.
* The battle lasts 6 rounds.
|-
Victory Condition:
| Critical Hit
* The player with the most Victory Points at the end of the 6th round is the winner.
| style="text-align:left;" | Adds 1/2 of the Weapon's base damage as bonus damage (round up).
* If tied, the player who lost the fewest Units wins.
|-
* If still tied, the game is a draw.
| Classification
| style="text-align:left;" | Determined by the Total Defense Points of a Unit.
|-
| Line of Sight
| style="text-align:left;" | A straight, unobstructed line from an attacking Unit to its target.
|-
| Field of View
| style="text-align:left;" | 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
| style="text-align:left;" | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing.
|-
| Standard Movement
| style="text-align:left;" | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn
|-
| Thruster Movement
| style="text-align:left;" | 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
| style="text-align:left;" | Also referred to as AP. Points used to determine how many actions can be performed in a single turn.
|-
| Command Actions
| style="text-align:left;" | 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
| style="text-align:left;" | Weapons that are being held in the hands of a Unit.
|-
| Mounted Weapons
| style="text-align:left;" | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to.
|-
| Carried Weapons
| style="text-align:left;" | 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
| style="text-align:left;" | How much damage a Weapon deals before modifications.
|-
| Fall Damage
| style="text-align:left;" | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses.
|-
| Collision Damage
| style="text-align:left;" | 2 ( Moving Unit Classification * Thrown Distance)
|-
| Throw Distance
| style="text-align:left;" | Attacker Classification - Defender Classification + 2
|-
| Systems
| style="text-align:left;" | 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
| style="text-align:left;" | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model.
|-
| Traits
| style="text-align:left;" | Abilities granted to the Unit from the pilot.
|-
| Artificial Intelligence
| style="text-align:left;" | RoyRoy heads have their own sentience used for giving Drones autonomy.
|-
| Core Parts
| style="text-align:left;" | 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
| style="text-align:left;" | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc.
|-
| Core Type
| style="text-align:left;" | Determines your Unit's base Stats. Each Core Type provides different Stats.
|-
| Deployment Cost
| style="text-align:left;" | 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.
| style="text-align:left;" | 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
| style="text-align:left;" | Hexes of the same color that directly touch one another.
|-
| Main Unit
| style="text-align:left;" | Refers to a single Unit that controls drones.  
|}


'''Control Points'''


Deployment:
* Cornered (Recommended)
Primary Objective:
* The player with initiative rolls 1d4 + 2 to determine the total number of Objective Markers to be placed on the battlefield. Players alternate placing these Markers down starting with the player who moves first.
* Each player may place only one Objective Marker within their own Deployment Area.
All Markers must be placed at least 4 hexes away from any other Marker and must also be 1 hex away from the tables edge.
* Markers may not be placed free-floating on higher elevations.
Objective Scoring:
* For If a Unit occupies the same hex as an Objective Token at the end of the round, that player gains 2 VP.
* However, if an opposing Unit is within 1 hex of that Objective Token, no VP is awarded for that token this round.
Game Length:
* The battle lasts 6 rounds or until one player has no Units remaining.
Victory Condition:
* The player with the most Victory Points at the end of the 6th round is the winner.
* If tied, the player who lost the fewest Units wins.
* If still tied, the game is a draw.




{{CoreNavigation}}
{{CoreNavigation}}
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 04:44, 13 April 2026

Introduction

The 30 Minute Missions: Wargame (30MM:W for short) is a mech-based tabletop miniatures game using Bandai Spirit's 30 Minutes Missions line of 1/144 scale mecha model kits. The focus of this game is on:

  • The ability to play missions in, roughly, 30 minutes (excluding setup); and
  • The customizability and modular designs for model kits.

The game is played over a series of rounds. Each round consists of alternating turns between each player choosing one of their Units, moving to the best position, attacking the enemy, or holding an objective. The battlefield is played with varying terrain, elevations, and structures. Missions can vary from eliminating the enemies to securing intel.

Objective

The game is won after the primary objective of the mission you are playing has been completed. These range from holding an objective for multiple turns, getting an object and moving to your side of the board, or simply destroying the enemy forces.

Required Components

The hex game mat is roughly 40x60” with 4.5” hexes (vertex to vertex) setup in an 11 hex by 15 hex grid with the flat sides horizontal.
  • 30 Minutes Missions Models (assembled)
  • Datasheets (filled out)
  • Hex Grid Game Mat
  • Game Tokens
  • D8 Dice
  • D20 Dice
  • Various Hex Colors






Units and Squads

Each individual model on the battlefield is referred to as a Unit. All Units controlled by a single player together make up that player’s Squad. When a rule refers to a Unit, it applies only to that specific model. When a rule refers to a Squad, it applies to all of that player’s Units collectively.

Dice

To play the 30MM: Wargame, you will need two types of dice: eight-sided dice (D8) and twenty-sided dice (D20). Each player should have at least 5–10 D8s to keep gameplay fast and 1 D20 for every Unit they control. The D20 is used to track a Unit’s Action Points (AP), while the D8 is used for all attack, defense, and ability rolls. Occasionally, the rules may reference alternate dice notations such as D4, 2D8, or D8 + 1:

  • D4: Roll a D8 and halve the result, rounding up.
  • D8 + 1: Roll a D8 and add 1 to the result.

Rolls and Rerolls

When making a roll, the player must roll equal to or higher than the target value listed under the Unit’s Modified Stat on its Datasheet. Each roll represents a single attack, defense, or action attempt. Example: Unit A makes two ranged attacks against Unit B, which has a Modified Evasion Stat of 7. The defending player rolls 2D8, scoring a 6 and a 7. This means one attack hits (6) and one attack is evaded (7). If an ability allows you to reroll dice, select the number of dice indicated and reroll them, starting with the lowest results first. The outcome of the reroll is final, even if it is worse than the original roll.

Tokens

Active Token used to identify which Units are active or inactive.

Tokens are used to track various effects, conditions, and states that occur during gameplay. Whenever a rule or status effect instructs a player to place a token, it should be placed face-up next to the affected Unit to clearly indicate the current condition.

Objective Markers

Objective Marker Designed by Discord Member, Nexus

Objective Markers represent key tactical points, data nodes, or energy beacons on the battlefield that players must capture, defend, or destroy to complete mission objectives.

The standard Objective Marker model is built using a combination of Roy Roy leg parts (from the 30 Minute Missions Alto or Portanova kits), thrusters from the Option Parts Set 1, and structural components from the J1 runner, included in most 30MM kits.

Players may use Objective Marker tokens in place of the physical kit-built markers if preferred. Alternatively, an Objective Marker can be any model, piece, or object the players agree upon prior to starting the game, so long as all participants clearly understand what represents an active objective.

When placed on the map, Objective Markers do not obstruct movement or Line of Sight unless specified by the mission.



Datasheet

Each Unit is represented by a Datasheet, which contains all of the information required to operate that Unit effectively on the battlefield. The Datasheet lists every attribute, ability, and piece of equipment necessary to complete a mission. While Units can differ greatly in how they function, every Datasheet follows the same layout and includes the following modules:

  1. Unit Sections – Displays each section (Head, Torso, Left Leg, etc.) of the Unit and its Durability Points (DP).
  2. Specifications – Lists the Unit’s detailed attributes such as classification, base AP, movement (standard and thruster), as well as total thruster durability.
  3. Modified Stats – The Unit’s Accuracy, Assault, and Evasion values, used when making Attack and Defense Rolls.
  4. Core Type – Shows the Unit’s base model and core statistics.
  5. Unit Information – Includes the Unit’s Name, Type, and Movement Mechanism(s).
  6. Pilot Information – Lists the Pilot’s Name, Rank, and Pilot Cost.
  7. Systems, Mods, & Traits – Details the Unit’s special abilities and upgrades.
  8. Weapons & Equipment Inventory – Records all weapons, gear, and equipment equipped by the Unit.
  9. Deployment Cost (DC) – The total cost required to field the Unit in battle.
Caption

Unit Information

Mechs

A Mech is a humanoid combat Unit characterized by articulated limbs, modular construction, and the ability to operate across various terrains and elevations. Mechs are designed for front-line combat, tactical flexibility, and diverse loadouts, capable of fulfilling multiple battlefield roles. Design Choices of Mechs:

  • Humanoid Frame: Possesses articulated arms, legs, and a torso, enabling advanced maneuverability such as jumping, climbing, or changing facing independently.
  • Combat Versatility: Capable of engaging in both ranged and melee combat; well-suited for precision attacks, flanking, and defensive holds.
  • Reactive Posture System: Can assume crouching, and prone positions as well as offensive, defensive, and parry stances to affect LoS, hit zones, and evasion.

