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Flames of Orion Alpha

Mech Wargame

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0% found this document useful (0 votes)
3K views48 pages

Flames of Orion Alpha

Mech Wargame

Uploaded by

nolanclayrogers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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AN UNDER THE DICE FIELD MANUAL FLAMES ue aon * Z$ ‘ 3S ALPHA TEST RULES OF ENGAGEMENT FOR MECHANIZED COMBAT IN THE DARK FUTURE Quick Referense SETUP 1. Pick a scenario. 2. Set up the board. 3. Designate Destructible Terrain. 4, Roll for Deployment. 5. Place Loot Tokens. 6. Deploy models. Alternating between players. 3” from edge. 7. First Round begins. EACH ROU 1. Roll for Initiative. 2. Players alternate activation of single models performing actions. 3. After all models have finished activating, make HEAT Checks 4. End Round. ACTIVATING MODELS Pick a model. It may perform up to 2 Actions: + Move + Shoot with Ranged Weapons + Attack with Melee Weapons + Purge HEAT + Disengage from Melee One Action may be Bolstered per Activation. (pg.14) HEAT & ACTIONS Gain HEAT each time you: + Perform a second Action + Perform a Bolstered Action * — Roll a 3+ HEAT Check HEAT Cheek roll [1-2 3-5 [6 [HEAT Generated |0 {1 2 EXPLODE CHECK Make an Explode Check when: + You reach your HEAT Threshold, after performing the Action. + AMech is reduced to OHP. Explode Check Roll a d6. 1-2: Nothing | 3-6: Explode + Explode distance = HEAT level, in inches. + Terrain blocks Explode Damage, unless the Terrain is also destroyed. Explode Damage (HEAT [1-3 [4-7 [8-9 10 Damage [I |id3__ [3 i203 COMBA’ + Models within 1” of each other are in Engaged. + Engaged models cannot use Ranged Attacks. + Ranged attacks have unlimited range, unless otherwise stated in their profile. + Long Range - Models firing further than 10” -1 to their CS rolls. ATTACK 1. Check distance. (Outside 10” -1 to CS rolls.) 2. Check if the model is in cover. (+1 to targets AR) 3. Roll attacks. 4. Successful attacks apply weapon damage. 5, Target model makes AR saves per point of damage. 6. Ifa model is reduced to OHP, make an Explode Check. Then remove it from the board. + All Mechs within 2” of Destructible Terrain when destroyed, take 1 damage, + Aroll of a6 is always a Critical Hit. +1 Damage + Models always prevent damage on a 6+ BOLSTERED ACTIONS Move Move your Model up to its Speed. Then choose one: - Make a free Melee Action within 1” = Move your model an additional 3” Ranged Choose One: ~ Shoot all Ranged weapons equipped to the model that have not previously fired this turn. - Make an attack with a Ranged weapon, Improve your CS roll by +1 for the attack. Melee Choose One: - Attack with all Melee Weapons not previously used this turn, - Make an attack with a Melee weapon. Improve your CS roll by +1 for the attack. - If you have no Melee Weapons equipped; Perform a RAM: deal 1d3 Damage to yourself, and 1d3 Damage to a target within 1” Disengage You may Move out of combat at '4 Speed. The enemy Mech may not make a free Melee attack with a Melee Weapon. VFA RULE JS UNSLEAR WOLL A bY HORDECIDE: ko ry Content 2. Quick Reference 6. Introduction 7. Tools 9. Creating a Combat Unit 10. Call Sign Generator 11. Bunker & Stats 12. Mech Stats 13. Ranged Weapons 14. Melee Weapons 15. Ammo 17. Platforms 18. Non Mechs 19. Game Structure 20. Actions 22. Game Mechanics 23. Disabled, HEAT & Explode 24. Starting a Game 25. Special Objectives & Loot 26. Missions 30. Terrain 31. After Action + Scars 32. Discovery Table 33. Random Rewards 34, Sumar Campaign 42. Experimental Rules 43. FAQ lo In the dark and distant future, the stars have smoldered and burned. All that stood within the Orion sector has gone into darkness. Those that have not fled the sector battle over what little remains, or have simply gone mad at the emptiness around them. Blood spills over the meaningless. In a time where humanity should be united, they are the greatest threat to themselves. And thus, the age of man has ended, left in the ashes of the flames of Orion. All will trudge forward into oblivion in their mechanical tombs. An age of darkness has begun. Flames of Orion is a dark future miniatures war game where players control giant mechanized combat machines, set in the Orion sector of space. The sectors named after its sun, Orion. An ancient star that has begun to smolder, quickly casting the sector into darkness & war. Renegades, outlaws, and mercenaries litter the sector. Years have passed, and the planets in this sector sit heavy with shadows and foreboding. You