Mech Special Rules

This section contains information about the mech SPECIAL rules.
ABILITY DESCRIPTION
CASE I/II Cellular Ammunition Storage I/II – prevents ammo hits causing explosions by taking extra damage.
COMBAT INTUITION Combat Intuition – can shoot and resolve damage from shooting after moving in the movement phase. Doing so generates one heat.
ECM Electronic Countermeasures – jam enemies’ Active Probes within 12" / 6 hexes.
ENE Energy – energy weapon, prevents ammunition hits from exploding or causing extra damage.
IF# Indirect Fire – extra weapon that can shoot enemies in all ranges without line of sight dealing # damage if friendly has line of sight. If shot along with normal weapon, get one heat. If IF0*, then roll a D6 on a hit. On a 1-3 deal no damage, and 1 damage on 4-6.
JMPS# Jump Jets, Strong – increase movement modifier by # when jumping.
JMPW# Jump Jets, Weak – reduce movement modifier by # when jumping.
LRM X/Y/Z Long Range Missile – missile weapons that be fired with damage at range x/y/z. If fire in addition to normal weapons, generate one heat.
LUCKY# Lucky – the mech can reroll any attack once per game.
MEL Melee – the mech can perform physical attacks and gets +1 damage when doing so.
OMNI Omni – mechs with this rule can transport an armored unit.
PRB Active Probe – get a +1 bonus to your side’s initiative roll for each enemy mech within 18" / 9 hexes regardless if you have line of sight or not. The same enemy cannot be probed by multiple allies.
RCN Recon – get +1 to your side’s initiative roll.
REAR X/Y/Z Rear Firing Weapon – mech can fire into their rear arc with damage at range x/y/z. If this weapon is fired in addition to their normal weapons, generate one heat.
SRM X/Y Short Range Missile – missile weapons that be fired with damage at ranges x/y/0. If fired in addition to normal weapons, generate one heat.
TAG Target Acquisition Gear – can pick an enemy in short or medium range to be the target of an artillery piece.

Mech Cost

The cost of a mech is simply printed in the top right hand side of the mech’s alpha strike card.