Modifiers Ranged Melee Defense EW Turn Sequence Orders
Top Speed -1 D -1 D +1 D - Initiative All Orders Require an Independent Electronic Warfare Roll
Speed & Status
Braced +1 D +1 D -1 D - Opposed Initiative Roll Between Force Leaders
Reroll ties, Winner selects first player to Activate Charge: Target 1 Combat Group, gain +1 D on melee attacks when
Crippled/Immobilized -1 D -1 D -1 D - Top Speed selected
Haywired (does not stack with above) -1 D -1 D -1 D -1 D Activations Coordinated Attack: Target 1 Combat Group and 1 Enemy Model,
Select a Combat Group Combat Group may Reroll all attacks vs selected Model this turn
Charge (Top Speed) - +1 D - -
Select one Un-activated Model Protection Up: Target 1 Combat Group, Models in that group may
Focus +1 D +1 D - - Declare Movement Mode & Speed Take the Protect action Immediately, spend action as normal
Move the Model and spend Action if Desired Let Them Have It: Target 1 Combat Group, group gains Stable until
Suboptimal Range -1 D - - - Select Next Model, repeat for entire Combat Group end of current combat groups activation
Targeting Back Arc (Gear/Strider) +1 D +1 D - - Other Player then Activates one Combat Group Pop Smoke: Target 1 Combat Group, Models in that group may Take
Targeting Back Arc (Vehicle) +2 D +2 D - - the Discharge Smoke Action Immediately, Spend Action as normal
Situational
Airstrikes Try Again: Target 1 Model, reroll Last Roll Made
Partial Cover or Full Cover - - +1 D - During the First Round may only target other Airstrikes
Cover (Infantry/Drones) - - +2 D - No more than 2 Airstrikes per turn Objectives
Begin with the Player who did not Activate a Battlegroup Last Hold (GP): Place 2 Control Markers in 12” beyond own
Indirect Attack -1 D - - - Ground Attack — Target Model or Point on the Table deployment zone. Score 1 VP each at end of game.
Forward Observation +1 D - - - Air Superiority — Target Enemy Airstrike Counter Flags (GP): Select 2 commanders as flag-bearers. They may
No Melee Weapon (melee only) - - -1 D - spend an action to place a flag outside your deployment
Cleanup
zone. Enemy may spend an action within 4” to remove
Refresh Action, Command, and Skill Points
Anti-Air vs Elevated VTOL/Airstrike +1 D - - - flag. Flags score 1 VP each at end of game if still on battle-
Resolve Corrosion Effects
Flak vs Elevated VTOL/Airstrike +2 D field.
Remove Braced, Haywire, Immobilized, Jammed, & Smoke
Capture (SK): Place 2 Control Markers in 12” beyond enemy
AOE vs. Secondary Target -1 D Record VPs
deployment zone. Score1 VP each at end of game.
AI vs Infantry/Cavalry/Drones +1 D - - - Begin New Turn
Pace the Way (SK): Select 2 enemy Combat Groups. Score
Brawl:X - ±X D - - Actions/Reactions 1 VP if selected group is reduced to half or fewer of
Actions: starting actions. May not target same group as Wipe
Burst:X ±X D - - - Them Out.
Attack: Opposed GU (Ranged or Melee) or PI (Melee) vs target PI
Trait-Enabled
ECCM Within 6" - - - +1 D Forward Observe: Independent EW Allows Fire Mission Detailed Scan (RC): Select 2 enemy commanders. Score 1
ECM Defense - - +1 D - Hide: No Roll, Must be within 1” of Terrain VP for performing a detailed scan on each.
Detailed Scan: Opposed Electronic Warfare Roll within 6” Break Through (RC): At end of game, score 1 VP for having
Frag +2 D - - -
ECM Attack [ECM]: Opposed Electronic Warfare Roll at least 2 models in enemy deployment zone, or 2VP for
Guided w/ TD +1 D - - - Protect [ECM]: No Roll having at least 4 models in enemy deployment zone.
Link +1 D +1 D - - Jam [ECM]: Opposed Electronic Warfare Roll Assassinate (SO): Select 2 enemy commanders. Score 1 VP
Plant Mine [MINE]: No Roll, Place Mines Adjacent to the Model for destroying each.
