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Credits:

Design by: Jon Paulson

Additional Development: Leif Paulson

Art: Anthony Scroggins

Graphic Design/Layout: Jon Paulson

Editing: Leif Paulson, Tim Williamson

2012 Paulson Games. Mecha Front, and all associated logos, illustrations and images

are Registered, TM and of Paulson Games 2012-2015. All Rights Reserved.

www.MechaFront.com

Version 1.7

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TERMINOLOGY 6

CARDS 8
UNIT CARD .......................................................................................................................................................8
SYSTEM CARD ...................................................................................................................................................9
ACTIVATION CARDS .......................................................................................................................................... 10

TURN & ROUND SEQUENCE 11


ACTIONS ........................................................................................................................................................ 11
STAND UP................................................................................................................................................................... 12
SHOOT ....................................................................................................................................................................... 12
DEFENSIVE FIRE ........................................................................................................................................................... 12
MOVEMENT.................................................................................................................................................... 13
JUGGERNAUT .............................................................................................................................................................. 13
CLIMBING ................................................................................................................................................................... 13

FIELD OF VISION & FIRING ARCS 13


LINE OF SIGHT ................................................................................................................................................. 14

ATTACKING 14
MELEE ATTACKS .............................................................................................................................................. 15
ROLL TO HIT ................................................................................................................................................... 15
ARMOR PENETRATION ...................................................................................................................................... 15
ROLLING TO DAMAGE AND HIT LOCATION ........................................................................................................................ 15
STANDARD DAMAGE .................................................................................................................................................... 15
CRITICAL DAMAGE ....................................................................................................................................................... 16
APPLYING DAMAGE & EFFECTS............................................................................................................................ 16
TORSO DAMAGE .......................................................................................................................................................... 16
SENSOR DAMAGE......................................................................................................................................................... 17
COCKPIT DAMAGE ........................................................................................................................................................ 17
ARM DAMAGE ............................................................................................................................................................. 17
LEG DAMAGE .............................................................................................................................................................. 17
CALLED SHOTS................................................................................................................................................. 18

WEAPONS 18
LINKED WEAPONS ............................................................................................................................................ 18
AUTOFIRE WEAPONS ........................................................................................................................................ 18
SLOW WEAPONS ............................................................................................................................................. 18
HEAVY WEAPONS ............................................................................................................................................ 19

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BURST WEAPONS............................................................................................................................................. 19
ANTI-AIRCRAFT WEAPONS (AA) .......................................................................................................................... 19
MISSILES ........................................................................................................................................................ 19
BLAST WEAPONS ............................................................................................................................................. 19

COVER AND TERRAIN 20


PARTIAL COVER ............................................................................................................................................... 20
FULL COVER .................................................................................................................... ERROR! BOOKMARK NOT DEFINED.
TARGETING TERRAIN ......................................................................................................................................... 20
DESTROYED BUILDINGS ................................................................................................................................................. 21
WATER....................................................................................................................................................................... 21

FALLING 22

COLLISIONS & RAMMING 22

ADVANCED RULES 23
COMBAT DROPS .............................................................................................................................................. 23

SKILLS 24
BASIC SKILLS ................................................................................................................................................... 25
GUNNERY ................................................................................................................................................................... 25
PRECISION .................................................................................................................................................................. 25
PILOTING .................................................................................................................................................................... 25
ADVANCED SKILLS ............................................................................................................................................ 25
AIR COMMANDER ........................................................................................................................................................ 25
ARTILLERY COMMANDER ............................................................................................................................................... 25
COMBAT DROP SPECIALIST ............................................................................................................................................ 26
GUNNERY SPECIALIST.................................................................................................................................................... 26
LIGHTNING REFLEXES .................................................................................................................................................... 26
MISSILE SPECIALIST ...................................................................................................................................................... 26
PILOTING SPECIALIST .................................................................................................................................................... 26
RECON SPECIALIST........................................................................................................................................................ 26
TACTICAL SPECIALIST .................................................................................................................................................... 26
UNSHAKEABLE ............................................................................................................................................................. 26
SQUADS ......................................................................................................................................................... 26
OFF-TABLE TARGETS .................................................................................................................................................... 26
OFF-TABLE UNITS ........................................................................................................................................................ 27

MECHA CUSTOMIZATION 27

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FACTION BONUSES ........................................................................................................................................... 29
LINKED SYSTEMS .............................................................................................................................................. 29
ADVANCED AMMUNITION .................................................................................................................................. 30
AUTOCANNON ROUNDS ................................................................................................................................................ 30
BATTLE CANNON ROUNDS ............................................................................................................................................. 30
SPECIALIZED MISSILES ................................................................................................................................................... 31
ADVANCED EQUIPMENT .................................................................................................................................... 31
AA SUITE .................................................................................................................................................................... 31
ADVANCED ECM SUITE................................................................................................................................................. 31
ADVANCED SENSOR SUITE ............................................................................................................................................. 32
ADVANCED TARGETING SYSTEM ..................................................................................................................................... 32
ARM PAULDRONS ........................................................................................................................................................ 32
COMPACT WEAPON SYSTEM.......................................................................................................................................... 32
CROSS LINK SYSTEM ..................................................................................................................................................... 32
HARDENED ARMOR ...................................................................................................................................................... 32
MOVEMENT ACCELERATORS .......................................................................................................................................... 32
REACTIVE ARMOR ........................................................................................................................................................ 33
STEALTH SYSTEM ......................................................................................................................................................... 33
TANDEM COCKPIT ........................................................................................................................................................ 33
COMBINED ARMS FORCES .................................................................................................................................. 33
INFANTRY SQUADS ....................................................................................................................................................... 34
AIRSTRIKES.................................................................................................................................................................. 35
ARTILLERY STRIKES ....................................................................................................................................................... 36

SCENARIOS 37

CAMPAIGNS 37

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List of Tables
Table 1 Pilot Skill Levels _________________________________________________________________________________ 7
Table 2 Hit Location Table ______________________________________________________________________________ 15
Table 3 Power Plant Check Table _________________________________________________________________________ 17
Table 4 Terrain Structure Table __________________________________________________________________________ 21
Table 5 Fall Orientation Table ___________________________________________________________________________ 22
Table 6 Rank and Skill Table _____________________________________________________________________________ 25
Table 7: Mecha Base Stats ______________________________________________________________________________ 27
Table 8: Weapon Tables ________________________________________________________________________________ 28

Terminology
The Table - Mecha Front is played on a 4' x 4' surface referred to as the table throughout the rules.
Dice - Mecha Front uses 12 sided dice, often abbreviated to d. Example: Roll 4d means roll 4 twelve sided dice.

Difficulty Rating - Whenever you roll dice to determine the success of an action you will have a Difficulty Rating. If you
roll that number or higher the action is successful. If the result is less than the difficulty rating the action fails.

Critical Success If a players rolls a natural 12 on a dice it is a critical success. A Natural 12 occurs only when the player
rolls a 12 on the die. A result of less than 12 that is increased to 12 by a modifier is not considered to be a critical success.

Automatic Failures Anytime a die rolls a natural 1 it is an automatic failure regardless of what modifiers may apply. The
difficulty of an action may never be reduced below 2, so a roll of 1 will always fail.

Modifiers:

"+1d" adds an additional die to the total number of dice to be rolled.

"-1d" subtracts one die from the total to be rolled.

+1 mod increases the total for each die rolled by 1.

-1 mod decreases the total for each die rolled by 1.

Mecha - Mecha is the term used for the various mechanized two legged walkers that are used in the game.

Quad - Quad is the term used for the various four legged walkers. Quads are also a type of Mecha so rules that affect
Mecha will also affect Quads. Quads have additional rules that standard Mecha do not.

Bases - Bases are the foot print of the models and the amount of room that they occupy. Any measurements are taken from
the edge of the bases rather than the model itself.

-Light Mecha are mounted on 60mm round bases.

-Medium Mecha are mounted on 75mm round bases.

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-Heavy Mecha are mounted on 90mm round bases.

-Quad Mecha are mounted on 120mm round bases.

Unit - Unit is the term for any one model (Even if they are also part of a squad). Whenever the rules use the term Unit it
refers to all model types. Some rules will refer to a specific Unit type of unit such as "Armor Unit" or "Mecha Unit", in those
cases the rule will only apply to that particular type of model.

