Difference between revisions of "Core Rules"
(initial page write thing) |
|||
Line 2: | Line 2: | ||
== Tools == | == Tools == | ||
=== Dice === | |||
In order to fight the enemy you will need Dice. An Eight-Sided Dice (D8) to be exact. D8 dice are used for everything in this game. You will want to have multiple (recommended to have at least 6) of them so you can roll all of your attack at once instead of one at a time. If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+. | |||
=== Gains to Stats Vs. Gains to Rolls === | |||
If an effect states " (+/- number) to (stat)" then you apply that number to the Stat on your Units Datasheet. EG: "+1 to Assault" Units Assault stat adds 1. | |||
If an effect states " (+/- number) to (stat) Roll" then you apply that number to the relevant roll. EG: "+1 to Assault Roll" Player rolls for Assault then whatever the outcome is, 1 is added to it. | |||
Put stuff about Dice here. Talk about tiles in basic. Also Tokens | Put stuff about Dice here. Talk about tiles in basic. Also Tokens | ||
== Units == | |||
Individual models are called Units and are divided into the following Types: | |||
Mechs | |||
A unit that meets any of the following guidelines: | |||
Uses legs as its main form of transportation | |||
Has or relies on arms to perform its primary functions | |||
Is distinctly bipedal or has a clear and obvious torso | |||
This is the Standard battlefield weapon. | |||
Vehicles | |||
Any unit that relies on jet propulsion, wheels, tracks, or rotors as its primary source of movement and doesn't have any form of manipulators (arms). All vehicle types gain the following changes to gameplay: | |||
When checking LoS, the reference point is as close as possible to where the pilot is located. | |||
Ignores all negative Terrain Effects. | |||
Does not have manipulators. Therefore, cannot physically pick up or interact with any objects. | |||
Cannot move onto green hexes unless flying over them. | |||
Cannot change elevation [+/-] without the proper abilities. | |||
Cannot obtain the Jump ability. | |||
Terrestrial Vehicles | |||
Aerial Vehicles | |||
Aquatic Vehicles | |||
Extraterrestrial Vehicles | |||
Drones | |||
Drones are smaller Units that must be attached to a Main Unit at the start of the battle. When they are needed, the Main Unit can deploy them VIA Command Action. The Main Unit may deploy them anywhere within 1 hex radius. Multiple Drones may occupy the same hex provided they do no collide with each other. | |||
Each drone needs some form of movement on the model for it to be able move. If the Drone model does not move, it can still function but will not move outside of where it was initially placed. If it flies, it needs at least one thruster on the model. If its aquatic, then it needs aquatic thrusters. If it walks, it needs legs or treads. | |||
Drones are considered equipment for the Main Unit and must be added to the Main Units Equipment List on its Datasheet. Max of 3 active drones on the battlefield per Unit. There are two types of Drones: Drones with Artificial Intelligence (RoyRoy Head) and without. | |||
== Deployment Cost == | == Deployment Cost == | ||
=== Squads === | |||
== Turns and Rounds == | |||
Each player moves a single Unit during their turn. Units can only move once per Round. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders. | |||
Turn = Chess-like back and forth between players. | |||
Round = After all Units have been moved. | |||
== Unit Creation == | == Unit Creation == | ||
Line 21: | Line 78: | ||
===== Advanced Core Part Assembly ===== | ===== Advanced Core Part Assembly ===== | ||
The first thing we will go over is the Core Parts section on the left hand side of the datasheet. Here, we put down all parts on the model that are considered Core Parts. Core Parts are parts that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be counted in this list. | |||
On the top in Dark Green, you see 3 titles; Name, Notation, and Defense. In the Name column you will put down the name of the specific part on your model (I generally work from the Head to the feet but no specific order is necessary). Most parts share the same names, so in order to differentiate which part belongs from which model, we have Notations. | |||
Notations are broken down into what packs they come from and which unit they belong to. | |||
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the PortaNova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. This helps determine the next column, Defense. | |||
These values are determined by which Unit they come from or what their purpose is. In this column, this is done automatically once the Name and Notation are added. If the defense does not auto-populate then check the spelling to make sure it matches the parts list. If it still doesn’t work, then you can just type it in. | |||
As you will see, there are multiple of the same parts. This is because most Units are symmetrical and use the same parts for both sides. This organizational method helps with the design of A-symmetrical Units. | |||
Below is an example of what a standard out-of-the-box PortaNova looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and legs. | |||
===== Unit Classifications ===== | ===== Unit Classifications ===== | ||
Line 27: | Line 98: | ||
===== Weapons ===== | ===== Weapons ===== | ||
====== Weapon Stats ====== | |||
Weapon Ranges | |||
Each weapon created will vary in many different aspects. Ranged weapons will have different attack ranges depending on the parts used whereas Melee weapons will always have a range of 1 unless specifically stated elsewhere. This is obviously an important factor when determining strategic advantages over your enemy. To determining range, you will count the hexes on the battlefield starting with the hex directly in front of the Unit you are attacking with. The enemy must be on or within the specified range of your attacking weapon. | |||
There are 6 main sections to your Unit. Each one's role is to organize the abilities, weapons, and equipment you've made in the past sections for easy and quick access while in the middle of a battle. The bottom section shows Basic Attacks that can be used. | |||
Hands - What weapons are currently equipped. | |||
Carried - What weapons your Unit is carrying as well as where they are located. [Max of 3] | |||
Shields - What kind of shields you have as well as where they are located. [Max of 4] | |||
Mounted - Weapons that are permanently attached to a Unit and their locations. | |||
Equipment - Mainly utility parts that give different advantages as well as their location. Thrusters will also go into this table. | |||
Systems, Mods, and Traits - Where all of the special abilities that your Unit has gained is organized. Systems are gained from different parts, Mods are chosen prior to a battle, and traits are acquired from the pilot. Max of 5 systems, 3 Mods, and 2 Traits. | |||
In the hands section you will see that there are only two rows. This is because standard Units only have two hands. Here you will add any weapons that are currently in the Units hands. | |||
Name - Input the name of the weapon. | |||
Primary / Offhand - Labels which weapon is the primary and offhand. Some abilities require this information. | |||
Durability - Weapons defense points. | |||
Range - Weapons range. | |||
Flat Damage (FD) - Weapons flat damage dealt per shot | |||
Action Points (AP) - How much AP it takes to fire a single shot. | |||
Systems - The special ability given to the Unit by the weapon they use. The ability is lost when the weapon is destroyed. | |||
Kinetic / Energy - Labels what type of damage that weapon deals. Specific abilities require this information. | |||
Wpn / Eqpt Stats [pt. 3] | |||
[Continued] | |||
In the Carried section you will see that it has the exact same columns as the hands section with the exception of the Location column. All weapons that can be placed into the hands but are not currently, should be put into the carried section. | |||
Remember: Your Unit cannot use weapons that it doesn't have on it already (unless stated otherwise) so it advisable | |||
Location refers to where on your Unit that part is. Generally speaking, you will use the Areas in your Core Part Stats to show location but it's up to the player how they describe where things are located. | |||
In the image above, you will see the Mounted and Equipments sections of a standard Alto Flight Type. In the equipment section you see that there are two wing sections; Left Wing and Right Wing. For the location, it states Torso. This is because both wing sections are connected to the torso. | |||
If we look at the Mounted section, we see both Railguns. Under the location column it states the Left and Right Wing Section. This is because both guns are mounted to their respective wing section. | |||
====== Basic Weapons ====== | ====== Basic Weapons ====== | ||
Line 35: | Line 143: | ||
====== Weapon Redundancy ====== | ====== Weapon Redundancy ====== | ||
When creating a Unit, you might have multiple of the same weapon attached. This is called Weapon Redundancy. A weapon with multiple copies reduces the its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2 and the damage is increased by 1 for every 2 of the same weapon available. | |||
Example 1: 1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot | |||
Example 2: 1 Pistol = 3Dmg & 2AP per shot | 4 Total Pistols = 5Dmg & 2AP per shot | |||
===== Accessories ===== | ===== Accessories ===== | ||
==== Mech Stats ==== | ==== Mech Stats ==== | ||
This section is where you will find the overall Stats of your Unit. We will do a quick overview of everything before diving deeper. | |||
Max Defense - Max defensive value for that specific area. Doesn’t change. | |||