command a combat unit of 4~ pilots and their machines. The machine is their link to survival in this world. It is their home as well as a hulking weapon of war. Scrapped together from the ashes of a dying sector. Players are encouraged to create their own narrative for how they fit into the darkness of Orion. If you're trying to get an idea of the For updates and information on atmosphere; Flames of Orion, join the Discord: Listening: Liquid drum & bass playing through a blown out speaker while the following plays in the background; Lustmord - Heresy album. William Basinksi - Lamentations Viewing: Dark Souls Mech Warrior Armored Core Terminator 2 - Future Earth Pitch Black N Models To play a game each player will need at minimum 4 models, Use any miniatures you like on 28mm-32mm bases in roughly 6mm scale. The game is played with 4 Mech models, and potentially more non mech models, such as tanks or small scale infantry. These models will make up your Combat Units. Models we have been using and fit the scale well: Catalyst Battle Tech models Reaper CAV mechs Gardens of Hecate Mechs Battlefield Flames of Orion takes place in desolate and destroyed landscapes on ancient planets. Anything from desert wasteland, to lunar rock, to destroyed and crowded city blocks works best. Battlefields should be anywhere from 2°x2’ to 3°x3’ with a good spread of terrain scattered around to fill the board and block lines of sight. There are more rules for terrain which will be discussed later in the book. Dice The game uses mostly d6. But having a set of RPG dice is needed for rolling on random tables. They are also helpful for tracking HEAT and Hull Points You may also be required to roll things such as: d2, d3, 466. 466 Roll a d6 for the tens digit, roll another for the ones digit. Measuring Measurements are in inches. Measure from edge of the models base. Activation Tokens When playing; after a model performs actions, place an Activation token next to them. This could be anything from a bead, a piece of cotton, to anything that makes sense for you. At the end of the turn, when. performing a HEAT Check with the model, pickup the token to signify it is ready for the next round. Rule of Cool Sometimes things don't fit exactly into the parameters described here, or rules don't always give a 100% clear explanation in all circumstances. When these situations occur, the best outcome is typically solved by rolling a dice to decide, and simply move on. If something sounds or looks cool, but the rules obstruct things, bend the rules around it. If there isn’t a rule for what you want to do, make one up. Always be strict with yourself, and lenient with your opponent. Create a Combat Unit Your first 4 Mechs are free, they will form your Combat Unit. Each Combat unit begins with 150 Credits to equip them. You may swap one Mech for 2 Non Mech units for free. Any extra units you receive through playing games or purchasing are stored in your Bunker, Players can only use 4 Mechs per game, unless otherwise stated. After selecting your models: 1. Assign each model a Call Sign. 2. Give your Combat Unit a name. 3. Spend Credits on equipment. There are groups scattered throughout the sector, but the main ones are; Soldiers of Fortune Mercenaries of all levels. Jobs a job. Who do you work for? Empire of Humanity The best gear, endless recruits, but Orion is so far out of their reach at th point that the EOH forces usually don't bother anyone Those left in the sector were ” either stranded or are on special orders. The Free People of Orion Orion is their home. They aren't going anywhere. Adapt to survive. MECH CALL SIGN GENERATOR Each Mech requires a designated call sign. Come up with your own, or roll on the table. Roll d66 and consult either chart, using the dice rolls in any order. Roll again and combine the names. Swap the numbers around or use the same number twice. Put the names in whichever order sounds best to you. You may re-roll once, keeping any combination of the names. For extra flair, adding conjunctions, pluralization or numerals can add a nice touch to a name. A. 11. Acolor 21. Iron 31. Fury 41. Death 51. 61. Rust 12. Heavy 22. Divine 32. Vengeful 42. Infernal 52. Alpha 62. Eternity 13.Dark 23. Hell 33. Phantom 43. Heavens 53.Gloom 63. Infinity 14.Hard = 24. Wrath 34. War 44. Cold 15.Sin 25. Void 35.Night 45. Siege 54. Havoc 64. Dread 55. Relentless 65,Acid 16,Pain 26.Sacred 36. Frenzied 46.Chrono 56. Wayward 66.Grim B. 11. Anumber 21.Blade 31. 12. Spirit 22. Armor 32. 13.Herald 23.Tank 33. 14, Titan 24. Shadow 34. 15.Hound = 25.Scout 35. 