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Mech Combat and Non-Combat Actions

The document provides information on non-combat actions (NCA) that mech pilots can perform instead of shooting weapons. It explains that NCAs are either automatic and succeed without a roll, or challenging and require rolling equal or higher than a target number. It also gives examples of different weapon types like beams, machine guns, and rockets, explaining how they work and are resolved in combat.
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0% found this document useful (0 votes)
422 views6 pages

Mech Combat and Non-Combat Actions

The document provides information on non-combat actions (NCA) that mech pilots can perform instead of shooting weapons. It explains that NCAs are either automatic and succeed without a roll, or challenging and require rolling equal or higher than a target number. It also gives examples of different weapon types like beams, machine guns, and rockets, explaining how they work and are resolved in combat.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Movement Example
  • Non Combat Actions
  • Shooting

Page 15 of 87

Example:
Movement modes explained. Example mech has 6” ground and air speed.

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Page 16 of 87

Non combat actions


Non Combat Action basics

Mech Pilots can be called upon to perform a

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variety of actions on the battle eld beyond
the act of shooting lasers and missiles at
targets.

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We collectively call these Non Combat
Actions (NCA).
Automatic
The action succeeds automatically. This is
Carrying out a NCA is done in place of an listed as NCA [Auto] in the rules.

Equipment Action and can be done even if


the mech is prevented from carrying out Challenging

Equipment Actions (for example due to battle A 2D6 roll is required, rolling equal or above
damage).
a target number to succeed. A failed roll
A mech cannot perform an NCA if it is within means it does not work and cannot be
3” of any enemy gures.

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NCA’s often need to be carried out in or
adjacent to a speci c location. A mech is
attempted again by any Pilot until the
following game turn.

This is listed as NCA [x+] in the game rules


with x being replaced by the target number.
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considered to be at the location if it is within For example NCA [7+] would require a 7+

1” of the location.
roll.

NCA’s are either Automatic or Challenging:

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Page 17 of 87

Shooting
Fire selection Beams project a line of energy. Select the
intended target and draw a straight line from
the shooter to the target mech, continuing
When a player mech res, it may select any the line until it reaches the table edge or

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one of the weapon systems carried and may strikes a solid feature such as a building.

select any target visible to the mech.

All gures that the line crosses are potential


Weapons have unlimited range on the targets and a hit roll is made against each.

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gaming table unless a speci c weapon
states otherwise. If you can see the target, Beams are blocked by solid terrain. A mech
you can re at it.
inside an area feature such as a forest can
be targeted, but a -1 penalty applies to the
Line of sight hit roll. The beam does not continue beyond
the rst target hit within an area feature.

Line of sight is blocked by buildings and
similar tall features.
When ring a beam roll 1D6. Apply any
Targeting modi er the weapon has.

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Mechs are large and obvious targets:

They receive no bene t from being partially


obscured by terrain (and mech-level
To score a hit, the roll must exceed the
Screen Rating of the target. Failure to do so
is a miss.

Note that a roll of a 1 is not an automatic


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weapons can blast through cover in any failure. It is very possible that a particular
event!). 
 target may be hit automatically.

As such the only factor that matters is


whether a target is visible or not.

Lasers everywhere
Beam weapons are powered by the fuel
Areas of forest, ruins and similar prevent supply of the mech and have unlimited
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spotting across the terrain feature, but a ammunition.

mech within a feature can see and be seen


from the outside.

Weapon types
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Mechs are tted with three types of


weaponry:

Beams
Beams are point attack weapons. They are
extremely accurate but can be foiled by anti-
beam dispersal screens.

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Page 18 of 87

Machine Guns
Machine Guns re a rapid hail of projectiles. Example:
They are of limited accuracy but e ective I re a machine gun with 5 attack dice and a
against a variety of targets.
Spread of 4”, meaning I can select targets
that are within a 4” diameter. Since there are
Machine Guns re a number of shots equal three targets in the area, I assign 3 dice to
to the rating of the weapon. Each weapon one and 1 die to number two and three, then

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has a Spread with the width (in inch roll to hit normally.
diameter) of the target area. Shots can be
assigned as the player sees t within that
area.
Rockets
Rocket weapons launch independently

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Roll 1D6 per shot, requiring a 4+ to hit if the targeting missiles, allowing multiple targets
target is within 10”, 5+ if it is more than 10” to be struck. They are vulnerable to rocket
away.
defenses known as Intercept systems.