Vehicles

Vehicles are modular support Units designed to augment, transport, or reinforce Mech Units on the battlefield. They can operate independently or in tandem with other Units, often providing specialized mobility, firepower, or utility functions. Design Choices of Vehicles:

Total Durability 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
  • Dedicated Support Platform: Mech Units can ride on/in various vehicles to move around the battlefield.
  • Modular Integration System: Can combine with Mech Units for additional firepower.

Classifications

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 Durability value of all of Core Parts combined.

Playing the Game

All missions take place on a battlefield overlayed by a hexagonal grid. A single hex measures 4.5” from point-to-point and 3.9” from side-to-side. This is the same size as an Action Base 4/5. A battlefield measures 14 hexes on the long side and 11 hexes on the short side (58.5”x38.3”).

Setup

Engagementsize.png

Players will first lay out a battlefield mat as preferred or, if playing a scenario, as the scenario specifies.

Before determining turn order, all players must agree on the Engagement Size (the total Deployment Cost limit of all Units in a players squad). Once the Engagement Size is set, each player assembles their Squad accordingly.

Next, players will roll a 1D8 to determine who goes first. The higher roll then determines who is the attacker or defender. The attacker gets to start first but the defender gets to choose which table side to start on (A or B side). If both players roll the same, then both players conduct a reroll.

In a 3 (or more) player game, players choose which side (attacker or defender) to participate in and share Units and turns with their teammates. At the start of the round, players roll for initiative with the higher roll, giving the first chance to move a Unit.

Unit Deployment

Deployment Areas.png

Once the attacker and defender have been determined, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.

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.

After both sides have deployed their Units, the Deployment Phase has ended and gameplay can begin.

Action Points

At the start of a Unit's activation, before moving, the player must roll 1d8 to determine the number of Action Points (AP) available during that turn. Action Points are spent to perform various actions, such as entering a prone position, deploying a drone, or firing a weapon.

After rolling, the result is added to the Unit’s Base AP value as listed on its Datasheet in the Specifications Section. A Unit may store unused AP from one turn to the next. However, it cannot exceed a total of 16 AP at any time unless stated otherwise.

Phases of a Turn

The 30MM: Wargame consists of a series of alternating turns that make up a number of rounds. Each turn consists of three phases. The players will execute these phases in sequential order for every Unit that is activated. After a Unit has been activated and completed all three phases, play passes to the next player in the established play order (e.g., Attacker 1, Defender 1, Attacker 2, Defender 2, etc). Once all Units have been activated, progressed through each phase, and become inactive, the round ends and a new one begins.

Each turn includes the following phases, performed in the following order:

  1. Movement Phase
  2. Ranged Combat Phase
  3. Close Combat Phase

Movement Phase

The player may now choose a Unit to activate and begin its Movement Phase. Once selected, the player rolls for Action Points as explained in the section above. If a player chooses not to activate a Unit or the Unit is unable to act (due to a status effect, lack of AP, or other restriction), the Unit is immediately marked Inactive and play passes to the next Unit in turn order.

After the player has determined the amount of AP the Unit has, they then can move to their desired location. In the Specifications Section of the Datasheet, there is a section called “Standard Movement”. This section shows how many hexes that Unit can move in a single activation. A Unit can move any number of hexes to a maximum of what that section shows. When moving a Unit, its facing is also important, as it affects both offense and defense. Changing Facing also costs a single movement point. Greater details on how facing works can be found in the Facings Section. Below the standard movement you’ll also see “Thruster Movement”. This option is only available to Units that meet certain requirements as found in the Thruster Movement Section below. A Unit also has the option of not moving at all. Outside of this basic information there are other steps that can be taken listed in the next section Movement.

Any terrain effects gained must be resolved before moving on to the next phase.

Ranged Combat Phase

After moving the selected Unit to the desired hex, the player may then make attacks with ranged weapons. All attacks made must subtract the weapons AP cost from the Units current stored AP. If the Unit does not have an adequate amount of AP, then the Unit cannot make an attack with that weapon.

If the player decides to not make a ranged attack (to save AP or any other reason they decide), they may skip this phase and move to the next but cannot return to it.

Declaring Weapons Fire

The player must then choose a target to attack. Once a target has been established, then the player must declare which Unit Section on that target they are going to attack.

Common Unit Sections include Head, Torso, Left Arm, Right Arm, Left Leg, and Right Leg.

A player must declare all attacks they plan to make at this time, specifying which weapon(s) they intend to fire and at what sections. Players may not change an attack declaration once made.

Resolving Weapons Fire

Once a target and Unit Section are declared, the player will then resolve the weapons fire one weapon at a time. All declared attacks must be made, even if the intended target is destroyed before all attacks against it have been resolved. The order in which a Units weapons are rolled and resolved is up to the Units player.

Close Combat Phase

Activation Tokens are used to manage Unit activations. Place the activation token next to the Unit you wish to activate. When a Unit completes its activation, flip the token to the Inactive side.

Players repeat the steps given for the Ranged Combat Phase except with close combat weaponry (typically weapons with a range of 1).

Once the player has resolved all close combat damage, the Unit becomes inactive and ends its turn. At which point, the opposing player chooses a Unit and begins the cycle again.

Win Conditions

Players repeat the sequence of play given above until one side achieves victory. Under normal circumstances, the side with the last surviving Unit on the battlefield wins. If the last Units from each side are destroyed simultaneously or if the last Units from each side are rendered Inoperable, the game is a draw. Players may set other victory conditions by mutual agreement before play begins. In addition, some missions have special victory conditions of their own.

Unequal Units on Map

When both sides have an equal number of Units, each player takes a turn activating a single Unit, then the other player activates a single Unit, and so on. If the number of units on each side is unequal, this procedure is altered.

If one side has more activatable units than the other, the players will continue to alternate Unit activations until one player can no longer activate their Units for that round. At which point, the other player will continue activating their Units until they are all deactivated and the round is over.

In the image above, follow the sequence (top to bottom) to resolve an attack. First, the attacking player makes their Attack Roll(s). If the attack succeeds, the defending player then makes their Defense Roll(s). If the defender fails to evade the attack, damage is applied and resolved. A more in-depth explanation can be found in the Combat section under Combat Roll Resolution.

Movement

During the Movement Phase, Units may reposition and adjust their elevation on the battlefield to secure tactical advantage.

Standard Movement

A Unit’s Standard Movement value is listed in the Specifications Section of its datasheet. This value represents the total number of Movement Points (MP) the Unit may spend during its Movement Phase, determined by its Classification. A Unit may move into the hex it is currently facing or into the hex directly behind it; movement into any other hex requires a facing adjustment. Entering a clear hex costs 1 MP whether moving forward or backward, while movement costs for other terrain types vary as specified elsewhere in the rules.

Standard Jump

A Mech Unit may perform a Standard Jump as part of their Standard Movement. A Standard Jump allows the Unit to leap over the hex directly in front of it and land two hexes forward while maintaining its facing, at a cost of 2 MP. The Unit must remain on the same elevation throughout the jump and cannot leap over a hex, structure, or Unit that occupies a higher elevation level.

A Unit may descend to a lower elevation during a jump as long as it has enough MP to complete the movement; otherwise, Fall Damage is applied based on the number of elevation levels dropped. Upon landing, all terrain effects of the landing hex immediately apply. A Unit may perform multiple Standard Jumps during its Movement Phase, provided it has sufficient MP remaining.

Facings

Each hex on the battlefield has six sides. A Unit must always face one of these sides; this is referred to as its Facing.

Changing a Unit’s Facing costs 1 Movement Point, deducted from its Standard Movement allowance.

■ The left shows Unit A moving 2 hexes forward, changing its facing direction once, and finally moving a single hex forward before ending its movement. ■ The right shows Unit B making 2 facing changes before moving 2 hexes forward, then making another facing change and a single movement forward before ending its movement.

