User:Lavtiz29
Introduction
The 30 Minute Missions: Wargame is an asymmetrical wargame played by 2+ players with an Attacker team and Defender team. The game can be played by any number of players but must remain in the Attacker and Defender style unless otherwise stated. Teams do not have to have the same number of players.
You can play alone similar to how one would play themselves in chess, but it is not recommended.
Combat Objective
The game is won after the main objective of the mission you are playing has been completed. These range from holding an objective for multiple turns or getting an object and moving to your side of the board.
Required Components
Dice
It is recommended that you have at least 1 eight-sided dice (D8), but having multiple will make it so you can roll all of your attacks at once instead of one at a time. It is also advised that you have a twenty-sided dice (D20) on hand for each unit to use to keep track of how many Action Points a Unit has, however a piece of paper will do as well.
If a rule requires a D8 roll 3 or higher, this is often abbreviated as 3+.
Objective Markers
Objective Markers can be anything as long as they fit on a hex and do not interfere with the movement of most units. There will be cases where a unit takes up a whole hex or will otherwise cause an issue with the token. In those cases make a mark of where the token was on a piece of paper or other notation.
Tokens
While playing the game, you may need various tokens to identify a status effect or elevation.
Units
Described in greater detail later. Units mean the 1/144 scale models built using 30mm Parts. Other models in the same scale may be used as well. We suggest a minimum of 1 unit per person playing. However without a points balance this may skew combat in favor of one player over the other.
Datasheet
The Datasheet contains your unit's information. Defense, Weapons, and other special abilities will all be listed here. More information is found on the Unit Datasheet Creation page.
Unit Information
Units are the giant robots (mechs) and vehicles used and while any thing can be used the game is designed with primarily with 30 Minute Mission parts in mind .
Core Sections
When a player is creating there Unit, they need to determine its Core Sections. Core Sections (CS) are groups of individual parts combined together to form specific areas that perform a certain function. First, a player needs to determine what type of Unit they created. Whether it be a Mech or a Vehicle each type has different Core Sections available to it with many being used by the other types. Drones, which may be a Mech Unit, Vehicle Unit, or Equipment, may also require some of these Sections depending on build. Determine what Sections are needed for your Unit type by their movement requirements.
Core Sections:
- Head - The upper part of a Mech Units body. Contains complex camera systems to provide visuals to the pilot in real time.
- AI Cockpit - Main Section of a Drone/Mech/Vehicle. Contains the A.I. pilot.
- Torso - Main Section of a Mech Unit. Holds the pilot.
- Cockpit - Main Section of a Vehicle. Holds the pilot.
- Arm - The upper limb of a Mech Unit. Has the ability to pick up/hold/carry various things.
- Wing - A modified arm, frequently used to assist in flight.
- Tail - A modified arm, usually used for stability and aesthetics. May have weapons or thrusters attached to it.
- Leg - Each of the limbs on a Unit that provides movement.
- Aquatic Drive - A section that provides movement in Water and Deep Water Tiles. Requires for Aquatic vehicles.
- Aerial Drive - A Section that provides flight in some form either for hovering or actual flight. It is a requirement for Aerial Vehicles.
- Terra Drive - A Section that provides movement across the ground. It grants standard movement and is a requirement for Terrestrial Vehicles.
Next, Identify how many Sections your Unit has and what each one is. Mech Units normally have a head, two arms, two legs, as well as a Torso. Vehicle Units normally have at least one Drive Section and a Cockpit. Drones normally have a single AI Cockpit Section. All of these may vary depending on how you build your Units.
Unit Types
Units are divided into the following Types:
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
- Has a clear and obvious torso
This is the standard Engagement Unit.
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.
All Vehicle types gain the following changes to their gameplay:
- When checking line of sight (LoS), the reference point starts at the Units cockpit.
- Cannot physically pick up or interact with any objects.
- Cannot change elevation [+/-] without appropriate Abilities.
- Cannot obtain the Jump Ability.
Unlike Mech Units, vehicles are limited to a single category. These categories are as follows:
Land-based vehicles.
Any Unit that meets the following must be regarded as a Terrestrial Vehicle Unit:
- Has at least two Terra Drive Core Sections.
- Has a weapon in its inventory labeled "Main Cannon".
- Does not contain Flight Drive Core Sections.
- Does not contain Aquatic Drive Core Sections.
Terrestrial Units gain the following:
- FoV is all 6 hexes around the Unit.
- Main Cannon durability is replaced with cockpit Defense.
- Main Cannon has an AP reduction of 3 (to a minimum of 4).
- Travel over Green hexes costs 2x the amount of Movement Points.
- All Weapon ranges are halved when firing through Green hexes.
Usually a plane, helicopter, or other vehicle for flying in appearance.