Current Defense - Defense value after taking damage to that area. Changes often. | |||
Pilot Name - Your pilots name | |||
Rank - Pilots rank | |||
Modifiers - How many mods and traits you can take as well as how many changes to base stats you can make. | |||
Defense Total - The total defense value of ALL Core Parts. | |||
Thruster Durability Total - Total durability of ALL thrusters. | |||
Core Type - Based on the 6 models of Units. | |||
Classification - Determines how big your Unit is | |||
Base AP - Shows the base amount of AP the Unit has at the start of every turn. | |||
Standard Movement - how many hexes a Unit can move in a single turn | |||
Thruster Movement - How many hexes a Unit can move if thrusters are on the Unit. | |||
Base Stats - Accuracy, Assault, Evasion: change depending on Core Type and Modifiers. | |||
Deployment Cost - The combined value of the entire Unit including Equipment, Weapons, Parts, Systems, and Pilot Cost. | |||
Going back to the upper half; you will use the Core Parts you made in the beginning to group each piece into its Core Stat. For standard Units this includes; a Head, Torso, Both Arms, and Both Legs. Depending on the Unit you create you may have more or less. Use this as a guideline when naming the limbs. As an example we will go over the Core Stats of a Standard Portanova. | |||
Here is what the standard Portanova looks like divided up into its separate parts. | |||
Below is how each area is grouped. | |||
The images below show the Portanovas Core Parts divided up into its groups. | |||
Once you successfully added each Core Part into their respective group we can move down to the lower half of this section. | |||
REMEMBER: | |||
These groups and the pieces that make them up are just for the standard out-of-the-box Units. Depending on what you build you could have something completely different. | |||
Core Stats [pt. 4] | |||
[Continued] | |||
The image to the left are the stats of a standard Portanova. When filling out a Unit Datasheet the majority of this information will auto populate. | |||
From the top we have Pilot Name and Rank. When you create your pilot, that information will go here. Pilot rank will show how many traits and mods your Unit can take as well as how many changes to its base stats you can make. These populate automatically. | |||
Below that is the Defense Total and Thruster Durability Total. Defense Total is the total combined value of all of your Units Core Parts. For the Thruster Durability Total, you add the durability for all thrusters together and put that number in the space provided. | |||
Next is the Core type. This is chosen based on the type of chest piece you used. Each core type is based on the 6 different main model kits: Alto, Portanova, Rabiot, Cielnova, Spinatio, and Spinatia. There is also a 7th option to choose from: RoyRoy. This option is for Drones with Artificial Intelligence. Each Core Type has a different base stat. The higher rank you are, the more you are able to manipulate those stats into what you want for your Unit. The lowest a single Unit can be, stats wise, is 2/2/2. | |||
===== Part Durability ===== | ===== Part Durability ===== | ||
===== Classification Stats ===== | ===== Classification Stats ===== | ||
Next is Classification and Base AP. There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. Class is determined by the Total Defense value of all Core Parts. | |||
===== Engine Assembly ===== | ===== Engine Assembly ===== | ||
Line 48: | Line 216: | ||
==== Pilot ==== | ==== Pilot ==== | ||
Once you have created your Unit and completed its Datasheet, you will then need to make a pilot. | |||
Pilots are vital to diversifying a Units playstyle. They also grant the Unit they pilot special abilities. These abilities are called "Pilot Traits". These abilities differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities. | |||
===== Pilot Levels ===== | ===== Pilot Levels ===== | ||
On the rank advancement chart there are 5 columns: Rank, Stat Reduction Modifier (SRM), Mods, Traits, and Deployment Cost (DC). | |||
Rank - Chosen prior to gameplay. | |||
SRM - Indicates how many values a Units base stats (Acc, Ass, & Eva) can be reduced. Remember: The lower your stats, the better! | |||
Mods & Traits - How many of each can be taken. | |||
DC - How much the corresponding rank will add to the Units overall deployment cost. This is added automatically on the Units Datasheet. | |||
When you choose a rank you get the other corresponding columns with it. Keep in mind that higher ranks will add to the Unit they pilots’ Deployment Cost. | |||
===== Pilot Stats ===== | ===== Pilot Stats ===== | ||
Line 56: | Line 236: | ||
===== Pilot Abilities ===== | ===== Pilot Abilities ===== | ||
==== Drones ==== | |||
===== AI ===== | |||
With Artificial Intelligence | |||
Can move freely around the battlefield. Once deployed, they are considered their own Unit and follow the same guidelines. Because of this, they also need their own Datasheet. A.I. Drones move during their Main Units Movement Phase and receive their own AP Roll of 1D8. If you have multiple of the same drone only one datasheet is needed. A.I. Drones are the only Unit that can be on structures. If the structure is destroyed the drone falls, takes (2 x structure floors) damage, and is immobile for 1 turn. | |||
In the datasheet, under "Core Type", there is a option called RoyRoy. All AI Drones use this and it is what gives A.I. Drones their stats. Also in the Datasheet is a section called "Pilot Rank / A.I. Processor". Since drones are unmanned and do not have pilots, they have A.I. Processors instead. Each one is similar to a pilots rank but modified for AI Drones. Below is a table called "A.I. Advancement" and shows how each processor effects the drones stats differently. | |||
A.I. Advancement | |||
Processor DC Stat Mods | |||
Simple 0 0 0 | |||
Intermediate 25 -1 1 | |||
Advanced 50 -2 2 | |||
The Simple Processor offers no changes to either stats or mods, there is no additional Deployment Cost when using it. This processor is great for A.I. Drones whos primary function is for scouting or reconnaissance. | |||
The Intermediate Processor is just that, in the middle. Offers a single change to the drones stats and a single mod to be equipped at a moderate cost. Best used for scouting drones with a single weapon or equipment. | |||
The Advanced Processor offers the most changes but at a higher cost. Best used for drones who have multiple weapons and can take a few hits. | |||
===== Not AI ===== | |||
Can only move when commanded to VIA Command Action. When deployed, place them anywhere around the Main Unit in a 1 Hex radius facing any direction. The direction that they face after deployment is the direction they will stay until commanded to change. When attacking, multiples of the same drones | |||
Drones that are capable of movement, orbit the Main Unit in tandem with when conducting its Movement Phase. If the Main Unit moves to a location and the drone is unable to occupy the Hex, it may move to the next available Hex (+/- 1 hex of elevation). If not, then they may dock with the Main Unit. Drones that are not capable of movement are placed on the battlefield and left as a sentry or turret. They can still function but only when the Main Unit commands. | |||
All drones share the AP of the Main Unit. | |||
Non-AI Drones, sometimes referred to as "funnels", all have the same Attack, Range, and AP Cost per drone. Durability is still based on the parts its made of. | |||
Flat Damage: 3 | |||
Range: 4 | |||
AP Cost: 2 | |||
==== Abilities ==== | ==== Abilities ==== | ||
===== Systems ===== | ===== Systems ===== | ||
Line 81: | Line 292: | ||
Each player moves a single Unit during their turn. Units can only move once. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back around to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders. | Each player moves a single Unit during their turn. Units can only move once. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back around to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders. | ||
Movement Phase: | |||
Once you have chosen a Unit to move, they begin there Movement Phase. | |||
First, roll a D8 to see how many Action Points gets added to that units Base AP. These can be used throughout that Units turn. Next, move to a desired hex using the Standard Movement or Thruster Movement options. | |||
The image to the left represents a Units forward facing direction on the battlefield. | |||
Units can only move forward to the 3 closest hexes directly in front of them (represented by the green hexes). Units may also rotate around on the same hex (represented by the red hexes) at the cost of 1 standard movement point. Once per movement phase, a Unit can rotate freely around on the same hex without having to use a standard movement point. | |||
Ranged Combat Phase: | |||
Using your Units datasheet: determine which ranged weapon(s) you want to attack with and if the enemy is within its range. Next, determine which area(s) you want to attack. Be sure to have proper Line of Sight and the area is within your Field of View If you don't have both, you cannot attack that area. Once you determined your weapon, that the enemy is within range, the area you want to attack, and you have proper Line of Sight: subtract the AP it takes to fire that weapon from the AP Pool that Unit currently has. If the Unit does not have enough AP they cannot perform an attack. The Weapon AP cost on the datasheet is for a single attack. If a player has excess AP in there pool, they may attack more than once. After the Weapon AP cost has been subtracted from the Units current AP, the player may conduct an Accuracy Roll. | |||
