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HG Quick Reference 3.1.1

The document outlines various modifiers and situational rules for ranged and melee attacks, movement, and electronic warfare rolls in a tabletop wargame. It includes modifiers for different weapon types, targeting arcs, ranges, and situational cover or terrain. It also describes different orders and actions a player can take on their turn like movement, attacks, skills, and objective scoring.

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0% found this document useful (0 votes)
36 views2 pages

HG Quick Reference 3.1.1

The document outlines various modifiers and situational rules for ranged and melee attacks, movement, and electronic warfare rolls in a tabletop wargame. It includes modifiers for different weapon types, targeting arcs, ranges, and situational cover or terrain. It also describes different orders and actions a player can take on their turn like movement, attacks, skills, and objective scoring.

Uploaded by

scottr
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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

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