Thruster Movement

When a Unit is equipped with thrusters, it may perform a Thruster Movement instead of a Standard Movement. Thruster Movement allows the Unit to move up to double its standard movement points in a single turn, as indicated by its Thruster Movement value.

Thruster Movement must be performed in a straight line, and the Unit must normally remain on the same elevation from start to finish.

Thruster Jump

As part of Thruster Movement, a Unit may perform a Thruster Jump, allowing it to ascend or descend elevations during its movement.

A Unit initiates a Thruster Jump by declaring Thruster Movement.

When performing a Thruster Jump, the Unit may move in a straight line and change elevations at any point along its movement path, up to its Thruster Movement value. The Unit may land on a hex at a higher or lower elevation than where it began.

If a Unit ends its movement on a hex without solid ground beneath it and does not have the Aerial [AIR] Movement Mechanism, it immediately falls to the next available elevation and suffers Fall Damage.

Additional Rules

  • The Unit may move any number of hexes, up to its Thruster Movement value.
  • After completing a Thruster Movement, the Unit must maintain its facing direction, forfeit its Combat Phase (unless otherwise stated), and become inactive.
  • If all thrusters on the Unit are destroyed, it can no longer perform Thruster Movements.

Elevation Changes

Units may change elevation during the Movement Phase. Ascending or Descending one elevation level costs 1 Movement Point in addition to the 1 Movement Point to move into the new hex.

Backward Movement: Units moving backward cannot change elevation.

Unauthorized Elevation Changes: A Unit cannot force another Unit to ascend to a higher elevation. A Unit may force another Unit to descend to a lower elevation. Units forced downward suffer Fall Damage (pg. 32).

Terrain

Non-Grey terrain types, those with additional environmental effects, require extra Movement Points to move through. Certain terrain types may also grant bonuses or impose restrictions on movement and other actions while a Unit occupies them. Refer to the Hex Colors for full details.

Hex Occupancy

A Unit may move through a hex occupied by a friendly Unit. A Unit may not move through a hex occupied by an enemy Unit unless executing a Thruster Impact. A Unit may end its Movement Phase in a hex containing friendly Units, provided that each Unit maintains at least 80% of its model within the hex, based on best judgment, and the Units do not physically overlap. Units may be repositioned freely within the hex as long as at least 80% of the model remains inside the hex (this does not require a Command Action to perform) and the Unit maintains the facing established at the end of its movement. Movement within the hex may be used to set up ambushes, establish firing positions, or improve cover. Opposing Units cannot occupy the same hex unless otherwise specified or unless they are positioned on different elevation levels.

Movement Mechanisms

A Unit’s method of traversing the battlefield is defined by its Movement Mechanism. These dictate how a Unit interacts with terrain, elevation, and movement-related effects. A Unit’s assigned mechanism is determined by the components used during its construction and is listed on the Unit’s datasheet as a three-letter tag. Units that are considered Mechs do not qualify for any Vehicle additional rules. Tags appear as 3 letters within brackets and allows players to quickly identify how a rule or item functions. For a full explanation, see Tags. There are three types of Movement Mechanisms.

Terrestrial Movement

Tag: [TRS] The standard movement mechanism for all ground-based Units. These Units traverse solid terrain using walking, rolling, or similar locomotion.

This mechanism does not require Thruster Durability unless it is performing a Thruster Movement.

Units with this mechanism must use elevated terrain to move to higher elevations. A Terrestrial Unit cannot move directly to a higher elevation unless there is accessible terrain.

To qualify for this mechanism, a Unit must have at least one of the following Unit Sections: Legs, Treads, Wheels, or comparable locomotion systems.

Terrestrial Vehicles

Land-based vehicle Units follow additional rules to reflect their unique combat and movement traits.

Requirements:

  • Must contain at least one [TRS] marked Unit Section.
  • Must not contain an [AQN] or [AIR] tag.

Restrictions:

  • Weapon range is halved when firing through green hexes.
  • Movement costs 2x when crossing green hexes.

Bonuses:

  • Field of View (pg. 18), the area the Unit can target Units, is all 6 hexes around the Unit.
  • Main Cannon has an AP reduction of 3 (to a minimum of 4).

Aquatic Movement

Tag: [AQN] The standard movement mechanism for all water based Units. These Units traverse and maneuver through aquatic terrain such as oceans, rivers, and lakes, freely adjusting their position within submerged environments.

Units with the [AQN] Movement Mechanism use Movement Points (MP) as normal Standard Movement to navigate Blue Hexes with two exceptions: ascending upward in the water costs 1 MP, while descending to a lower elevation costs no additional MP.

To qualify for this mechanism, a Unit must have at least one of the following: Fins, Thrusters, or comparable propulsion sections. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.

If a Unit’s Thruster Durability drops below the required threshold, it immediately loses access to [AQN] movement and becomes subject to Blue Hex terrain effects.

Aquatic Vehicles

Water-based vehicle Units follow additional rules to reflect their unique combat and movement traits.

Requirements:

  • Must contain at least one [AQN] marked Unit Section.
  • Must not contain an [TRS] or [AIR] tag.

Restrictions:

  • Cannot make normal movements on 0 Elevation (Ground Level).
  • Can only move over light/dark blue hexes; failure to do so results in the Unit gaining the Grounded status effect.

Bonuses:

  • Attacks made with missile pods do not require LoS.

Aerial Movement

Tag: [AIR] The standard movement mechanism for all air based Units. These Units operate above the battlefield, maintaining altitude without reliance on solid ground and freely traversing terrain by air.

Units with the [AIR] Movement Mechanism use Movement Points (MP) to travel between hexes as normal Standard Movement to navigate, but they ignore all ground-based terrain effects unless specified to effect them. These Units can also adjust their elevation up or down by 1 level at the cost of a single MP rather than the standard 2.

Units with this mechanism cannot fly through Green Hexes (dense vegetation or forest terrain).

If a Unit loses access to [AIR] while airborne and without solid ground beneath it, it immediately falls to the lowest available elevation and suffers fall damage as normal. See the Minimum Thruster Durability chart on the next page for more information.

To qualify for this mechanism, a Unit must have at least one of the following: Wings, Rotors, Thrusters, or comparable propulsion systems. A Unit must also meet or exceed the required Thruster Durability threshold to maintain this mechanism.

Aerial Vehicles
The chart above shows the minimum Thruster Durability required for each classification to access a Movement Mechanism. Note: When creating a Custom Unit, it is recommended to keep the Thruster Durability well above the listed threshold. If the durability falls below it loses the mechanism.

Air-based vehicle Units follow additional rules to reflect their unique combat and movement traits.

Requirements:

  • Must contain at least one [AIR] marked Unit Section.
  • Must not contain an [AQN] or [TRS] tag.

Restrictions:

  • Cannot make normal movements on 0 Elevation (Ground Level).
  • Cannot move backwards.
  • Must use all movement points (standard or thruster) during activation; failure to do so results in the Unit gaining the Grounded status effect.

Bonuses:

  • Strafing Runs: When the Unit passes directly over enemy Units (at one elevation higher) during the Movement Phase, it may pause movement to conduct a single ranged or close combat attack. After resolving the attack, the Unit continues it movement. This can be repeated multiple times during a single movement phase until the Activated Unit's AP is 0 or no more targets are within the movement path.

Combat

Once the player’s chosen Unit completes the Movement Phase, they engage in combat. Units use two forms of combat: Ranged Combat and Close Combat. Ranged Combat utilizes missiles, beam rifles, rockets, and many others. Close combat utilizes beam swords, pile bunkers, heavy metal swords, and even other Units.

Targeting Basics

This section establishes how a Unit selects and validates a target before making an attack.

Defining a Target

All targets fall into one of two categories: Units or Structures.

  • Units include mechs, vehicles, drones, and any weapons or equipment integrated with them.
  • Structures refer to any constructed object of human origin, including buildings, fortifications, or installations.

A player cannot deliberately target an allied Unit.

Field of View

If an attacking Unit has Line of Sight to its intended target, the player must then check whether the target is within the Unit’s Field of View (FoV).

