Rules Quicksheet

Turn Sequence
Activate unit according to Sp, Highest to lowest; contested Sp determined by In or Mv

Work out lingering damage and recovery at end of turn

Action Rolls
Roll D6s equal to Sp; roll of a 4+ activates Action; cannot perform more than 6 Actions in a turn

If more 1s than 6s are rolled, any Risky Actions are activated

Combined Action tests are divided by 2

A unit Pausing for Breath does not need to declare any actions after its Pause In test to change actions; failure ends unit’s turn

Stance
1 Action to change stance from standing, crouching, and prone; unit will face whichever direction it moved in; unit will always position its facing appropriate to the weapon’s firing arc

Declaring Movement
Declare distance and pace; after Action roll is made, determine number of Actions used to make the move

Movement Rates
Moving unit is harder to be hit; if a unit combines an Action, test against movement modifiers

Jumping
Forward jump distance equal to Str/20, +25% if running or evading; +50% if sprinting; risky Action; failure deducts D100% total distance; can jump down 4 paces without penalty; risky Action; failure leaves unit prone and takes falling damage

Dragging
Drag another suit 1 pace per Action; +1 pace for very 20 points of St over 50

Difficult ground
Water 2 paces deep, obstacle 1 pace high, or thick rubble/vegetation; all movement but crawling -1 pace; sprinting is risky action causing the unit to fall prone

Slopes/Cliffs
30 degrees or more; moving faster than walking down slope is Risky Action; failure means unit falls the rest of the slope and test T or be stunned for 1 turn plus 1 for every 5 paces fell

Obstacle
80 degree angle or more; 1 action to climb 1-2 pace obstacle; Can jump 2-4 pace obstacle as a Risky Action; failure falls prone and takes damage on starting side; pinned climbing units must spend next Action recovering

Water
2 paces or less is difficult ground and halves knockback; water more than 2 paces deep will decrease movement by -2 paces and unit cannot be knocked back

Weapon Profile
It takes 1 Action to change weapons held in hands

Light
Can be used properly in one hand; does not take up hardpoints; can be mounted on any location; can be used in close combat

Basic
-20 to Hit if held one-handed; usually take up 1 hardpoint; 1/2 WS and range modifiers to fire into close combat

Heavy
Must be held on two hands to fire; usually takes up 2 or more hardpoints; 1/4 WS and range modifiers to fire into close combat

Range
Consult Weapon Range Chart

Firing Mode
Single fires once per Action; Semi fires within bracketed range

Reload
Number of Actions needed to reload the weapon; brackets indicate number of rounds loaded per Action; Underlined indicates the number of turns needed before weapon recharges

Power
How much power is used when a weapon is fired; brackets indicates the power that must be committed for weapon to work

Line of Sight (LoS)
At least 1 location must be visible to draw LoS Crouching target is 1/2 total size; crawling/prone target is 1/4 total size

Degrees of Cover
Light blocks LoS at 8 paces; Medium blocks LoS at 6 paces; Heavy blocks LoS at 4 paces; hit locations still gain cover armour if within these distances; all damage is negated over these distances

Firing Arcs
Most weapons have a 45 degree forward firing arc; handheld weapons can fire forward 180 degrees, but suffer -25 To Hit outside of 45 degrees

Hitting Target
Roll equal to or under BS on a D100, plus or minus modifiers; roll of a 1-5 always hits, roll of a 95-100 always misses

Weapon effects occur at the end of each Action

Aiming
Aim for 1 Action for +20 To Hit, max +60; lasts until interrupted

If an enemy is within 5 paces, must pass Nv test at -10 for each additional enemy within 5 paces; if failed, the unit can only shoot at the nearest enemy If unit loses aim if it moves, fails a Nv test, is hit by an enemy, or takes damage; after the first aimed shot fired, aiming is lost Aiming loses -10 To Hit for every action a target spends out of LoS Aiming makes placed shots equal to the To Hit roll minus the distance to the target

Overwatch
Specify an area in LoS 4 paces across; unit can interrupt an enemy’s turn to take 1 action shooting at the target; cannot be combined with arming bonuses

Placed Shots
1/10th To Hit roll; +/-20% from hit location roll

Pinning
If unit it fired upon, test for Nv after the effects of damage; if unit was not hit, +20 Nv; if unit was in a blast, -10 Nv and an additional -10 for each hit

Pinned units in the open dive prone D6 paces towards nearest cover; if already in cover, no additional movement, but still pinned; must spend next Action recovering

Firing into Close Combat
If combatants are 2 paces apart, -20 To Hit; failing by +10 will hit other combatants

Full Auto
Select group with minimum 2 pace spread between targets; divide shots evenly between targets; To Hit is 1/5 BS

All units in target group test for pinning; targets not hit do not gain +20 Nv; cannot make placed shots

Spray Weapons
Select group with minimum 2 paces spread between targets; To Hit is 1/4 BS without modifier; roll To Hit for each target once; consult chart for actual number of hits made

All units in target group test for pinning; targets not hit do not gain +20 Nv; cannot make placed shots

