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Asset Scoring Asset Score Base: 5 Most Mobile Frames: -1 Fewest Mobile Frames: +1 Most Systems Carried: -1 Fewest

Systems Carried: +1 Highest Starting Score: Defense Lowest Starting Score: On Point Offense Initial Defense 1. Defense player places stations within DF range. 2. Defensive Perimeter-Only the Defense player can place Mechs inside DF range of Defensive Stations. 3. Defensive Player places two Mechs. Initial Offense 1. Point Offence player places one mech out of cover in DF range of a Defensive Station. 2. All Offensive Player then alternate placing one mech outside the Defensive Perimeter and outside DF range of the Defensive Mechs. 3. Once all Offensive Mechs are on the field alternate placing offensive stations. Final Defense 1. Place remaining Mechs on field, if placed outside the Defensive Perimeter they must be in cover. Tactical Order Start with the Player with the highest Score They can choose an available Mech to take its turn, or pass. o The player with the lowest score cannot pass o If all of your Mechs have acted you have to pass o If there are no Mechs left to go you cannot pass Combat Order 2. Name Your target and Attack 3. Roll Attacking Mechs dice (unless they have already been rolled) 4. Assign your defense 5. Move then Attack or Attack then Move, assigning Dice as needed. a. If the defender has no defense assigned, pause for them to roll all of their Mechs dice and assign a Defense. b. Compare Attack (adding any Spot bonus) to defense to determine damage dice 6. Spot-Assign a spot dice to a Mech within DF range and out of cover. a. If you have a Surveillance system you can ignore cover within DF range. b. If you have two Surveillance systems you can Spot any Mech in Artillery range. 7. Defending Mech Now takes its turn. Damage Roll Melee: 4, 5 and 6 are Target hit Range no Cover: 5 and 6 Target hit Range with Cover: 4 and 5 Terrain hit, 6 Target hit (apply cover damage first, if destroyed switch to Range no Cover.) Range with Mech for Cover: 5 covering Mech hit, 6 Target hit (apply cover damage first, if destroyed switch to Range no Cover.) Targeting Terrain: 4, 5 and 6 are Target hit Damage Results Terrain: Each damage success causes it to lose 6 pieces. Mech: Each damage success causes it to lose one of its systems. When it has no systems it loses a white Dice, if both white dice are lost it is destroyed. Losing a system does not impact system dice you have already rolled this turn. If you are in melee range of a station you can abandon it, move just out of DF range and ignore one damage success.

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