Ranged Weapons Chart: Pistol / Rifles
Ranged Weapons Chart: Pistol / Rifles
1       Shotgun                    B /P   2     6      1     3     +2    0      x     x     x
1       Beam Rifle                  B      2     3     1     U     0     +1    0      x     x    Exploding(6)
1 Rifle P 2 3 1 U 0 +1 0 x x Heavy(6)
1       Whip                      P       4     2     1         U      +2     +1        x       x      x       Stun.
1       Twin Whip                 P       2     3     1         U      +2     +1        x       x      x       Stun.
1       Thrown Bladed weapon      B/P     2     3     1         3      +1     0         x       x      x       Thrown Weapon. Hard to Dodge.
1       Thrown Blunt Weapon       P       2     3     2         3      +1     0         x       x      x       Thrown Weapon. Easy to Dodge. Stun.
1       Thrown Heat Weapon        B/P     2     3     1         3      +1     0         x       x      x       Thrown Weapon. Unshieldable.
                                RANGED WEAPONS CHART: Heavy ordinance
Slots   Name                            TYPE   Max   ATK    DMG   Uses   R10   R20   R30   R40   R50   Special Rules
                                                            EQUIPMENT
Slots   Name                                     Max    Uses   Special Rules
All Equipment and Systems below can only be acquired if the mech has the appropriate tech or equipment .
0       CQB System                               1      U      Allows this unit to purchase Skills and Feats as if it was a CQB Frame
0       Gunnery System                           1      U      Allows this unit to purchase Skills and Feats as if it was an Artillery Frame
0       Stealth Systems                          1      U      Allows this unit to purchase the Stealth Mode Feat
0       Striker Hardpoint/Silhouette Hardpoint   1      U      Allows unit to use one Striker Pack
0       Mobility System                          1      U      Allows this unit to purchase Skills and Feats as if it was a High Mobility Frame
1       Enhanced Targeting Sensors               1      2      On Shoot Action, Give +1 to hit against targets at Range 30” and beyond
1       Parachute                                1      1      Skip the Deploy phase for this unit. Roll a D6 at the start of each turn during
                                                               before initiative tests. If you roll equal to or lower than the turn number, deploy
                                                               this unit anywhere on the table at least 11” away from any enemy unit.
1       Shield                                   1      2      Reduce damage from a single source by half (rounding up)
2       Full Shield                              1      2      Cancel damage from a single source.
2       Backpack                                 1      2      Choose a unit within 10”. Restore 1 Ammo to one of its Melee Weapons, Ranged
                                                               Weapons, or Equipment.
1       Ranged Shield                            1      2      Cancel damage from a single ranged source.
1       Melee Shield                             1      2      Cancel damage from a single melee source.
2       AWACS                                    1      2      When revealing a Hold action while unengaged, you may instead activate AWACS.
                                                               All enemy units within 20” must make a 4+ Evade Check or reveal their next
                                                               action.
                                                                  WEAPON RULES
Slots                                                 ATK
No. of hard point slots the weapon or equipment       Attack. Number of dice used.
will utilize
                                                      DMG
Name                                                  Damage. Amount of damage dealt by the weapon
Name of the weapon or equipment                       per hit.
Type                                                  Uses
P for Projectile. B for Beam. OR means the player     Number of times the item can be used per game.
must specify if it is a beam or projectile.
                                                      R10 – R50
Max                                                   Range bands in increments of 10 inches
The number of times the weapon can be
purchased per physical item on the model              Special Rules
signifying repeated use during a turn and more        Rules applied when the weapon is used
ammunition.
Braced        Braced Marker       This unit gains +1 to hit on its shooting attack. This model considered    Remove after resolving a Move, Shoot or Melee
                                  to be in cover.                                                            action.
                                                                                                             Remove at the end of the round.
Evasive       Evasive Marker      This unit gets a +1 bonus to Save rolls                                    Remove after resolving 1 activation.
                                                                                                             Remove at the end of the round.
Flat-footed   Flatfooted Marker   This unit gains –1 to all its save rolls and cannot benefit from cover.    Remove at the start of the model’s activation.
Immobilized   Immobilized         This unit gains -1 to Save rolls and cannot benefit from cover until its   Remove after resolving 1 activation.
              Marker              next activation. If the next action revealed by this unit is a Move        Remove at the end of the round.
                                  action, cancel it. This model rolls -1 die in melee.
Locked        Lock Marker         This unit has a lock marker                                                Remove after owner spends the token.
Stunned       Stun Marker         This unit suffers 1 die to its Melee and Shoot attacks and may only        Remove after resolving 1 activation.