16. Flame 26.Saber 36. Talon 41.Demon Wraith 42. Steel Machine 43, Angel Gear 44, Core Master 45. Devil Strider 46. Dragon 51.Reaver 61. Battery 52. Sentinel 62. Unit 53. Wyvern 63, Walker 54.Engine 64. Gun 55. Stalker 65. Ghost 56. 66. Javelin Bunker Your Bunker is where you stash all your loot, Mechs, extra Upgrades and Credits between battles. Keep track of your territories, your units scars, as well as your full roster, Keep track of your credit count for each item, non mech, mech, etc in your equipped roster. Note the total on your sheet. This helps determine balance of Combat Units. Stats Hull Points (HP) How much damage a Model can take. When a model reaches 0 HP, they roll an Explode Check and are then removed from the field. Armor (AR) Your Mech’s ability to ignore damage. Roll equal to or exceed your AR value to ignore damage. Roll for each 1 damage. Your AR value can never be better than a 3+. Combat Skill (CS) Your Mechs ability to target and attack enemy units with Melee and Ranged attacks. Roll equal to or exceed your CS value to deal damage. Speed (S) The distance your Mech can Move in Inches. HEAT Limit (HL) Throughout the game, a Mech will accrue HEAT. HEAT represents the amount of strain a Model can withstand, and its ability to continue performing. If a Model reaches or exceeds its HEAT Limit, it is destroyed, and must make an Explode Check. Platforms (PF) The number of weapons & upgrades that can be equipped to a mech. All Mechs begin with 4 PF slots. ‘Types of Platforms: - Weapon Platforms - The weapons equipped on a Mech. - Upgrade Platforms - Items that affect a Mech’s abilities & Stats Mechs - You may purchase extra Mechs for 50 Credits. - Mechs start with the following stats AR: 6+ and no loadout, but may be improved [Ps 6 with upgrades & weapons from the . Blackmarket. HL: 10 PF: 4 The Blackmarket Small pockets of civilization still exist in the sector. They typically dot planet sides, but are few and far between. There's a group known as the Graveyard, A guild of merchants and looters that make their mark in the sector by buying and selling salvaged weapons and equipment, Sell your scraps and get yourself something to keep the dogs at bay. Credits (¢) are the universal currency, You may spend Credits in the Blackmarket on Upgrades & Weapon Platforms, Specialty ammunition, New Mechs & non Mech units. Weapon Platform: Ranged Weapons 1. Flame Thrower - 10 Max Range 10” 1 Damage Special: On a successful Hit, increase target Mech’s HEAT by 1d2. May not be equipped with Specialty Ammunition. 2, Light Weapon - 10c I damage 3. Medium Weapon - |Sc 2 damage. 4, Heavy Weapon - 25c 4 Damage Special: Model may only move at half speed if it fires this weapon this turn, Takes up 2 PEs 5, RAIL Weapon - 45c 3 Damage Special: Pick a point on the battlefield Draw a straight line across the board from the firing Mech to the target. Roll one attack for each model and destructible terrain the line passes over. This attack hits friendly models. The firing Model gains +1 HEAT when this weapon is used. 6. A.1. Missile System - 15c Max Range 20” 1 Damage Special: When making a Ranged Attack, this weapon does not require line of sight. Ignore cover bonus’. 7. Long Range System - 25¢ 2 Damage APC) Special: Ignore the -1 CS from firing at long range. 8. Large Missile Battery - 30c 2 damage Special: If targeting a model, roll to hit with this weapon against all enemy models within 2” of the original target. Melee Weapons 1. Close Combat Attachment - 5c 1 Damage 2. Piston Gauntlet - 10c 2 Damage 3. Whip Cable - 15c 2 Damage Special: This weapon has a Melee range of 3” and may make attacks as if they are within 1”, 4, Lance - 20¢ 1 Damage Special: If this model made a Move Action this tur, increase this weapon! Damage by +2, and gains AP(1) for this Action, 5. Power Sword - 15 2 Damage AP) Special: On a Melee Action roll of @ 1 with this weapon, the fusion core burns out, losing AP(1) for the rest of the match. 6. Electric Field - 10¢ 1 Damage. Special: Make an attack against all other models within 2” of you, Each mech that takes damage is pushed back 1”. Scrapyard Upgrades, Weapons, and even Mechs can be sold to the Scrapyard. All purchased Items can be sold at 1/2 the purchase price Keywords Armor Penetration: AP(X) Reduce targets AR save value by X. Emergency flares torch the sky. HEAT levels spiking. The heat from the engine is melting the durasteel right off the frame.Only one shot left. Thrusters at full blast. Deploy all pods. Unleashing a payload to make god rethink his creations. Specialty Ammunition & Attachments Specialty Ammunition is optional and does not take up a PF. At the start of a game, choose a Ranged Weapon to equip with specialty ammo, - A Weapon may only be equipped with 1 Special Ammo during a game ~ At the end ofa game roll a d6, On a 1-3 you run out of the Specialty Ammunition, and will have to purchase it again if you intend to continue its use 1. Flechette Rounds - 5c Weapons with this ammo gain AP(1). 