If firer moves more than 4 paces, there is a 5% chance for every pace after 4 the unit will hit itself; failure means unit takes 1 hit

Blast Weapons
Designate target point, roll To Hit as normal; misses scatter D10 paces +1 for every part of 10% the unit missed by; no blast if misses by more than 25% range to target Area is the blast radius; targets suffer hits equal to Blast minus the distance to the center; hits are halved if target is prone

Thrown Weapons
Range equals half of unit’s St, minus weapon hardpoints x10; if target exceeds grenade thrown distance, place blast at furthest possible point and scatter 2D10 paces Weapons can be drawn and thrown in 1 Action; grenades take 1 Action to draw and prime before throwing

Indirect Fire
Every shot automatically scatters D10 paces; +1 for every part of 10% the To Hit is failed by and -1 for every part of 10% To Hit roll passed by

Scattering Restrictions
Scattering objects bounce off obstacles with an equal angle to their impact

Mounted Weapons
Automatically reload, though still needs appropriate number of actions to do so Can fire multiple mounted weapons in linked fire; all weapons suffer the worse To Hit modifiers but do not suffer for being combined

Reach
+10 To Hit for every point over an opponent’s reach, -10 for every point under

Damage
Weapon damage +1 for every 10 points of St over 50; unarmed attacks do D3+1 damage; if attacker hits within 10% of its To Hit score, the unit doubles its damage

Parry Penalty
Deduct from WS when attempting to parry an attack; divide parry by 2 for each further parry attempt in a turn

Power
The amount of power used for a successful hit, or the amount of power committed to have the weapon active

Initiating Close Combat
Unit must declare a charge, charging unit runs towards target till within 1 pace; charging unit suffers no modifiers for running or combined Action; charging unit gains +10 To Hit; a unit that draws a weapon on a charge loses its charge bonus

Continuing Close Combat
Units are engages in close combat if within 2 paces; once in close combat, no Actions need to be declared until they are used A unit taking Actions is the attacker; a unit reacting in close combat is the defender

Attack
Roll To Hit; -20 To Hit if using two close combat weapons as one attack; weapons with reach 4 or more count as improvised weapons unless it is the first round of combat or at arm’s length (3 paces); shields bashes can only be dodged and cause knockback

Circle
Move unit 4 paces to the left or right of the target without getting closer of further away

Advance and Attack
Move unit 2 paces towards the target and attack; units are no longer at arm’s length (3 paces)

Step Back
Unit moves 3 paces away from opponent, putting them at arm’s length (3 paces)

Fire Weapon
Can fire light weapons while in close combat without penalty, but us WS instead of BS; basic weapons divide their WS in half and take range modifiers; heavy weapons divide their WS by 1/4 and take range modifiers; spray weapons deal 1 automatic hit on their firer; target can only dodge but gains +20; cannot make placed shots in close combat; a prone unit at arm’s length (3 paces) can still fire

Break Off
Must pass Sp test with +20 if at arm’s length (3 paces); if passed, the unit makes 1 run Action out of combat; a unit must charge a unit that is within 2 paces when breaking off; if failed, the unit does not move; if failed by 20+, the defender gets a free Action which counts as a counter-move

Facing/Positioning
Can change facing for a free Action; unit must face the last attacker who attacked it in close combat; prone unit must use and Action getting up before any other Actions

Making Close Combat Attacks
Roll equal to or under WS on a D100, plus or minus modifiers; roll of a 1-5 always hits, roll of a 95-100 always misses

Critical Hits
If a unit hits within 10% of its To Hit roll, the attack does 2x damage

Unarmed
Reach 0; parry penalty equal 1/2 the unit’s Ms; successful unarmed parry does not block, but deducts 1/2 damage before armour

Improvised
Basic weapons, reach 4 weapons used within arm’s length, a solid object; reach 1; -30 parry penalty

Parrying
Roll WS minus a weapon’s parry penalty in order to stop an attack; 1/2 WS for each subsequent parry; roll of a 1-5 always parries, roll of a 95-100 always fails

Reach
Plus or minus 10 per difference in weapon reach

Positioning
+10 parry for being 1 pace above attacker; -20 parry for turning 90 degrees, cumulative

Dodging
+20 parry; a further -10 parry for each subsequent dodge; no weapon parry penalties; move defender 2 paces back with no counter-move; prone defenders roll 1 pace, arms reach defenders move left or right 2 paces; success avoids damage and does not count as a parry attempt

Two Weapon Parry
Both weapons together gain +20 parry and use the best reach; each weapon used singularly counts cumulative parry penalties separately

Counter-Move
A unit may counter move if it rolls its parry at -10, cumulative for each counter move; counter moves allow a unit to perform a free Action

Ending Combat
Combat ends when a unit is defeated, disengages, or units are more than 3 paces apart; when 3 paces apart, attacker can choose to end combat or charge

Hit Location
Roll D100; +20 in close combat; +10 for being 1+ pace above target; front 180 degrees hit chest, rear 180 degrees hit backpack if wearing one