On the Units Datasheet there is a value that represents its accuracy. Using a D8, the player will roll to see if their shot is accurate. This means the player needs to roll equal-to or higher than the value that is shown on their datasheet. If the roll does not meet the aforementioned requirement then the shot misses and that phase is over. If the roll does meet the requirement, then the enemy has a chance to evade. | |||
Using a D8 again, the enemy player will conduct an Evasion Roll. Back to the datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement, then they successfully evade the incoming shot and the phase is over. If the fail to meet the requirement, then the shot hits its intended area. | |||
Finally, there is one last roll the player conducts before the enemy subtracts the total weapon damage to the intended area and ending the ranged combat phase: the Critical Roll. With this roll, the player simply rolls a D8. If it lands on an 8, then half of the Flat Weapon Damage used to attack is added as a bonus onto the weapons flat damage. If it doesnt, then only the attacking weapons flat damage is subtracted from the intended areas defense. The image below shows the full course of fire. | |||
aLLFpy5.png | |||
Close Combat Phase: | |||
The close combat phase is similar to the ranged combat phase with the major difference being that instead of using ranged weapons to attack, the unit uses melee weapons. This time instead of conducting an Accuracy Roll, you will conduct an Assault Roll. All of the above applies to this phase aswell. | |||
NMeWaRv.png | |||
Important Notes | |||
When the player chooses a Unit to move first, that Unit must move through each phase sequentially. They are allowed to skip over phases but they cannot go back to a phase prior to the one they started with. The below images shows the correct sequence in which the phases should be performed. | |||
=== Movement === | === Movement === | ||
Line 94: | Line 335: | ||
=== Command Actions === | === Command Actions === | ||
Any actions that DO NOT deal with movement or active combat. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Units turn. Below are some of the basic Command Actions that can be used: | |||
Make this a table. Link to individual Command actions to talk about more detail and interaction with rules when necessary. | |||
Get Up: | |||
When you get thrown down, you can get back on your feet. | |||
Press On: | |||
Gain an additional Standard Movement Point. | |||
Break Grapple: | |||
Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple. | |||
Swapping | |||
A Unit may change a weapon that is equipped to carried and vice-versa. One weapon per action. | |||
Retrieving | |||
A Unit may pickup a weapon that has been dropped or disarmed from a friendly Unit. The weapon is placed in an open hand as equipped. If no hands are free, the weapon cannot be retrieved. Must be on the same hex to retrieve. | |||
Deploy: | |||
Places drones attached to a Unit onto the battlefield. Max of 3 active drones. | |||
Transform: | |||
Units that can Transform do so at the start of the movement phase. Prior to moving the Unit, transform it into its alternate form then proceed with the movement phase per normal. While Transformed the Unit loses control of its limbs but gains bonuses determined by the vehicle it transformed into. | |||
Kneeling Position: | |||
A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn. | |||
Prone Position: | |||
A Unit physically gets into the prone position. The Units primary facing direction cannot be obstructed by a structure or another Unit. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone. Must kneel before getting into or out of the prone position. Can only be done once per turn. | |||
Offensive Stance: | |||
A Unit takes aim in a given direction and is able to perform an attack outside of its turn if an enemy moves into range. Detailed information can be found here | |||
Defensive Stance: | |||
A Unit actively uses a shield or any two handed weapon as cover. All incoming damage is redirected to the shield/weapon. Detailed information can be found here | |||
Recall: | |||
Docks all active drones, regardless of position or range, back to the Main Unit. | |||
Reposition: | |||
Moves the active drones on the battlefield 1 hex. Drone range is a 2 hex radius from the Main Unit. | |||
=== Combat === | === Combat === | ||
All distances are measured in Hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of Hexes set by your Datasheet and you'll also need Line-Of-Sight. LoS is determined by looking over the shoulder (closest to the head) of your Unit directly to the target imagining a 30mm rod as a guide. The Units weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Units weapon AND head do not have a clear LoS, the Unit cannot fire. | |||
==== Part Loss ==== | ==== Part Loss ==== | ||
===== Core Parts ===== | |||
There are 4 unique areas to a Standard Mech Unit: Head, Torso, Arm, and Leg. For Standard Vehicles: Cockpit, Tail, Inner Wings, and Outer Wings. Destroying each one results is a different penalty to the effected Unit. These effects do not stack. | |||
Area Penalty | |||
Head Add 2 to the Units Accuracy stat. | |||
Torso The entire Unit is considered destroyed. | |||
Arms The effected Unit can no longer use, swap, or pickup carried weapons with that arm. | |||
Legs When 1 leg is destroyed, Standard Movement is reduced by 1 hex and the effected Unit adds 2 to Assault and Evade stats. When both are destroyed, Standard Movement is reduced to 1 hex. | |||
Destroyed Vs. Inoperative | |||
When the Torso Defense Points of a Unit is reduced to 0, the Unit is considered destroyed. If a Units Torso remains intact but is unable to fight or finish the mission, it is considered Inoperative. This is most common when all of the limbs and weapons are destroyed. | |||
If a player refuses to acknowledge that their Unit is inoperative, both players roll a D8 prior to the alleged Units movement phase. If the alleged Units player rolls higher than the accusing player, it may continue per normal. If the accusing player rolls higher, then that alleged Unit is deemed inoperative and the battle is over. This roll-off continues each time the alleged Unit takes a turn. | |||
===== Weapons ===== | |||
Destroyed weapons/ equipment give the Unit that destroyed them experience in campaign play as well as removing the effected Units ability to use it for the remainder of the battle. | |||
Mounted Weapons: When mounted weapons are destroyed, they explode dealing damage to the section they connected to. The damage dealt is equal to 50% of the destroyed weapons Flat Damage. | |||
==== Ranged Combat ==== | ==== Ranged Combat ==== | ||
Line 104: | Line 415: | ||
===== Grappling ===== | ===== Grappling ===== | ||
Every Unit that has hands can grapple. The range to engage in a grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. | |||
When a Unit engages in a grapple, both players roll for Assault and complete one of the following: | |||
Action Effect | |||
Attacking Unit passes and the Defending Unit fails Defender suffers the effect | |||
Both Units pass Both roll again until a winner is determined | |||
Attacking Unit fails and the Defending Unit passes Defender breaks contact and grapple is over. No longer engage another grapple | |||
Both Units fail Grapple is over | |||
When a Unit successfully engages a grapple, they are able to do two thing: | |||
Options Attack Description Defend Description | |||
Throw Throw them a max of (Attack Class + 1D4*) Hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Units Chest Lands on their back facing where they were thrown. | |||
Constrain Holds Unit in place. May attack with a single handed weapon during the next turn Cannot evade incoming attacks or perform attacks. Grapple rolls over to the next turn | |||
The grapple is only over if the Attacking Unit releases the Defending Unit or if the Defending Unit uses the "Break Grapple" Command Action. | |||
Weather a Defending Unit is Thrown or Constrained, the Attacking Unit now occupies the hex that they were on. If Thrown, the Defending Unit moves to the identified hex. If Constrained, both Units occupy the same hex until the Defending Unit Breaks Grapple or the Attacker releases them. In which case, the Defender moves to the hex directly behind where it was Constrained. | |||
*1D4 = 1D8 (1or2 = 1, 3or4 = 2, 5or6 = 3, 7or8 = 4) | |||
==== Status Effects ==== | ==== Status Effects ==== | ||
Immobile | |||
A Unit is unable to move from the hex it is on. It may still attack and use abilities but cannot evade. | |||
Stunned | |||
A Unit is unable to attack, evade, or move. Passive or automatic abilities continue to function. | |||
Freeze | |||
Refer to Advanced Gameplay | |||
Overheat | |||
Refer to Advanced Gameplay | |||
Slowed | |||
=== Terrain === | === Terrain === | ||
Scenery on the battlefield can be many things. Ranging from tall buildings to small rocks or trees. Terrain features will be dictated by the Mission but are not limited by it. Different terrain features are represented by different colored hexes. Each colored hex give different advantages and disadvantages. | |||
When placing terrain colors on the battlefield, different colors need to be placed atleast 1 hex apart. If a color description states its at a specific elevation, the only elevation that is can be placed is at the Zero Elevation (unless specific rules are applied). | |||
==== Hexes ==== | ==== Hexes ==== | ||
Name Represents Terrain Status Effect Elevation Description | |||
Grey Hex Default Default N/A The default hex. This hex represents nothing more than a place to stand/ move on. | |||