Any Unit that meets the following may be regarded as an Aerial Vehicle Unit:
- Have at least one Flight Core Part
- May have at least one Drive Core Part
- Does not have one or more Swim Core Parts
- They do not normally have arms instead have attached weapons
- Have use of a Cockpit Core Section instead of a Torso Core Section.
- If the Unit uses an AI pilot, the AI part is considered the Cockpit Core Part
Aerial Vehicles have the following restrictions:
- They are unable to take the Cruise or Swim Movement Actions.
- They may not take the Standard Move Action if they do not have a Drive Core Part attached.
- When their Flight Core sections and Drive Core Sections, if any, are destroyed the Unit is considered Inoperable.
Aerial Vehicles gain the following bonuses:
- Must use all of its Movement Points (standard or thruster) in a single turn.
Usually a boat, submarine, or other vehicle for navigating the water in appearance.
Any Unit that meets the following may be regarded as a Aerial Vehicle Unit:
- Have at least one Swim Core Part
- Does not have one or more Drive or Flight Core Parts
- They do not normally have arms instead have attached weapons
- Have a use a Cockpit Core Section instead of a Torso Core Section.
- If the Unit uses an AI pilot, the AI part is considered the Cockpit Core Part
Aerial Vehicles have the following restrictions:
- They are unable to take the Standard, Hover, or Flight Movement Actions.
- When their Swim Core Sections are destroyed the Unit is considered Inoperable.
- When attacking with Missile Pods or Rocket Launchers, no Line of Sight is needed.
- Can only move over Light Blue or Dark Blue hexes.
A vehicle that combines the features of many other vehicles but is not considered a Mech.
Any Unit that meets the following may be regarded as a Aerial Vehicle Unit:
- May have at least one Flight Core Part
- May have at least one Drive Core Part
- May have at least one Swim Core Parts
- The unit has a minimum of two Flight, Drive, or Swim parts
- They do not normally have arms instead have attached weapons
- Have a use a Cockpit Core Section instead of a Torso Core Section.
- If the Unit uses an AI pilot, the AI part is considered the Cockpit Core Part
Aerial Vehicles have the following restrictions:
- They are unable to take the Cruise or Swim Movement Actions.
- They may not take the Standard Move Action if they do not have a Drive Core Part attached.
- When their Flight Core sections and Drive Core Sections, if any, are destroyed the Unit is considered Inoperable.
Drones are typically smaller units or equipment controlled by a larger or more networked unit. Drones can be either mechs OR vehicles.
There are two categories of Drones:
- A.I. Drones
- Non-AI Drones
A.I. Drones:
AI Drones are drones that are controlled by artificial intelligence. These are considered their own Units and as such, get their own Datasheets and Pilot ID. The pilot for this Unit must be an AI.
Non-A.I. Drones:
Non-AI Drones are drones that need to be controlled by a Main Unit with the Control Management Mod.
Classification
Total Defense | Classification | Base Movement | Base Action Points |
---|---|---|---|
0 - 75 | Class 1 | 5 | 1d8 + 2 |
76 - 150 | Class 2 | 4 | 1d8 + 2 |
151 - 225 | Class 3 | 3 | 1d8 + 3 |
226 - 300 | Class 4 | 2 | 1d8 + 4 |
301+ | Class 5 | 1 | 1d8 + 4 |
There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. This is determined by the Total Defense value of all of Core Parts combined.
Squads
Are groups of units usually no more than 5 as a game of 6 or more can become longer and slow down the game. These are generally called Lances or Fire Teams depending on size and your own preferences.
Datasheets & Pilot IDs
Datasheets and Pilot IDs show detailed stats and abilities for each Unit. You will need to create a Datasheet and Pilot ID for every Unit in your Squad. Which instructions for can be found Unit Datasheet Creation.
These can be found in the Datasheets / ID's page along with premade stock kit sheets.
Gameplay
Board Setup
All Missions take place on a battlefield overlayed by a hexagonal grid. Each hex space is the same size as an action base 4/5 - 4.5 inches. This eliminates the need for measuring tools and makes movement/weapon ranges easier to calculate.
However if a person wishes to play without hexes all movement can be done with action bases and movement being 4.5 inches per movement point.
A full-sized battlefield measures 14 hexes (63 in) on the long side by 11 hexes (49.5 in) on the short side, with the flat sides facing each player.
Missions will give suggestions on more specific terrain setup. It is suggested a matching terrain setup for each side when playing a destroy all targets type mission.
Pre-Deployment
Players roll 1D8 to determine who goes first. The higher roll chooses who gets to be Attacker and who gets to be Defender. The Attacker goes first and has starting initiative, but the Defender chooses their Deployment Area.
In 3+ player games, players choose which team to participate on and share Units and turns with their teammates. At the start of the round players roll for initiative with the higher roll, giving the first chance to move a unit.
