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THE TURN: Phases: 1. Action Points: 2. Movement: a. Missiles b. Offensive Player c. Specials 3. Ranged Combat: a. Lasers b. Missiles i.

<12 in. follow path ii. >12 in. follow line c. Specials 4. Hand to Hand 5. Conclusion a. Mandatory movement

TERRAIN EFFECTS: Determine Terrain class before playing: See rules for Damaging/Destroying terrain
Lasers do not affect terrain. Any non building terrain = 18 structure points Class 1: Light no limits to visibility/engaging/Radar Class 2: Medium target visibility= 50% or more 15 structure points Class 3: Heavy Target Visibility = Less than 50% - 20 structure points Class 4: Indestructable No LOS cannot be damaged Missiles will always avoid all terrain of Class 1 Radar requires a resolve check. missiles must reach target or hit terrain Shooting Mecha in terrain requires LOS o Roll a 3+ to Lock on in Medium Terrain. o Roll a 5+ to Lock on in Heavy Terrain. o Failing a Lock on roll requires the player to target the structure nstead. Missed and Reacquiring Targets Missiles may reacquire a target if they missed the target on the initial pass. Long Range Missiles May reacquire if 6 inches is available to turn. Medium Range Missiles May reacquire if 3 inches is available to turn. No Room to Reacquire - The missile Impacts the next intervening terrain, Obstacle, or Mecha, (Friend or Foe). Missile travels in a straight line (3 to 6) to the target and hits Mecha, (Friend or Foe) on a 5+ and damage is applied normally and these misses do nothing. BREAK YOUR RESOLVE: This may happen during any Ranged Attack and after any normal reactions have been applied. If 4 sixes are rolled to hit directly against any Mecha from a singe shooting Burst or missile Volley attack, the affected Mecha immediately rolls vs your Resolve Stat after damage is inflicted. If you fail to roll below your resolve; roll on the Resolve Chart. Apply the result and then continue the turn as normal. Ace pilots do not take this test. RESOLVE CHART on a D6: 1 - Mecha is Removed From Play 2 - Mecha has System Failure - Take 1D6 Structure Damage 3 - Mecha has disengaged from Combat May not use the movement phase next turn - may not Boost next turn 4 - Partial Recover may not use the movement phase next turn 5 - Full Recover 6 - Bonus Recovery - Gain 1 Action Point in the following phase MECHA SPECIAL SKILLS: Ace : Check points cost for each mecha. Mecha is -1 to be Hit +1 Action point per game. After Burner Cost 1 Action Point. Jet may make an additional 2D3 movement in a straight line Jet is granted -1 for Missiles to Hit Jet is granted -1 for Missiles to Reacquire. Sniper Cost 2 Action Points 1 use per turn Battloids Only shoots only the GU-11 only at 1 target Range 30 inches 2D6 Shots @ Strength 8. Opponent may not dodge. Shooting Mecha loses 1 Boost in the next turn. Combined Fire - Cost 1 Action Point. May fire 2 weapon systems at any 1 target. +1 to Hit for that action only. One use per turn. Death Bloom - Cost 2 Action Points. 1 Use per turn Offensive Only All Laser Bursts are Strength 8 Each Burst = 1D6 Shots. All Units within a 12 inch Range (up to 4) may be targeted with one laser volley each. No further missiles or lasers may be fired this phase.

DEFENSE: Dodge Cost = 1 Action Point per use Move up or Down one elevation 4 inches Or Move 2 inches to the side either left or right (does not negate a missile lock) Subtract 1d3 laser bursts. Or Dodge vs Lasers Pass a Resolve check: Pass= negate 1D3 laser bursts & any remaining lasers bursts still roll to hit as normal. Or Dodging (3 Action Points) negate the closest (1) missile volley & Player may move 1 elevation level up or down for free. Or Dodging (Hand to Hand) You are -1 to Hit for 1 action or Lasers hit only on a 6+. Chaff Cost 1 Action Point per use (if missiles are within 12 inches of you or target) Negate the closest 1D6 Missiles per use. (if missiles are outside 12 inches of you or target) Negate the closest 1D3 Missiles per use. Boost - Cost 1 Action Point per use Move 3 inches in any direction and/or move 1 level up or down. o does not negate a missile lock) OR - Vs Missiles within 12 inches All missiles are -1 to Hit and Reacquire per action. OR Cost 2 Action Points and If used after Chaff One use per turn o Negate 1 or 2 volleys of missiles. Roll a D6: (1-3) 1 (closest) Missile volley is negated. (4-6) 2 (closest) Missile volleys are negated. OR - Vs Lasers Laser bursts are -1 to Hit per action. OR - Vs Special Weapons - Mecha is -1 to Hit - per action. OR In Hand to Hand Mecha may move 3 inches and negates the current Close Combat (non-shooting) action. Brace Cost 1 Action Point per use per action Vs Missiles Missles that Hit cause -1D6 Damage that turn per volley. Vs Lasers No effect Or Vs Missiles vs Terrain effects o Subtract 1 inch from the area of effect. o Subtract 1D6 (total) damage points. Or Negates Ram bonuses for 1 successful ram attack. Or Negates a successful Push.

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