Red Hex Default Default N/A Indicate a space that cannot be moved to / on. However, movement above or below these are still possible. | |||
Green Hex Wooded/ Forest Area Conceal N/A Provide concealment but not cover. This mean that, while they cannot block incoming attacks, they make it harder to land successful hits. If green hexes are between you and Line-of-sight of an enemy, the tiles effect is added to the roll. If a attacking Unit is on the tile, then the effect is negated. Subtract 2 to Accuracy Rolls for every group fired across. | |||
Tan Hex Dry / Desert Area Overheat N/A For every Tan Hex that is crossed, the player will multiply that number by 2 and then roll D8 after the Units Movement Phase but before the Ranged Combat Phase. If the player rolls equal to or less than the number, that Unit gains the terrain effect Overheat. Overheating puts the Unit into the kneeling position and ends its turn. Not moving still applies the effect. | |||
Black Hex Fallen / Burning Structures Black Smoke N/A Crossing these hexes doubles the movement points required to move. The rubble also emanates large black smoke clouds reducing weapon Accuracy Rolls by 1. | |||
White Hex Snow / Frozen Area Freeze N/A For every White Hex that is crossed, the player will multiply that number by 2 and then roll D8 after the Units Movement Phase but before the Ranged Combat Phase. If the player rolls equal to or more than the number, that Unit gains the terrain effect Freeze. Freeze ends the Units turn after the Movement Phase and reduces its TOTAL MAX AP for the next unit turn to 5. Not moving still applies the effect. | |||
Light Blue Hex Shoreline / Shallow Ocean Submerged -1 Units on this Hex are underwater. Unless properly outfitted to move in the ocean, Standard Movement is reduced by 2 movement points. Units on this Hex take reduced Kinetic weapon damage. | |||
Dark Blue Hex Deep Ocean Abyss -2 Unless properly outfitted, Units gains the effects from the Light Blue Hex (Shallow Ocean) as well as takes 10 damage per turn to the Torso. | |||
==== Buildings ==== | ==== Buildings ==== | ||
Buildings / structures do not need to be placed on Black Hexes. However, when they are destroyed the hex they sit on then becomes a Black Hex. Structure defense points are calculated by how many floors it has. One floor is 2 Defense Points. When firing at a structure you are guaranteed a successful hit so you do not need to roll for accuracy. Critical Rolls and flat weapon damage are still applied as normal. | |||
Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If its taller then the hex, its on a higher elevation. | |||
If you wish to attack a Unit through a structure, you will first need to destroy it. All overflow damage (left over damage from your attack after the building was destroyed) is negated. | |||
==== Elevations ==== | ==== Elevations ==== | ||
Units that can change their elevation will often find doing so to be advantageous and sometimes dangerous. On the table top, elevation up and down is the size of one Hex placed on its side [4.5"]. Units traveling to higher or lower elevations use 2 movement points to do so. If a Units waist [the area where there legs connect] or vehicle cockpit is above or below the plane to the next elevation, they are considered to be on that elevation. This also applies to structures and natural terrain. | |||
Different elevations (often referred to as +/- "number") have the following effects: | |||
Description Bonus Effect | |||
+3 Exclusively used by Flight Types. +1 to Evasion Rolls and Accuracy Rolls as well as +1 to ranged weapons range. | |||
+2 The highest elevation which a non-flying Unit can get to. +1 to ranged weapons range and Accuracy Rolls | |||
+1 The most common elevation for Units that have the ability to Fly/ Hover. +1 to Accuracy Rolls. | |||
0 This is the most common elevation for battlefields. All Units can be used at this elevation. No bonus effect. | |||
-1 The most common elevation for Units that have the ability to Swim/ Cruise. +1 to Evasion Rolls. | |||
-2 The lowest point Units can reach. +1 standard movement point and +2 to Evasion Rolls | |||
Weapon Ranges & Elevations | |||
When determining range to/ from an elevation, that elevation number must also be included into the distance to the target. For example: If you were on -2 attacking a enemy who was 6 hexes away on +1, the total range would be 9 hexes. So your attacking weapon would need to have a range of at least 9. | |||
==== Environmental Effects ==== | ==== Environmental Effects ==== | ||
== Missions == | == Missions == | ||
The Mission will dictate how you create your Squad, the Battlefield, and deploy your Units. It will also specify any Objectives that will be added to the battle. Most importantly it will outline what you need to do to win. Alternate Missions can be found in the Advanced Gameplay section. The default Mission is Elimination. | |||
Mission Objective Setup Intel | |||
Elimination Destroy Your Enemy N/A The default mission when playing a game. | |||
Retrieval N/A Place 3 moveable objects on the battlefield. Must not be within 5 hexes of one another. N/A | |||
Domination The first player to 7 points wins. Identify the 6th hex inwards on both short sides of the battlefield. The area in between these hexes are where Objectives can be placed. Each player then rolls a D8. The player with the highest number may place down one Objective in this area. Both players continue this until 3 Objectives are on the battlefield. Objectives cannot be within 5 hexes of one another. When a players Unit is within a 1 hex radius of the Objective, that player gains 1 point at the end of the turn. If multiple players have Units inside the same Objectives radius, the player with the most Units inside the radius gains the point at the end of the turn. If both players have the same number of Units on the Objective, neither gains a point at the end of the turn. If both players tie for 7 points at the end of a turn, the game continues until the tie is broken. | |||
Assassination Destroy targeted enemy Unit. Prior to Unit Deployment, each player choses one Unit from the enemy Squad to be assassinated. Must not be Class 5 Unit. | |||
Fuck I don't know a list of missions | Fuck I don't know a list of missions | ||
== Terminology == | |||
Term Definition | |||
Accuracy Roll Chances of landing a shooting attack with D8. | |||
Assault Roll Chances of landing a melee attack with D8. | |||
Counter Roll Chances of returning fire when evasion rolls are successful. Flat damage of primary weapon. D8 | |||
Evasion Roll Chances of Evading incoming attacks. D8 | |||
Critical Roll Chances of successful attack being a Critical Hit. D8 | |||
Perfect Roll Perfect Accuracy and Assault rolls gives uninvadable attacks. Critical Rolls give critical hits. | |||
Critical Hit Adds 1/2 of the weapons flat damage as bonus damage (round up). | |||
Classification Determined by the Total Defense Points of a Unit. | |||
Line of Sight A straight line to the area being targeted. Observed with an unobstructed view. | |||
Field of View The hexes directly left and right of front center in a Units direction as limits. | |||
Standard Movement Also referred to as Standard Movement Points: is how many hexes you can move in a single turn | |||
Thruster Movement Only available if thrusters are on model. Forfeit Ranged and Close Combat phases if used. Path is linear to the direction you choose. If an obstacle blocks the full travel, the Unit stops one hex prior. | |||
Action Points Also refereed to as AP: are points used to determine how many actions can be performed in a single turn. | |||
Command Actions Also referred to as AP: are any action NOT dealing with active movement or combat. Requires 2 AP to perform. | |||
Equipped Weapons Weapons that are being held in the hands of a Unit. | |||
Mounted Weapons Weapons that cannot be swapped out. Explode when destroyed. Damages ONLY area it was attached to. | |||
Carried Weapons Weapons that are being stored on the Unit. Max of 3 weapons. Can be equipped or retrieved if space is available. Need to be equipped before using. | |||
Flat Damage How much damage a weapon deals. | |||
Fall Damage 3 x elevation height in damage to both legs/ cockpit. | |||
Systems Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability. | |||
Mods Abilities that | |||
Traits Abilities granted to the Unit from the pilot. | |||
Artificial Intelligence RoyRoy heads have their own sentience. Mainly used for giving drones life. | |||
Core Parts Any and all parts that make up the CORE of the unit. EG; head, head armor, chest, knee armor, etc. | |||
Core Stats Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc. | |||
Core Type Determines your Units base Stats. Each Core Type is as different as the stats they give. | |||
Deployment Cost The overall Cost of a Unit. This includes Weapons, Equipment, Defense, Systems, Mods, etc. | |||
Two Handed Weapon When a part is labeled as 2 handed, the Unit using is must use two hands to properly wield this weapon. If two hands are not used, the complete weapons damage is reduced by .5. This requirement doesn't count towards mounting the weapon. When making this on the datasheet include the tag "[2H]" next to the weapons name. | |||
S.R.M. Stat Reduction Modifiers. Shows how many times a Units base stats can be lowered. Max reduction of 2/2/2. |
Revision as of 18:33, 7 August 2021
Introduction
Tools
Dice
In order to fight the enemy you will need Dice. An Eight-Sided Dice (D8) to be exact. D8 dice are used for everything in this game. You will want to have multiple (recommended to have at least 6) of them so you can roll all of your attack at once instead of one at a time. If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.