Pilots - All Mecha are driven by a pilot. Certain units may be crewed by more than one pilot (which will be indicated in the
unit profile card). There are three types of pilots: Rookie, Veteran, and Ace. Each level of pilot receives a number of actions
and skills based on their combat and piloting experience.

Table 1 Pilot Skill Levels

Level SD Actions Mod Edge


Rookie 1 2 0 1
Veteran 1 2 +1 2
Ace 2 3 +2 3

Skill Die (SD) - All pilots have skill dice which are used for performing actions such as combat or piloting skill checks.

Actions (Act) - Each turn a pilot has a number of actions based on their rank.

Pilot Skill Modifier (Mod) - When making Combat or Skill Checks the pilot grants a bonus to his dice roll. (this modifier
does not apply to Armor Penetration checks)

Example: An Ace pilot attempts to shoot an enemy unit with a laser. He fires a laser that has 2 combat dice; he adds +2 to
the results of each die. His resulting rolls are 6 and 8; he adds +2 to each giving him modified results of 8 and 10.

Edge Points (Edge) - When performing an action or piloting roll a pilot may spends one or more of their Edge points to roll
+1d for each Edge point spent on that action. Pilots may only spend edge points on their own unit.

During their activation pilots may also spend one or more edge point to gain an additional action for each point spent.

Pilots may also spend edge points to allow them to make reactionary actions during an opponents activation.

Edge is a powerful tool but it comes with a price, if a pilot has used his edge points during the turn any following actions or
skill checks have a penalty of -1die for each point of edge they have spent this turn.

Example: A rookie pilot is performing his first action. The player decides he wants an additional die to help him hit
so he spends an Edge Point to get an additional die to add to his roll. Once the action is complete he now has -1 less
die for the rest of the turn.

Sensor Points - Sensor Points function similar to Edge points in that they can be spent to modify dice on any attack or
defense roll. However unlike Edge Points they can be used when performing actions of any friendly unit, including those in
other squads.

When a friendly unit is making an attack roll, defense roll, or reactionary fire roll; one or more sensor points from any
friendly mecha can be spent to add a +1 To-Hit modifier for each point spent.

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Unlike Edge Point dice, spent Sensor Points do not impact a pilots dice pool and units do not receive dice penalties for
spending sensor dice.

Sensor Points also allow players place Target Lock on enemy mecha and perform other firing options as (page. xx).

Cards
There are several different types of cards used in this game. Unit Cards represent the Mecha, Quad or other unit types that are
fighting on the battlefield. There are also System cards which are the weaponry or additional options that the Unit uses.

Unit Card

The upper left corner displays the mecha name and class. In this case it is a NorAm Raptor which is a light mecha.

The upper right corner displays the units faction logo. (NorAm)

The middle green field displays your units damage boxes and system locations.

The black boxes display your units stats.

Move: is the distance in inches that your mecha may move when performing a move action.

Att: is your units attack value. This is the number of dice you add to your roll when making an attack (and also add
the dice rating of the weapon).

Def: is your units defense ability, or how difficult it is to hit.

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Arm: is your units armor value, or how difficult it is to damage.

Sen: is the number of sensor points available to the unit each round.

Pts: is the basic point cost of the mecha. Adding weapons and systems will further increase the cost of the mecha.

Skill: this is your pilots number of skill dice.

Act: this is the number of actions your unit may perform during a round.

Edge: this is the number of edge points available to your unit during the round.

System Card

The upper left displays the mecha name and class. In this case it would attach to a Raptor light mecha. It cannot be used by
mecha of another name. For instance this card could not be used by a NorAm Falcon even though they are from the same
faction and weight class.

The black box indicates how many additional points that this particular configuration costs. It is added to the points indicated
on the unit card. In this case the Raptor Alpha would cost a total of 30 points (15 from the unit profile and 15 from the system
profile. 15+15=30 points total)

The horizontal bars in the center of the card each represent a different weapon or system.

The top most bar reads R Torso1 which indicates that it is located in critical space #1 on the damage chart for the right
torso (on the unit card). R Torso 2 would indicate its in critical space #2 and so on.

Machinegun refers to the weapon type.

RNG: is the weapons optimum range in inches. A weapon may always fire past this range but does so at a penalty.

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D: is the number of dice rolled when firing the weapon (which is added to the pilots attack dice).

Mod: is the weapons modifier to hit when making attack rolls.

AP: is the weapons modifier to armor penetration rolls. Some weapons may grant bonuses or penalties depending on the
type.

Special: special traits of the weapon are listed here. The machinegun has the following traits listed; Autofire (Auto),
Defensive Fire (Def), and the ability to be fired as a linked weapon.

The shorter bar below the missile launcher bar indicates that the mechas ammunition count, each missile launcher has one
shot which is represented by a white box.

The bottom bar indicates any special traits or systems for the unit. In this case the Raptor has a special system of movement
accelerators.

Activation Cards
When the game begins add the following cards to a combined activation deck:

-Each Unit receives an activation card which is placed in the deck.

-Each Veteran and Ace pilots receive an additional activation card.

-Each Unit or Pilot that has the command trait receives a command card.

Both players add their cards to the combined Activation Deck and it is shuffled before the game begins.

If a Veteran or Ace Card is selected it allows the unit to activate in the same manner as its normal unit card. These units
may activate more than once in a round, however this does not restore any action points that were spent by the unit during the
current round.

Example: A Noram Ace pilot has 4 action points. His unit card is revealed; he activates and uses 3 action points during his
turn. He ends his turn with one action remaining on his unit. Later during the round his Ace pilot card is revealed allowing
him to activate a second time, during this additional turn he has one remaining action to use. (as he spent 3 of his 4 actions
earlier).

When a Command Card is revealed the indicated player may activate any one unit they wish. This allows a unit to act more
than once per round in the same manner as revealing a Veteran or Ace card. This does not restore any action points that were
spent by the unit during the current round.

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Turn & Round Sequence
When a player is resolving the actions of one of his units, he is performing that unit's turn. Each unit resolves its turn in the
initiative order (explained below). Once all units have taken a turn, the round is over and another round begins.

During a turn the player announces what action their unit will perform and resolves the action before performing any further
actions. Once the units actions are complete the player must declares that its turn is finished before any other unit can take its
turn.

The following is an example of the sequence of play:

1. Edge, Sensor and Action points are restored to full.

2. Shuffle the activation deck.

3. Reveal the top card of the activation deck, the unit indicated on the activation card begins its turn.

4. The unit resolves all of its actions, i.e.; movement & combat.

5. The player declares that he is finished with that units turn.

6. The next card of the activation deck is revealed and the indicated unit begins its turn.

This sequence continues until all units have resolved their turn

Once all units and squads have resolved their action the round ends and a new round begins.

Actions
Each unit or pilot begins their turn with a number of action points which can be spent in order to perform various actions
during their turn.

-During their turn a unit may spend one or more Edge Points to gain an additional action for each point spent.

-Some actions have no cost and are called Free Actions. A unit performing a free action may do so without needing
to spend an action point.

Aim

The unit may spend one Action Point to aim. Aiming provides a +3 To-Hit Modifier to a ranged attack immediately
following the aim action. The attack must be made in the same turn that the aim action was taken and cannot be used on
Missiles.

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Example a rookie pilot (1 die) using a laser (3dice) that spends an action to aim would resolve their next attack with a total
of 4 dice; each getting +3 on the To-Hit result. (1 skill die, +3 weapon dice, with a +3 To-Hit modifier)

Melee

The unit may spend one Action Point to attack with a physical attack.

Move

The unit may spend one Action Point to move up to its full Move Rating, making any number of facing changes during this
move. Note: Quad units are slow moving and may only move one per turn.

Radar Lock

The pilot may spend one action and one or more Sensor Points in order to obtain a radar lock against an off-table unit, or any
enemy unit within LOS. For each Sensor Point spent friendly units all have +1 Mod on their to hit roll for any attacks that
target the radar locked unit. (This effect lasts until the end of the current round). Friendly units firing missiles at a radar
locked target do not need LOS and may fire indirectly.

A pilot may place a radar lock on multiple enemies in the same action; provide he has enough sensor points to do so.

