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Sample File: Movement Modes Explained. Example Mech Has 6" Ground and Air Speed

The document provides information on non-combat actions (NCA) that mech pilots can perform instead of shooting weapons. It explains that NCAs are either automatic and succeed without a roll, or challenging and require rolling equal or higher than a target number. It also gives examples of different weapon types like beams, machine guns, and rockets, explaining how they work and are resolved in combat.
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© © All Rights Reserved
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0% found this document useful (0 votes)
301 views6 pages

Sample File: Movement Modes Explained. Example Mech Has 6" Ground and Air Speed

The document provides information on non-combat actions (NCA) that mech pilots can perform instead of shooting weapons. It explains that NCAs are either automatic and succeed without a roll, or challenging and require rolling equal or higher than a target number. It also gives examples of different weapon types like beams, machine guns, and rockets, explaining how they work and are resolved in combat.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Page 15 of 87

Example:
Movement modes explained. Example mech has 6” ground and air speed.

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Page 16 of 87

Non combat actions


Non Combat Action basics

Mech Pilots can be called upon to perform a

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variety of actions on the battle eld beyond
the act of shooting lasers and missiles at
targets.

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We collectively call these Non Combat
Actions (NCA).
Automatic
The action succeeds automatically. This is
Carrying out a NCA is done in place of an listed as NCA [Auto] in the rules.

Equipment Action and can be done even if


the mech is prevented from carrying out Challenging

Equipment Actions (for example due to battle A 2D6 roll is required, rolling equal or above
damage).
a target number to succeed. A failed roll
A mech cannot perform an NCA if it is within means it does not work and cannot be
3” of any enemy gures.

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NCA’s often need to be carried out in or
adjacent to a speci c location. A mech is
attempted again by any Pilot until the
following game turn.

This is listed as NCA [x+] in the game rules


with x being replaced by the target number.
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considered to be at the location if it is within For example NCA [7+] would require a 7+

1” of the location.
roll.

NCA’s are either Automatic or Challenging:

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Page 17 of 87

Shooting
Fire selection Beams project a line of energy. Select the
intended target and draw a straight line from
the shooter to the target mech, continuing
When a player mech res, it may select any the line until it reaches the table edge or

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one of the weapon systems carried and may strikes a solid feature such as a building.

select any target visible to the mech.

All gures that the line crosses are potential


Weapons have unlimited range on the targets and a hit roll is made against each.

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gaming table unless a speci c weapon
states otherwise. If you can see the target, Beams are blocked by solid terrain. A mech
you can re at it.
inside an area feature such as a forest can
be targeted, but a -1 penalty applies to the
Line of sight hit roll. The beam does not continue beyond
the rst target hit within an area feature.

Line of sight is blocked by buildings and
similar tall features.
When ring a beam roll 1D6. Apply any
Targeting modi er the weapon has.

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Mechs are large and obvious targets:

They receive no bene t from being partially


obscured by terrain (and mech-level
To score a hit, the roll must exceed the
Screen Rating of the target. Failure to do so
is a miss.

Note that a roll of a 1 is not an automatic


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weapons can blast through cover in any failure. It is very possible that a particular
event!). 
 target may be hit automatically.

As such the only factor that matters is


whether a target is visible or not.

Lasers everywhere
Beam weapons are powered by the fuel
Areas of forest, ruins and similar prevent supply of the mech and have unlimited
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spotting across the terrain feature, but a ammunition.

mech within a feature can see and be seen


from the outside.

Weapon types
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Mechs are tted with three types of


weaponry:

Beams
Beams are point attack weapons. They are
extremely accurate but can be foiled by anti-
beam dispersal screens.

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Page 18 of 87

Machine Guns
Machine Guns re a rapid hail of projectiles. Example:
They are of limited accuracy but e ective I re a machine gun with 5 attack dice and a
against a variety of targets.
Spread of 4”, meaning I can select targets
that are within a 4” diameter. Since there are
Machine Guns re a number of shots equal three targets in the area, I assign 3 dice to
to the rating of the weapon. Each weapon one and 1 die to number two and three, then

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has a Spread with the width (in inch roll to hit normally.
diameter) of the target area. Shots can be
assigned as the player sees t within that
area.
Rockets
Rocket weapons launch independently

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Roll 1D6 per shot, requiring a 4+ to hit if the targeting missiles, allowing multiple targets
target is within 10”, 5+ if it is more than 10” to be struck. They are vulnerable to rocket
away.
defenses known as Intercept systems.

Machine guns are less e ective against a Each rocket weapon is given a Rocket rating
single, individual target. The most dice that which is the number of individual rockets
can be assigned to a single target is the gun launched. Each may be targeted at a
rating minus 1.
separate target if desired. The maximum

Malfunctions e
Machine guns are prone to malfunction. If
the number of natural 1’s rolled on the ring
distance between each target is the Target
score of the weapons system in question.

When ring rockets at a target, roll a pool of


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D6 equal to the Intercept rating of the target.
dice equal or exceed the Durability of the Every roll of a 4+ negates one incoming
weapon, it jams.
rocket. If multiple targets are selected, use
the single highest Intercept rating of any one
Unjamming a weapon requires a Shooting target. Do not add the scores together.

action and succeeds automatically.

Any rockets that are not shot down will roll to


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Pilots may always opt to re fewer shots to score hits. Roll 1D6 per target with every 4+
reduce the chance of malfunctions.
in icting a hit on the target.

Berserk mode Ammo limits


Mechs carry enough ammo to last their Each Rocket weapon carries only a limited
battle when using normal re.
supply of ammunition and can be red a
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When ring a Machine Gun, Berserk Mode number of times equal to the Ammo count
may be engaged. This allows 3 additional for the weapon.

shots to be red but the Machine Gun is out


of ammunition or overheated and cannot be Note that ammo count is based on uses of
red for the rest of the battle.
the weapon, not individual attack dice. A
Pilot cannot re fewer rockets in a volley to
conserve ammunition.

Ammo is tracked by weapon system. A


mech with two Rocket weapons will have a
separate ammo supply for each system.

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Page 19 of 87

Example:
I launch a salvo of rockets with a rating of 4
and a Target score of 6”. This means I can
select up to four targets and they can each
be up to 6” apart.

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I end up selecting two targets. As they both
have the same Intercept score of 2, I roll 2
dice to shoot down any rockets. 1 die is
successful so I get to assign 3 rockets

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between the targets and then roll to hit for
each.

Fire e ects

Every attack die that scores a hit in icts one


point of damage on the target. Damage is
handled slightly di erently depending on
what type of target is being red at.

Consult the chapters Player Mech damage or


Enemy damage as appropriate.

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Alternate rules for targeting Swarms

If your Swarms are represented by a single


gure (due to a lack of available minis) the
following rules are applied:

Machine guns and Rockets are assumed to


be able to target one gure per attack (up to Both of the giant mechs above are clearly
the maximum size of the Swarm).
visible and can be red upon! The mech
below is hidden out of sight. 

Beams will strike one target in a 1-2 gure
Swarm, 2 gures in a 3-4 gure Swarm and 3
gures in a 5+ gure Swarm.

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Coordinated Assault
When ring upon a target that was red at
earlier in the turn, all 1’s on the hit dice can
be rerolled once.

To bene t from this rule, the ring units must


be at least 6” apart.

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Page 20 of 87

Example:
Beam and Machine gun weapons explained

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