Deployment
Once the attacker and defender have been selected, it is now time for the players to deploy their squads to the battlefield. Each side has a dedicated Deployment Area laid out in the mission details. Standard Deployment Areas are the first 3 hexes from the short side table edge on both sides.
Starting with the attacker, they will place one Unit within their Deployment Area on any elevation/terrain they see fit. If their Unit flies/swims, they may start in the air/water but must place a token down notating its elevation. Once the attacker's Unit has been deployed, the defender does the same. In an alternating fashion, both players continue to deploy Units until everyone is on the battlefield. If a player has any Units in reserve [Tentative name change] place them off to the side until given orders to deploy.
After both sides have deployed their Units, the Deployment Phase has ended and the beginning of the Round can begin.
Rounds
Then the player with initiative activates a Unit which starts the Unit's turn. A turn consists of three phases in order: Movement Phase, Ranged Combat Phase, and then Close Combat Phase. Units can only be activated once per Round. After the unit has completed its turn the next player with initative may activate a unit. This continues until all players have activated a unit then the player who started the round may activate another unit. If a player has no Units left to act with, they skip their turn. Once all players have run out of Units with available turns, that Round is over. When the Round is over, a new Round begins with the same player starting first. This continues until the Mission is completed or a player surrenders.
When a Unit has been activated, place down an Activation token next to the Unit. Once the Unit has finished its turn, flip the token over to Inactive. This indicates that the Unit has already been activated during that round and cannot be activated again. When a new round begins, remove all Inactive tokens from the battlefield.
Phases of a Turn
Each turn is separated into 3 phases; Movement Phase, Ranged Combat Phase, and the Close Combat Phase. When the player activates a Unit, that Unit must act in each phase sequentially. They are allowed to skip over phases but they cannot go back to a prior or skipped phase afterward.
Movement Phase
Steps:
- 1. Choose a Unit to Activate
- 2. Roll AP
- 3. Move the Unit
Choose a Unit to activate then the Movement Phase begins. First, place down an Active Token next to the Unit The token is to keep track of which Units have already been activated during that turn. Then roll 1D8 to see how many Action Points the Unit can add to its Base AP. Action Points can be used throughout that Unit's turn on Attacking or Command Actions. Any Action Points that do not get used are stored and can be used in future turns. This is capped at 16 AP per Unit. Place a D20 next to the Unit to keep track of its stored AP.
Next, a Unit may take a Move action. There are multiple types of movement based on the capacity of the unit. A unit may move onto one of the three hexes within the Units Field of View (represented by Fig 3).
Standard Movement: Moving a Unit normally based on the Standard Movement stat available to its Classification. Units may rotate around on the same hex to change their Field of View at the cost of 1 Standard Movement Point. Once per Movement Phase, a Unit can rotate freely around on the same hex without having to use a Standard Movement Point. Units cannot see beneath their elevation or behind themselves unless otherwise stated. When moving up an elevation the movement costs 2 Standard Movement Points. While moving in water it costs 2 Movement Points to leave the water and 2 Movement Points to move between hexes.
Hover | |
---|---|
Classification | Thruster Durability |
Class 1 | 10 |
Class 2 | 19 |
Class 3 | 27 |
Class 4 | 34 |
Class 5 | N/A |
Hover: The Hover Move Action is gained when the unit meets the correct amount of Thruster Durability. Using this movement may gain or lose 1 elevation per turn with the cost of a Standard Movement Point. This Unit may be in the air without support without falling. However it must keep its Thruster Durability above the cost labeled below or it will lose the Hover Movement Action. If the Unit loses enough Thruster Durability to have it lose the Hover Move Action then it falls to the ground taking fall damage. When falling move the unit to the ground and take fall damage immediately after the damage was dealt. Otherwise this is the same as a Standard Move.
Flight | |
---|---|
Classification | Thruster Durability |
Class 1 | 12 |
Class 2 | 23 |
Class 3 | 34 |
Class 4 | 45 |
Class 5 | N/A |
Flight: The Flight Move Action is gained when the unit meets the correct amount of Thruster Durability. Using this movement may gain or lose as many elevation per turn as it has Movement Points. Otherwise this is the same as a Standard Move. This Unit may end its Movement Phase in the air without support without falling. However it must keep its Thruster Durability above the cost labeled below or it will lose the Flight Movement Action. If it loses the Flight Move Action but still has the Hover Move Action then it does not fall to the ground and instead is still considered to be in the air. Otherwise this is the same as a Standard Move.