Example; a medium mecha with 3 sensor points may lock onto 3 separate targets gaining +1 Mod against each, or two
targets with any combination totaling up to 3 sensor points.

To indicate a radar lock on a unit place a small token or counter next to the model. Use a separate token for each sensor point
that was spent in this fashion.

Stand Up
A prone unit may spend one Action Point to stand up and is no longer prone. This may only be done if both of the mechas
legs are functional.

Note: a prone Quad unit may stand up as a free action. A quad unit must have at least 3 functional legs in order to stand.

Shoot
A unit may spend one Action Point to fire one ranged weapon (or one set of linked weapons).

Defensive Fire
A unit may spend one Action Point to perform defensive fire against an incoming missile attack.

Reactionary Fire

A unit may spend one of its actions to fire at an enemy unit that has completed an action within its current LOS. Each unit
may only react once with reactionary fire to the triggering action or movement. Reactionary fire has a -2d modifier to the to-
hit roll.

Example: Unit A performs a move action which ends placing it within Unit Bs LOS. Unit B may spend an action to fire at
Unit A before it can perform its next action.

Example: Unit A moves across a street, during the move it becomes visible to Unit B before ending its movement behind a
building blocking LOS. Unit B is unable to fire at Unit A because it finished its movement outside of the current LOS. (It
moved too quickly between buildings for Unit B to react)

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Movement
A units entry details how far the model may move with one action (usually 6-8 inches). A units movement distance may
vary depending on the class of mecha and what type of terrain they attempt to maneuver in.

-A unit that has only moved once during the current round is walking.

-A unit that has moved more than once during the current round is running.

-A unit that has moved more than twice during the current round is sprinting.

Quad units are slow moving and may only move once per turn but ignore all movement penalties for terrain.

Any Mecha may move through difficult terrain, but at double the movement cost while within that terrain.

Examples of difficult terrain: mud, rubble, foliage, streams, loose sand (page. xx)

If a Mecha unit enters difficult terrain and is moving faster than walking speed it must make a piloting skill check of 7+ If
running, 9+ if sprinting to avoid falling (page. xx).

Units may never end movement over the same space as another units base. Units may pass through space currently occupied
by another model, but may not end their movement on top of another models base.

A unit moving through a space occupied by another models base must make a successful piloting roll with a difficulty of 5+
if walking, 8+ if running, or 9+ is sprinting. If the roll fails the units collide (page. xx).

Juggernaut
Quads are capable of crushing terrain (and enemies) in its path. When performing a move action it may make a melee action
against any unit or terrain element with in base contact as a free action. When performing this action any building or structure
that the Quad comes into base contact with is automatically hit and receives damage equal to the quads armor value.

If the damage destroys the building the quad may continue its movement normally. If the structure survives the damage then
the quad must either stop or move around the structure in order to complete its movement.

Attacks and damage inflicted this way are part of the movement and do not trigger reactions until the move action is fully
completely.

If a Quads movement ends where its base in is contact with another unit (friendly or hostile) the other unit is displaced as
though it had been rammed by the Quad.

Climbing
During part of its normal movement a Mecha with both legs still functioning can climb up onto a piece of terrain that is one
level different in height - or climb down one level from a piece of terrain that is one level different in height. Climbing up or
down one level costs 4 inches of movement. Quad mecha may not climb.

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Field Of Vision & Firing Arcs

All units have a 180 field of vision (FOV) which extends across the front arc of its base. Anything behind the remaining
180 is in the units rear arc known as its blind side.

Depending on the type of weapon and where it is located it will use one of two possible firing arcs. Most weapons cover the
Forward Fire Arc, but some weapon types use a smaller restricted fire arc.

Arm weapons use the front fire arc. Torso mounted weapons use the Restricted Fire Arc. The restricted fire arc is a 90 degree
arc centered on the models front, extending 45 degree to each side.

The following diagram shows a unit's FOV, firing arcs, and rear arc.

Line of Sight
Line of sight (LOS) is an imaginary line drawn directly between the attacker and the target. A unit must have a clear LOS to
the target from a firing arc in order to attack it. If the target is partially obscured by an object or piece of terrain, it can still be
attacked, but there is a chance that the intervening object will be hit instead of the target.

Attacking
First select a type of attack: ranged attack or melee.

Ranged Attacks
The attacking model must have LOS to the enemy it is firing upon. All units may make ranged attacks up to their listed range
without any penalties.

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Melee Attacks
Melee attacks can only be made against models that the attacker is in base to base contact with. Mecha making melee attacks
may only target units within the attacking unit's front fire arc. Quads may attack units within both their front and back arcs.
When attacking in melee the pilot uses their pilot dice, plus the armor value of their mecha in dice as their attack dice.

Roll to Hit
Roll the number of dice indicated by the type of attack (pilot dice plus weapon dice or armor value for melee). Adding or
subtracting any situational modifiers (chart 1 page xx). Each die roll that equal or exceeds the targets Defense (DEF) scores a
hit.

*Each natural 12result on a hit roll always scores a "Hit" on the target and it automatically penetrates, proceed to rolling
damage.

Armor Penetration
For each hit scored then roll 1d for an armor penetration check to see if the unit is damaged. Each roll that meets or
exceeds the armor value is a penetrating hit and inflicts one point of damage on the target. Then apply the hits via the
location chart.

*Each natural 12 result on an armor penetration roll means that the attack causes one extra damage.

Rolling to Damage and Hit Location


After determining how many penetrating hits are scored, the attacker should roll one die (1d) for each penetrating hit and
consult the Hit Location Table to determine which part of the unit was struck by the attack(s) and apply damage.

Table 2 Hit Location Table

Die Roll (1d12) Mecha Hit Location Die Roll (1d12) Quad Hit Location
1-2 Arm* 1-2 Arm*

3-6 Torso* 3-5 Torso*

7-9 Center Torso 6-7 Center Torso

10-11 Leg* 8-11 Leg**

12 Critical Damage 12 Critical Damage


* If attack comes from the side 1-9 = nearer, 10-12 = farther (relative to the weapon making the attack). If attack is head on or from behind:
1-6 right, 7-12 left

** Attack strikes nearest leg on 1-8, if result is 9-11 it strikes second closest. (If tied make 1-6 right, 7-12 left) if result is 12 it strikes the
furthest away leg.

Shooter may roll on the Hit Location Table and apply critical damage OR choose a hit location; Arm (R/L), Torso (R/L/C), or Leg (R/L)
and apply standard damage.

Standard Damage
For each point of damage taken the target marks off one box on their damage chart. Damages boxes are checked off starting
from the top most box and working down. A location is destroyed when all of its damage boxes are removed.

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Critical Damage
For each point of critical damage taken the target marks off one box on their damage chart. However unlike standard damage
critical damage starts with the bottom most box and works upwards. Since critical damage begins with the bottom box, it will
usually cause damage to one or more systems in that location.

Applying Damage & Effects


After the hit location has been determined, apply the amount of damage done by the attack (the number of penetrating hits) to
the specified hit location on the unit (fill in the boxes of the corresponding hit location on the unit's data card).

When there are no boxes remaining, the location is destroyed. If the location takes more damage than it has structure points
(called "overkill"), the location is completely destroyed (blown off) and any remaining damage is applied to the nearest torso
location.

Example: if a mecha had its left arm destroyed; any results that would normally hit the left arm now hit the left
torso.

Example 2: if a mecha had its left torso destroyed; any results that would normally hit the left torso now hit the
center torso.

System Damage
The location of mecha systems are indicated on the unit stat card by a letter or a number. If a box containing a system is
damaged then the system is destroyed and may not be used for the rest of the game. Locations that are marked by a number
correspond to the hard point location listed on the units system card. So if right arm damage box 1 becomes damaged then
any weapon or system listed on the system card as being in Right Arm 1 would be destroyed.

Some systems may have multiple damages boxes (like heavy weapons). These systems will list more than one hard point
location in their profile such as Right Arm 1&2. If any one of those boxes become damaged the system is destroyed even if
there are undamaged boxes remaining. Example a mecha has a railgun in its right arm that occupies both location 1 and 2.
Location 2 is damaged as the result of an attack, the railgun is destroyed even though location 1 is still undamaged.