Gains to Stats Vs. Gains to Rolls
If an effect states " (+/- number) to (stat)" then you apply that number to the Stat on your Units Datasheet. EG: "+1 to Assault" Units Assault stat adds 1.
If an effect states " (+/- number) to (stat) Roll" then you apply that number to the relevant roll. EG: "+1 to Assault Roll" Player rolls for Assault then whatever the outcome is, 1 is added to it.
Put stuff about Dice here. Talk about tiles in basic. Also Tokens
Units
Individual models are called Units and are divided into the following Types:
Mechs
A unit that meets any of the following guidelines:
Uses legs as its main form of transportation Has or relies on arms to perform its primary functions Is distinctly bipedal or has a clear and obvious torso This is the Standard battlefield weapon.
Vehicles
Any unit that relies on jet propulsion, wheels, tracks, or rotors as its primary source of movement and doesn't have any form of manipulators (arms). All vehicle types gain the following changes to gameplay:
When checking LoS, the reference point is as close as possible to where the pilot is located. Ignores all negative Terrain Effects. Does not have manipulators. Therefore, cannot physically pick up or interact with any objects. Cannot move onto green hexes unless flying over them. Cannot change elevation [+/-] without the proper abilities. Cannot obtain the Jump ability. Terrestrial Vehicles Aerial Vehicles Aquatic Vehicles Extraterrestrial Vehicles
Drones
Drones are smaller Units that must be attached to a Main Unit at the start of the battle. When they are needed, the Main Unit can deploy them VIA Command Action. The Main Unit may deploy them anywhere within 1 hex radius. Multiple Drones may occupy the same hex provided they do no collide with each other.
Each drone needs some form of movement on the model for it to be able move. If the Drone model does not move, it can still function but will not move outside of where it was initially placed. If it flies, it needs at least one thruster on the model. If its aquatic, then it needs aquatic thrusters. If it walks, it needs legs or treads.
Drones are considered equipment for the Main Unit and must be added to the Main Units Equipment List on its Datasheet. Max of 3 active drones on the battlefield per Unit. There are two types of Drones: Drones with Artificial Intelligence (RoyRoy Head) and without.
Deployment Cost
Squads
Turns and Rounds
Each player moves a single Unit during their turn. Units can only move once per Round. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders.
Turn = Chess-like back and forth between players. Round = After all Units have been moved.
Unit Creation
Unit Building
Talk about building the unit in real life using parts.
Unit Datasheet
Core Parts
Basic Core Part Assembly
Advanced Core Part Assembly
The first thing we will go over is the Core Parts section on the left hand side of the datasheet. Here, we put down all parts on the model that are considered Core Parts. Core Parts are parts that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be counted in this list.
On the top in Dark Green, you see 3 titles; Name, Notation, and Defense. In the Name column you will put down the name of the specific part on your model (I generally work from the Head to the feet but no specific order is necessary). Most parts share the same names, so in order to differentiate which part belongs from which model, we have Notations.
Notations are broken down into what packs they come from and which unit they belong to. For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the PortaNova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17. This helps determine the next column, Defense.
These values are determined by which Unit they come from or what their purpose is. In this column, this is done automatically once the Name and Notation are added. If the defense does not auto-populate then check the spelling to make sure it matches the parts list. If it still doesn’t work, then you can just type it in.
As you will see, there are multiple of the same parts. This is because most Units are symmetrical and use the same parts for both sides. This organizational method helps with the design of A-symmetrical Units.
Below is an example of what a standard out-of-the-box PortaNova looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and legs.
Unit Classifications
Equipment
Weapons
Weapon Stats
Weapon Ranges Each weapon created will vary in many different aspects. Ranged weapons will have different attack ranges depending on the parts used whereas Melee weapons will always have a range of 1 unless specifically stated elsewhere. This is obviously an important factor when determining strategic advantages over your enemy. To determining range, you will count the hexes on the battlefield starting with the hex directly in front of the Unit you are attacking with. The enemy must be on or within the specified range of your attacking weapon.
There are 6 main sections to your Unit. Each one's role is to organize the abilities, weapons, and equipment you've made in the past sections for easy and quick access while in the middle of a battle. The bottom section shows Basic Attacks that can be used.
Hands - What weapons are currently equipped. Carried - What weapons your Unit is carrying as well as where they are located. [Max of 3] Shields - What kind of shields you have as well as where they are located. [Max of 4] Mounted - Weapons that are permanently attached to a Unit and their locations. Equipment - Mainly utility parts that give different advantages as well as their location. Thrusters will also go into this table. Systems, Mods, and Traits - Where all of the special abilities that your Unit has gained is organized. Systems are gained from different parts, Mods are chosen prior to a battle, and traits are acquired from the pilot. Max of 5 systems, 3 Mods, and 2 Traits.
In the hands section you will see that there are only two rows. This is because standard Units only have two hands. Here you will add any weapons that are currently in the Units hands. Name - Input the name of the weapon. Primary / Offhand - Labels which weapon is the primary and offhand. Some abilities require this information. Durability - Weapons defense points. Range - Weapons range. Flat Damage (FD) - Weapons flat damage dealt per shot Action Points (AP) - How much AP it takes to fire a single shot. Systems - The special ability given to the Unit by the weapon they use. The ability is lost when the weapon is destroyed. Kinetic / Energy - Labels what type of damage that weapon deals. Specific abilities require this information. Wpn / Eqpt Stats [pt. 3] [Continued]
In the Carried section you will see that it has the exact same columns as the hands section with the exception of the Location column. All weapons that can be placed into the hands but are not currently, should be put into the carried section.
Remember: Your Unit cannot use weapons that it doesn't have on it already (unless stated otherwise) so it advisable
Location refers to where on your Unit that part is. Generally speaking, you will use the Areas in your Core Part Stats to show location but it's up to the player how they describe where things are located.
In the image above, you will see the Mounted and Equipments sections of a standard Alto Flight Type. In the equipment section you see that there are two wing sections; Left Wing and Right Wing. For the location, it states Torso. This is because both wing sections are connected to the torso.
If we look at the Mounted section, we see both Railguns. Under the location column it states the Left and Right Wing Section. This is because both guns are mounted to their respective wing section.
Basic Weapons
Advanced Weapons
Custom Weapons
Weapon Redundancy
When creating a Unit, you might have multiple of the same weapon attached. This is called Weapon Redundancy. A weapon with multiple copies reduces the its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2 and the damage is increased by 1 for every 2 of the same weapon available.
Example 1: 1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot Example 2: 1 Pistol = 3Dmg & 2AP per shot | 4 Total Pistols = 5Dmg & 2AP per shot
Accessories
Mech Stats
This section is where you will find the overall Stats of your Unit. We will do a quick overview of everything before diving deeper.