A Unit’s FoV begins with the hex directly in front of it and includes the adjacent hexes to its immediate left and right, forming a forward-facing arc. This arc expands outward in a cone-shaped pattern from the attacker to the edge of the battlefield.

Line of Sight

In the image above, Unit A (Blue) stands before Units B–F (Red) to illustrate various Line of Sight (LoS) scenarios. ■ Unit A to B: Clear LoS. ■ Unit A to C: Two green hexes intervene LoS. ■ Unit A to D: No LoS due to intervening elevation. ■ Unit A to E: Clear LoS. ■ Unit A to F: No LoS due to intervening elevation.

Line of Sight (LoS) is used to determine visibility between an attacking Unit and its designated target. To determine LoS, the player must use the actual line of sight from the physical model. This is done by lowering their perspective to the eye level of the Unit’s cockpit or sensor array (head) and verifying whether the targeted Unit Section is visible. If any part of the target section is visible, LoS is established. LoS may be obstructed by terrain, structures, or other Units, friendly or hostile.

Terrain between the attacker and target may partially or fully obstruct LoS. If an attack passes through terrain with visibility modifiers (e.g., forests or debris), apply the listed penalties under Terrain Effects. When declaring an attack, the player must also ensure that the weapon system being used has an unobstructed LoS to the target. This is verified by physically aiming the weapon at the intended target. The line from the weapon to the target must be free of any obstructions, including terrain features, structures, or other Units.

Targeting Conditions

This section establishes how terrain, elevation, and other Units may obstruct or alter attacks, covering rules for partial obstruction, height differences, terrain effects, and intervening obstacles.

Partial Obstructions

In certain situations, a Unit may be partially obscured by terrain, structures, or other Units. Only the visible Unit Sections may be declared as valid targets for attacks.

The image above shows two Units with different Unit Sections not obstructed by the buildings. Left: Head, Torso, Left Leg, and Left Arm. Right: Head, Torso, Left Arm, and Right Arm.











Terrain Elevations

Each hex will have its elevation marked on the map. If no elevation marking is present, the hex is treated as Ground Level (Elevation 0) by default. Hexes with elevations above 0 represent hills or elevated terrain. Hexes with elevations below 0 represent depressions or valleys.

  • Water: Water hexes descend to a depth of Elevation -1 to -2 below ground level, with Elevation -2 representing maximum depth. The lower the elevation level, the deeper the water. A Unit occupying a Water hex is always considered to be at the lowest elevation of that hex.
  • Forest: Forest hexes share the same elevation as the terrain they occupy. For example, a forest located on Ground Level (0) is also considered to be at Elevation 0. Units occupying Forest hexes are positioned on the base terrain elevation—not atop the treetops.

Unit Height & Width

Standard Mechs, Vehicles, and Drones positioned at ground level (Elevation 0) occupy less than one full elevation in height. An exception is made if a Unit’s waist section (where the legs and torso connect) extends into Elevation +1. In such cases, the Unit’s base elevation is considered +1. Units are considered to be at the elevation of the hex they currently occupy when calculating LoS. Most Units occupy less than one full hex in width. Large Units must also remain within a single hex but are permitted to extend up to 80% of their model beyond the hex boundary, provided their base remains clearly and visibly within the hex.

Weapon & Attack Requirements

Defines the conditions a Unit must meet to declare an attack, including weapon availability, range, line of sight, and any special restrictions.

Weapon Requirements

Before declaring an attack, the player must confirm that the Unit can use the weapons in its inventory by meeting the following conditions:

  • AP Cost: Each weapon has a designated Action Point (AP) cost. This is the number of AP required to perform a single attack.
  • Range: All weapons have a listed range value. The intended target must be within this range.
  • Equipped Weapons Only: A Unit may only attack with weapons that are currently equipped—either mounted or held in-hand.

Attack Declaration

Once a target has been confirmed within the attacking Unit’s Field of View (FoV), the player must declare an attack. When declaring an attack, the player must state the following (in any order):

  • The weapon or weapons being used.
  • The target Unit, including the specific Unit Section or Sections being aimed at.

After the attack is declared, the total Action Point (AP) cost of all chosen weapons is subtracted from the Unit’s available AP. Example: Unit A uses its beam saber to attack 3 times. The beam saber’s AP cost is 5, a total of 15 AP will be subtracted.


Combat Roll Resolution

This section explains how players resolve combat by making Accuracy, Assault, and Evasion rolls, including the effects of Critical Hits and Misses.

Attack Rolls

An Attack Roll is a dice roll made by the attacking player to determine whether their Ranged or Close Combat attack is On Target. On Target simply means the attack that was made has successfully targeted the intended area. Once all Attack Rolls have been made, the targeted Unit’s player will then make their rolls.

Accuracy

Also known as rolling for accuracy, is the process used to determine whether a ranged attack is On Target. To perform an Attack Roll, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Unit's Accuracy Stat:

  • If the roll is equal to or higher than the Unit’s Accuracy Stat, the attack is considered On Target.
  • If the roll is lower, the attack misses completely.
Assault

Also known as rolling for assault, is the process used to determine whether a close ranged attack is On Target. Similar to accuracy rolls, the attacking player rolls one d8 for each declared attack. The result of each roll is then compared to the Units Assault Stat:

  • If the roll is equal to or higher than the Unit’s Assault Stat, the attack is considered On Target.
  • If the roll is lower, the attack misses completely.

Defense Rolls

A Defense Roll is made by the defending player to determine whether incoming On Target attacks successfully hit their Unit. After all Defense Rolls have been resolved, any attacks that successfully hit the Unit must be applied and damage calculated.

Evasion

Also known as rolling for evasion, this process determines whether On Target attacks actually hit the defending Unit. To perform an Evasion Roll, the defending player rolls a d8 for each On Target attack made by the attacker. Each result is then compared to the defending Unit’s Evasion stat:

  • If the roll is equal to or higher than the Evasion stat, the attack is successfully evaded and no damage is taken.
  • If the roll is lower, the evasion fails and the Unit takes damage to the targeted Section.

Critical Rolls

When making Attack or Defense Rolls, there are two types of Critical Rolls: Critical Hits and Critical Misses.

  • Critical Hit: Occurs when the die result is an 8. The attack cannot be evaded and deals 1.5× the weapon’s Base Damage (round up).
  • Critical Miss: Occurs when the die result is a 1. The attack automatically misses.


Damage & Effects

During combat, weapons deal a set amount of damage known as Base Damage. This value can be found in the Base Damage column of the Unit’s Datasheet. Base Damage represents the standard amount of damage a weapon inflicts before other effects are applied. This amount is dealt for each successful hit on a target.

Resolving Damage

When an attack is successful, the damage is applied to the Unit Section chosen by the attacker. The defending player reduces that section’s Defense Points (DP) by the weapon’s Base Damage value. This happens during the attacking players turn and must be resolved before the turn ends. If the DP of that section is reduced to zero, that section is destroyed. When a Unit Section is destroyed, it becomes non-operational and can no longer be targeted. All weapons, equipment, and special abilities located in that section are also destroyed and removed from play.

Resolution Order

All attacks are resolved in the order they occur. When resolving multiple hits on a single Unit from the same weapon, all hits are rolled and resolved simultaneously. When resolving hits made with different weapons, resolve all rolls and resulting damage from one weapon before proceeding to the next. Example: Unit A successfully hits Unit B’s torso with three beam rifle shots, dealing a total of 15 damage. This value is then subtracted from the torso’s Defense Points. Unit A then hits Unit B’s torso again with two rocket shots, dealing a total of 20 damage. This value is also subtracted from the torso’s Defense Points. Destroyed Unit Sections When a Unit Section is destroyed, the player may remove the corresponding piece from the model or place a Destroyed Limb token to mark it. In either case, the associated Status Effect is immediately applied:

Destroyed Vs. Inoperable

A Unit is considered Destroyed when its Torso (for Mechs) or Cockpit (for Vehicles)

Durability Points are reduced to 0. When a Unit is destroyed, leave its model on the battlefield, placed face down. If the hex it occupies does not already contain a terrain effect, that hex becomes a Black Hex. A Unit is considered Inoperative when its core section remains intact but it can no longer function effectively:

  • Mechs: If the Torso Unit Section is intact but all limbs are destroyed, the Unit is Inoperative.
  • Vehicles: If the Cockpit Unit Section is intact but the Unit loses all mobility sections, it is Inoperative.

