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CORE RULES
TABLE OF CONTENTS
RESOLUTION PHASE
This is the end phase. Some effects take place or
expire this phase. Here victory points are
calculated and players check for win conditions
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Right Movement sample
ACTIONS
FRONT EDGE
Forward
Left Right
Back
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The following below are the rules for SHOOTING SEQUENCE
movement:
SHOOTING
The shooting action follows the following
1. A model must move at least half the If a shoot action is revealed, the player may sequence:
maximum distance. select a weapon that has not fired yet this round
to target an enemy model that is not within 5 1. Select target within legal range of a
2. A model cannot make a move action that
inches. Check if the target model is within the weapon you intend to shoot with.
will place the center of its base within 5”
shooting model’s front arc and range of the Premeasuring is allowed. Distance from
of the center of a base of any enemy
weapon. shooter to target is center to center.
model. Note only a Melee action may allow
2. Make an Attack Roll. Roll an amount of
it to do so and reach base contact with the Front arc
enemy model D6 equal to the weapon’s Attack Rating.
3. A model can never end its movement A model’s front arc is the area in front of the Any rolls of 4+ is a successful attack
with its base overlapping another base center of its base. 3. Defending player makes a Save Roll. Roll
or beyond the play area. an amount of dice equal to the number
4. A model is free to pass through other of successful attack rolls. Successful save
FRONT ARC
models as long as it final placement does rolls have the result of 4+.
not violate any of the rules above. 4. Deal damage to the target based on the
number of failed save rolls times the
FLATFOOTED Center damage rating of the weapon. Apply
If for any reason the activating model cannot special effects for receiving damage if
move the minimum distance, it is given a any.
Flatfooted token. Models with a Flatfooted 5. If the model has taken damage equal to
token are given the following penalties: its Damage Capacity, it is destroyed and
-1 to save rolls during a removed from play.
Flatfooted FLANK
shoot action.
Token Cannot benefit from cover.
EVASIVE If a model performs a Left or Right Weapon Ranges
Movement Action, and the model moves the
There are 5 range bands in this game. Range is Flanked
full 8 inches, put the L / R token on it to serve as
divided into 10” range bands. R10 is the first 10
the evasive token. If the shooting model is behind the front arc (or
inches, R20 is up to 20 and so on up to R50
in the flank) of the target then the shot is
Evasive Token +1 to all save rolls
If a weapon has a numerical modifier in a range considered a flank shot and the target model
against shoot actions
NOTE: Flatfooted and Evasive tokens are band that modifier is applied to attack rolls receives a -1 modifier to its save rolls.
removed at the start of the affected model’s against targets in that range band. If a range
next activation. band has an X on it, the weapon cannot be used
to attack targets within that range band.
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HOLD ACTION
Flanked !!!
If a Hold action is revealed, the model does not
move but may perform a Lock on attempt.
LOCK ON ATTEMPT
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Effects of actions when locked in close
combat
If a model is engaged in close combat and
performs an action consult the chart below
to see what happens.
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BUILDING YOUR FORCE
BUILDING YOUR FORCE
2. WEAPONS AND EQUIPMENT 4. FEATS
Identify the weapons and equipment on These are extraordinary abilities and
your model and determine how many Hard enhancements brought about by particular
Points they use (see weapons chart). technology or the combination of the mech
Hard Points 4 6 8 10 12 along with the pilot using it. These are once
Cost 10 20 30 50 70 per game skills. Character / Named mechs
may be given a feat or two. A mech can only
have 1 Feat of a particular name.
No. Feats 1 2
3. SKILLS Cost 20 30
Players will have the option to select skills
Your force consists of the Mecha or Units, and POINT COST SUMMARY TABLE
that would be appropriate on how the model
the pilots in them. would perform in battle. (See Selecting Skills Cost 10 20 30 50 70
Each Unit will have a certain pointage based on at the next page). A mech can only have 1 DC 4 6 8 10 12
its weapons, equipment, and capabilities. Skill of a particular name. Hard 4 6 8 10 12
Total No. of 1 2 3 4 5 Points
The chart above is used to compute the total Skill Levels Skills 1 2 3 4 5
points of a particular mobile suit. Cost 10 20 30 50 70 Feats -- 2 3 -- --
STEPS:
Mechs use skills and feats to further define their IMPORTANT: Primary Skill Category (PSC) is
role. However, acquisition of such abilities have Frame Type Mobility Gunnery Assault CQB highlighted in red. Frames with a PSC MUST
limits which is based on the classification or Anti MS 2 3 2 3 purchase a skill from that category before buying
frame of the mech. other skills. The number of skills in any other
Artillery 0 3 0 0 category may not exceed the number of PSC
Skills are divided into 4 primary skill categories: Assault 2 2 3 2 skills.
1. Mobility CQB 2 0 1 3
2. Assault NOTE:
General Purpose 1 1 1 1 General Purpose Class
3. Gunnery
Long Ranged General Purpose Classification will have no primary skill
4. Close Quarter Battle 1 2 1 0
set but may get up to 1 skill from each of the skill sets.
