ATTACHMENTS RULES
Weapons, Armor, and Equipment are referred to as Attachments.
Meks are small, medium, or large.
Attachments are small, medium, or large.
Small Meks can hold 2 small attachments
Medium Meks can hold 4 small attachments
Large Meks can hold 6 small attachments
A medium sized attachment = 2 small attachments
A large sized attachment = 3 small attachments
MISSION PHASE
Flip face up the top 3 cards of the Mission deck.
You may choose to go on one of these missions or
Not go on any mission at all.
Discard unused Missions.
If you go on a mission decide which of Meks are going and what
Pilot & Attachments each Mek will have.
Each Mek must have exactly one pilot.
Green Pilots cannot pilot large Meks.
There are 3 types of Missions: Assault, Defense, and Patrol.
Certain Event cards may affect certain Mission types.
FOE PHASE
The Mission will have a Threat Level = X.
Flip face up the top X cards of the Foe deck.
These are the enemies your squad must defeat in battle.
ENGAGEMENT PHASE
The engagement ends when one side is destroyed, or you retreat your squad.
The engagement is resolved after one or more Rounds.
Each round has 4 Steps:
1. Long Range: Weapons/ Foes with LR capability may attack.
2. Medium Range: Weapons/ Foes with MR capability may attack.
3. Short Range: Weapons/ Foes with SR capability may attack.
4. Point Blank Range: Weapons/ Foes with PB capability may attack.
All attacks within a Step are simultaneous except for
Indirect attacks which occur before other attacks.
To make an attack, pick a target & roll 1D10 (The To-Hit roll):
Each Foe will attack one of your Meks at random.
To hit, your roll must be equal to or greater than 5.
Certain conditions will modify the To hit Roll:
Targets at LR are –1 To Hit
Targets at SR are +1 To Hit
Targets at PB are +2 To Hit
Your Small Meks are –1 To be Hit
Your Large Meks are +1 To be Hit
Each Foe will have an Evade value (+2 to –2) To be Hit
Missiles are +1 To Hit
Area Weapons are +1 To Hit
Indirect Weapons are –1 To Hit
Missiles vs Target with Jammer –2 To Hit
If a target is hit, it will take 1D6 Damage (The Damage roll).
Certain conditions will modify the Damage Roll:
Small Weapon –1
Large Weapon +1
Missiles + 1D6
Area Weapons –1
Area Weapons are +2 vs Infantry
PB (HTH) Weapons +2
SR Weapons +1
LR Weapons –1
Ballistic Weapon vs Target with Inertia Field –1
Energy Weapon vs Target with Absorption Field –1
Missiles are one shot weapons: They can only be used in the first round.
A unit reduced to zero hits is destroyed (and cannot be repaired).
Use dice to mark damage.
DEBRIEFING PHASE
If you destroyed all the Foes, you get paid for the Mission.
If your Squad retreated, or was destroyed, you do not get paid.
Payment in MC = 10 x Mission Threat Level.
Discard the Mission card.
Roll 1D6 for each pilot that was on the (Successful) Mission:
Green: roll 1D6 for each pilot: on a roll of 1-2 the pilot became Regular
and the player can select a specific skill for the pilot
Regular: roll 1D6 for each pilot: on a roll of 1 the pilot became Veteran
and gains 1 random skill
Veteran: roll 1D6 for each pilot: on a roll of 1 the pilot became Elite and
gains 1 random skill
Elite: roll 1D6 for each pilot: on a roll of 1 the player can select a
specific skill for the pilot
Use The Pilot Skill table for determining skills.
REPAIR PHASE
You may fix your damaged Meks.
It costs 1 MC to repair 1 point of damage.
Small Meks have 10 Hits
Medium Meks have 20 Hits
Large Meks have 30 Hits
Armor attachments add 5 Hits each.
Max Event hand card size = 8 cards. Discard excess cards.
MISSION DECK CARD LIST
Mission: Threat
Defend Base 7
Defend HQ 8
Defend Colony 7
Defend Transport 4
Assault Outpost 3
Assault Power Plant 6
Assault Convoy 5
Assault Fort 8
Patrol Warzone 6
Patrol Jungle 5
Patrol Arctic 4
Patrol Wastelands 3
EVENT DECK CARD LIST
Card Name: Notes:
Corporate Convention Flip +4 cards in Build Phase
Black Market Draw any 1 card from Build Deck in Build Phase
Battle Scarred Target Foe/Mek starts battle with 1D6 Damage
On Shore Leave Discard 1 random Foe
Head Hit Target Hit on Mek destroys it
Salvage Mission earns extra 30 MC
Artillery Support 1 LR Attack +1D6 Damage
Orbital Bombardment 1 LR Attack +1D6 Damage
Cruise Missiles 1 LR Attack +1D6 Damage
Air Support 1 LR Attack +1D6 Damage
Out of Ammo Target Foe/Weapon cannot attack
Immobilized Target Damaged Foe/Mek +2 To be Hit
Gyros Damaged Target Damaged Mek has –2 To Hit
Ambush Patrol Mission: All your units +2 To Hit first Round
Surprise Assault Mission: All your units +2 To Hit first Round
Allied Units Defense Mission: Draw 2 Foe cards: Use as Allies
Investors Get 10 MC
Detailed Plans Draw 2 Event Cards
Active Front Flip +2 cards in Mission Phase
Field Maintenance Repair 1D6 Damage for Free at end of Engagement
FOE DECK CARD LIST
Unit Name: Hits Range Dam Evade Notes:
Infantry 6 SR -2 -
Power Infantry 8 SR -1 -2
Light Mek 10 MR -1 -1
Medium Mek 20 LR - -
Heavy Mek 30 LR +2 +1 2nd Attack at MR
Hover Tank 15 MR - -
Gyrocoptor 6 MR -1 -2
Artillery 4 LR +2 +2
SP Artillery 8 LR +1 -
Heavy Infantry 5 MR -1 +1
Entrenched Infantry 9 MR -1 +2
Scout Mek 10 SR -1 -2
Battle Mek 20 MR +1 -
Assault Mek 30 MR +3 +1 2nd Attack at PB
Jump Troops 5 SR -2 -2
Support Mek 10 LR -1 -1 Missiles
MMLS 5 LR - - Missiles
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