An Inoperative Unit may still participate in an engagement if it has functional Drones, Mounted Weapons, or Handheld Weapons.


Status Effects

Status Effects represent ongoing conditions that change how a Unit behaves in combat. They can come from abilities, weapons, or terrain features.

Name Effect
Abyssal * Standard Movement is limited to 2 Movement Points.
  • At the start of its turn, the Unit suffers 10 damage to its Torso Unit Section.
Airborne * If a Unit has the [AIR] Movement Mechanism, place an elevation token (+1, +2, +3) beside it to indicate its current elevation. This token is removed when the Unit returns to solid ground.
Blinded
  • Unit gains -1 to Accuracy and Assault Rolls.
  • Reduces non-melee weapon ranges by 50% (rounding up).
Conceal
  • Unit gains +1 to Evasion Rolls against Long Ranged Attacks.
Crippled (Partial)
  • Standard Movement is reduced by 50% (rounding up).
  • Unit gains -1 to Assault Rolls.
Crippled (Severe)
  • Standard Movement is limited to 1 Movement Point.
  • Unit gains -2 to Assault Rolls.
Destroyed Limb
  • Unit cannot use weapons or equipment with the destroyed Unit Section.
  • Any handheld weapons are dropped onto the battlefield in the Unit’s hex.
Euphotic
  • Standard Movement is limited to 2 Movement Points.
Grounded
  • The Unit is considered to be at 0 Elevation (Ground Level).
  • Cannot perform Evasions or forward movements (unless otherwise stated).
Hold
  • Unit cannot make any attacks or movements.
Ice Buildup
  • For each Ice Buildup token attached to a Unit, reduce its Standard Movement Points by 1 and its total AP storage by 4.
  • Upon reaching 3 stacks of Ice Buildup, Unit gains System Error status effect.
  • Ice buildup represents water freezing and shorting a Units electronics. This effect remains until the tokens are removed.
Immobilized
  • Unit cannot perform a movement until condition is removed.
  • Cannot Evade.
Limbless
  • Unit cannot perform grapples, use handheld weapons/equipment, or interact with objects that require arms.
  • Break Grapple Command Action costs 4AP.
  • Any handheld weapons are dropped onto the battlefield in the Unit’s hex.
Sand Buildup
  • For each Sand Buildup Token attached to a Unit, reduce its Standard Movement Points by 1 and apply a –1 modifier to all attack and defense rolls made by that Unit.
  • Upon reaching 3 Stacks of Sand Buildup, Unit gains System Error status effect.
  • Sand Buildup represents sand and dust clogging a Unit’s joints and systems. This effect remains until the tokens are removed.
Static Buildup
  • Upon reaching 6 stacks, Unit gains System Error status effect.
Submerged
  • If a Unit has the [AQN] Movement Mechanism, place an elevation token (-1 or -2) beside it to indicate its current elevation on blue hexes. This token is removed when the Unit returns to solid ground.
System Error
  • Unit ends its turn immediately and removes all buildup effects.

Close Quarters Combat

This sections outlines the rules for direct, physical engagements between Units at close range.

Basic Attacks

A Unit can make basic attacks during its Close Combat Phase, only if no weapons are equipped. Basic attacks represent using the Units body (punches, kicks, strikes, etc.) to deal minimal damage. All Units can make these attacks and does not need to be on the Units Datasheet. These do not gain bonuses from Systems, Mods, or Traits unless otherwise stated.

  • Cost: 1 AP
  • Range: 1
  • Damage: 1 Base Damage
Grappling

Grappling occurs when a Unit physically seizes another. Only Units with manipulators (at least 1) can perform a Grapple, and it can only be initiated during the Close Combat Phase. To perform a Grapple, follow the chart below:

  1. Engage Grapple
    • Attacker pays 2 AP.
    • Attacker rolls for Assault.
  2. Grapple Check
    • Success > Go to Step 3.
    • Fail > Grapple Ends (player may go back to step 1).
  3. Grapple Options (Attacker chooses one)
    • Throw > Go to Throw.
    • Hold > Go to Hold.
  4. Collision Damage
    • Formula: 2 x (Defender Class x Throw Distance)
    • Special Cases:
      • Structure Intact
      • Structure Destroyed

Throw A Unit physically throws another Unit a set distance. Max Throw Distance (in hexes): (Attacker Class – Defender Class) + 2

A Unit cannot throw a Unit that has a classification higher than its own. Landing Outcomes (choose based on destination):

  • Into a Structure:
    • Defender is placed into the Structures hex (not on the structure), FoV facing the Attacker.
    • Apply collision damage to the Defenders Torso Unit Section and the Structure.
  • Into a Hex:
    • Defender lands supine, FoV facing the Attacker.
    • Apply collision damage to the Defenders Torso Unit Section.*
  • Into a Hex with other Unit(s):
    • Each Unit in the hex must make an Evasion Roll.
    • Failure: Apply collision damage to the Unit(s) Torso Unit Section.
    • Success: Move into any adjacent open hex within their FoV, facing any direction.
    • If no hex is available, the Unit(s) instead applies collision damage to their Torso Unit Section.
    • Defender also lands supine, FoV facing the Attacker, and applies collision damage to the Torso Unit Section.
  • Blue Hexes:
    • Units thrown into a blue hex take half collision damage (rounding up).


Hold A Hold represents one Unit grappling and locking down another in close combat, restricting its ability to act.

  • Initiating a Hold:
    • Move the Attacking Unit into the same hex as the Defending Unit.
    • The Defending Unit immediately gains the Immobilized status effect.
  • Breaking a Hold:
    • The Defending Unit must use the [Break Contact] Command Action to escape.
  • Restrictions:
    • While holding, the Attacker cannot move but may still attack using mounted weapons or any handheld weapon without the [2H] tag.

Structure: Intact If a thrown Unit collides with a structure and the damage deal does not exceed the structures current defense:

  • The Unit gains the Immobilized status effect.

Structure: Destroyed If a thrown Unit collides with a structure and the damage dealt exceeds the structures current defense:

  • The Structure collapses onto the Unit.
  • Apply the Structures defense value as bonus damage to the Torso Unit Section.
  • Remove the destroyed structure and replace it with a Black Hex.
  • Place the Defending Unit supine, with its FoV facing the Attacker.
  • On the Defenders next activation, it must use the [Recover] Command Action to stand. If it does not, the Unit remains supine.

Example: Unit A grapples Unit B, spends 2 AP, and succeeds on an Assault Roll. With a higher Classification (4 vs 3), Unit A throws Unit B 3 hexes (4-3)+2. Unit B lands 2 hexes away, supine and facing Unit A, and suffers 12 Torso damage (3x2)x2 from the collision.

Thruster Impact

A Thruster Impact occurs when a Unit uses thrusters to rapidly advance and collide with an enemy Unit, causing damage and displacement.

When a Unit conducts a Thruster Movement and an enemy lies within its movement path, the Thruster Movement becomes a Thruster Impact.

Thruster Impacts can also be performed in the air or in the water.

Range Requirements:

  • Target must be beyond the Units Standard Movement Range.
  • Target must be within the Units Thruster Movement Range.

AP Cost:

The attacking Unit pays 2 AP + 1AP per 2 hexes traveled (rounding up).

Resolution:

  1. Confirm the target is within range and select the endpoint hex.
  2. Spend the AP cost.
  3. The attacking Unit makes an Assault Roll:
    • Failure: The Unit moves to the closest hex in its path toward the target and ends its turn.
    • Success: The defending Unit chooses one of the following responses:
Initial.png

Evade

  • Defender makes an Evasion Roll.
    • Success: Move to any open hex within current FoV and out of the attackers path, facing the same direction. Flying Unit may move one elevation higher.
    • Failure or no available hexes: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.
    • Attacker continues to the designated endpoint and ends its turn.
Evade.png

Stand Firm

  • Defender makes an Assault Roll.
    • Success: The defender blocks the charge (see Class Difference) and damage is applied to the attacking Units Torso Unit Section. The attacker stops in the adjacent hex.
    • Failure: Attacker slams the defender one hex past the endpoint. Damage is applied to the defenders Torso/Cockpit Unit Section.
  • Class Difference: If the defender’s Class is higher than the attacker’s, the charge is stopped completely. If the defender’s Class is equal to or lower, the charge continues as normal and both Units take damage.
Stand Firm.png

Damage: Thruster Impact damage is determined by the Attacking Units class (see below).