2. Hellfire Rounds - 10c Increase Weapon Damage by 1 3. EMF Rounds - I5c The model damaged by a weapon with this ammo has its Speed reduced by 1” until the end of the target's next turn. 4. Concussive Rounds - Se When a weapon equipped with this ammo hits an enemy model, it immediately is moved 2” directly away from the firing Model. If this causes the Mech to make contact with another Mech, or Terrain, apply 1 Damage to each model. 5. Rapid Assault Rounds - 20c When a weapon loaded with this ammo rolls a 6 to hit, apply critical damage normally, then you may roll a another Ranged Attack with this weapon 6. Tracer Rounds - 5c After a weapon with this ammo hits a model, add +1 CS to the next model making a Ranged Attack against the same target this turn. POSITION COMPROMISED: Any model gains +1 CS on it’s next activation if targeting the model that fired the Tracer Round. pgrade Platforms 1. Armor MK I - 10¢ AR becomes 5+. 2. Armor MK II - 25¢ AR becomes 4+. 3. Reactive Armor - 50¢ Ignore the first | point of Damage this Model takes per turn. 4. VTOL- 25¢ Ignore terrain when making a Move Action. 5. Thruster CD Speed. 6. HEATsyne - 10¢ New HEAT Check values; 1-4 = 0 HEAT, 5 = 1 HEAT, 6 = 2 HEAT. 7. Sensor Array - 25¢ Critical Hits deal an extra +1 damage. 8. Heavy Plating - 20¢ Increase HP by I 9. Stable Core - 10¢ Increase your HEAT limit by 2. 10. Extra Platforms - 15¢ Increase your Model's Platforms by 1. This does not take up a PF slot. 11. Self Destruct - 10¢ During your turn if you have 7 or more HEAT, you may make a . You may make an Explode roll, but instead of a 3+ it occurs on a 2+ 12. Camouflage - 40¢ You may make an , reducing enemy Ranged Attack rolls against this Model by | until the next time this model makes an Action 13. Nuclear Core - 20¢ When this Mech Explodes, it does it as though it has HEAT 10. 14. Targeting Systems - 45¢ This Model improves their Ranged CS rolls by +1. 15. Up-link - 15¢ You may make a “Target Up-link Action> to target an enemy model, you may reroll the next Ranged Action rolls by any Mech that targets that enemy. 16. Long Range Targeting - 15¢ When making Ranged Actions, ignore the -1 CS from firing at long range. 17. Anti Combat System - 10¢ When an enemy model gets within 1”, roll a d6, Ona 4+ the enemy model instead is placed just outside 1”. Usable once per round. 18. Orbital drop ship - 30c ‘amech has this upgrade it begins the game in the drop ship. On any turn after the first, when you would Activate a Mech, the Drop Ship deploys the Mech anywhere on the board further than 10" from an enemy model. The Mech then Activates as normal. Landing Check: Roll a d6, On a roll of 1-3, the mech gains +1 HEAT and takes 1 Damage. On a roll of 4-6, they land with no issues. VTOL ignores Landing Check. 19. Counter Missiles - 10¢ ‘When hit with a ranged critical hit, negate the extra damage from the critical hit 20. Virus Program - 20¢ ‘Once per game: When you activate the model equipped with this Upgrade, you may select an enemy model, the targeted model may only make one standard action on its next activation. This does not count as an Action. Non Mech Units Combat Units from time to time call for the expertise of smaller forces. ~ A starting roster of 2 mech’s is required. - You may take 2 Non Mech Units in place of 1 Mech model. - Non Mech Units may not be equipped with Melee Weapons. - Non Mech Units do not generate HEAT or have HEAT Limits. - Non Mech Units can not Bolster. 1. Infantry - 10 Credits Special: - For each Non Mech Unit slot, you may take 2 Infantry. Example, for one Mech, you could take a total of 4 Infantry, or 2 Infantry and a Ground Vehicle. - Infantry do not get an AR save. - When Enemy Mech or Ground Vehicle perform Move Actions and pass over this unit, roll a d6, Ona roll of 1-3, the Infantry unit is flattened and is removed from the game as a casualty. - Garrison: Infantry may enter Destructible Terrain as an Action, You may fire the Infantry's weapons from the Terrain. If the Terrain is destroyed with the Infantry in it, apply the damage to the models inside. 