Damage Roll
See weapon’s profile; every 10 points in St adds +1 close combat damage; unarmed attacks are D3+1 damage; improvised attacks are D3+2 damage

Armour
Deduct location armour; damage that is twice a location’s armour permanently halves it, then destroys it

Shields and Force Fields
Shields defend within a forward 180 degree; default covers locations in this order: nearest arm, chest, abdomen, groin, head, nearest leg, furthest leg, furthest arm; damage is absorbed by the shield before the unit’s armour; damage that is twice a shield’s armour permanently halves it, then destroys it; force fields cover an entire unit and provide variable armour; damage that is twice the maximum armour of a force field will destroy it

Cover
If a hit location is blocked by terrain, consult the chart for armour and LoS; Light blocks LoS at 8 paces; Medium blocks LoS at 6 paces; Heavy blocks LoS at 4 paces; hit locations still gain cover armour if within these distances; all damage is negated over these distances

Base Damage Value
Equal to Ms divided by 10; hits inflicting damage up to a suit’s Base Damage Value it will do one level of location damage

Immediate Effects
Applied as soon as the damage is inflicted but once applied they do not occur again

Persistent Effects
Last entire game unless fixed; only the effects from the current (highest) damage level are applied

Pilot Stunning
Test against Pilot’s T if unit is hit in the chest, backpack, if another location takes 2 or more levels of damage, if the unit is knocked prone, or the unit takes falling damage; -10 T for each level of damage after the first for hits to the chest/backpack; failed roll stuns pilot for 1 turn, +1 for each 10 points failed by; stunned pilots can only defend in close combat at 1/2 WS and cannot counter-move; stunned pilots cannot be pinned

Suit Stunning
Does not stack with pilot stunning, but occurs simultaneously

Overheating
Suit must test against Ms; for every part of 10 points the test is failed by, the unit takes D3 damage with no armour reductions, causing at least 1 degree of location damage; rolls of 1-5 automatically ends overheating; +20 Ms if submerged; -20 Ms if damage was flame based; every turn test Sg to see if overheating is fixed

Knockback
Suit’s knockback value is 1/10 the average of St and Ms; if base damage from a hit equals or exceeds, unit is forced D3 paces back; if twice the knockback value, the unit falls prone; if twice the knockback value hits a leg, the unit falls prone but is not pushed back

Falling Damage
1 hit for every 5 paces or part there of and sustains D6 damage +1 for every yard it falls; Sp test to avoid falling prone

Flame Damage
25% chance the location will catch fire from a flame attack; before recovery, each burning location has a 25% chance to go out; if failed, unit takes an additional hit from the original weapon damage; can spend an Action putting fire out with a successful Sp test

Specific Location Damage Rules
Head

-30 WS, BS, and Awareness rolls if destroyed

Chest
Test for pilot stunning if hit; 10% chance hits to chest will land in an open cockpit, 20% if hit is blast or spray; if suffering from critical damage or the cockpit is open and hit, all excess damage hits pilot; pilot damage rolls T at half is original value and -5 for every point of damage, failing kills pilot; passing stuns pilot for D10 turns

Abdomen
If abdomen takes critical damage, take a Mv test; if the test passes by 10% there are no additional effects; if the test passes by more than 10% the suit suffers from Critical Failure. If the test is failed the suit suffers from a Core Explosion

Groin
If groin takes critical damage the unit can only crawl

Backpack
Must take Pw test if backpack takes critical damage; if the test is failed the unit suffers no further negative effects; if the test is passed the backpack will no longer provide any Pw or Rc and all systems depending on Pw will cease to function. If the test is passed by 10% it will suffer a Core Explosion

Arms and Legs
50% chance destroyed limbs will fall to the ground as an improvised weapon

Equipment
Roll Mass test for each piece of equipment, including weapons, for a location that takes damage; failure destroys equipment; arms and legs do not roll until they sustain Serious damage

Recovery
Pilot can spend 1 Action to take a Sg test; success lowers hit location damage by 1 degree; cannot fix a location more than once

Pilot can test Sg to stop overheating

Going Out of Action
Consciousness

Pilot is knocked unconscious if turns stunned exceed 1/10 T; unconscious pilots can take no Actions except a T test per turn; passing regains consciousness, but pilot must still wait out stunning effects; 25% chance suit will fall prone if pilot is unconscious; hits to immobile suit have a 20%+damage chance to knock suit over; immobile suits are automatically hit as a critical and choose any location to hit in close combat

Death
If suffering from critical damage to the chest or the cockpit is open and hit, all excess damage hits pilot; pilot damage rolls T at -5 for every point of damage, failing kills pilot; passing stuns pilot for D10 turns

Critical Failure
Suit ceases to function and is considered destroyed

Abdominal Core Explosion
3D10 damage plus 1 for every 10 points of Mv (unmodified) with a radius equal to 2D6 paces and causing D6 hits, including to itself

Backpack Core Explosion
3D10 damage plus 1 for every 10 points in Pw (unmodified) with a radius equal to 2D6 paces and causing D6 hits, including to itself; first hit always hits the chest; unit may operate without a backpack; all weapons and abilities that use Pw no longer function