Machine guns are less e ective against a Each rocket weapon is given a Rocket rating
single, individual target. The most dice that which is the number of individual rockets
can be assigned to a single target is the gun launched. Each may be targeted at a
rating minus 1.
separate target if desired. The maximum

Malfunctions e
Machine guns are prone to malfunction. If
the number of natural 1’s rolled on the ring
distance between each target is the Target
score of the weapons system in question.

When ring rockets at a target, roll a pool of


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D6 equal to the Intercept rating of the target.
dice equal or exceed the Durability of the Every roll of a 4+ negates one incoming
weapon, it jams.
rocket. If multiple targets are selected, use
the single highest Intercept rating of any one
Unjamming a weapon requires a Shooting target. Do not add the scores together.

action and succeeds automatically.

Any rockets that are not shot down will roll to


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Pilots may always opt to re fewer shots to score hits. Roll 1D6 per target with every 4+
reduce the chance of malfunctions.
in icting a hit on the target.

Berserk mode Ammo limits


Mechs carry enough ammo to last their Each Rocket weapon carries only a limited
battle when using normal re.
supply of ammunition and can be red a
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When ring a Machine Gun, Berserk Mode number of times equal to the Ammo count
may be engaged. This allows 3 additional for the weapon.

shots to be red but the Machine Gun is out


of ammunition or overheated and cannot be Note that ammo count is based on uses of
red for the rest of the battle.
the weapon, not individual attack dice. A
Pilot cannot re fewer rockets in a volley to
conserve ammunition.

Ammo is tracked by weapon system. A


mech with two Rocket weapons will have a
separate ammo supply for each system.

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Page 19 of 87

Example:
I launch a salvo of rockets with a rating of 4
and a Target score of 6”. This means I can
select up to four targets and they can each
be up to 6” apart.

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I end up selecting two targets. As they both
have the same Intercept score of 2, I roll 2
dice to shoot down any rockets. 1 die is
successful so I get to assign 3 rockets

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between the targets and then roll to hit for
each.

Fire e ects

Every attack die that scores a hit in icts one


point of damage on the target. Damage is
handled slightly di erently depending on
what type of target is being red at.

Consult the chapters Player Mech damage or


Enemy damage as appropriate.

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Alternate rules for targeting Swarms

If your Swarms are represented by a single


gure (due to a lack of available minis) the
following rules are applied:

Machine guns and Rockets are assumed to


be able to target one gure per attack (up to Both of the giant mechs above are clearly
the maximum size of the Swarm).
visible and can be red upon! The mech
below is hidden out of sight. 

Beams will strike one target in a 1-2 gure
Swarm, 2 gures in a 3-4 gure Swarm and 3
gures in a 5+ gure Swarm.

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Coordinated Assault
When ring upon a target that was red at
earlier in the turn, all 1’s on the hit dice can
be rerolled once.

To bene t from this rule, the ring units must


be at least 6” apart.

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Page 20 of 87

Example:
Beam and Machine gun weapons explained

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Common questions

Powered by AI

Beams are highly precise point attack weapons that can target individual figures with accuracy, drawing a direct line between the shooter and target . They are blocked by solid terrain but are not affected by anti-beam dispersal screens . While beam weapons excel in precision, their impact is limited within area features as they cannot continue past the first target struck, and they incur a -1 penalty when targeting mechs inside such features . In comparison, Machine Guns have a wider spread but lower accuracy, suitable for hitting multiple targets within a diameter, and are prone to malfunction . Rockets offer flexibility with multiple targets but face ammunition constraints and interception defenses . Thus, Beam weapons are superior in precision but are limited by terrain and suffer penalties under specific conditions, whereas Machine Guns and Rockets are better suited for broader or multi-target engagements .

Engaging a target inside an area feature with Beam weapons incurs a -1 penalty to the hit roll, challenging accuracy . Strategically, pilots must evaluate whether the target's significance warrants the risk of a penalized attack or if alternative tactics without such penalties are preferable. Additionally, since the beam does not proceed past the first target in the area, choosing isolated or high-value targets within the area is prudent to mitigate the limitation of hitting multiple figures in a line . Moreover, pilots could position mechs to mitigate terrain disadvantages actively or leverage coordinated assaults to increase success rates on successive attacks . Consequently, thoughtful analysis of target priority, positioning, and complementary attack sequences is essential in using Beam weapons effectively in dense terrain .

The Machine Guns' spread allows targeting of multiple enemy units within a defined area, providing a tactical advantage by engaging clustered formations and maximizing damage distribution across multiple targets . However, this capability is limited against single targets, as the most dice that can be assigned is one less than the gun’s rating, reducing impact per meter . While the spread excels in overwhelming multiple weaker targets, its effectiveness diminishes against concentrated or dispersed enemy formations, necessitating careful consideration of enemy positioning and movements. Thus, pilots must analyze enemy formations and prioritize clusters to exploit the spread's full potential effectively .