If a system box is damaged but there is no corresponding system then there is no additional effect beyond the destruction of
the damage box. Example Right Arm box 2 is damaged but there are no weapons or systems located on hard point 2. The box
is checked off as damaged but there is no additional effect.

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Center Torso Damage
When all of the damage boxes on a unit's center torso are destroyed, the unit shuts down and is removed from the game.

Engine Damage (E)


If a unit receives damage to its engine box (which is marked E) Roll 1d and consult the following table.

Table 3 Power Plant Check Table

Die Roll (1d12) Damage Effect


1-4 No Effect

5-9 Power Loss: pilot loses 1 action each turn for the rest of the game.

10-11 Catastrophic Failure: The unit is out for the rest of the game

12 Reactor Explosion Each unit and terrain within 6" takes 6 Damage.

Sensor Damage (S)


When a unit's sensor box is damaged (which is marked S), the unit loses all sensor points for the rest of the game. The unit
has a -2d modifier to all attack rolls, and a -2 modifier to all piloting rolls for the remainder of the game. A unit with
destroyed sensors may not gain any sensor points from other mecha or make use of target locks.

Cockpit Damage (C)


When a units cockpit box is damaged (which is marked C), roll a die on a result of 1-6 the pilot is killed and the unit is
removed from the game. On a 7-12 the pilot is wounded and continues fighting. Until the end of the game the pilot has -2d to
all combat, defense and a -2 modifier to all piloting rolls.

Left or Right Torso Damage

When a unit's arm is left or right torso destroyed any weapons or systems mounted on the adjacent arm are also destroyed.
The arm is also destroyed even if still has undamaged boxes remaining.

Example a mechas left torso is destroyed as a result of taking damage, the left arm is also destroyed (regardless of how
many damage boxes is has remaining) and all systems and weapons in both the left torso and left arm are destroyed and may
not be used to make any attacks for the rest of the game.

Arm Damage
When a unit's arm is destroyed, it can no longer use that arm to make any attacks. Any weapons or systems mounted on that
arm are also destroyed.

Leg Damage
If one of the units movement boxes is damaged (marked M), it may only walk until the end of the game and may not make
move actions more than once per turn. The unit also has a -3 modifier to any piloting checks.

When a unit's leg is destroyed, all systems located on the leg are lost as well.

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When one or both of a unit's legs are destroyed, the unit automatically falls over (page. xx), and it cannot stand up for the rest
of the game. The unit may still crawl with a movement of 2 (two inches). A unit must have at least one functioning leg and
another limb remaining in order for it to be able to crawl.

When a Quad unit loses a leg, and has at least 3 remaining legs it may attempt to make a piloting skill check of 8 to avoid
falling. Quads with a destroyed leg may stand up as long as they have at least three functioning legs. A Quad with less than
three legs automatically falls and may only crawl with a movement of 2 if it has at least two functioning legs.

Called Shots
When firing a weapon or melee attack a unit may make a called shot which allows them to target a specific location on an
enemy mecha. Before making their attack roll the player must announce what part of the mecha they are attempting to hit.
They have -2d and a -2 Mod to Hit on this attack roll.

If the roll is successful do not roll on the hit location as normal and instead apply the damage to the declared location.

Autofire weapons are not as accurate as other weapons when making called shots. When a successful called shot attack is
made with an Autofire weapon apply the first 2 points of damage from the attack to the declared location; then resolve any
remaining damage as normal with the hit location table.

You may not make called shots with a blast weapon. Missiles, weapons, or ammunition types that use a blast template may
not make called shots.

Weapons
Linked Weapons
Weapons of the same type may be "linked", which allows one or more weapons to be shot as a single action. You may link
any number of weapons on a mecha as long as they are the same type and in corresponding locations. (L/R arm or L/R torso)

There are no modifiers for firing linked weapons, but the pilot dice are only added to the attack roll once - not once for each
weapon. When firing linked weapons such as lasers or rail guns damage is applied to the same location (except for Autofire
and blast weapons).

Example: a rookie pilot (1d) spends one action to fire four linked arm lasers (1d each) on his mecha (2laser on each
arm). He would roll a total of 5d.

Autofire Weapons
Autofire weapons fire a rapid burst of shots. When an Autofire weapon is used to attack the target, the damage is applied in 2
point groups. Roll hit location separately for each group (or left over point of damage) that was inflicted.

Example a unit using an Autofire weapon scores 5 hits, the player makes 3 separate hit location rolls. (2 locations
suffer 2 points each and the 3rd location suffers just one point)

Certain types of Auto Fire weapons may also be used as defensive weapons against enemy missiles.

Slow Weapons
Slow weapons (like railguns) require time to reach full charge or reload and may only be fired once per turn.

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Heavy Weapons
Heavy weapons are large weapons that require additional hard points to mount. (see advanced rules)

Burst Weapons
Burst weapons are particularly effective against non-mecha units. When targeting non mecha units they gain +2d.

Anti-aircraft Weapons (AA)


When firing at off table targets with a sensor lock, flying units, or using defensive fire against missiles; Anti-aircraft
Weapons (AA) gain +2d.

Defensive Weapons - Defensive weapons may perform defensive fire actions against missile attacks. (Page. xx)
If a unit is equipped with missiles or defensive Autofire weaponry (such as machineguns) it may react by spend an action to
attempt to shoot down incoming missiles. This may only be used to counter against attacks occurring in the units front arc.

The defender rolls a number of dice equal to their pilot skill plus the base damage of their defensive weapon against a target
number of 7+. Each hit that is scored reduces the incoming damage by 1d. Each of the defenders successes are re-rolled once
more, adding any new successes to the total.

Example: A mecha is targeted with 8d of missile damage; the defender reacts using his machine gun with Defensive
Autofire of 4d. He rolls resulting in a 4, 5, 7 & 9 granting him 2 hits, which reduces the incoming attack to 6d.
Because he has two successful hits he rolls two dice resulting in a 3 and 8 granting him an additional hit further
reducing the incoming attack to 5d.

Missiles
Missiles are template weapons and automatically strike their target and ignore cover. (causing blast damage)

Mecha only carry a limited number of missiles represented by an ammo box on the unit stat card. Each time a missile is fired
remove one of the boxes. Once all of their ammo boxes are exhausted they may no longer fire missiles.

Up to two missiles may be fired as a linked weapon. A unit with a successful target lock can target multiple enemies with a
missile. The shooter must allocate their dice pool towards a target before hits are determined. (When firing linked missiles
Pilot dice are only added to the attack roll once not for each missile fired).

Missiles may also be fired indirectly at a target if it has a radar lock. When firing indirectly missiles ignore LOS rules.

Blast Weapons
Weapons that explode on impact or have explosive effects are called blast weapons. When a blast weapon hits a unit, nearby
units and structures may also take damage from the explosion called blast damage. Any structure or unit that has a base
within the blast radius will be hit with a number of hits equal to the weapon damage rating plus pilot skill dice.

Blast damage affects all units, terrain and objectives within the blast radius of the explosion regardless of it they are
friendly or hostile units. Blast weapons also ignore the rules for cover. Blast damage is applied in 2 point grouping similar to
how Auto fire hits are resolved.

A player making a missile attack may place the blast template in any manner so long as the template overlaps part of the
target units base. This represents the pilot being able to optimize their fire so that it can strike multiple targets at once, or hit
nearby buildings etc.

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A player may also make blast attacks against terrain features.

There are three blast template sizes that are used in the game. When a linked missile salvo is fired it increases the blast size
by one level. If a missile salvo doing 6d becomes linked it now has a12d rating and increases the size of the blast from a
medium to large.

Medium 4 in diameter

Large 6 in diameter

Mega 8 in diameter

If multiple units are caught in the blast they may each use defensive fire, roll each units result and subtract the combined
results from the strength of the attack.

All units under a template are hit regardless of if they are friendly or enemy. Also any units under a template are also hit
regardless of their elevation.

Cover and Terrain


When Line of Sight (LOS) to a unit is obstructed by an object of some kind, it is in cover.

Cover
Cover is when LOS to the target is partially obscured. Units in cover may be attacked but there is a chance that the attack
strikes the cover instead.

If a unit that is in cover is successfully hit by an attack, but LOS to the hit location is obstructed by the cover, the cover is hit
instead and takes the attacks damage. If the attack missed the target completely, (if all of the attack dice roll a "miss"), then
neither the cover nor the target are hit.