Thruster Impact damage.png

Other Situations While engaging in a Thruster Impact, the attacking Unit may run into various situations.

Slamming Unit into Elevated Terrain:

If a Thruster Impact attempts to move a target into a hex with elevated terrain, the target does not enter that hex. Instead, it takes 2x normal Thruster Impact damage to its Torso/Cockpit Unit Section. The attacker ends movement in the adjacent hex.

If the targeted Unit successfully evades the incoming attack, the attacking Unit instead collides with the elevated terrain, takes the full damage from the impact, and ends its turn in a hex adjacent to that terrain.

Slamming Unit into Multiple Units:

If a Thruster Impact attempts to move multiple targets, the action cannot be completed.

Other Actions

This section covers special actions and mechanics outside of standard movement and combat. These include Command Actions that allow Units to alter their behavior, Systems, Mods, and Traits that provide unique abilities or upgrades, and rules for handling falling and fall damage during play.

Command Actions Command Actions are special actions a Unit can perform during its turn that are not tied to any specific phase. Each Command Action costs 2 Action Points (AP) and may be used multiple times in a single turn unless otherwise stated.

Command Actions are divided into three categories:

  • State: Effects that resolve instantly when used and do not remain active..
  • Stance: Actions that may be taken out of turn. Activating a Stance immediately ends the Unit’s current turn.
  • Order: Commands issued to Drone Units, allowing them to act under the Main Unit’s direction.
Name Category Description
Recover State A Unit returns to a standing position from knocked down state.

If the Unit is knocked prone or laying on the ground, return to its standing position.

Press On State The pilot pushes the Unit beyond safe limits, refusing to yield ground.

Unit gains an additional Standard Movement Point.

Break Grapple State With a surge of strength, the Unit tears free from its opponent’s hold.

Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, no change.

Exchange State The Unit swiftly switches its weapon loadout to adapt to the changing battle.

Allows a Unit to replace an equipped Weapon with one being carried.

Retrieve State A mechanical arm or manipulator reaches out to reclaim a dropped item.

A Unit with a free hand may pick up a dropped or disarmed allied weapon from the same hex and equip it.

Release State The Unit disregards a weapon or equipment to lighten its load.

A Unit may drop a Weapon or Equipment from one of its hands onto its current hex.

Transform State Armor shifts, joints realign, and the Unit reconfigures into its alternate form.

Unit shifts into its Alternate Form, gaining bonuses from that form. Weapons with the [GB] tag may also Transform. Use again to revert.

Purge Buildup State The Unit vents pressure and heat, clearing away harmful environmental effects.

Roll a single D8 die. On a 5+, remove one stack of a buildup status effect. On a 4-, no change.

Kneeling Position State The Unit braces itself, lowering its stance for improved stability and accuracy.

Mech Units ONLY Unit kneels, gaining +1 Accuracy Rolls but cannot Evade. May be used once per turn. Unit must use Recover to stand.

Prone Position State The Unit drops flat against the ground, becoming a low, steady firing platform.

Mech Units ONLY. Unit gets into a prone position, gaining +3 to Accuracy Rolls but cannot Evade. Must kneel before getting into or out of the prone position. Cannot enter the prone position if its facing direction is obstructed by a Structure or another Unit.

Takeoff State Engines roar to life as the Unit propels itself back into the sky or ocean.

The Unit moves 3 hexes straight and changes Elevation by 1 to regain Airborne or Submerged status. The Unit cannot Evade during this activation. If any hex in its path imposes a movement penalty, the Unit still moves forward but remains Grounded.

Offensive Stance Stance The Unit prepares to attack any enemy entering its Field of View (FoV) and weapon range.

Mech Units only Enter Offensive Stance by choosing a ranged weapon, reserving its AP cost, and selecting a direction to focus the Unit’s Line of Sight. The reserved AP cannot be used for other actions.

If an enemy Unit crosses this Line of Sight while within the weapon’s range, the Unit immediately makes an Attack with that weapon, interrupting the enemy’s movement. The first Unit to do so becomes the target.

A Unit crosses the Line of Sight when its movement path passes across the focused line extending from the Unit.

The stance ends if:

  • The Unit makes the Attack (reserved AP is spent).
  • The Unit is successfully hit (reserved AP is lost).
  • The Unit’s next activation begins (reserved AP is returned).

While in this stance, the Unit cannot Evade.

Defensive Stance Stance The Unit braces using a Shield or Two-Handed Weapon, redirecting all incoming damage from its front arc to that item.

Mech Units only When a Unit enters Defensive Stance, choose one equipped Shield or Weapon. All incoming damage to the Unit is redirected to the chosen item instead.

While in this stance, the Unit cannot change facing or Evade.

The stance ends immediately if the chosen Shield or Weapon is destroyed, or at the start of the Unit’s next activation.

Parry Stance Stance The Unit enters a guarded combat posture, prepared to deflect incoming melee strikes.

Mech Units only While in Parry Stance, the Unit may parry one successful melee attack against it, negating all damage from that attack. The Unit must have at least one Arm Unit Section to perform a parry.

The stance ends after the parry is made or at the start of the Unit’s next activation.

Deploy Order The drone launches from its bay, entering the battlefield to extend the Unit’s reach.

Place 1 attached AI or Non-AI Drone on a hex within 2 hex radius of the Main Unit facing any direction.

Guidance Order The Unit feeds targeting data to its drone, directing it to assist with precision strikes.

Activate a linked AI Drone. Once the AI Drone becomes Inactive, the Main Unit continues its activation.

Recall Order The drone disengages and returns to the Unit, awaiting further commands.

Remove 1 AI or Non-AI Drone from a hex within 2 hex radius of the Main Unit and attach it to the Main Unit.

Reposition Order The drone shifts its position across the battlefield to gain a tactical advantage.

Move 1 hex in any direction but it must remain within 2 hexes of the Main Unit.

Transforming

Some Units are capable of shifting from a Base Form to an Alternate Form. Transforming represents a Unit changing its physical structure and mode of operation to gain new abilities and restrictions.

When a Unit transforms, its stats, movement, and abilities switch to the Alternate Form, while any existing damage or status effects are retained. A Unit may only transform once per activation.

Transforming Units use a Datasheet marked with a “T” in the bottom right corner. On the datasheet, a Unit’s Base Form stats are marked with a single arrow, while its Alternate Form stats are marked with a diverging arrow.

A transforming Unit’s Base Form is always a Mech-type, and its Alternate Form is always a Vehicle-type. The [Transform] Command Action allows the Unit to switch between these forms.

While in its Alternate Form, the Unit gains all bonuses and restrictions associated with that Movement Mechanism

Falling & Fall Damage

A Unit falls when it is thrown, pushed, or otherwise forced from its position into a hex below its current elevation.

Fall Damage formula: 2 x (Unit Class x Elevation Height) When a Unit falls:

  1. Distance – Measure the number of Elevation Levels the Unit descends before reaching a valid impact area.
  2. Impact – Upon impact, the Unit takes Fall Damage to its Torso or Cockpit Unit Section.

Special Rule:

  • Landing in a Blue Hex reduces fall damage by half (rounded up).

Example: Unit A is a Class 4 mech flying above the battlefield at the +3 elevation. It takes enough damage from Unit B to lose the [AIR] movement mechanism. Unit A immediately falls to Ground Level and suffers [2x(4x3)] 24 Torso damage.

Drone Operations

Drone Operations outlines how drones with Artificial Intelligence, and without, function on the battlefield. This section explains what they are, their control requirements, activation timing, and interaction with their assigned Main Units.

A.I. Drones

AI Drones are autonomous Units controlled by artificial intelligence. Each AI Drone is considered its own Unit and therefore has its own Datasheet. The pilot assigned to an AI Drone must be an AI, selected during Rank/AI selection. AI Drones cannot be deployed independently and must be deployed with its Main Unit, a Mech or Vehicle Unit with a Human Pilot to which the Drone is linked.