                                  move at half speed.                                                        Remove at the end of the round.
Suppressed    Suppress Marker     This unit gains a -1 penalty to its Shoot action.                          Remove after resolving 1 activation.
                                                                                                             Remove at the end of the round.
                                                               SKILLS
IMPORTANT: Primary Skill Category (PSC) is highlighted in red. Frames with a PSC MUST purchase a skill from that category before buying
other skills. The number of skills in any other category may not exceed the number of PSC skills.
For Frames with no PSC except General Purpose (Anit-MS, Psycho Frame, SpecOps, Stealth), a PSC must be selected by the player during list
building.
                           Frame Type            Mobility     Gunnery           Assault          CQB
                           Anti MS               2            3                 2                3
                           Artillery             0            3                 0                0
                           Assault               2            2                 3                2
                           CQB                   2            0                 1                3
                           General Purpose       1            1                 1                1
                           Long Ranged Support   1            2                 1                0
                           Psycho Frame          3            3                 3                3
                           Sniper                2            3                 0                0
                           Spec Ops              2            2                 2                2
                           Stealth               2            1                 2                2
                                                                                 FEATS
Feat Name             Trigger             Effect                                                                                                                Requirements
Break Away            Any MOVE while      Automatically break away from melee, resolve the move action, and immediately make a Shoot action.                    Mobility, Psycho
                      engaged in melee
Blitz                 Any MOVE            After resolving a Move action. Perform a second Move action.                                                          Mobility. Stealth
Ace Maneuver          Any Action          Change this action to any legal action of your choice.                                                                Mobility, Gen Purpose,
                                                                                                                                                                Psycho
Lethal                S                   After resolving the Shoot action against the target, deal D3 Unshieldable damage.                                     Sniper
                                                                                                                                                                Artillery
Pin point Accuracy    S                   Target must be at least 20” away. Re-roll all misses                                                                  Sniper
                                                                                                                                                                Artillery
Multi-Lock            W                   Put a total of D3 LOCK tokens distributed between any legal targets.                                                  Assault, Anti-MS, Long
                                                                                                                                                                range, Sniper, Artillery, Gen
                                                                                                                                                                Purpose
Full Burst            S                   Choose up to 3 Ranged Weapons and their targets. Resolve 1 SHOOT attack for each of these weapons.                    Assault, Anti-MS, Long
                                                                                                                                                                range, General Purpose
Dual Wield            REACT (After        Immediately perform another melee attack                                                                              CQB, Psycho, Gen Purpose
                      resolving a Melee
                      Attack)
Fatality              M                   After resolving the Melee action against the target, deal D3 Unshieldable damage.                                     CQB, Anti-MS, Mobility
Psycommu /            Before rolling      Until the end of the round, this unit’s Move actions may be resolved at 1.5x maximum distance, and its Melee          Any
Berserk Mode / Seed   initiative          and Ranged attacks gain +1 die.
Mode
Stealth Mode          Before rolling      This Feat may not be used if the unit is engaged. Remove all LOCK markers on this unit. This MS gains                 MS with Stealth Systems
                      initiative          UNLOCKABLE and may not be engaged. Re-roll all successful hits when resolving a Shoot attack against this
                                          unit. This unit gains surprise to its Shoot and Melee attacks. This unit loses Stealth after resolving a Melee or
                                          Ranged Attack. Lasts til end of turn.
Feint                 REACT (Fatal        After taking fatal damage, roll a D6. On a 5+, do not remove this unit. This unit has 1 DAMAGE CAPACITY
                      Damage)             remaining.
Self Destruct         Any Action          Instead of rresolving this action, resolve a Collateral(8”/d3), Penetrate(5) attack using this unit’s center point.   Mass Produced. CQB.
                                          Save rolls cannot benefit from cover and evasive. Remove this unit from the game.
Overwhelm             M                   Make a SHOOT action before performing the MELEE action against the same target. The active model does                 Any
                                          not receive the flatfooted token if it has no legal melee target.
Last Stand (special   REACT (Fatal        Make a MELEE or SHOOT action with a READY or EXHAUSTED weapon before removing the model.                              Mass Produced. CQB
mass produced feat)   Damage)
Bodyguard(special     REACT(S, M)         When an MS within 10” is declared as a target, consider this MS as the new target of the action.                      Mass produced
mass produced feat)
Defensive Fire        REACT(M)            Before resolving an enemy MELEE action targeting this MS, make a SHOOT action.                                        Long Range, Assault, Anti-
                                                                                                                                                                MS