Example: a mecha is standing behind a building, granting it cover by concealing its legs. The attacker shoots and
the hit results in a leg location. The building is struck and damaged rather than the mecha.

Any portion of a unit that is more than behind cover is considered to be in cover and any hits will be applied against the
cover first.

Example: an enemy mechas right arm is only partially visible to the attacker. Because the attacker can see less
than half of the arm, the right arm is considered to be in cover so any attacks resulting in a right arm hit location will be
applied against the cover (until the cover is destroyed)

Targeting Terrain
A unit may wish to target Terrain or other stationary features. Attacks against terrain automatically hit and inflict damage
equal to the D rating of the attack.

Example: a unit fires a 5d autocannon attack at a building, the attack automatically hits, inflicting 5 damage against the
building.

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Some hardened building such as military structures may have an AP value. In that case the attack hits automatically but the
player must make an AP roll in the same manner as performing attacks against mecha.

Table 4 Terrain Structure Table

Cover Type Structure Value

Single Tree 1

Light Copse of Trees 2

Dense Copse of Trees or Jungle 3


Small One Story Building 3

Small Multi-story Building 5

Medium Multi-story Building 7

Large Multi-story Building 9

Large Building Complex 11

Weak Building -1

Fortified Building (bunkers, military bases) +3, AP 9

Rocks and Boulders 3

Landscape Features (Hills, Cliffs, Mountains) 5

Example; an attacker is shooting at a target that has its left side covered behind light trees. The attacker scores 4 hits but the
location is against the left arm which is obscured by the cover. The trees take 2 points of damage and are destroyed, and
remaining 2 points of damage are inflicted against the targets left arm.

Destroyed Buildings
When a building is destroyed it is replaced by rubble which is treated as difficult terrain. The size of the rubble should match
the footprint of the building.

Water
Water terrain cannot be destroyed. Moving in water costs 2 inches for each inch moved.

-Mecha in level 1 water gain partial cover for their legs.

-Mecha in level 2 water gain complete cover for their entire unit and may not fire any weaponry.

-Hovering of flying units such as VTOL craft may move over water without penalty.

-Non mecha units may not enter.

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Falling
If a unit fails its piloting roll or either of its legs are destroyed it will fall. The damage done to the unit is 2 points in two
points groups, plus two additional points for each level fallen. (each level is two inches) the location is determined by the hit
location table.

When a unit falls, the controlling player should roll 1d and consult the following table to determine the unit's orientation after
the fall.

Table 5 Fall Orientation Table

Die Roll (1d12) Fall Orientation


1-4 face down use of only one arm for the rest of the turn
4-7 right side no use of the right arm while prone
8-10 left side no use of the left arm while prone
11-12 on the unit's back may use both arms
(A prone unit has a -1d modifier applied to all attacks)

When a fallen unit is attacked, the attacker receives no additional attack modifiers due to the target being prone, but the attack
is automatically a "called shot".

In addition, the modifier for attacker using a ranged weapon in melee combat does not apply when attacking a fallen unit.

Collisions & Ramming


A unit may run into or collide with another unit either by accident (due to a failed piloting roll) or on purpose (from a
ramming attack).

If a unit wants to ram another unit, the attacker must move into base contact with the target of the ram and then make an
attack roll; pilot dice plus one additional die against the targets defense. A success mean that the ramming attack has
succeeded and roll for ram damage against the targets armor.

The damage from a collision is determined by how far the unit moved in a straight line before colliding with the other unit.

The damage for a collision is one die (1d) for every two inches traveled in a straight line during the current round plus the
attacking unit's armor rating in dice.

If the ram is successful (if the attack scores a hit, even if no damage is done), the target is displaced half the distance the
attacker moved in the direction given below. (Or the distance if the target is a higher weight class than the attacker)

Roll 1d;

If the roll is 1-3, the target is displaced 45 degrees to the left of the ram.

On a roll of 4-9, the target is displaced in the same direction as the ram.

If the roll is 10-12, the target is displaced 45 degrees to the right of the ram.

Damage locations from a collision or ram is determined by the hit chart, apply damage in 2 point groups similar to Autofire.
In the case of the attacking (ramming) unit, it also takes damage, but the damage is that of the distance traveled in a straight
line (the same as for a collision); plus the targets armor dice. The targets pilot dice are not added to this damage.

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(If the target collides with another mecha or structure as a result of being displaced it is treated as ramming that object and
may take further damage as a result).

If the ramming unit misses the target (if all of the attack dice roll a "miss"), the attacker overshoots the target of the
distance that it previously moved (round down), in a straight line based on its current facing. This may cause the unit to
collide with something else, but the additional movement for overshooting the target should not be used in determining the
damage for the new collision.

If the overshooting unit enter rough terrain or collides with something else it must make a successful piloting roll or 9+ or
fall.

If a mecha rams or collides with a building it inflicts damage of 1d for every two inches moved in a straight line plus one die
for each point of armor value. The building inflicts damage to the mecha equal to its structure value.

Advanced Rules

Combat Drops
Mecha are often vulnerable to armored vehicles and aircraft while in open terrain. They are typically deployed by large
VTOL craft performing combat drops. Mecha are transported by air directly into combat zones and dropped from low altitude
with a parachute assist.

Mecha are engineered to withstand many of the stresses involved with a combat drop, however the urban landscape can prove
a difficult obstacle for less experienced pilots. Combat drop landings can be hazardous not only to them, but to other
combatants and structures as well.

There are few things that can rival the sheer terror of witnessing tons of machinery crash to earth in a barely controlled fall.
Heavier mecha and quads have been known to level entire city blocks during their drops and few things fill the civilian
population with dread like the blare of air raid sirens preceding the arrival of incoming mecha forces.

During standard game units are assumed to have performed a successful combat drop within their deployment zone or
somewhere off the table edge and are not required to check for landing results.

During scenario play that feature combat drop deployments the following rules are used.

Units deploying via combat drop begin the game off table.

When a unit that is deploying by combat drop begins its first turn, place a template or empty base on the table to indicate the
intended landing position for each mecha. The unit must pass a piloting skill check of 7+. If the skill check is made the
mecha lands at the desired location. If the skill check fails the mecha has veered off course and crash lands; resulting in an
uncontrolled skid.

(If the mecha lands in difficult terrain the pilot needs to make a skill check of 9+ instead).

When a unit fails its skill roll; place a scatter template over the intended landing spot, with the number 12 facing directly
away from their controllers deployment zone. Then roll 1 die. The mecha deviates from the desired landing point in the
direction as indicated by the number on the template. Move the mecha in the indicated direction at a distance of two inches
for each point the piloting roll missed by.

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From their initial landing point a skidding mecha will continue in a straight line to the new location. Any structures or mecha
they come into base contact are treated as being hit with a ramming attack. The ramming attack has a distance of 6; plus the
mechas total skid distance.

The mecha ends its movement with its front arc facing with the direction of the skid.

Example: a pilot in a heavy mecha (armor 7) attempts to make his landing roll, he rolls a 2 failing by 5 points.To
determine which direction his mecha deviates, he rolls a 2 (indicating a 2 o clock position on the template) His
mecha will skid 10 inches in a straight line to the new location. Any mecha or building he comes into contact with is
treated as being hit by a ram with a distance of 16 inches.

The skidding mecha will inflict a total of 13d of damage against anything it hits! The mecha will also take damage
from each object it hits. It will also need to make a separate pilot roll for each impact in order to remain standing.

Hint: When performing a combat drop it is typically advised to spend an edge point to gain an extra die for the skill roll.

If a unit skids into difficult terrain or collides with a mecha or structure they must make a piloting check of 9+ in order to
remain standing. (a check is made for each impact, or piece of terrain crossed)

Skills
Veterans & Ace pilots have access to skills which are abilities gained from combat experience. Skills may alter a units
profile, give modifiers to rolls or even grant special actions and special rules for that unit. Advanced skills may only be
chosen by Ace pilots, Veteran pilots may only chose to take basic skills.

Skills are chosen prior to the start of the game and a player cannot choose the same skill for their pilots more than once.