Cruise | |
---|---|
Classification | Thruster Durability |
Class 1 | 10 |
Class 2 | 19 |
Class 3 | 27 |
Class 4 | 34 |
Class 5 | 44 |
Cruise: The Cruise Move action is gained when a unit has the appropriate thruster durability. In Water Tiles the Cruise Move Action only costs 1 Move Action Point to move from one tile to the other. If a unit moves underwater it costs 2 Move Points, and the unit requires 2 Move points to move from one elevation in the Water Tile to the other. Moving out of the water to the land only costs 1 Move Point, however if the unit does not have the Standard Movement action it costs 3 points to move on non-Water Tiles.
Swim | |
---|---|
Classification | Thruster Durability |
Class 1 | 12 |
Class 2 | 23 |
Class 3 | 34 |
Class 4 | 45 |
Class 5 | 56 |
Swim: The Cruise Move action is gained when a unit has the appropriate thruster durability. In Water Tiles the Swim Move Action only costs 1 Move Action Point to move from one tile to the other. If a unit moves underwater it costs 1 Move Point, and the unit requires 1 Move points to move from one elevation in the Water Tile to the other. Moving out of the water to the land only costs 1 Move Point, however if the unit does not have the Standard Movement action it costs 3 points to move on non-Water Tiles.
Thruster Movement: The Thruster Movement stat doubles the Units Standard Movement. Direction of travel is linear and must move the full amount listed. Only available to use when Unit has any thrusters attached.
Movement Within a Hex: Depending on the size of each Unit and the terrain it's on, you may find that you have a fair bit of room inside the hex your Unit resides on. Your Unit may move around freely inside the hex as long as 80% of the Unit is inside and is facing the direction it stopped in. You may use this to set up ambushes/ firing positions/ or take better cover.
Two friendly Units may occupy the same hex as long as they do not physically overlap with one another. Two Units on opposing sides cannot occupy the same hex unless stated otherwise or one is on another elevation from the other.
Combat
Steps:
- 1. Determine if Target Unit is in Line of Sight
- 2. Select Core Part or Equipment to target
- 3. Select a Weapon to attack with and measure Range
- 4. Roll Attack
- 5. Roll Evasion
- 6. Allocate Damage
Choose a target that is within your Unit's Field of View (FoV) and Line of Sight (LoS).
FoV is determined by the first three hexes in front of your Unit in the direction it's facing- a Unit's Field of View includes all unobstructed hexes past those first three hexes. LoS is determined by using a straight line directly from the head of your Unit to the target. The Unit's Weapon must also have a clear LoS. If you can clearly see 80% the part you want to attack you may do so.
After you have determined the Unit is within view check the Range stat of the weapon you wish you use. Measure the range from the first hex in front of the Attacking Unit to the Target Unit. If the Target Unit is a distance under or equal to the Range stat then you may complete the attack. Measuring for this may be done at any time as long as it doesn't slow down gameplay.
Attacking is resolved with D8 rolls using the three stats: Accuracy, Assault, and Evasion.
- Accuracy is used in Ranged Combat to determine a Unit's chances of hitting its target with a Ranged Weapon.
- Assault is used in Close Combat and determines a Unit's chances of hitting its target with a Melee Weapon.
- Evasion is used throughout combat and determines the chances a Unit has of dodging incoming attacks.
While making attacks Attacking Units will use their Accuracy or Assault stat. If the Attack is a success then the Defending Units will use their Evasion stat. Rolls can be modified by temporary buffs/debuffs during Engagements while stats can be modified permanently via SMTs on the Unit's Datasheet. For a detailed breakdown of how combat is resolved specifically, see Combat Phases.
If the weapon succeeded its Attack Roll and the Evasion Roll of the Defending Unit failed then deduct the Damage of the stat from the Durability of the Core Part or piece of Equipment that was Targeted. If that Part was destroyed then it is considered Inoperable and may no longer be used in the game. Core Parts being destroyed have detrimental effects on the Unit as detailed later.
Critical Hits: Critical Hits are rolls of 8 when making an Attack Roll. They are always considered hits regardless of other modifiers.
Critical Misses: Critical Misses are rolls of 1 when making an Attack Roll. They are always considered misses regardless of other modifiers.
Ranged Combat Phase
If a Unit chooses to take the Ranged Combat Phase then it may use any Ranged Weapon it has to attack with. Follow the steps for Combat as shown above and use the Accuracy stat for the Attack stat. If a unit depletes all of its AP before the Melee Combat Phase, the phase is skipped and the unit is moved to the Inactive state.
Close Combat Phase
The Close Combat Phase is similar to the Ranged Combat Phase with the major difference being that instead of using Ranged Weapons to attack, the Unit uses Melee Weapons. All melee weapons have a range of 1 unless otherwise stated. Instead of conducting an Accuracy Roll, the player will conduct an Assault Roll. The process listed above otherwise applies to this Phase.
Once all phases have ended, unused AP is stored using the D20, and the Active token is flipped over to the Inactive side. This signifies that the Unit cannot be activated again during that round.