To control an AI Drone, a few requirements need to be met by both the Main Unit and the AI Unit.

Main Unit:

  • Must have the Drone Management Mod.

AI Drone Unit:

  • Must have the Drone Agent Mod.
  • Its deployment cost must not exceed the deployment cost of the Main Unit its linked to.

During gameplay, an AI Drone may be activated during its Main Unit’s activation via the [Guidance] Command Action. Once activated, the AI Drone functions as a normal Unit, following standard activation and combat rules.

If the AI Drone is not activated during its Main Unit’s activation, it may instead activate normally on its own turn.


Non A.I. Drones

Non-AI Drones are small, remotely controlled auxiliary weapons that operate under the direct control of a Main Unit. These drones serve as extensions of the Main Unit’s offensive or defensive capabilities rather than functioning as independent Units.

Non-AI Drones are listed on the Main Unit’s Datasheet under the Weapons and Equipment Inventory module like any other weapon or equipment. However, they gain the [DR] tag in addition to the tag representing their Movement Mechanism: [TRS], [AIR], or [AQN]. The [DR] tag identifies the weapon or equipment as a Non-AI Drone and allows it to act as such. To field Non-AI Drones, the Main Unit must have the Drone Management Mod equipped, and each Drone must be physically attached to the Main Unit at deployment. A Unit may have no more than 3 Non-AI Drones deployed on the battlefield at one time, regardless of how many it has equipped unless stated otherwise.

After deployment, Non-AI Drones can be released using the [Deploy] Command Action (one Drone per CA) and placed anywhere within a 2-Hex radius of the Main Unit, facing any direction. Once deployed, drones move in tandem with the Main Unit but maintain their initial facing regardless of the Main Unit’s orientation. They also follow standard Hex Occupancy rules.

Individual Drones may be repositioned after deployment using the [Reposition] Command Action. If the Main Unit is destroyed, all deployed Non-AI Drones immediately become inactive and fall to the ground.

Deviation

Diagrams (19).png

A Deviation Roll is only made when specified by a weapon or ability. If that weapon or ability fails its Accuracy Roll, make a Deviation Roll.

Roll a d8 for each missed attack. The result of each roll determines the hex where that attack lands, as shown in the Deviation diagram. The arrow shows where the targeted Unit is facing.

After determining the landing hex for all missed attacks, resolve each attack from its final location. The targeted hex and all adjacent hexes are affected.

All Units (including allied Units) in those hexes take 50% of the attack’s damage, rounded up, applied to their Torso Unit Section or Cockpit. Units affected may conduct a Defensive Roll.

Weapon Redundancy

A Weapon with multiple copies reduces its AP Cost by 1 for each additional copy after the first, to a maximum reduction of 4 AP. A Weapon’s AP Cost cannot be reduced below half of its original value (rounded up).

If this reduction would lower the AP Cost to 2 or less, set the AP Cost to 2 instead. For every two copies of that Weapon (including the first), increase its Base Damage by 1.

These effects are based on the current number of copies in use. If copies are removed or destroyed, adjust the Weapon’s AP Cost and Base Damage accordingly.

Example: Unit A has 4 missile pods mounted to its back. Each missile pod has an AP Cost of 5 and a Base Damage of 12. Applying Weapon Redundancy reduces the AP Cost to 3 (half of 5, rounded up). Since the AP reduction has reached the minimum allowed value, any additional copies no longer reduce AP Cost and instead increase Base Damage. With 2 remaining copies, the Weapon gains +1 Base Damage, increasing it to 13. If Unit A loses 2 missile pods, then the weapon redundancy is adjusted and loses the damage increase bonus.

Terrain

ELE.png

Battlefield terrain can include anything from towering buildings to small rocks and trees. Some features are mission-specific, while others are represented by colored hexes, each providing unique advantages or disadvantages. Terrain can affect movement, line of sight, and combat outcomes, so its placement is a key part of battle strategy.

Elevations

Elevation adds a tactical layer to the battlefield, providing Units with advantages in movement and combat positioning. The game uses six elevation levels: -2, -1, 0, +1, +2, and +3. Ground Level (0) represents table height and is where most engagements occur unless otherwise specified by the Mission.

Each elevation level represents a 4.5 inch difference from the one above or below it. This can be measured by standing an Action Base 4 or 5 vertically (point-to-point).

Blue Hexes, which represent negative elevations such as lakes or oceans, can only be placed on Ground Level (0). The +3 Elevation level is reserved for Units with the [AIR] Movement Mechanism, representing high-altitude or flight-level movement. Only Units capable of flight can occupy or move through this elevation.

A Unit’s elevation is determined by its center mass, typically the waist for Mech Units and the cockpit for Vehicle Units. If the Unit’s center mass is higher or lower than 4.5 inches from its current elevation, it is considered to be at the next level. The same rule applies to Structures and Terrain features.

If a Unit moves to an elevation other than Ground Level, place an elevation token beside it to mark its current elevation for reference.

High Ground Bonus

When an attacking Unit is at a higher elevation than its target, it gains a High Ground Bonus (HGB). The bonus value is determined by the elevation difference between the attacker and the target. Units attacking targets at higher elevations do not receive this bonus. Bonuses do not stack.

HGBnewer.png

Hex Colors

Hex Colors represent different types of terrain and environmental conditions on the battlefield. Each color corresponds to a specific terrain type that provides unique effects, advantages, or restrictions to Units occupying or moving through those hexes.

When setting up a battlefield, Hex Colors must be placed according to the Mission or Terrain rules, with different colors placed at least one hex apart unless otherwise stated.

Some Hex Colors also indicate elevation changes or environmental hazards, such as water, rubble, or impassable terrain.

Grey Hex

Grey Hexes represent clear, open terrain. Flat ground free of obstructions or environmental hazards. Units moving or fighting within Grey Hexes experience no bonuses or penalties. These hexes serve as the standard terrain type for most battlefields.

If a hex isn’t clearly marked as having another color, assume its grey.

Green Hex

Green hexes represent areas covered in trees and dense foliage.

Standard Move actions cost +1 Movement Point per hex.

Apply a –1 Accuracy modifier for each Green Hex within a Unit’s Line of Sight to its target, representing the trees and dense foliage. This penalty stacks cumulatively.

A Unit occupying a Green hex gains the Conceal status effect.

Light Blue Hex

Light Blue hexes represent bodies of water that are shallow enough to reveal the bottom, yet deep enough to submerge an entire Unit beneath the surface.

These hexes represent –1 Elevation.

When a Unit enters or moves through a Light Blue Hex without the proper Movement Mechanism to operate in or above water, it gains the Euphotic status effect.

Dark Blue Hex

Dark Blue hexes represent the deepest regions of a body of water, areas devoid of light, subjected to crushing pressure, and near-freezing temperatures.

These hexes represent –2 Elevation.

When a Unit enters or moves through a Dark Blue Hex without the proper Movement Mechanism to operate in or above water, it gains the Abyssal status effect.

Red Hex

Red hexes represent superheated terrain, such as lava fields or other high-temperature surfaces, capable of damaging even heavily armored Units and vehicles.

Units using the [TRS] Movement Mechanism take 10 damage to all Unit Sections with the [TRS] tag when moving over a Red Hex.

Units with the [AIR] Movement Mechanism are unaffected.

Black Hex

Black hexes represent collapsed structures or debris. Thick black smoke and unstable footing make these areas treacherous for movement and targeting.

Standard Move actions cost +1 Movement Point per hex.

Units using [TRS] Movement Mechanisms must also roll 1d8 when entering a Black Hex; on a result of 1–2, the Unit takes 5 damage to all Unit Sections with that tag due to shifting rubble.

[AIR] Movement Mechanisms are affected by the movement penalty but ignore the damage effect.

Apply a –1 Accuracy modifier for each Black Hex within a Unit’s Line of Sight to its target, representing the thick smoke and dust. This penalty stacks cumulatively.


Tan Hex

Tan hexes represent arid, barren landscapes with minimal precipitation and loose, shifting ground. Standard Move actions cost +1 Movement Point per hex.

Units using the [AIR] Movement Mechanism ignore this penalty.

For every 2 Tan Hexes moved across in a single activation, a Unit gains 1 Sand Buildup Token.