Max Defense - Max defensive value for that specific area. Doesn’t change. Current Defense - Defense value after taking damage to that area. Changes often. Pilot Name - Your pilots name Rank - Pilots rank Modifiers - How many mods and traits you can take as well as how many changes to base stats you can make. Defense Total - The total defense value of ALL Core Parts. Thruster Durability Total - Total durability of ALL thrusters. Core Type - Based on the 6 models of Units. Classification - Determines how big your Unit is Base AP - Shows the base amount of AP the Unit has at the start of every turn. Standard Movement - how many hexes a Unit can move in a single turn Thruster Movement - How many hexes a Unit can move if thrusters are on the Unit. Base Stats - Accuracy, Assault, Evasion: change depending on Core Type and Modifiers. Deployment Cost - The combined value of the entire Unit including Equipment, Weapons, Parts, Systems, and Pilot Cost.
Going back to the upper half; you will use the Core Parts you made in the beginning to group each piece into its Core Stat. For standard Units this includes; a Head, Torso, Both Arms, and Both Legs. Depending on the Unit you create you may have more or less. Use this as a guideline when naming the limbs. As an example we will go over the Core Stats of a Standard Portanova.
Here is what the standard Portanova looks like divided up into its separate parts.
Below is how each area is grouped.
The images below show the Portanovas Core Parts divided up into its groups.
Once you successfully added each Core Part into their respective group we can move down to the lower half of this section.
REMEMBER:
These groups and the pieces that make them up are just for the standard out-of-the-box Units. Depending on what you build you could have something completely different.
Core Stats [pt. 4] [Continued]
The image to the left are the stats of a standard Portanova. When filling out a Unit Datasheet the majority of this information will auto populate.
From the top we have Pilot Name and Rank. When you create your pilot, that information will go here. Pilot rank will show how many traits and mods your Unit can take as well as how many changes to its base stats you can make. These populate automatically.
Below that is the Defense Total and Thruster Durability Total. Defense Total is the total combined value of all of your Units Core Parts. For the Thruster Durability Total, you add the durability for all thrusters together and put that number in the space provided.
Next is the Core type. This is chosen based on the type of chest piece you used. Each core type is based on the 6 different main model kits: Alto, Portanova, Rabiot, Cielnova, Spinatio, and Spinatia. There is also a 7th option to choose from: RoyRoy. This option is for Drones with Artificial Intelligence. Each Core Type has a different base stat. The higher rank you are, the more you are able to manipulate those stats into what you want for your Unit. The lowest a single Unit can be, stats wise, is 2/2/2.
Part Durability
Classification Stats
Next is Classification and Base AP. There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. Class is determined by the Total Defense value of all Core Parts.
Engine Assembly
Note: Talk about AAS here as part of Engine.
Pilot
Once you have created your Unit and completed its Datasheet, you will then need to make a pilot.
Pilots are vital to diversifying a Units playstyle. They also grant the Unit they pilot special abilities. These abilities are called "Pilot Traits". These abilities differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities.
Pilot Levels
On the rank advancement chart there are 5 columns: Rank, Stat Reduction Modifier (SRM), Mods, Traits, and Deployment Cost (DC).
Rank - Chosen prior to gameplay. SRM - Indicates how many values a Units base stats (Acc, Ass, & Eva) can be reduced. Remember: The lower your stats, the better! Mods & Traits - How many of each can be taken. DC - How much the corresponding rank will add to the Units overall deployment cost. This is added automatically on the Units Datasheet.
When you choose a rank you get the other corresponding columns with it. Keep in mind that higher ranks will add to the Unit they pilots’ Deployment Cost.
Pilot Stats
Pilot Abilities
Drones
AI
With Artificial Intelligence
Can move freely around the battlefield. Once deployed, they are considered their own Unit and follow the same guidelines. Because of this, they also need their own Datasheet. A.I. Drones move during their Main Units Movement Phase and receive their own AP Roll of 1D8. If you have multiple of the same drone only one datasheet is needed. A.I. Drones are the only Unit that can be on structures. If the structure is destroyed the drone falls, takes (2 x structure floors) damage, and is immobile for 1 turn. In the datasheet, under "Core Type", there is a option called RoyRoy. All AI Drones use this and it is what gives A.I. Drones their stats. Also in the Datasheet is a section called "Pilot Rank / A.I. Processor". Since drones are unmanned and do not have pilots, they have A.I. Processors instead. Each one is similar to a pilots rank but modified for AI Drones. Below is a table called "A.I. Advancement" and shows how each processor effects the drones stats differently.
A.I. Advancement Processor DC Stat Mods Simple 0 0 0 Intermediate 25 -1 1 Advanced 50 -2 2
The Simple Processor offers no changes to either stats or mods, there is no additional Deployment Cost when using it. This processor is great for A.I. Drones whos primary function is for scouting or reconnaissance.
The Intermediate Processor is just that, in the middle. Offers a single change to the drones stats and a single mod to be equipped at a moderate cost. Best used for scouting drones with a single weapon or equipment.
The Advanced Processor offers the most changes but at a higher cost. Best used for drones who have multiple weapons and can take a few hits.
Not AI
Can only move when commanded to VIA Command Action. When deployed, place them anywhere around the Main Unit in a 1 Hex radius facing any direction. The direction that they face after deployment is the direction they will stay until commanded to change. When attacking, multiples of the same drones Drones that are capable of movement, orbit the Main Unit in tandem with when conducting its Movement Phase. If the Main Unit moves to a location and the drone is unable to occupy the Hex, it may move to the next available Hex (+/- 1 hex of elevation). If not, then they may dock with the Main Unit. Drones that are not capable of movement are placed on the battlefield and left as a sentry or turret. They can still function but only when the Main Unit commands.
All drones share the AP of the Main Unit.
Non-AI Drones, sometimes referred to as "funnels", all have the same Attack, Range, and AP Cost per drone. Durability is still based on the parts its made of.
Flat Damage: 3 Range: 4 AP Cost: 2
Abilities
Systems
Mods
Traits
Gameplay
Board Setup
Battlefield
All Missions take place on a battlefield comprised of Hexagon tiles. One hexagon tile is the same size as an action base 4 / 5. A full-sized battlefield measures 16x13 hexagonal tiles, or 208 total Hex', with the flat side facing each player. Both sides need to be identical to the other so it doesn't create any unfair advantages.
Unit Deployment
Players determine who goes first by both rolling 1d8 with the person who has the highest number going first. Starting from the highest to the lowest order, each player alternates putting one of there Units down on 1 of the 3 closest hexes to them on there side of the battlefield. This is called the Deployment Area (shown on the right, highlighted in green). Once all Units are on the battlefield, the battle begins staring with the highest.
Turn Order
Each player moves a single Unit during their turn. Units can only move once. If a player has no Units left to move, they skip their turn. Once all players have completed their turns, that round is over. When the round is over the turns circle back around to the player who initially began in a chess-like fashion. This continues until the Mission is completed or a player surrenders.
Movement Phase:
Once you have chosen a Unit to move, they begin there Movement Phase.
First, roll a D8 to see how many Action Points gets added to that units Base AP. These can be used throughout that Units turn. Next, move to a desired hex using the Standard Movement or Thruster Movement options.
The image to the left represents a Units forward facing direction on the battlefield.
Units can only move forward to the 3 closest hexes directly in front of them (represented by the green hexes). Units may also rotate around on the same hex (represented by the red hexes) at the cost of 1 standard movement point. Once per movement phase, a Unit can rotate freely around on the same hex without having to use a standard movement point.
Ranged Combat Phase:
Using your Units datasheet: determine which ranged weapon(s) you want to attack with and if the enemy is within its range. Next, determine which area(s) you want to attack. Be sure to have proper Line of Sight and the area is within your Field of View If you don't have both, you cannot attack that area. Once you determined your weapon, that the enemy is within range, the area you want to attack, and you have proper Line of Sight: subtract the AP it takes to fire that weapon from the AP Pool that Unit currently has. If the Unit does not have enough AP they cannot perform an attack. The Weapon AP cost on the datasheet is for a single attack. If a player has excess AP in there pool, they may attack more than once. After the Weapon AP cost has been subtracted from the Units current AP, the player may conduct an Accuracy Roll.
