Movement Phase

This section contains information about the movement phase.

Starting with the player that’s been given the initiative, players alternate moving their mechs across the battlefield. When moving a mech you can have it move forward or backwards up to a number of hexes equal to their movement. Mechs can also turn left or right by one edge, doing so also costs a point of movement. Mech cards measure movement by inches. For the purposes of this game, a single hex is equal to 2” in distanc If a mech would have a movement modifier, you can place a special token to represent 0 or put a D6 down with the ‘6’ face up, whatever you and your opponent agree on.

Movement Modifier

Once you’ve completed your mech’s movement place a D6 by its feet with a value equal to a quarter the number of hexes they moved, rounded up. For example, if a mech move 2 hexes forward, turns twice, and then moves 1 hex backward, you’d place a D6 with the ‘1’ face showing. This not only helps you keep track of which mechs have and haven’t moved yet, but will track your movement modifier for the following combat phase.

MOVEMENT MODIFIER HEXES MOVED INCHES MOVED
0 0 0
1 1-4 1”-8”
2 5-8 9”-16”
3 9-12 17”-24”
4 13-16 25-32”

Sprinting

Mechs can choose to forgoes the ability to perform attacks in the following combat phase in order to sprint. If done so, the mech immediately gets one heat and increase their movement value by 50% for the remainder of the movement phase.

Elevation

Mechs can move up and down elevation during their movement, however every point of elevation change costs an extra hex of movement. For example, moving forward on to a hex with elevation 3 from an elevation of 1 would cost 3 hexes worth of movement. As it’s 1 hex for the move, and 2 for the elevation. The maximum amount of elevation changes a mech can make in a single move is equal to half their size rounded up.

MECH SIZE MAX ELV DELTA
0 0
1 1
2 1
3 2
4 2
5 3

Jumping

Some mechs have a “j” listed after its value, for example 10”j. This means the move is capable of jumping, which allows your fighter to move through the air like a maniac. When jumping ignore the cost of elevation changes and other extra move taxes. Some mechs have multiple move values, for example 8”/10”j. In these instances, it means a mech can either make a ground move equal to the first value, or a jump move of the second value. When jumping, get +1 to your movement modifier. You can both sprint and jump in the same move.

Water

Moving into and through a body of water costs an extra point of movement that what it normal would cost. Water has depth that operates the same as elevation but in the negative, as it goes down. Moving in to a body of water with depth 1 from elevation 0 would cost 3 movement. 1 for the water, 1 for the elevation change, 1 for the normal move. Mechs cannot move into a body of water with depth equal to or greater than their own size.

If a mech starts their turn in water, the pilot must make a piloting check by rolling 2D6 equal to or over their piloting value or else become stuck and unable to make non-jump moves for the rest of the turn. This piloting check becomes one point harder for every level of depth the mech is in.

MECH SIZE MAX DEPTH
0 0
1 0
2 1
3 2
4 3
5 4

Difficult Terrain and Cover

Some hexes are considered to be cover. Moving into light cover costs one extra point of movement to move into, and heavy cover costs two extra points of movement to move into. Difficult terrain costs an extra point to move into, but unlike light cover; provides no protection.

Buildings

Mechs can only move onto, land on top of, or traverse over top of buildings that have elevation double or more their own height. Otherwise, the building could collapse, trapping the mech in the rubble.

MECH SIZE MIN BUILDING HEIGHT
0 1+
1 2+
2 4+
3 6+
4 8+
5 10+

Roads and Paved Terrain

Paved terrain is easier to traverse across but is harder to make maneuvers. While performing a ground move, every two pieces of paved terrain a mech moves across only costs one hex of movement, rather than two. However, if you try to make a turn while on a road you must pass a piloting or else slide and lose control of your mech. To make this test, count how many points of movement the mech just spent moving along the road before making the turn. This is is the slide value.

The pilot then must roll 2D6 trying to get equal to or over their piloting value to maintain control of their mech. This test is made harder by the slide value. If failed, the mech maintains the direction they’re looking from the turn, and then slides the same direction they were moving further down the road a number of hexes equal to the slide value. If the slide takes you off a paved hex, the slide ends immediately. The mech cannot move any more for the rest of the round.

Charging

In the movement phase, if you end your movement with an enemy in your front arc adjacent to you, then you’ve charged that enemy. If that enemy hasn’t moved yet this round, they can turn to face their charger during their movement and nothing else. Mechs can attempt to break away from the enemy by passing a pilot skill however.