Example: A player has two veteran pilots he chooses the gunnery autocannon skill for one pilot, he cannot give the other pilot
gunnery autocannon and must chose a different skill for him. Other pilots may be given a gunnery skill for a different type of
weapon. (such as lasers)

There are two types of skills basic skills and advanced skills. A pilot may never take more than one advanced skill.

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Table 6 Rank and Skill Table

Rank Skills
Grunt 0
Veteran 1
Ace 2

Basic Skills
Gunnery
Autocannon: +1 To Hit Mod when using autocannons

Laser: +1 To Hit Mod when using lasers

Machine Gun: +1 To Hit Mod when using machineguns

Railgun: H +1 To Hit Mod when using railguns

Precision
Autocannon: +1AP when using autocannons

Laser : +1AP when using lasers

Machinegun: +1AP when using machineguns

Railgun: +1AP when using railguns

Piloting
Pilot has a +2 Mod to his piloting skill rolls

Advanced Skills
Air Commander
When a command card is revealed you may activate an airstrike as though it were a unit. If the airstrike card is
revealed later in the turn it is ignored and reveal the next card in the deck.

Artillery Commander
When a command card is revealed you may activate an artillery strike as though it were a unit. If an artillery card is
revealed later in the turn it and you have no tokens remaining on the table the card is ignored and reveal the next
card in the deck.

Battlefield Commander

Pilot adds two command cards to the activation deck. This skill may only be taken by an ace pilot.

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Combat Drop Specialist
Pilot automatically makes all combat drop rolls and may deploy via combat drop in any game even if the scenario
normally does not include combat drop deployment.

Gunnery Specialist
Pilot gains an additional skill die when using the selected weapon of the players choice.

Lightning Reflexes
Pilot does not suffer penalties when performing reactionary fire

Missile Specialist
Pilot has +1d when using missiles

Piloting Specialist
Pilot may gains one extra action each round which may only be used for movement

Recon Specialist
Pilot has +1d sensors

Tactical Specialist
Pilot adds one command card to the activation deck

Unshakeable
Pilot does not receive penalties for spending edge

Squads
In large games where each side has more than 6 units all units must be assigned to groups called a squad. A squad is
composed of a group of at least two models and has a maximum size of 5, i.e. multiple units that are working together as a
group. When starting the game Squads must always be made up of units of the same weight class if possible.

Hero units are special characters that are treated as a squad even if it is just made up of one unit.

For example 3 mecha make up squad A, Red Fox is a Hero unit and makes up squad B even though he is only one unit.

A unit may not leave a squad, unless it is the only unit in that squad. A Single unit without a squad may join another squad if
the squad numbers less than 5 units. If a unit joins a squad during gameplay it may ignore the weight class restriction.

A Hero begins the game as a single unit squad, but may join another squad if they number less than five models.

Quads may not be assigned to a squad and they may not join squads during game play. Their combat role is that they always
operate independent of other units.

Off-Table Targets
Units that are not on the table are not able to be targeted by attacks (with the exception of missiles). However specific
scenarios may alter this rule. Missiles have a range of several miles and are the only weapons that have the speed and range
required to engage off-table targets.

If a radar lock is placed on an off table unit, Missile may be used against that target. Direct fire weapons such as Lasers and
Autofire weapons may never target off-table units as the range is too great.

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Off-Table Units
Units that are off-table are not able to target on-table units.

Mecha Customization

Table 7: Mecha Base Stats

L/R
L/R Arm Ct Torso System
Mecha Class Spd Def Arm Torso Cost
hard pts hard pts Discount
hard pts
Light 10 9 6 2 1 0 15 -10

Medium 8 7 7 2 1 0 30 -20

Heavy 6 5 9 3 2 1 60 -30

Quad 8 4 11 3 3 2 90 -40

Each mecha class has a basic cost. Any weapons or systems that are added to it also add their cost to the total cost of the
mecha. Systems such as advanced sensors, advanced armor, etc. may require hard points or placement on damage boxes in
order to mount. The item description will indicate any hard point requirements.

Each mecha provides a discount on systems; these points are deducted from the total cost of weapons, armor, or other
systems that the mecha equips. (This discount is already included in pre-made configuration ie the stat cards)

Each weapon is rated by weight class and must be mounted on a hard point. A weapon that is the same weight class as the
mecha occupies one hard point. Heavy weapons require two hard points to mount.

Linked weapons require two hard points but may be split between locations of the same type. A pair of linked lasers for
example may have one laser mounted in each arm, or one laser mounted in each L/R torso location, or one laser mounted in
each L/R arm location.

You cannot mix locations for linked weapons i.e.; one arm and one torso location.

Mecha may include weapons that are one weight class above their rating but that weapon occupies twice the number of hard
points. The hard points used for mounting a higher weight class weapon must all be in the same location.

For example a light mecha may take a medium laser for its arm weapon but uses both of its available hard points in order to
do so.

A mecha may opt to mount a lower weight class of weapon. Weapons of a lower weight take up half the hard points they
normally would, and may be upgraded to a linked weapon that occupies a single hard point. These are listed on the stat cards
as being a dual weapon. For example Dual MG (dual machineguns) If the hard point damage box is destroyed both
weapons are lost. These weapons must be bought as either a linked system, or quad linked system.

For Example a heavy mecha decides to mount a pair of linked medium lasers in its right torso; it requires only a single hard
point instead of two. It will be listed on the mechas system card as Dual Lasers

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Table 8: Weapon Tables

Weapon Type Class Rng D Mod AP Special Cost

Machineguns Light 10 2 +2 +2 Autofire, Burst, Defensive, 5


Link

Medium 15 3 +2 +2 Autofire, Burst, Defensive, 10


Link

Heavy 20 4 +2 +2 Autofire, Burst, Defensive, 15


Link

Quad 25 5 +2 +2 Autofire, Burst, Defensive, 20


Link

Autocannons Light 20 1 +1 -1 Autofire, Burst, Link 5

Medium 25 2 +1 0 Autofire, Burst, Link 10

Heavy 30 3 +1 +1 Autofire, Burst, Link 15

Quad 35 4 +1 +2 Autofire, Burst, Link 20

Battle Cannons Light 15 2 -1 0 Slow, Link, M Blast 5

Medium 20 3 -1 +1 Slow, Link, M Blast 10

Heavy 25 4 -1 +2 Slow, Link, M Blast 15

Quad 30 5 -1 +3 Slow, Link, M Blast 20

Railguns Light 25 3 +1 +2 Bulky, Slow, Link 8

Medium 30 4 +1 +3 Bulky, Slow, Link 15

Heavy 35 5 +1 +4 Bulky, Slow, Link 23

Quad 40 6 +1 +5 Bulky, Slow, Link 30

Lasers Light 15 1 0 0 Link 5

Medium 20 2 0 +1 Link 10

Heavy 25 3 0 +2 Link 15

Quad 30 4 0 +3 Link 20

Light Missiles Light 30 3 0 -1 AA, Link, M Blast, Ammo 5


1

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Medium 40 3 0 0 AA, Link, M Blast, Ammo 10
1

Heavy 50 3 0 +1 AA, Link, M Blast, Ammo 15


1

Quad 60 3 0 +3 AA, Link, M Blast, Ammo 20


1

Heavy Missiles Light 40 5 0 0 AA, Bulky, Link, L Blast, 10


Ammo 1

Medium 50 5 0 +1 AA, Bulky, Link, L Blast, 15


Ammo 1

Heavy 60 5 0 +2 AA, Bulky, Link, L Blast, 20


Ammo 1

Quad 70 5 0 +3 AA, Bulky, Link, L Blast, 25


Ammo 1

Faction Bonuses
Each faction has their own preference and specialization for mecha construction and have a predetermined system built into
their factions mecha profile. These systems may not be removed and do not take up any hard points as they are hardwired
into the mechas basic design. They may not take the same systems again. (with the exception of sensor systems) Mecha with
hardwired advanced sensors lose their benefit if the mechas default sensor box is destroyed. (Torso S location) This is in
addition to the standard damage penalties.

Blackfrost Equipped with Heavy Armor and Advanced Sensors

Neo-Bloc Equipped with Hardened Armor and Advanced Sensors

NorAm Equipped with Movement Accelerators

Linked Systems
Linking weapon systems has an additional cost to the weapon systems. Missile and Rocket weapon systems are automatically
considered to be linked or quad link at no additional costs. Linked weapons systems must all be the same type, and you may
not link more than 4 weapons.