White Hex

White hexes represent environments blanketed in snow and ice and are subjected to harsh, cold winds. Mechanical strain is increased under these conditions.

Standard Move actions cost +1 Movement Point per hex.

For every 2 White Hexes moved across in a single activation, a Unit gains 1 Ice Buildup Token.


Buildings & Structures

Defense structure chart.png

Structures can serve as cover, obstacles, or tactical objectives, and may be destroyed to alter the battlefield in a player’s favor.

Buildings and other Structures do not need to be placed on Black Hexes, but when destroyed, any hexes they occupy become Black Hexes to represent collapsed debris.

Some Structures are tall enough to reach higher elevations. To determine this, stand a standard hex vertically (4.5 inches); if the Structure’s height exceeds this, it occupies a higher Elevation Level.

Use the chart below to determine a Structure’s Defense Points, based on its size (number of hexes occupied) and height. The green values represent the most common Structure defenses. Use a d20 to track remaining Defense Points during play. When attacking a Structure, attack rolls are not required since all attacks automatically hit. Apply Base Damage as normal, and subtract any damage dealt from the Structure’s total Defense Value until it is destroyed.

To target a Unit positioned behind or within a Structure, you must first destroy the Structure, then make a separate attack against the intended Unit.

Non-Hex Terrain

Also referred to as Scatter Terrain, these are pieces of terrain not connected to a specific Hex Color or Structure. They can serve as visual decoration or provide Cover during gameplay. When setting up the battlefield, players should mutually agree on which pieces grant Cover and which are purely decorative.

Terrain Placement

Before deploying Units, players must construct the battlefield using terrain pieces. Terrain should create meaningful tactical choices without unfairly favoring either side.

Unless a Mission states otherwise, terrain is placed using the following guidelines:

  • Players should use enough terrain to break up long lines of sight and provide multiple movement routes across the battlefield.
  • Terrain should be distributed evenly across the play area, avoiding large empty zones or overly dense clusters in a single area.
  • Elevated terrain should be limited in height and spread across the battlefield rather than concentrated in one area.

Players may place terrain using the following method:

Agreed Placement: Players take turns placing terrain pieces anywhere on the battlefield following the placement guidelines above. This method is recommended for casual play.

Once terrain is placed, players may not move terrain pieces unless a rule or Mission effect allows it. Missions may override or add to these rules by specifying required terrain features, fixed objective locations, or special placement conditions.

Missions

Missions define the framework in which battles take place. Each mission is built around three core elements: the Deployment Zones, the Primary Objectives, and the Secondary Objectives. Missions fall into two main categories: Standard and Narrative. Standard missions are designed to emphasize balance and fairness, giving each player an equal opportunity to succeed. Narrative missions prioritize storytelling and scenario-driven play and may result in intentionally uneven or asymmetric battles. The mission being played should always be chosen before the battlefield is set up.

Objectives

Objectives define how a game is won. Most commonly, this involves capturing or holding specific locations on the battlefield, but an Objective may be any condition that can be clearly measured with a success or failure outcome. Objectives defined by a Mission are referred to as Primary Objectives. These represent the main focus and intended method of victory for that mission.

Some missions may also include Secondary Objectives, which provide alternative scoring opportunities and can be used to help balance gameplay when opposing armies are not optimized for the Primary Objectives.

Deployment Areas

Deployment Areas define where Units are placed on the battlefield and how much space is available for deployment. Determining Deployment Area: The players can mutually agree on which Deployment Area to begin with or can roll a d8.

[ 1 or 8 ] – Reroll
[ 2 or 5 ] – Standard Deployment
[ 3 or 6 ] – Cornered Deployment
[ 4 or 7 ] – Long Side Deployment

Deployment Order: Players roll a d8; the higher roll chooses who deploys first. The other player chooses table side (A or B). The first player places one Unit in their deployment area, then players alternate placing Units. When one player has no Units left to place, the other deploys all remaining Units.

There are three base types of Deployment Areas:

Core Missions

These are the primary game modes used for regular play. These missions are designed to be balanced, repeatable, and suitable for any army composition. Each Core Mission provides a defined setup, deployment method, and set of objectives that both players follow.

Unlike Narrative Missions, which are story-driven scenarios with highly specific setups, Core Missions use shared rules and formats to ensure fair and consistent gameplay. Only Core Missions are included in this rulebook. Narrative based missions are available separately on the official website.

The following section presents the available Core Missions and their rules in the following format:

  • Mission Name
  • Engagement Size
  • Deployment
  • Primary Objective
  • Objective Scoring
  • Game Length
  • Victory Condition

High-Value Target (HVT)

Deployment:

  • Any

Primary Objective:

  • Each player chooses one Unit from their squad to be their designated High Value Target.

Objective Scoring:

  • For each enemy Unit destroyed, the player who destroyed it gains 1 Victory Point (VP).
  • If the destroyed Unit was the enemy HVT, that player gains 3 Victory Points instead.

Game Length:

  • The battle lasts 6 rounds or until one player has no Units remaining.

Victory Condition:

  • The player with the most Victory Points at the end of the 6th round is the winner.

Command & Control

Deployment:

  • Standard (Recommended)

Primary Objective:

  • The player with initiative rolls 1d4 + 2 to determine the total number of Objective Markers to be placed on the battlefield. Players alternate placing these Markers down starting with the player who moves first.
  • Each player may place only one Objective Marker within their own Deployment Area.

All Markers must be placed at least 4 hexes away from any other Marker and must also be 1 hex away from the tables edge.

  • Markers may not be placed free-floating on higher elevations.

Objective Scoring:

  • If a Unit ends it turn on an Objective Marker, that marker is considered captured by that Units player.
  • At the end of each round, a player gains 1 Victory Point for each Marker they control. Objective Markers located within the opponents Deployment Area are worth 2 Victory Points instead.
  • A captured Objective Marker remains under a players control even if the Unit moves away, until an opposing Unit ends its turn on that Marker and captures it.

Game Length:

  • The battle lasts 6 rounds.

Victory Condition:

  • The player with the most Victory Points at the end of the 6th round is the winner.
  • If tied, the player who lost the fewest Units wins.
  • If still tied, the game is a draw.

Asset Retrieval

Deployment:

  • Long Side (Recommended)

Primary Objective:

  • The player with Initiative places one Objective Marker on the battlefield. The Marker must be placed at least 4 hexes away from any Deployment Area.

Objective Scoring:

  • If a Unit is on the same hex as the Objective Marker and has a free hand or manipulator, it may use the [Retrieve] Command Action to pick up the Marker.
  • The hand or manipulator holding the Marker cannot be used for any purpose while carrying it, including for the [Grapple] Command Action or for two-handed weapons.
  • A Unit carrying the Marker may use the [Release] Command Action to place the Marker on its current hex.

At the end of each round:

  • A player gains 2 VP if one of their Units is carrying the Marker.
  • A player gains 1 VP if one of their Units is on the same hex as the Marker but not carrying it.

Game Length:

  • The battle lasts 6 rounds.

Victory Condition:

  • The player with the most Victory Points at the end of the 6th round is the winner.
  • If tied, the player who lost the fewest Units wins.
  • If still tied, the game is a draw.

Control Points

Deployment:

  • Cornered (Recommended)

Primary Objective:

  • The player with initiative rolls 1d4 + 2 to determine the total number of Objective Markers to be placed on the battlefield. Players alternate placing these Markers down starting with the player who moves first.
  • Each player may place only one Objective Marker within their own Deployment Area.

All Markers must be placed at least 4 hexes away from any other Marker and must also be 1 hex away from the tables edge.

  • Markers may not be placed free-floating on higher elevations.

Objective Scoring:

  • For If a Unit occupies the same hex as an Objective Token at the end of the round, that player gains 2 VP.
  • However, if an opposing Unit is within 1 hex of that Objective Token, no VP is awarded for that token this round.

Game Length:

  • The battle lasts 6 rounds or until one player has no Units remaining.

Victory Condition:

  • The player with the most Victory Points at the end of the 6th round is the winner.
  • If tied, the player who lost the fewest Units wins.
  • If still tied, the game is a draw.



Core Rules
Core Rules | Datasheets | Unit Datasheet Creation | Abilities