Combat Phase

This section contains information about the combat phase.

After all mechs have completed their movement, you move on to the combat phase. In this phase mechs shoot each other. All shooting is considered to happen simultaneously, so the effects of damage inflicted don’t affect a mech until the next phase. The player with initiative resolves all their mech’s combats first, and then the other player does the same.

Declare Targets

To shoot with your mechs, you must first have all your mechs pick a target. Once all mechs have declared their targets, you move on to resolving those shots. Be careful, if two mechs shoot the same target, and the first mech’s shots kill it, the second mech’s shots are wasted. Mechs can only target enemies in their front arc not covered by another piece of terrain or mech. Feel free to use some sort of method or token to mark targets once declared. To check if a mech or piece of terrain is blocking line of sight check the height of the attacker, target, and intervening object. Line of sight is blocked if:

  • There is an intervening object with heigh greater than or equal to both attacker and target between the attacker and target.
  • There is an intervening object adjacent to the attacker with height equal to or greater than the attacker’s height between the attacker and target.
  • There is an intervening object adjacent to the target with height equal to or greater than the target’s height between the attacker and target.

Resolve Shots

Calculate the target value of the shot, and roll 2D6. If the result is greater than or equal to the target value, then the shot hits! To calculate your target value, check the table below. Note; + means making the check that many points easier to pass, and – means making the check that many points harder to pass. A result of a 12 always hit and a result of a 2 always miss. Once a mech has finished resolving its attack, remove the token marking their target to help keep track of whose shot already.

CONDITION MOD DESCRIPTION
ACCURACEY Acc The pilot’s accuracy is the base target value that you must pass to hit your target. All other conditions will modify their value. Pilots in bigger mechs typically have better accuracy because of the servo to input ratio.
MOVEMENT -TMM The target value becomes harder equal to the total between both the attacker and target’s movement modifier. If the target of the attack has been rendered immobile by critical hits or getting stuck in water, the target value becomes four points easier to pass.
RANGE -0/-2/-4 Check the distance between the attacker and target, and see what modifier is based on the range table.
SIZE +/- For every size the target is bigger than the attacker, the target value becomes one point easier to pass. Conversely for every size the target is smaller than the attacker, the target value becomes one point harder to pass. The table below shows these modifiers with the attacker going down and the target going across.
COVER -1/2 If the target is in light cover, the target value becomes one point harder to pass. If the target is in heavy cover, the target value becomes two points harder to pass. If the target is partially obscured by terrain, the target value becomes one point harder to pass.

Range Table

RANGE INCHES HEXES MODIFIER
SHORT 0-6” 0-3 -0
MEDIUM 7-24” 4=12 -2
LONG 25-42” 13-21 -4
EXTREME 43”+ 22+ -6

Size Table - attacker size down, target size across

SIZE 0 1 2 3 4 5
0 - +1 +2 +3 +4 +5
1 -1 - +1 +2 +3 +4
2 -2 -1 - +1 +2 +3
3 -3 -2 -1 - +1 +2
4 -4 -3 -2 -1 - +1
5 -5 -4 -3 -2 -1 -

In the Way

If another mech, friendly or otherwise, is between you and your target as is partially obscuring your target you may still shoot. However, you will run the risk of hitting that mech in the way. Make your to hit roll as normal. If you pass the to hit test, check to see if the total is even or odd. If the dice result is even, you hit your original target. If the dice result is odd, you hit the mech that’s in the way.

Damage

If you land your shot, inflict damage on the target equal to your weapon’s damage value at that range. The target will inflict the damage on their armor points first, and then their structure points. If the mech takes more damage than both their armor points and structure points then the mech will be destroyed in the following phase.

Rear Shots

If the a mech attacks an enemy and has line of sight to the target’s rear arc, they get +1 damage to all hits landed against that enemy.

Over Drive (OV)

Mechs can choose to over drive their weapons up to their OV value before rolling to hit. If you do so, your mech immediately gains that much heat, and if your attack lands you deal that much extra damage at short and medium range. For example, if a mech has an OV of 3 and damage 3/2/1 they could overdrive their weapon by 2, adding 2 heat to their mech and getting damage 5/4/1 for the following attack.

Physical Attacks

Mechs with fists and or the MEL ability can make physical attacks against enemies they’re adjacent to in their front arc. Use the pilot’s piloting value to determine the target value, using the target mech and the attacking mech’s sizes to modify it like when shooting. If landed, deal damage to the target equal to the attacker’s size. If the attacker charged the target in the movement phase, deal additional damage equal to the attacker’s movement modifier.

Critical Hits

If the results of the to hit roll is 12, or a shot ended up dealing damage to a mech’s structure points, then the hit is considered critical. Roll on the following table to see how the damage to the mech affects its operation. If a unit takes a number of same critical hits equal to or more than that critical hit’s Exploded! value, then the mech explodes and is removed from the battlefield. For example, if you get the Weapon Hit critical hit against your mech 5 or more times, regardless of the result of the 2d6, then the mech explodes.

2D6 CRIT DESCRIPTION EXPLODE!
2 Ammo Hit check table !
3 Engine Hit Generate +1 heat every time the mech shoots a weapon. 2+
4 Fire Control All hit roll target values for this mech become two points harder for each of these crits 5+
5 - - -
6 Weapon Hit Mech deals -1 damage at each range for each of these crits. 5+
7 MP Hit Half the mech’s movement, rounded down. If movement becomes 0, the mech is immobilized. 5+
8 Weapon Hit Mech deals -1 damage at each range for each of these crits. 5+
9 - - -
10 Fire Control All hit roll target values for this mech become two points harder for each of these crits 5+
11 Engine Hit Generate +1 heat every time the mech shoots a weapon. 2+
12 Explodes! The unit explodes as is removed from the battlefield. !

Ammo Hit

MECH HAS… RESULT CASE I Take 2 damage hit, which can generate more critical hits. CASE II Same as case I but only 1 damage. ENE No Effect NONE OF THESE Explodes!