On the Units Datasheet there is a value that represents its accuracy. Using a D8, the player will roll to see if their shot is accurate. This means the player needs to roll equal-to or higher than the value that is shown on their datasheet. If the roll does not meet the aforementioned requirement then the shot misses and that phase is over. If the roll does meet the requirement, then the enemy has a chance to evade. Using a D8 again, the enemy player will conduct an Evasion Roll. Back to the datasheet, there is a value that represents a Units Evasion. If the enemy player's roll meets that requirement, then they successfully evade the incoming shot and the phase is over. If the fail to meet the requirement, then the shot hits its intended area. Finally, there is one last roll the player conducts before the enemy subtracts the total weapon damage to the intended area and ending the ranged combat phase: the Critical Roll. With this roll, the player simply rolls a D8. If it lands on an 8, then half of the Flat Weapon Damage used to attack is added as a bonus onto the weapons flat damage. If it doesnt, then only the attacking weapons flat damage is subtracted from the intended areas defense. The image below shows the full course of fire. aLLFpy5.png Close Combat Phase: The close combat phase is similar to the ranged combat phase with the major difference being that instead of using ranged weapons to attack, the unit uses melee weapons. This time instead of conducting an Accuracy Roll, you will conduct an Assault Roll. All of the above applies to this phase aswell.
NMeWaRv.png Important Notes
When the player chooses a Unit to move first, that Unit must move through each phase sequentially. They are allowed to skip over phases but they cannot go back to a phase prior to the one they started with. The below images shows the correct sequence in which the phases should be performed.
Movement
The image to the right shows all of the hexes that a Unit can move to. The arrow represents the Units forward facing direction.
Units can only move to the hexes directly around them. Once per movement phase, a Unit can rotate freely around on the same hex without having to use a movement point. The green hexes represent the area that is directly in front of the Unit while the red represent the area directly behind the Unit. This is important for a few reasons: first, the green area is not only the hexes directly in front of a Unit but they are also the Units Field of View. This applies when attacking a Unit. Secondly, the area in red is the Units Flank. When a Unit is attacked from its Flank it takes 2 bonus damage for every attack.
Movement Within a Hex
Depending on the size of each Unit and terrain you are on, you may find that you have a fair bit of room inside the Hex 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 setup ambushes/ firing positions/ or take better cover.
Two friendly Units may occupy the same hex as long as they do not collide with one another. Two Units on opposing sides cannot occupy the same hex unless one is on another elevation from the other.
Command Actions
Any actions that DO NOT deal with movement or active combat. All Command Actions require 2 Action Points to use, can be used multiple times, and can be used at any point during a Units turn. Below are some of the basic Command Actions that can be used:
Make this a table. Link to individual Command actions to talk about more detail and interaction with rules when necessary.
Get Up: When you get thrown down, you can get back on your feet.
Press On: Gain an additional Standard Movement Point.
Break Grapple: Perform an Assault Roll: If successful, the Unit breaks free. If unsuccessful, the Unit remains in the grapple.
Swapping A Unit may change a weapon that is equipped to carried and vice-versa. One weapon per action.
Retrieving A Unit may pickup a weapon that has been dropped or disarmed from a friendly Unit. The weapon is placed in an open hand as equipped. If no hands are free, the weapon cannot be retrieved. Must be on the same hex to retrieve.
Deploy: Places drones attached to a Unit onto the battlefield. Max of 3 active drones.
Transform: Units that can Transform do so at the start of the movement phase. Prior to moving the Unit, transform it into its alternate form then proceed with the movement phase per normal. While Transformed the Unit loses control of its limbs but gains bonuses determined by the vehicle it transformed into.
Kneeling Position: A Unit physically gets into the kneeling position. Gain +1 to Accuracy Rolls. Cannot Evade while kneeling. Can only be done once per turn.
Prone Position: A Unit physically gets into the prone position. The Units primary facing direction cannot be obstructed by a structure or another Unit. Gain +3 to Accuracy Rolls. Cannot Evade while in the prone. Must kneel before getting into or out of the prone position. Can only be done once per turn.
Offensive Stance: A Unit takes aim in a given direction and is able to perform an attack outside of its turn if an enemy moves into range. Detailed information can be found here
Defensive Stance: A Unit actively uses a shield or any two handed weapon as cover. All incoming damage is redirected to the shield/weapon. Detailed information can be found here
Recall: Docks all active drones, regardless of position or range, back to the Main Unit.
Reposition: Moves the active drones on the battlefield 1 hex. Drone range is a 2 hex radius from the Main Unit.
Combat
All distances are measured in Hexes starting from the hex directly in front of a Unit. When attacking, you will need the target within the range of Hexes set by your Datasheet and you'll also need Line-Of-Sight. LoS is determined by looking over the shoulder (closest to the head) of your Unit directly to the target imagining a 30mm rod as a guide. The Units weapon must also have a clear LoS. If you can clearly see the part you want to attack you may do so. If the Units weapon AND head do not have a clear LoS, the Unit cannot fire.
Part Loss
Core Parts
There are 4 unique areas to a Standard Mech Unit: Head, Torso, Arm, and Leg. For Standard Vehicles: Cockpit, Tail, Inner Wings, and Outer Wings. Destroying each one results is a different penalty to the effected Unit. These effects do not stack.
Area Penalty Head Add 2 to the Units Accuracy stat. Torso The entire Unit is considered destroyed. Arms The effected Unit can no longer use, swap, or pickup carried weapons with that arm. Legs When 1 leg is destroyed, Standard Movement is reduced by 1 hex and the effected Unit adds 2 to Assault and Evade stats. When both are destroyed, Standard Movement is reduced to 1 hex.
Destroyed Vs. Inoperative
When the Torso Defense Points of a Unit is reduced to 0, the Unit is considered destroyed. If a Units Torso remains intact but is unable to fight or finish the mission, it is considered Inoperative. This is most common when all of the limbs and weapons are destroyed.
If a player refuses to acknowledge that their Unit is inoperative, both players roll a D8 prior to the alleged Units movement phase. If the alleged Units player rolls higher than the accusing player, it may continue per normal. If the accusing player rolls higher, then that alleged Unit is deemed inoperative and the battle is over. This roll-off continues each time the alleged Unit takes a turn.
Weapons
Destroyed weapons/ equipment give the Unit that destroyed them experience in campaign play as well as removing the effected Units ability to use it for the remainder of the battle.
Mounted Weapons: When mounted weapons are destroyed, they explode dealing damage to the section they connected to. The damage dealt is equal to 50% of the destroyed weapons Flat Damage.
Ranged Combat
Melee Combat
Grappling
Every Unit that has hands can grapple. The range to engage in a grapple is 1 hex. Grappling can only be performed during the Close Combat Phase.
When a Unit engages in a grapple, both players roll for Assault and complete one of the following:
Action Effect Attacking Unit passes and the Defending Unit fails Defender suffers the effect Both Units pass Both roll again until a winner is determined Attacking Unit fails and the Defending Unit passes Defender breaks contact and grapple is over. No longer engage another grapple Both Units fail Grapple is over
When a Unit successfully engages a grapple, they are able to do two thing:
Options Attack Description Defend Description Throw Throw them a max of (Attack Class + 1D4*) Hexes within FoV and deal (Throw Distance x 2 - Defend Class) Damage to Units Chest Lands on their back facing where they were thrown. Constrain Holds Unit in place. May attack with a single handed weapon during the next turn Cannot evade incoming attacks or perform attacks. Grapple rolls over to the next turn The grapple is only over if the Attacking Unit releases the Defending Unit or if the Defending Unit uses the "Break Grapple" Command Action.
Weather a Defending Unit is Thrown or Constrained, the Attacking Unit now occupies the hex that they were on. If Thrown, the Defending Unit moves to the identified hex. If Constrained, both Units occupy the same hex until the Defending Unit Breaks Grapple or the Attacker releases them. In which case, the Defender moves to the hex directly behind where it was Constrained.
- 1D4 = 1D8 (1or2 = 1, 3or4 = 2, 5or6 = 3, 7or8 = 4)
Status Effects
Immobile A Unit is unable to move from the hex it is on. It may still attack and use abilities but cannot evade.
Stunned A Unit is unable to attack, evade, or move. Passive or automatic abilities continue to function.
Freeze Refer to Advanced Gameplay
Overheat Refer to Advanced Gameplay
Slowed
Terrain
Scenery on the battlefield can be many things. Ranging from tall buildings to small rocks or trees. Terrain features will be dictated by the Mission but are not limited by it. Different terrain features are represented by different colored hexes. Each colored hex give different advantages and disadvantages.