The line-of-sight rule significantly impacts strategic positioning, as it dictates that mechs can fire at any visible target, emphasizing the need for clear sight lines . Positioning a mech advantageously where it has an unobstructed line of sight to enemy targets without being obscured by buildings or tall features is crucial for effective targeting. This rule negates any concealment in terrain as mechs do not benefit from partial cover, thus affecting defensive strategies as well . Additionally, visibility plays a dual role because enemies can equally spot and fire upon any visible mechs, making strategic positioning essential to both offense and defense .

Non-Combat Actions (NCAs) cannot be performed by a mech if it is within 3” of any enemy figures, therefore proximity to enemy figures is a critical challenge . This restriction requires pilots to strategically position their mechs away from enemy figures to successfully perform NCAs, which can often only be performed at specific locations requiring precise proximity .

Rockets have a finite supply of ammunition, limiting their use to the ammo count of the weapon system, which is based on total uses rather than individual attacks . This constraint necessitates careful planning and prioritization, as pilots must decide when to conserve or expend rockets for maximum effectiveness. The inability to fire fewer rockets to save ammunition demands strategic forethought, emphasizing optimal target selection and valuation of ammunition-dependent situations . The separate ammo tracking for individual Rocket systems further complicates resource management, requiring pilots to plan around ammunition status and anticipate future needs throughout the battle .

Coordinated assaults allow mechs to reroll any 1’s rolled to hit a target that was previously attacked in the same turn, providing a tactical advantage by increasing overall damage potential through enhanced accuracy . This rule emphasizes collaboration, as mechs must deliberately coordinate their attacks for cumulative effect. The tactical implication of this mechanism is a focus on teamwork, where players are incentivized to align their actions and focus fire to exploit this reroll benefit fully, maximizing damage output and efficiency across mech units . Coordinated assaults thus bolster strategic planning and inter-unit synergy, encouraging systematic target selection and prioritized threat elimination in team-based gameplay .

Intercept systems play a critical defensive role against rocket attacks by reducing the effectiveness of volleys. Each intercept roll has the potential to negate incoming rockets, with successful rolls diminishing the damage output of an attack . This limit on effectiveness impacts strategic employment of Rockets, as pilots must consider the Intercept ratings of potential targets, potentially requiring focus on less defended targets or overwhelming defenses with sheer volume. Additionally, the limited ammunition and lack of control over individual rocket allocation further complicate strategy, prioritizing selective and impactful use of rocket salvos . Therefore, Intercept systems necessitate adaptive tactics in rocket deployment to maximize effectiveness and sustainability in prolonged engagements .

Engaging Berserk mode allows a mech to fire additional shots in exchange for depleting its Machine Gun ammunition, effectively trading sustained firepower for immediate offensive gains . This decision impacts tactical planning by providing a short-term advantage against an urgent threat at the cost of long-term capabilities, meaning pilots must weigh the likelihood of surviving and achieving objectives without future access to that weapon. The decision is also influenced by the battlefield context, such as whether additional shots can decisively turn the battle or if more conservative uses of firepower will suffice . Thus, Berserk mode can drastically shift the dynamics of a battle by adopting a high-risk, high-reward strategy .

Machine Guns carry a risk of jamming if the number of natural 1’s rolled equals or exceeds the weapon’s Durability . To mitigate this risk, pilots might opt to fire fewer rounds, especially if the likelihood of malfunction is high, reducing potential jamming but also affecting throughput and pressure on the enemy. This trade-off influences combat tactics by requiring a balance between aggressive firepower and reliability; deciding when strategic overwhelming fire justifies the risk of a jam versus cautious, reliable fire strategies. This consideration impacts the pacing and flow of engagements, where maintaining operational capacity becomes as critical as immediate battlefield impact .

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87
Example: 
Movement modes explained. Example mech has 6” ground and air speed.
Sample file
Page 
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16
87
Non combat actions
Non Combat Action basics 
Mech Pilots can be called upon to perform a 
variety of actions
Page 
 of 
17
87
Shooting
Fire selection 
When a player mech fires, it may select any 
one of the weapon systems carried and
Page 
 of 
18
87
Machine Guns 
Machine Guns fire a rapid hail of projectiles. 
They are of limited accuracy but effective 
ag
Page 
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87
 
Example: 
I launch a salvo of rockets with a rating of 4 
and a Target score of 6”. This means I can 
sele
Page 
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87



Example: 
Beam and Machine gun weapons explained
Sample file

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