Basic Attacks Every Unit can use Basic Attacks, which is the name for any unarmed strike using any limb. These attacks are done during the Close Combat Phase. These attacks are not capable of doing Critical Hits on rolls of 8. All basic attacks have the same stats regardless of classification:
- 1 AP Cost
- 1 Base Damage
- 1 Range
Grappling Every Unit that has hands can Grapple. The range for a Grapple is 1 hex. Grappling can only be performed during the Close Combat Phase. To engage in a Grapple, the attacking Unit makes an Assault Roll. If successful, the enemy then makes an Evasion Roll. If the enemy passes its Evasion Roll, then the Grapple is over and the attacker can no longer engage in another Grapple against that Unit. If the enemy fails its Evasion Roll, then the Grapple is successful.
When a Unit successfully Grapples, it occupies the same hex as the enemy and is able to do one of two things: Throw or Hold the enemy.
- Hold
- Place a "Hold" token next to the Unit. Both Units cannot move from the hex while the Hold token exists. At the start of the next turn, the Unit Holding can attack with any Mounted Weapon or non-2H Weapon. If the Unit wishes to disengage the Grapple, they may use the Break Grapple Command Action and move to the hex they initially started the Grapple from.
- While being Held, the enemy can no longer Evade incoming attacks. At the start of its next turn, it can use the Break Grapple Command Action to free itself. When used, it moves to the hex directly behind it and faces the attacker. If that hex is unavailable, it may move to one of the other hexes in its blind spot facing the attacker. If no hexes are available, the Command Action cannot be used and the turn is over. Held Units cannot use Mounted Weapons.
- Throw
- An enemy can only be Thrown within the FoV of the attacking Unit. Use the Throw Distance formula to determine the maximum distance the enemy can be Thrown: [8 - (attacker Modified Assault Stat)]. The attacking Unit can Throw the defending Unit anywhere within this maximum distance. Units can only be Thrown to the same elevation or lower. Units are unable to Throw other Units that have a higher Classification. Units that are Thrown to a lower elevation also take Fall Damage.
- Once the attacker specifies a hex for the defending Unit to land on, they then roll for Assault. This is to check Deviation (link). Pass, the Unit goes where intended. Fail, attacking Unit rolls 1d8 for Deviation and lands there instead.
- After the landing hex is determined, the defending Unit is placed on the specified hex on its back, face up, with its feet pointed at the attacker. The defending Unit receives Collision Damage [2(Defender Classification * Thrown Distance)] to its torso. While on the ground, the defending Unit cannot Evade incoming attacks. If the attacking Unit has no more AP to spend, the turn is over. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.
- Enemy Units can also be thrown into structures as well as other Units.
- Thrown into another Unit
- If the attacker has specified a hex for the defending Unit to land on and its path is occupied by other Unit(s), the other Unit(s) will conduct an Evasion Roll. If successful, the defending Unit lands on the specified hex same as above and the other Unit(s) are untouched. If the other Unit(s) fails its Evasion roll, they take Collision Damage as well as the defending Unit and are now on the ground. This also includes allied Units.
- Thrown into a Structure
- If the attacker has specified a hex for the defender to land on and it's occupied by a structure, place the defender on the same hex as the structure but not on the structure itself. Then apply Collision Damage to the defender's torso.
- If the damage is less than the current Defense of the structure, the structure remains and the status effect "Stuck" is given to the Unit.
- If the damage is greater than the current Defense of the structure, the structure falls on top of the Unit and the current Defense is applied as Bonus Damage to the Unit's torso. Remove the structure from the battlefield and replace it with a Black Hex. Then place the defending Unit on its back facing up with its feet facing the attacker. On the defending Unit's next turn, it must use the GetUp Command Action to get back on its feet. Otherwise, it will remain on the ground.
End of Round
Both players will take turns activating their Units and completing each phase. Once all Units have been activated the Inactive tokens are removed from every Unit and a new round begins. This continues until the Mission is completed or the turn limit has been reached.
Destroying Core Sections
When a limb is destroyed, remove the physical section from the model* and then apply the respective status effect accordingly:
Core Section | Description |
---|---|
All Head Limbs | Unit gains -1 to all Accuracy Rolls. |
Arm | Unit can no longer pick up objects or attack with Weapons in that hand. Weapons that were held are now on the ground. |
All Arm Limbs | Unit can no longer perform grapples. The "Break Grapple" Command Action costs 4 Actions Points. |
Half Leg Limbs | Unit gains -1 to Assault rolls and reduce standard movement points by 50% (rounded up). This debuff is applied once a Unit has lost half of its leg limbs (rounded up). |
All Leg Limbs | Unit gains -2 to Assault Rolls and standard movement points are reduced to 1. This penalty replaces the "Half Leg Limbs" penalty. |
∗A player can opt out of physically removing the section from the model by placing down the respective Destroyed Limb token. Status effects still apply.