When placing terrain colors on the battlefield, different colors need to be placed atleast 1 hex apart. If a color description states its at a specific elevation, the only elevation that is can be placed is at the Zero Elevation (unless specific rules are applied).
Hexes
Name Represents Terrain Status Effect Elevation Description Grey Hex Default Default N/A The default hex. This hex represents nothing more than a place to stand/ move on. Red Hex Default Default N/A Indicate a space that cannot be moved to / on. However, movement above or below these are still possible. Green Hex Wooded/ Forest Area Conceal N/A Provide concealment but not cover. This mean that, while they cannot block incoming attacks, they make it harder to land successful hits. If green hexes are between you and Line-of-sight of an enemy, the tiles effect is added to the roll. If a attacking Unit is on the tile, then the effect is negated. Subtract 2 to Accuracy Rolls for every group fired across. Tan Hex Dry / Desert Area Overheat N/A For every Tan Hex that is crossed, the player will multiply that number by 2 and then roll D8 after the Units Movement Phase but before the Ranged Combat Phase. If the player rolls equal to or less than the number, that Unit gains the terrain effect Overheat. Overheating puts the Unit into the kneeling position and ends its turn. Not moving still applies the effect. Black Hex Fallen / Burning Structures Black Smoke N/A Crossing these hexes doubles the movement points required to move. The rubble also emanates large black smoke clouds reducing weapon Accuracy Rolls by 1. White Hex Snow / Frozen Area Freeze N/A For every White Hex that is crossed, the player will multiply that number by 2 and then roll D8 after the Units Movement Phase but before the Ranged Combat Phase. If the player rolls equal to or more than the number, that Unit gains the terrain effect Freeze. Freeze ends the Units turn after the Movement Phase and reduces its TOTAL MAX AP for the next unit turn to 5. Not moving still applies the effect. Light Blue Hex Shoreline / Shallow Ocean Submerged -1 Units on this Hex are underwater. Unless properly outfitted to move in the ocean, Standard Movement is reduced by 2 movement points. Units on this Hex take reduced Kinetic weapon damage. Dark Blue Hex Deep Ocean Abyss -2 Unless properly outfitted, Units gains the effects from the Light Blue Hex (Shallow Ocean) as well as takes 10 damage per turn to the Torso.
Buildings
Buildings / structures do not need to be placed on Black Hexes. However, when they are destroyed the hex they sit on then becomes a Black Hex. Structure defense points are calculated by how many floors it has. One floor is 2 Defense Points. When firing at a structure you are guaranteed a successful hit so you do not need to roll for accuracy. Critical Rolls and flat weapon damage are still applied as normal.
Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If its taller then the hex, its on a higher elevation.
If you wish to attack a Unit through a structure, you will first need to destroy it. All overflow damage (left over damage from your attack after the building was destroyed) is negated.
Elevations
Units that can change their elevation will often find doing so to be advantageous and sometimes dangerous. On the table top, elevation up and down is the size of one Hex placed on its side [4.5"]. Units traveling to higher or lower elevations use 2 movement points to do so. If a Units waist [the area where there legs connect] or vehicle cockpit is above or below the plane to the next elevation, they are considered to be on that elevation. This also applies to structures and natural terrain.
Different elevations (often referred to as +/- "number") have the following effects:
Description Bonus Effect +3 Exclusively used by Flight Types. +1 to Evasion Rolls and Accuracy Rolls as well as +1 to ranged weapons range. +2 The highest elevation which a non-flying Unit can get to. +1 to ranged weapons range and Accuracy Rolls +1 The most common elevation for Units that have the ability to Fly/ Hover. +1 to Accuracy Rolls. 0 This is the most common elevation for battlefields. All Units can be used at this elevation. No bonus effect. -1 The most common elevation for Units that have the ability to Swim/ Cruise. +1 to Evasion Rolls. -2 The lowest point Units can reach. +1 standard movement point and +2 to Evasion Rolls
Weapon Ranges & Elevations
When determining range to/ from an elevation, that elevation number must also be included into the distance to the target. For example: If you were on -2 attacking a enemy who was 6 hexes away on +1, the total range would be 9 hexes. So your attacking weapon would need to have a range of at least 9.
Environmental Effects
Missions
The Mission will dictate how you create your Squad, the Battlefield, and deploy your Units. It will also specify any Objectives that will be added to the battle. Most importantly it will outline what you need to do to win. Alternate Missions can be found in the Advanced Gameplay section. The default Mission is Elimination.
Mission Objective Setup Intel Elimination Destroy Your Enemy N/A The default mission when playing a game. Retrieval N/A Place 3 moveable objects on the battlefield. Must not be within 5 hexes of one another. N/A Domination The first player to 7 points wins. Identify the 6th hex inwards on both short sides of the battlefield. The area in between these hexes are where Objectives can be placed. Each player then rolls a D8. The player with the highest number may place down one Objective in this area. Both players continue this until 3 Objectives are on the battlefield. Objectives cannot be within 5 hexes of one another. When a players Unit is within a 1 hex radius of the Objective, that player gains 1 point at the end of the turn. If multiple players have Units inside the same Objectives radius, the player with the most Units inside the radius gains the point at the end of the turn. If both players have the same number of Units on the Objective, neither gains a point at the end of the turn. If both players tie for 7 points at the end of a turn, the game continues until the tie is broken. Assassination Destroy targeted enemy Unit. Prior to Unit Deployment, each player choses one Unit from the enemy Squad to be assassinated. Must not be Class 5 Unit.
Fuck I don't know a list of missions
Terminology
Term Definition Accuracy Roll Chances of landing a shooting attack with D8. Assault Roll Chances of landing a melee attack with D8. Counter Roll Chances of returning fire when evasion rolls are successful. Flat damage of primary weapon. D8 Evasion Roll Chances of Evading incoming attacks. D8 Critical Roll Chances of successful attack being a Critical Hit. D8 Perfect Roll Perfect Accuracy and Assault rolls gives uninvadable attacks. Critical Rolls give critical hits. Critical Hit Adds 1/2 of the weapons flat damage as bonus damage (round up). Classification Determined by the Total Defense Points of a Unit. Line of Sight A straight line to the area being targeted. Observed with an unobstructed view. Field of View The hexes directly left and right of front center in a Units direction as limits. Standard Movement Also referred to as Standard Movement Points: is how many hexes you can move in a single turn Thruster Movement Only available if thrusters are on model. Forfeit Ranged and Close Combat phases if used. Path is linear to the direction you choose. If an obstacle blocks the full travel, the Unit stops one hex prior. Action Points Also refereed to as AP: are points used to determine how many actions can be performed in a single turn. Command Actions Also referred to as AP: are any action NOT dealing with active movement or combat. Requires 2 AP to perform. Equipped Weapons Weapons that are being held in the hands of a Unit. Mounted Weapons Weapons that cannot be swapped out. Explode when destroyed. Damages ONLY area it was attached to. Carried Weapons Weapons that are being stored on the Unit. Max of 3 weapons. Can be equipped or retrieved if space is available. Need to be equipped before using. Flat Damage How much damage a weapon deals. Fall Damage 3 x elevation height in damage to both legs/ cockpit. Systems Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability. Mods Abilities that Traits Abilities granted to the Unit from the pilot. Artificial Intelligence RoyRoy heads have their own sentience. Mainly used for giving drones life. Core Parts Any and all parts that make up the CORE of the unit. EG; head, head armor, chest, knee armor, etc. Core Stats Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc. Core Type Determines your Units base Stats. Each Core Type is as different as the stats they give. Deployment Cost The overall Cost of a Unit. This includes Weapons, Equipment, Defense, Systems, Mods, etc. Two Handed Weapon When a part is labeled as 2 handed, the Unit using is must use two hands to properly wield this weapon. If two hands are not used, the complete weapons damage is reduced by .5. This requirement doesn't count towards mounting the weapon. When making this on the datasheet include the tag "[2H]" next to the weapons name. S.R.M. Stat Reduction Modifiers. Shows how many times a Units base stats can be lowered. Max reduction of 2/2/2.