Dual Linked system (2 weapons of the same type)

Class

Light Medium Heavy Quad

5 10 15 20

Quad Linked System (4 weapons of the same type)

Class

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Light Medium Heavy Quad

15 30 45 60

Examples: A Medium mecha is equipped with 2 lasers for 20 points, linking them costs an additional 10 points for a total of
30 points.

If a Medium mecha is equipped with 4 lasers for 40 points, linking them costs an additional 30 points for a total of 70 points.

Advanced Ammunition
Mecha (and other vehicles) are capable of carrying a variety of specialized ammunition types.

A mecha may carry up to two different ammunition types for their autocannons or battle cannons. A mecha may only fire one
type of ammunition each round. (declare which type is being used on the mechas first shot) When firing linked weapons
both weapons fire the same ammunition type.

Autocannon Rounds
ST Explosive Shell (standard shell)

Same as default weapon profile

AP Armor Piercing

+2 AP, Slow

EF Explosive Fragmentation

+2 To-Hit Mod, -2AP, M Blast, Damage is applied in 1 point groups.

SS Sabot Shot

+2 To-Hit Mod, -10 range, M Blast

Battle Cannon Rounds


ST Explosive Shell (standard shell)

Same as default weapon profile

DP Depleted Uranium

-1 To Hit Mod, +2 AP

EF Explosive Fragmentation

+2 To-Hit Mod, -2AP, L Blast, Damage is applied in 1 point groups.

FL Flechette

+1To Hit Mod, +1 AP

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SS Sabot Shot

+2 To-Hit Mod, -5 range, M Blast

Specialized Missiles
In place of using standard (HE) missiles and mecha may be equipped with other types of missiles.

HE High Explosive (standard missiles)

Same as default weapon profile

IN Incendiary

Fire In addition to doing normal damage a unit struck by an Incendiary weapon is on fire. At the
beginning of each round roll 1d: on a 1-8 they remain on fire on a 9-12 the fire dies out.

Units that are on fire suffers 2d of damage at the beginning of each round. (check vs armor, no roll to hit)
Infantry units stuck by incendiary weapons are automatically destroyed.

A unit may remove fire by entering level two water.

KK Kinetic Kill

+3AP, No Blast, Unable to fire indirectly. Defensive fire rolls used against this missile type do not get to
perform any additional rolls for successful hits.

RO Rockets

+3d, -1To Hit Mod, +1 Ammo. Unable to fire indirectly. Rockets are not guided and must roll to hit their
target and may not be fired indirectly. Rockets cannot receive any bonuses from other systems. (Such as
advanced guidance) Defensive fire rolls used against this missile type do not get to perform any additional
rolls for successful hits. Two shots worth of rockets use a single hard point.

Advanced Equipment
Each systems costs 5 points unless indicated otherwise

AA Suite
While this system is undamaged this units AA weapons have a +2 To Hit Modifier against airborne targets and
missiles. Hard point requirement: 1 which must be placed in a torso location.

Advanced ECM Suite


To be determined

Advanced Guidance System

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While this system is functional each of this mechas missile attacks have +2d against targets that have a target lock
placed on them. Hard point requirement: 1 (if firing a linked missile attack they have +4d total)

Advanced Sensor Suite


While this system is active it provides the mecha with an extra sensor die. The mecha also gains one additional
action each round which may only be spent on a sensor action or placing a target lock. Hard point requirement: 1

Advanced Targeting System


Nominate a weapon type and weight class. While this system is active on a mecha all of its weapons of that class
receive a +1 to hit modifier. Hard point requirement: 1

Arm Pauldrons
Each arm has one additional damage box. Hard point requirement: 1 in each arm.

This system occupies a hard point location, however there is no special effect if the damage box is destroyed. This is
not considered to be an armor system.

Compact Weapon System


This system reduces the hard point requirements for another system by 1. (to a minimum of 1) This is applied after
all other hard point costs are calculated and cannot reduce hard point requirements for a system mounted in more
than one location. (Armor for example)

Cross Link System


While this system is undamaged it allows the unit to link weapons of the same type in different locations. Allowing
the mecha to fire linked weapons in both the arm and torso locations. These weapons much all be fired in the
restricted arc. Hard point requirement: 1 location in the left and right torsos.

Hardened Armor
Hardened armor increases the mecha armor rating by 1 to a maxium of 11. The mecha has -2 movement and -1Def.
May not be combined with other armor types

Heavy Armor (10pts)

Each hit location on the mecha has one additional damage box. Hard point requirement: 1 in each L/R torso and
each arm location. May not be combined with other armor types

High Yield Array (lasers)

While this system is undamaged it gives accompanying lasers in the same location +2 AP rolls and +5 inches to
range. Hard point requirement: 1 in the same location as the laser weapon.

A single array can boost a set of linked lasers so long as they are in adjacent hard point locations.

Movement Accelerators
While this system is undamaged the mechas movement is increased by 4 if it is a light or medium mecha or by 2 if
it is a heavy or quad mecha. The Mecha has +1 Def and its armor rating is reduced by 1. The mecha may not use
any armor systems. The system occupies the damage box adjacent to the movement box in each leg. If either box is
damaged the systems movement bonus is lost. On printed cards movement accelerators will be marked by the A
damage box on the leg location.

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Rapid Charge Capacitors (railguns)

If this mecha only has one railgun equipped this system removes the slow trait while the system is active and
undamaged. This system cannot be used on a mecha that has more than one railgun. Hard point requirement: 1

Reactive Armor
Mecha receives -2d damage from any attack with a blast effect. May not be combined with other armor types

Stealth System
While this system is active each missile attack against this mecha has -2d and may not be fired indirectly against this
mecha. Hard point requirement: 1 (linked missile attacks have -4d total against this mecha)

(This does not affect rockets as they have no guidance systems)

Tandem Cockpit
This system splits the mecha pilot and combat controls between a drive and gunner. Mecha equipped with this
system receive one additional action each round which may only be used for movement. If this system is damaged it
is resolved in the same manner as a cockpit hit but applies against the gunner. If the gunner is killed the pilot may
take over all functions of the mecha but loses the additional movement action and has -1d to all rolls.

Hard point requirement: 1 in the same location as the cockpit.

Combined Arms Forces


Infantry squads are mounted on a 60mm base. (If using 10mm scale infantry you may use a 40mm base) Aircraft and ground
vehicles are mounted on a 60mm base.

Mecha are rapid assault forces and their typical method of deployment prevents most traditional ground forces from reacting
in time. Unless specified by scenario rules a player may not spend more than 30% of his force points on combined force
units. (After all this is intended to be a mecha focused game) It is assumed that the majority of combined forces are in use
elsewhere in the larger combat theatre. Ie; not engaged on the table top.

Infantry Fighting Vehicles (IFV)

IFVs may not gain any benefits from sensor dice or target locks, they may not fire indirectly. They may not perform melee
actions, but they may make ram attacks.

IFVs may not have pilots assigned to them. IFVs have a movement of 6 and may perform 2 actions. IFVs may not enter
difficult terrain. IFVs use a vehicle profile track their damage and hit locations.

Hull mounted weapons may only be fired in the IFVs restricted fire arc. Weapons mounted in the turret may be fired in
either the front or rear arc. IFVs may not mount Heavy weapons.

IFVs have a Transport system box indicated as T on their center hull. If the system box is destroyed any infantry currently
mounted in the IFV are automatically destroyed and the IFV is no longer able to carry infantry.

Armored Fighting Vehicles (AFV or Tanks)

AFVs may not may not perform melee actions, but they may make ram attacks.

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AFVs may not have pilots assigned to them.

AFVs use a vehicle profile track their damage and hit locations.

AFVs have a movement of 6 and may perform 2 actions. AFVs may enter difficult terrain at double movement cost.

Hull mounted weapons may only be fired in the units restricted fire arc. Weapons mounted in the turret may be fired in
either the front or rear arc.

AFV & IFV Hit Locations

1-3 L/R Hull *

4-6 Turret

7-10 Center Hull

11-12 Critical Uses same critical rules as mecha but occurs on an 11 or 12

* If attack comes from the side 1-9 = nearer, 10-12 = farther (relative to the weapon making the attack). If attack is head on or from behind:
1-6 right, 7-12 left

Shooter may roll on the Hit Location Table and apply critical damage OR choose a hit location; Arm (R/L), Torso (R/L/C), or Leg (R/L)
and apply standard damage.