Destroyed vs Inoperative
When the Torso Durability Points or Cockpit Durability Points of a Unit are reduced to 0, the Unit is considered destroyed. If a Mech Unit's Torso Core Part remains intact but its limbs are all destroyed, it is considered Inoperative. If a Vehicle Unit's Cockpit Core Part remains intact but it loses its ability to move, it is considered Inoperative. An Inoperative Unit can continue participating in the Engagement if it still has Drones or Mounted Weapons that have not been destroyed.
There are 4 unique areas to a Standard Mech Unit:
- Head, Torso, Arm, and Leg
For Standard Vehicles:
- Cockpit, Body, and (wings/wheels/treads/etc).
Destroying each one results in a different penalty for that Unit.
Command Actions
Actions that can be made during a Units turn but aren’t tied to a specific phase. All Command Actions require 2 Action Points to conduct and can be used multiple times within a single turn. Command Actions (CA’s for short) are divided into 3 categories: State, Stance, & Order.
- States are togglable actions.
- Stances are actions that can be taken out of turn. Activating these immediately ends the Units turn.
- Orders are actions given to drones.
Status Effects
Name | Token | Description |
---|---|---|
Conceal | <> | Unit gains +1 to their Evasion Rolls against ranged attacks. |
Overheat | <> | Unit is immediately put into the kneeling position and ends its turn. |
Freeze | <> | Unit ends its turn immediately. Upon its next activation, its max AP storage capacity is limited to 8. |
Euphotic | <> | Standard Movement is reduced by 2 Movement Points. |
Abyss | <> | Standard Movement is reduced by 2 movement points and the Unit takes 10 damage to the torso per turn. |
Stuck | <> | - |
Hold | <> | - |
System Error | <> | Unit ends its turn immediately. Before its next activation, roll 1d8 to reboot. On a 5 or higher, the Unit continues activation per normal. On a 4 or lower, the Unit activation is canceled and its turn ends. Upon subsequent activations, the pass requirement is lowered by 1. |
Airborne | <> | If a Unit has the Hover/Fly System, place a corresponding token (+1/+2/+3) next to them to indicate their elevation. Remove if on ground level. |
Submerged | <> | If a Unit has the Cruise/Swim System, place a corresponding token (-1/-2) next to them to indicate their elevation. Remove if on ground level. |
Terrain
Scenery on the battlefield can range from tall buildings to small rocks or trees. Some terrain features are included by individual Missions. Different terrain features are represented by different colored hexes. Each colored hex gives different advantages and/or disadvantages.
When placing terrain colors on the battlefield, different colors need to be placed at least 1 hex apart. If a color description states to place it at a specific elevation, the only elevation that it can be placed is at the Zero Elevation (unless otherwise specified by another rule).
Elevations
Elevation | Description |
---|---|
+3 | Exclusively used by Flight Types. |
+2 | The highest elevation which a non-flying Unit can maneuver to. |
+1 | The most common elevation for Units that have the ability to Fly/Hover. |
0 | Ground Level. All Units can be used at this elevation. |
-1 | The most common elevation for Units that have the ability to Swim/Cruise. |
-2 | The lowest point Units can reach. |
Elevation can be used to give Units a strong advantage in combat. Elevation is a factor when choosing where to move or where to attack from. The game has a total of 5 different elevations. Starting from the lowest to the highest; -2, -1, 0, +1, +2, +3. Ground level is represented by 0. This is were all engagements take place unless otherwise stated by the mission or terrain.
Each level of elevation is 4.5 inches below/above the previous/next level. This can easily be measured by placing an Action Base 4/5 on its corner vertically. Everything below that height is on 0 elevation (Ground Level).
Units traveling to higher elevations use 2 Movement Points to do so while Units traveling to lower elevations only use a single Movement Point. A Unit's elevation is determined by where a Mech Unit's waist [where its legs connect] or a Vehicle Unit's cockpit is. This also applies to structures and natural terrain.
High Ground Bonus
Elevation Difference | High Ground Bonus Effect |
---|---|
0 | No Bonus |
1 | +1 to Assault Rolls |
2-3 | +1 to Accuracy Rolls |
4-5 | +2 to Accuracy Rolls |
When an attacking Unit is on a higher elevation than its target, that Unit receives a High Ground Bonus (HGB). This bonus is determined by the difference in elevations between the attacking Unit and its target. Units attacking a target at higher elevations do not gain the HGB.