Split -1 D - - -
Patch [Repair/Medic]: No Roll, Remove Immob, Corrosion, and 1 Damage Raid (SO): Place 2 supply markers in 12” beyond enemy
Stable (Combat/Top Speed) +1 D - - - Discharge Smoke [Smoke]: No Roll, Place 3” Smoke Centered on Model deployment zone. Pick up supply markers by spending an
Elevated VTOL - - +1 D - Reload [Supply]: No Roll, Reset Limited Ammo on one model within 1” action while in contact with marker. Score 1 VP for each
Reactions: model that has picked up a marker and is still alive at the
Smoke - - +1 D -
Retaliation: As attack above, Weapon with React or Auto only end of the game.
SatUp In Formation, Ind. Rolls Only - - - -1 TN Evade: Reroll Defense Roll Wipe Them Out (FS): Select 1 enemy combat group. Score
Mod
TN
Fire Mission: Indirect Attack Only, Best of Elevation, Cover, and LOS 1 VP for reducing target to half or less of starting actions.
Elevated Firing Position -1 TN - - - Score 1 additional VP if target group has primary or sec-
Counterstrike [CBS]: Indirect Attack Only, Response to Indirect Attack
Advanced +1 R - - - Jam [ECM]: Opposed Electronic Warfare Roll ondary role of FS. May not target same group as Pave the
Bonus
Result
Firewall [ECCM]: Become Target of Hack instead of another model within Way.
Precise (Optimal Range) +1 R - - - Claim (FS): Divide table in half lengthwise or widthwise.
Command Point Reroll Reroll Reroll Reroll Statuses Each half is worth 1 VP if you have more models than your
Crippled — May not Use Top Speed, Weapons and Traits marked Aux and opponent in that half at end of game. Model in own
Coordinated Attack Order Reroll Reroll - - –1 D modifier to GU and PI rolls deployment are ignored. Models on the dividing line must
Skill Point Reroll Reroll Reroll Reroll Destroyed — No Activation, Actions, or Movement choose one half to be in.
Try Again Order Reroll Reroll Reroll Reroll Hanging — Ended move while Climbing, may only take Actions/Reactions if
Rerolls
it has the Climber Trait
AMS vs Indirect - - Reroll - Haywire— As Crippled, except also affects EW and Removed on Cleanup
Evade Reaction - - Reroll - Hidden — Reroll defense rolls while gaining cover. Removed if Top Speed
Hidden - - Reroll - selected, Move 2”+, or become Immobilized
Jammed — Cannot use Orders, Forward Observe, Detailed Scan, and lose
Shield vs Front Arc - - Reroll - Comms and SatUp traits
Modifiers Ranged Melee Defense EW Corrosion — Take 1 Damage during Cleanup on 4+
Setup
Reveal Forces
Set Up Battlefield
Table Size: 50 TV 100TV 150 TV 200+ TV
4’ X 4‘ 4’ x 4’ 4’ x 4’ 4’ x 4’
4’ x 6’ 4’ x 6’ 6’ x 6’
Terrain
20-40% of the Table
Deploy Your Forces
Roll A die, Winner Chooses Board Edge
Alternate Deploying Combat Groups
• Standard — 12”
• Airdrop — 24”, 2D6 4+ Chance Roll to avoid 1 Damage, Requires all Models
with Airdrop
• Special Operations — 24”, within 6” of board edge, Requires all Models
with SO role
• Fortification — 18”
• Recon — 18”, Requires Primary or Secondary Role of Recon [RC]
• Submerged — 24”, Requires Sub Trait, Start With Hidden Token
Identify Commanders
Select Objectives
Select 1 Objective per 50 TV of the game
• Hold — [GP] Place 2 Markers 12-24” from your Board Edge, Score 1 VP per
Marker you control at End of Match
• Capture — [GP, SK] Place 2 Markers 12-24” from your opponent’s Board
Edge, Score 1 VP per Marker you control at End of Match
• Break the Line — [SK] Place 2 Markers in or Near your opponents Deploy-
ment Zone, During the Cleanup Phase Score 1 VP and Remove a Marker if
you have any Models in their Deployment Zone
• Detailed Scan — [RC] Mark and 2 Enemy Commanders, Score 1 VP and
remove the Marker if you successfully complete the Scan Action
• Assassinate — [RC, SO] Mark any 2 Enemy Commanders, Score 1 VP for
each marked Model destroyed
• Wipe Them Out — [FS] Mark 1 Enemy Combat Group, Score 1 VP if the
Marked Group is reduced to half of its starting Actions, Score an additional
VP if the Target Group had a Fire Support Primary or Secondary Role
Begin the Match