If a single movement system on an AFV or IFV is destroyed it may only move once per round. If both systems are destroyed
the vehicle is immobilized and cannot move for the rest of the game.

Infantry Squads
An infantry squad is composed of 2 infantry units with an optional armored transport (IFV) For resolving both initiative and
movement they are treated as a squad.

All infantry has a movement of 6 and may perform one action. They may move through difficult terrain without penalty.

Infantry may not gain any benefits from sensor dice, target locks, and may not fire indirectly. They may not make ram
attacks, perform melee actions, or defensive fire. Infantry units may not link their missile attacks.

During their turn an infantry may either mount or dismount from an IFV as part of their movement. This cost the infantry
base 2 of movement. In order to mount an IFV as part of their movement they must be in base contact with it. When an
infantry unit dismounts from a vehicle it is placed in base contact with the IFV.

Each infantry unit has 5 wounds and a base attack value of 5d. Anytime an infantry unit sustains damage they lose a wound
and their base attack value is reduced by 1d for each damage box that is removed.

Each infantry unit is armed with machineguns and have a heavy support missile launcher that does 3d damage and has two
ammo boxes. Machine gun profile: Rng: 10 Dmg: 5d* To Hit Mod: +2 AP: -2 Autofire

Infantry units do not have a hit location chart. As a result cover works a bit differently for these units. When an infantry unit
is in partial cover it has +2 def and +2 to its armor. Attacks against infantry never strike the intervening cover.

Direct fire weapons are not particularly effective against infantry units which are often spread out. When resolving damage
from a direct fire weapon like a laser or railgun all damage from the attack is applied against a single box.

Damage from Autofire weapons is applied in two point groups against the damage boxes.

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Burst and blast weapons are extremely effective against infantry. Damage from these weapons is applied in one point groups.

While mounted in IFVs or VTOLs infantry units cannot be targeted by attacks nor can they make attacks.

Infantry may not enter any area of terrain that is on fire and will be destroyed if they are ever on fire or if any the terrain they
occupy gets lit on fire.

VTOL Craft (vertical takeoff and landing)

All militaries make extensive use of VTOL craft, which fulfill a variety of roles ranging from support gunships to carriers for
infantry and mecha.

VTOL craft are airborne or hovering at all times, even if they are travelling at level 0. They may travel over difficult terrain
and water without penalty. While their hulls are armored to resist light fire from infantry the engines and control surfaces on
VTOL craft are fragile and easily crippled by vehicles and mecha.

VTOL craft have a movement of 18 and may perform two actions per round.

Hull mounted weapons may only be fired in the VTOLs restricted fire arc. Weapons mounted in the VTOL chin turret may
be fired in the front arc (but not the rear arc). The chin turret occupies location 1 on the center hull.

VTOLs may not perform melee actions, but they may make ram attacks. VTOLs may not have pilots assigned to them.
VTOLs use a vehicle profile track their damage and hit locations.

Some VTOL craft can carry infantry units and have a Transport system box indicated as T on their center hull. If the system
box is destroyed any infantry currently mounted in the VTOL are automatically destroyed and the IFV is no longer able to
carry infantry. Any units being carried in a VTOL that crashes are automatically destroyed.

VTOL Hit Locations

1-2 L/R Hull *

3-7 Center Hull

8-9 Rotors

10-12 Critical (Uses same critical rules as mecha but occurs on a 10, 11 or 12).

* If attack comes from the side 1-9 = nearer, 10-12 = farther (relative to the weapon making the attack). If attack is head on or from behind:
1-6 right, 7-12 left

Shooter may roll on the Hit Location Table and apply critical damage OR choose a hit location; Arm (R/L), Torso (R/L/C), or Leg (R/L)
and apply standard damage.

Rotors have two damage boxes with a movement system in each. If one box is damaged the craft may only make one move
action per round. If both boxes are destroyed the VTOL automatically crashes and the unit is destroyed.

Airstrikes
Forces are able to call on air support from fast moving fighters which can deliver an airstrike. Airstrikes are purchased before
the game. For each airstrike that is purchased roll 1d to determine which round the airstrike becomes available:

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1-3 arrives at the beginning of the 2nd round

4-8 arrives at the beginning of the 3rd round

9-10 arrives at the beginning of the 4th round

On a result of 11 or 12 the fighter has been shot down by other forces before it can arrive.

Prior to beginning a round when an airstrike will take place; add an airstrike card to the activation deck and place a fighter
model (or blank base) along one of the table edges to represent the fighter which is flying at level 5.

When the airstrikes activation card is revealed the controller resolves their airstrike attack; indicate the fighters direction of
flight by drawing a straight line from the units base to any other table edge. You may place any of the fighters blast
templates along that line, resolve each airstrike template as a missile attack (which ignores LOS). After resolving the airstrike
attacks the fighter leaves the engagement zone and is removed from the game.

Units acting before the fighter may attempt to shoot down the fighter before it attacks. The fighter has a Def of 10, Arm 4 and
6 damage boxes.

Due to their nearly supersonic approach the fighters movement, attack, and exiting the game table all occurs in the same
action so it does not trigger opportunities for reactionary fire. Models targeted with an airstrike however may perform
defensive fire as normal.

Airstrikes may use either standard heavy missiles or any of the specialized missiles. The controlling player must indicate
which missile type will be used at the time they purchase the airstrike.

A player may not purchase more than two airstrikes unless a scenario or pilot ability states otherwise. Airstrikes may not be
activated by command cards, unless one of your units has the air commander skill.

Airstrikes

Class RNG D Mod AP Special Ammo Cost

Medium Airstrike - 6 - +1 2 M Blast Templates, Link 1 10pts

Heavy Airstrike - 7 - +2 2 M Blast Templates, Link 1 15pts

Artillery Strikes
Forces are able to call on remote artillery support. While artillery is not an optimal choice against fast moving mecha it can
be used to devastating effect against ground targets. The advanced battle systems of mecha enables them to evade most
incoming artillery, however even a glancing blow can severely damage an unwary mecha unfortunate enough to get caught in
its blast.

The Artillery Strike options are purchased before the game. Unless stated in the scenario rules an Artillery Strikes may not
occur during the first round of the game. A player may not purchase more than 3 Artillery Strikes.

Before the start of each round: each player rolls roll 1d for each artillery strike they have purchased. On a result of 1-3 the
artillery support is busy adjusting their firing pattern and is not available for the round. On a result of a 4-10 you may place

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an artillery token anywhere on the table. One the Result of 11 or 12 the artillery battery has come under enemy fire and is no
longer able to be used for the rest of the game.

Before shuffling the activation deck: each player adds one artillery card to the deck for each of their artillery tokens that was
placed on the table. During that round when a players artillery activation card is revealed they select one of their artillery
tokens and resolve that artillery strike. Once an artillery strike is resolved remove that token from the table, and remove the
artillery card from the activation deck.

When resolving an artillery strike; place a blast template centered on the artillery token. Any units under that template are
automatically hit with blast damage equal to the damage rating of the Artillery Strike. The blast damage is applied in 2 point
groups and ignores cover. Defensive fire cannot be used against artillery strikes.

Artillery Strikes may not be activated by command cards unless one of your units has the artillery commander skill.

Artillery Strikes

Class RNG D Mod AP Special Ammo Cost

Medium Artillery - 5 - +2 L Blast Template 1 15pts

Heavy Artillery - 6 - +3 L Blast Template 1 20pts

Scenarios

Campaigns

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Medium Blast Template

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Large Blast Template

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Mega Blast Template

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Chart 1. Common Attack Roll Modifiers:

Aiming: (+3 To-Hit) Mod

Attacking from the target's rear arc (+1d, +2 AP)

Beyond the weapon's Range (-2d)

Using a ranged weapon in melee (-1d)

Attacking from a prone position (-1d)

Sensors are destroyed (-2d)

Called shot (-2d, -2 To-Hit) Mod

Firing at a running target (-1 To-Hit) Mod

Firing at a sprinting target (-2 To-Hit) Mod

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