Core Rules
Basic Gameplay
Battlefield Setup
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.
Turns & 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 Deployment
Once the turn order had been determined, its time to Deploy each players Units. 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.
3 Phases of Combat
When the player chooses a Unit to move first, that Unit must move through each phase sequentially. They are allowed to skip over phases but they cannot go back to a phase prior to the one they started with.
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.
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
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 doesn't, then only the attacking weapons flat damage is subtracted from the intended areas defense. The image below shows the full course of fire.
Close Combat Phase
Close Combat Phase: The close combat phase is similar to the ranged combat phase with the major difference being that instead of using ranged weapons to attack, the unit uses melee weapons. This time instead of conducting an Accuracy Roll, you will conduct an Assault Roll. All of the above applies to this phase as well.
Command Actions
Unit Creation
Squads
Units
Individual models are called Units and 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 Is distinctly bipedal or has a clear and obvious torso This is the Standard battlefield weapon.
Any unit that relies on jet propulsion, wheels, tracks, or rotors as its primary source of movement and doesn't have any form of manipulators (arms). 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 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.
Parts List
Datasheets
Skins & Proxies
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
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.
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.
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
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 |
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. |