Hex Colors and Effects
Name | Represents | Description | Effect |
---|---|---|---|
Grey | - | The default hex. This hex represents nothing more than a place to stand/move on. | - |
Red | - | Indicates a space that cannot be moved to. However, movement above or below these is still possible. | - |
Tan | Desert Area | A baren area/landscape where little to no precipitation occurs. | For every tan hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or less than that number, that Unit gains the Overheat Status Effect. Not moving still applies the effect. |
White | Snowy Area | A blanket of white covers the area. Cold winds and mechanical problems are plenty. | For every white hex crossed during a Unit's Movement Phase, the player will multiply that number by 2 and then roll 1D8. If the player rolls equal to or more than that number, that Unit gains the Freeze Status Effect. Not moving still applies the effect. |
Green | Wooded Area | Trees and foliage cover the land. | -1 to Accuracy rolls for every green hex within the Unit's Line-of-Sight to its target. This effect stacks on itself. If a Unit is on the hex, they gain the Conceal Status Effect. |
Black | Ruined Structures | Piles of concrete and metal litter the area. What used to be structures that touched the sky now hug the ground. Dense black smoke emanates from the rubble. | Movement Point cost required to move through a black hex is doubled. -1 to Accuracy rolls for every black hex within a Unit's Line-of-Sight to its target. |
Light Blue | Shallow Ocean | Body of water. Shallow enough to see the bottom yet deep enough to completely lose a Unit to the seas. | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Euphotic Status Effect. |
Dark Blue | Deep Ocean | The lowest body of water a Unit can go. There is no light, the pressure is extreme, and the tempatures are near freezing. | As soon as a Unit moves on/over this hex, unless they have the Swim/Cruise Sytsem, they gain the Abyss Status Effect. |
Buildings and Structures
Structure Defense Chart | ||||||
---|---|---|---|---|---|---|
Elevation | 3 | 32 | 34 | 36 | 38 | 40 |
2 | 24 | 26 | 28 | 30 | 32 | |
1 | 16 | 18 | 20 | 22 | 24 | |
0 | 8 | 10 | 12 | 14 | 16 | |
1 | 2 | 3 | 4 | 5 | ||
Hexes Occupied |
Structures can be destroyed to aid or hinder player tactics. Buildings/structures do not need to be placed on black hexes. However, when they are destroyed the hex/hexes they occupy then become a black hex. The chart on the right shows how building Defense is calculated. Some buildings are tall enough that they reach a higher elevation. You can tell by placing a standard hex on its corner. If it's taller than the hex (4.5"), it's on a higher elevation.
When firing at a structure, you are guaranteed a successful hit and do not need to roll for Accuracy. Base Damage is applied as normal. If an attack is made that doesn't completely destroy the building/structure, that damage is subtracted from the building/structure's total Defense. If you wish to attack a Unit through a structure, you will first need to destroy it and then make a separate attack targeting the intended Unit.
- The building you want to attack through is occupying 1 hex and is in +1 elevation. This means it has a total Defense of 20.
- If your total damage is less than 20, the building still stands with its remaining Defense left over. If your total damage is more than 20, the building falls and you may then target the enemy Unit on the other side with a new attack.
- NOTE: Since excess damage doesn't pass through the structure, it is advised that you make only the necessary amount of shots needed to bring it down so you still have some attacks for the enemy.
Battles
Battles are waged by following the sequence below:
Engagement Size | Deployment Cost Limit |
---|---|
Scouting | 600 |
Skirmish | 1200 |
Operation | 1800 |
Battle | 2500 |
- 1. Selecting a Engagement Size
- Players must first choose an engagement size they wish to play: Scouting, Skirmish, Operation, or Conflagration. This determines the Deployment Cost available for each team.
- 2. Choosing a Mission
- Players determine which Mission will be carried out during the battle; they can only choose from the available Missions in their engagement size. This will determine the Deployment Area the players use as well as specific Mission objectives and certain terrain features. You can either simply agree with your opponent on which Mission to play, or you can roll to randomly select a Mission using one of the following tables:
Scouting | |
---|---|
D8 | Mission |
1-4 | Reconnaissance |
5-8 | Show of Force |
Skirmish | |
---|---|
D8 | Mission |
1-2 | Winds of War |
3-4 | Endless Pursuit |
5-6 | Counterattack! |
7-8 | The Call of Darkness |
Operation | |
---|---|
D8 | Mission |
1-2 | The Order to Destroy |
3-4 | Emissary of Darkness! |
5-6 | Burning Sandstorm |
7-8 | Protect the Relic |
Battle | |
---|---|
D8 | Mission |
1-4 | Protect the Base |
5-8 | Marshall Law |
- 3. Assembling a Squad
- Players must then assemble a Squad with a sum total Deployment Cost less than the listed Deployment Cost Limit for the engagement size.
- 4. Reading Mission Briefing
- Each Mission has a Mission briefing that will detail the primary objectives that award points to the players. Some Mission briefings also list one or more Mission rules that will apply for the duration of the battle. The players should read and familiarize themselves with these before proceeding.