High Mobility 3 1 2 1
The chart below determines the primary skill OGRE GNX
Psycho Frame 3 3 3 3
skill catergory of the frame or mech Close Quarter Combat
classification. Sniper 2 3 0 0
Stealth Skills 3
Skill Set Frame / Classification 2 1 2 2
1. Charge (CQB)
Mobility High Mobility 2. Boost (Mobility)
Assault Assault, 3. Slip Away (Mobility)
Attack
Decisive Attack
Aquatic
Gunnery Sniper ZENITH WANZER
Long Range Assault Wanzer
Launcher
Close Quarter Battle Close Quarter Battle Skills 4
Close Combat 1. Sustained Fire (Assault)
Striker 2. Strafe (assault)
Melee 3. Weapon Master (CQB)
4. Leading Shot (Gunnery)
SPECIAL CLASSIFICATION
A mech with no distinct class will be counted as
General Purpose.
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SELECTING FEATS Combat Awareness Bonus is the number of Other Pilot Bonuses
action the unit gets in addition to the number of
The Feats Chart will indicate which kind of mech actions selected during the Combat Intensity Level Once per game, after dice has
Phase to the maximum of 5. been rolled.
can get a particular kind of feat. Feats can only
be used once per game and a mech can only
Pilot Level Combat Cost Veteran re-roll 1’s during a shooting
have a maximum of 2 feats. Just like skills, a
Awareness attack action
mech cannot have 2 feats of the same name. Ace re-roll 1’s during a melee or
Trained 0 0
Veteran 1 20 shooting attack action
Ace 2 30
Note: Details about the weapons, equipment,
feats, and skills can be found in their respective
charts.
PILOTS LEVELS
There are 3 levels of Pilots in this game, Trained,
Veteran, and Ace. Each model must be assigned
a pilot with the corresponding points added to
the points of the model.
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TERRAIN AND COVER
The basic for measurement will always be center
Model B
to center and the placement of the model will Model B is 4”
always be referenced to its center. Model B is in away from
For a model to be considered in or on a cover and will the building.
terrain feature, its center must be fully receive a +1
mod to his Model B
within the terrain.
For a model to be able to claim cover, save rolls.
Line of sight from the shooting model’s
center to the target model’s center
Model B’s center is
must cross a terrain feature providing
inside Forest area
cover.
terrain that provides
For a model to be placed on terrain, the
cover. Model B is in
model must be able to stand on the
cover.
terrain unassisted without moving or
adjusting the terrain feature.
Terrain Traits: Model A
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MISSIONS
1. Force Size
Stipulates the number of points / no. of
units each side should have in their
force.
2. Set-Up
Players must place terrain and
objectives set by the mission.
3. Deployment
Determines how players place their
units as a starting point on the table.
4. Victory Conditions
Stipulates how Victory Points or VP are
earned and / or what a player has to
achieve to win the scenario. A mech is
holding an objective if it is 5 inches
The mission above is set for a 4x4 foot table. Terrain has been set up and the game is about to start. Three away from the center.
objectives have been placed on the centerline of the table represented by black dice. The opposing forces 5. Round Limit
have been deployed on the table using the corner deployment set up. Once the roll for initiative is made, This states on which round the mission
Round one starts. (Terrain and game mat care of the Warroom and Terror’s Infinity Terrain) will end.
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MISSION ONE
Duel
Force Size:
50 – 100, 1 Unit
DEPLOYMENT ZONE
Set up:
3-8 Terrain pieces. Players roll off and place
terrain on the table alternately starting with the
player that won the roll off.
Deployment:
Edge Deployment – Center of the model’s base
must be within 6 inches of the edge. 12”
Circle
Players roll off and the winner determines Area
which side of the table his force will deploy on
and deploys one model. The opponent then
deploys his model.
Victory Conditions:
Win – Destroy the enemy unit.
1 VP – for every enemy Damage inflicted.
At the end of round 5, if there are no units DEPLOYMENT ZONE
destroyed, the player with the most VP, wins.
4 VP – if the friendly model ends within in the
12” center area of the table.
Round Limit: 5
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MISSION TWO
Sector Secure
Force Size: DEPLOYMENT ZONE
100-250 points, 2-4 units
Set up:
3-8 Terrain pieces. Players roll off and place
terrain on the table alternately starting with the
player that won the roll off.
Deployment:
Edge Deployment – Center of the model’s base
must be within 6 inches of the edge.
Round Limit: 6
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1 VP – for every objective carried by a friendly
MISSION THREE unit at the end of the round starting round 2.
1 VP – for destroying the Commander unit.
Retrieval Mission
Force Size:
100-250 points, 2-4 units Round Limit: 6
Set up:
3 objective tokens are placed on the centerline
of the table.
Deployment:
Corner Fan – Center of the model’s base must
be within 12 inches of the corner.
Victory Conditions:
When a unit makes an O action to manipulate
an objective, place that objective on the unit’s
base and that unit is considered as carrying that
objective.
Damage Capacity: 8
12 inches
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MISSION FIVE Victory Conditions:
1 VP – if you have more mechs holding the
THE ANOMALY objective at the end of the round
Deployment:
Edge Split Deployment – Center of the model’s
base must be within 6 inches of the edge.
Anomaly token
Players roll off and the winner determines placed at the
which side of the table his force will deploy on. end of round 1
Players alternate placing models on their
deployment zone starting with the player that
won the roll off.
6 inches
DEPLOYMENT DEPLOYMENT
ZONE ZONE
At the start of subsequent rounds, before
Initiative Phase, the token moves 6+2D6 inches
in a random direction.