- hex grid (TODO: any interesting terrain rules)
- no stacking of units
- alternating unit activation, all units activate before any may reactivate (allows multiple moves in a row at the end of a round)
Basic units (non-mechs) are composed of two parts: a chassis, representing the movement and defenses of the vehicle or infantry, and a weapon, representing the primary weapon of the unit.
Chassis Statline: WND, MOV, DEF, ARM, SPT, PTS
- WND is wounds, the amount of damage a unit can take before being destroyed
- MOV is movement, the distance in hexes a unit can move in a turn
- DEF is defence, the difficulty of hititng the unit
- ARM is armor, protection against damage
- SPT is spare tonnage, used to mount weapons
- PTS is the points cost for the unit, including weapons.
Weapon Statline: RNG, ACC, RPT, STR, TON
- RNG is range, the maximum distance a weapon can hit at
- ACC is accuracy, a bonus to attack rolls
- RPT is repetitions, the number of shots per hit
- STR is strength, the amount of damage per shot
- TON is tonnage, the spare tonnage taken up by the weapon
Each standard unit moves and shoots, in either order, once per activation. The unit makes a single attack roll, and if successful, deals damage based on its weapon’s Strength and Repetitions and the target’s Armor. Warmechs may move once and shoot up to twice, in any order. A Warmech may not attack with the same weapon twice in an activation.
A standard unit reduced to zero WND is destroyed.
Warmechs have six hit locations. The location damaged by an attack is determined randomly. If a hit location is destroyed, the Warmech may not use any weapon mounted in that location. If an attack would hit a destroyed part of a Warmech, the hit location is rerolled. See the Warmech section below for further details about hit locations and their effects when destroyed.
Attack roll: 2d6 + ACC vs DEF
Damage: (STR - ARM) * RPT
Warmech Hit Locations: 6 locations (2 arms, 2 legs, 2 torso), d6 table, no facing
Basic units take one weapon of TON equal to their SPT.
Chassis
Chassis | WND | MOV | DEF | ARM | SPT | PTS |
---|---|---|---|---|---|---|
Infantry | 4 | 1 | 8 | 0 | * | 2 |
ODA | 4 | 1 | 8 | 1 | * | 3 |
Mammoth | 3 | 2 | 6 | 2 | 10 | 4** |
Mastodon | 5 | 2 | 6 | 2 | 15 | 6 |
Nebula | 3 | 4 | 6 | 2 | 10 | 6 |
GEV | 2 | 4 | 9 | 1 | 10 | 4 |
Beetle | 3 | 3 | 6 | 1 | 5 | 4 |
* Infantry and Orbital Drop Armor units use Small Arms, with no tonnage cost.
** A Mammoth tank armed with a Black Powder Cannon costs only 3 points
Weapons
Weapon | RNG | ACC | RPT | STR | TON |
---|---|---|---|---|---|
Small Arms | 1 | 2 | 1 | 2 | - |
Sabot cannon | 3 | 0 | 1 | 4 | 10 |
Black Powder cannon | 2 | 0 | 1 | 3 | 10 |
Plasma Cannon | 2 | 0 | 1 | 5 | 10 |
Minigrenades | 2 | 0 | 2 | 3 | 10 |
L. Autocannon | 3 | 2 | 1 | 2 | 5 |
M. Autocannon | 3 | 2 | 2 | 2 | 10 |
H. Autocannon | 3 | 2 | 2 | 3 | 15 |
L. Laser | 4 | 4 | 3 | 1 | 5 |
M. Laser | 4 | 4 | 2 | 2 | 10 |
H. Laser | 5 | 4 | 2 | 2 | 15 |
L. Particle Cannon | 4 | 2 | 1 | 3 | 10 |
H. Particle Cannon | 4 | 2 | 1 | 4 | 15 |
Gauss Gun | 5 | 2 | 1 | 5 | 20 |
Warmechs
Warmech Statline: TONS, SPT, MOV, DEF, ARM, WARM, WLEG, WTOR, PTS
- TONS is the total tonnage of the Warmech
- SPT is spare tonnage, used to mount weapons
- MOV is movement, the distance in hexes a unit can move in a turn
- DEF is defence, the difficulty of hititng the unit
- ARM is armor, protection against damage
- WARM is arm wounds, the amount of damage the Warmech’s arms can take
- WLEG is leg wounds, the amount of damage the Warmech’s legs can take
- WTOR is torso wounds, the amount of damage the Warmech’s torso can take
- PTS is the points cost for the Warmech, including weapons
Humanoid Warmechs
Humanoid warmechs have left and right arms, left and right legs, and left and right torso segments. If both torso segments are destroyed, the Warmech is destroyed. If both legs are destroyed, the Warmech is immobilized. Note that if both arms are destroyed, the Warmech is not destroyed, but is merely unable to attack.
The humanoid Warmechs detailed below must take two weapons with total tonnage equal to their SPT, mounting one on each arm.
Warmech | TONS | SPT | MOV | DEF | ARM | WARM | WLEG | WTOR | PTS |
---|---|---|---|---|---|---|---|---|---|
Heavy | |||||||||
Paladin | 120 | 30 | 2 | 6 | 2 | 4 | 4 | 4 | 18 |
Mjolnir | 110 | 35 | 2 | 6 | 2 | 3 | 3 | 4 | 16 |
Lancelot | 100 | 30 | 2 | 6 | 2 | 3 | 3 | 4 | 15 |
Medium | 60-90 | ||||||||
Timber Wolf | 80 | 30 | 2 | 7 | 2 | 2 | 3 | 3 | 12 |
Vinge | 60 | 20 | 2 | 7 | 2 | 2 | 2 | 2 | 10 |
Light | 35-50 | ||||||||
Basset | 50 | 15 | 3 | 8 | 1 | 3 | 3 | 3 | 9 |
Ultralight | 20-30 | ||||||||
Ripper | 30 | 10 | 4 | 8 | 1 | 2 | 2 | 3 | 7 |
Humanoid Warmech Hit Location Chart
Roll | Location |
---|---|
1 | Left Arm |
2 | Right Arm |
3 | Left Leg |
4 | Right Leg |
5 | Left Torso |
6 | Right Torso |
Avian Warmechs
Avian Warmechs have left, right, and center torso segments and left and right legs. An avian Warmech is destroyed if its center torso is destroyed. As with Humanoid warmechs, if both legs are destroyed, the Warmech is immobilized.
The Avian warmechs detailed below must take one weapon with tonnage equal to their SPT, mounting it in their center torso.
Warmech | TONS | SPT | MOV | DEF | ARM | WTOR | WLEG | WCEN | PTS |
---|---|---|---|---|---|---|---|---|---|
Corvus | 40 | 10 | 3 | 8 | 1 | 2 | 3 | 6 | 8 |
Shrew | 20 | 5 | 4 | 9 | 1 | 2 | 2 | 4 | 6 |
Avian Warmech Hit Location Chart
Roll | Location |
---|---|
1 | Left Arm |
2 | Right Arm |
3 | Left Torso |
4 | Right Torso |
5 | Center Torso |
6 | Center Torso |
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