- 5. Creating the Battlefield
- The players now create the battlefield and set up terrain features. Missions are played on rectangular hex-grid battlefields which measure 16x13 hexagonal tiles, or 202 total hexes, with the flat side facing each player.
- 6. Placing Objective Markers
- The players now set objective markers up on the battlefield. Each Mission’s deployment map will show the players how many to set up and where each should be placed.
- 7. Determine who is Attacker and Defender
- Players roll 1D8 to determine this. The highest value chooses who will be Attacker and Defender. The Attacker goes first in the engagement but the Defender chooses their Deployment Area.
- 8. Choose a Deployment Area
- The Defender chooses their deployment area first followed by the Attacker.
- 9. Deploy Squads
- Squad deployment is done in alternating order. Check Core_Rules#Deployment for more information. There may be more specific rules in the mission briefing.
- 10.Begin the Battle
- Resolve any pre-battle rules then begin activation with the Attacker's first unit.
- 11.End the Battle
- The battle ends when the number of turns pass in the mission briefing or all of one side's units have become destroyed or inoperable.
- 12.Determine the Victor
- Each player can score a maximum of 7 points from primary objectives and a maximum of 7 points from secondary objectives for a total of 14 possible points (any excess victory points awarded are discounted).
Terminology
Term | Definition |
---|---|
Accuracy Roll | 1d8 that determines the outcome of a Ranged Attack. |
Assault Roll | 1d8 that determines the outcome of a Melee Attack. |
Evasion Roll | 1d8 that determines the outcome of an attempted Evasion. |
Critical Hit | Adds .5 of the Weapon's Base Damage as bonus damage (round up). |
On-Target | After an Accuracy/Assault Roll is successful but an Evasion Roll has yet to be conducted. |
Classification | Determined by the Total Defense Points of a Unit. |
Line of Sight | A straight, unobstructed line from an attacking Unit to its target. |
Field of View | The hexes in the front-left, front-right, and front-center in the direction a Unit is facing as well as every hex behind those hexes. |
Blind Spot | The hexes in the rear-left, rear-right, and rear-center in the direction a Unit is facing. |
Standard Movement | Also referred to as Standard Movement Points. The number of hexes a Unit can move in a single turn |
Thruster Movement | Only available if thrusters are on a Unit's model. Forfeit Ranged and Close Combat phases if used. The path a Unit takes is linear in the direction the player chooses. If an obstacle blocks the full travel length, the Unit stops one hex prior to that obstacle. |
Action Points | Also referred to as AP. Points used to determine how many actions can be performed in a single turn. |
Command Actions | Also referred to as CA. Any action NOT dealing with the Movement Phase or either of the two Combat Phases. Requires 2 AP to perform any CA. |
Equipped Weapons | Weapons that are being held in the hands of a Unit. |
Mounted Weapons | Weapons that cannot be swapped. Explode when destroyed, damaging the section it was attached to. |
Carried Weapons | Weapons that are being stored on the Unit but not Equipped. Max of 3 Weapons. Can be Equipped or Retrieved if space is available in the Unit's hand(s). These Weapons must be Equipped before using. |
Base Damage | How much damage a Weapon deals before modifications. |
Fall Damage | 2 ( Unit Classification * Elevation Height) to any Core Section that Unit chooses. |
Collision Damage | 2 ( Moving Unit Classification * Thrown Distance) |
Throw Distance | Attacker Classification - Defender Classification + 2 |
Systems | Abilities that directly come from parts on the physical Unit model. Having these parts on the model does not automatically give the Unit the ability. |
Mods | Abilities that come from upgrades and tuning of the Unit's internal components which are not immediately visible on the model. |
Traits | Abilities granted to the Unit from the pilot. |
Artificial Intelligence | RoyRoy heads have their own sentience used for giving Drones autonomy. |
Core Parts | Any and all parts that make up the CORE of the unit- limbs and the armor attached to those limbs. e.g. head, head armor, chest, knee armor, etc. |
Core Sections | Core parts that are grouped into individual sections. EG; Head, Arms, Legs, Torso, etc. |
Core Type | Determines your Unit's base Stats. Each Core Type provides different Stats. |
Deployment Cost | The overall Cost of a Unit toward the Deployment Cost Limit of any Engagement. This includes Weapons, Equipment, Defense, Systems, Mods, etc. |
S.R.M. | Stat Reduction Modifiers. This number reperesents how many times a Unit's base stats can be lowered to a minimum of 2 Accuracy, 2 Assault, and 2 Evasion. |
Hex Group | Hexes of the same color that directly touch one another. |
Main Unit | Refers to a single Unit that controls drones. |
Core Rules | |
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Core Rules | Datasheets | Unit Datasheet Creation | Abilities |