2. Ground Vehicles - 30 Credits S$:5 3. Air Combat Units - 30 Credits S:8 CS: 4+ AR: 6+ HP: 2 PF: 2 Special: - This model ignores terrain when making Move actions. - This model may not pick up loot tokens. “Bounty hunters, soldiers of fortune, and remnants of the EOF's war-worn veterans, tread through the echoes of worlds ensnared by conflict. Beyond the grasp of true authority, they roam untethered, sculpting their destinies in defiance of the realms of law & man. In Orion, these men of war find purpose amidst the debris of civilizations. The sector, strewn with the remnants of ancient technology, harbors countless outlaws, exiles and defectors. It is a breeding ground for the black market trade, and vocations where one's survival is sculpted by undertaking the tasks deemed too grim by others. In this realm of shadows and steel, making a livelihood means embracing the darkness" Game Structure A game of Flames of Orion is broken down into Phases and Rounds. Phases - To keep track of turns they are split into three phases. Each of the 3 phases must be performed in the following order. Initiative Phase, Activation Phase and HEAT Phase. After they have been completed, a new round begins, starting at the Initiative Phase. Round - Includes the 3 phases listed below. Once all 3 phases have been completed, a new round begins. itiative Phase During this phase, at the start of the game and the beginning of each Round, you and your opponent(s) roll off to determine who activates the first Model Whoever finished activating first adds +1 to their Initiative roll. 2. Activation Phase Players take turns alternating activation's of their models to perform Actions. Each model may perform Actions from the list below. When a model is chosen to activate, they may perform up to 2 Actions. When that player finishes, the next player in initiative order does the same. This continues until all Models have been activated, Ifa player has no models left, the rest of the players continue activating in initiative order until all their Models have activated, 3. HEAT Phase After all Models have finished activating, each model on the field must make a HEAT Check as described later in the book, Starting in Initiative order, alternate rolling a d6 and consult the HEAT Chart for cach Model, then remove the Mechs. Activation Token. ACTIONS You may perform up to 2 Actions per turn. You may perform the same action twice. Performing a second Action generates 1 HEAT. You may perform actions in any order. You may perform Bolstered Actions take the place of a standard Action and generate an additional 1 HEAT. This is in addition to 1 HEAT gained if you use a second Action. Apply HEAT after resolving all your models Actions. Example: Your Mech Activates and makes a Bolstered Move Action, it follows up with a second Move Action. You would generate 2 HEAT after the model resolves the Actions. 1 HEAT for performing a Bolstered Action, 1 HEAT for performing a second Action. Move + Move equal to your Speed (S) + Bolstered - Move your Model up to its Speed value. Then choose one of the following: = Make a free Melee Action, or RAM within 1”. = Move your model an additional 3”. Attack Ranged + Target a model with a Ranged weapon not previously fired this turn. Roll equal to or over your Combat Skill (CS) to hit. Apply weapon damage. * Bolstered - Choose One: - Shoot all Ranged weapons equipped to the model that have not previously fired this turn, - Make an attack with a Ranged weapon. Improve your CS roll by +1 for the attack. Melee + Target a model within 1” with a Melee weapon not previously used this turn, Roll equal to or over your Combat Skill (CS) to hit. Apply weapon damage. + Bolstered - Choose One: - Attack with all Melee Weapons not previously used this turn. - Make an attack with a Melee weapon. Improve your CS roll by +1 for the attack, - If you have no Melee Weapons equipped; Perform a RAM: deal 1d3 Damage to yourself, and 143 Damage to a target within 1”. Disengage + You may Move out of combat at “4 Speed. The enemy may make a free Melee attack with a Melee Weapon + Bolstered - You may Move out of combat at 4 Speed. The enemy Mech may not make a free Melee attack with a Melee Weapon Purge + — Remove 2d3 HEAT. This must be your only Action. Game Mechanics Movement Vertical Movement: Mechs may move vertically onto or over terrain with their Move Action. You may move through friendly models, but not enemy models. You may perform another Action. while performing a Move. EX: While performing a Move Action to get into cover, while performing the move you have LOS on another Mech. You could perform a Ranged Action before reaching the end point of your movement to fire at the model in question before reaching your cover. Ranged & Melee Combat Ranged & Melee attacks are done with a 1d6 roll. Meet or exceed your CS value to strike the target, dealing your weapon’s damage to the target. ‘Your target then gets to make an AR roll to prevent the damage. Roll a d6 for each damage. Meet or exceed your AR value to ignore each point of damage. You may never use the same weapon twice in a turn. Long Range: If firing a Ranged Weapon outside of 10”, Modify your CS rolls by -1 Range and ability to choose targets is only determined by true line of sight between models. You always get an AR save of 6+. Cover Ifa model is behind cover or LoS is partially obscured, modify its AR roll by +1. Engaged If you are within 1” of an enemy model, you are considered Engaged. You may not fire Ranged Weapons while Engaged. If you Move from being Engaged, the enemy model may make I free Attack Action. Critical Hits When you make a Ranged or Melee Action, a dice roll of 6 is always a Critical Hit. The damage is increased by +1 Disabled & HEAT A Mech becomes Disabled when its last Hull Point is removed, or when ithas reached its HEAT Limit. When a Mech becomes Disabled, perform an Explode Check. Removed Disabled Mechs from the game after resolving Explode Checks. HEAT Throughout a game, Mechs generate HEAT. This can occur when performing actions with Mechs and also when taking HEAT checks at the end of a round. Performing a second Action or Bolstered Action accrues HEAT. HEAT is applied AFTER the actions are resolved. HEAT Check - At the end of each round roll a d6 for each Mech. Consult the chart below. [HEAT Check roll 1-2 [3-5 [6 HEAT Generated [0 |T__ |2 Ifa Mech reaches its HEAT Limit, the Mechs reactor overheats and they are destroyed. Roll a d6 to see if the Mech explodes. Explode Check After a Mech performs an action and generates its HEAT Limit, OR is destroyed, make an Explode Check. Explode Check - Roll a d6. A roll of 1-2, nothing happens, the Mech simply shuts down and can no longer function. On a roll of 3-6, the Mech Explodes. - The range of the Explosion is equal to your current HEAT. - Terrain blocks Explode Damage, unless the Terrain is destroyed in the process (HEAT [1-3 [4-7 [8-9 [10 Damage [I td3 [3 2d3) You may scrap a Mech for 2d6 Credits after rolling a Totaled roll. Starting a Game + The Mission Roll off to determine which Mission you will play, Pick a Special Objective * The Terrain You and your opponent(s) take turns placing destructible and non destructible terrain on the map that suits your mission and game. We recommend lots of line of sight blocking terrain. + Deployment Zones Roll off to determine who picks their Deployment Zones. The winer chooses a board edge or corner and deploys their first model. Then players alternate placing models. Models may be placed anywhere within 3” from their table edge or 8” from a corner. Alternate placing your models until all models have been placed. + Loot Tokens * Each Mission uses 3 Loot tokens unless otherwise stated. The player that won Deployment roll off places the first Token on the battlefield, and players alternate placing the remaining Tokens more than 6” from another Token. + Underdog If there is a difference of 50 or more credits between Combat Units, the player with less credits is the underdog. The Underdog player gets to choose the Mission, Deployment, & who goes first in the game. + 3or More Players If playing with multiple opponents, deploy within 8” from the corner, Roll off to determine who picks the first deployment zone, then continue in initiative order or an order that makes sense. + Game Start Roll for Initiative, the game begins. The player who wins chooses a Model and activates. After they have finished their actions with that model, the next player in the initiative order goes. - Continue activating until all models have been activated. - Perform Heat Checks. - Roll for a new Initiative. + Retreat At the start of a players turn, they may retreat from battle. The non retreating player automatically wins the mission as though they were the only one left on. the battlefield to fully complete objectives. SPECIAL OBJECTIVES Before a game begins, but after missions are selected, choose in secret a Special Objective and write it down. Completing a Special Objective rewards a roll on the Random Rewards table. Systems Hot - Gain 10 HEAT & Explode with a Mech. Nothing Stands in Our Way - Destroy 2 pieces of terrain. Death by a Thousand Cuts - Deal at minimum | damage to each enemy mech on the field. Fill the Coffers - Loot one more Loot token than the enemy. Never Let Them See You Burn - Purge 6 HEAT. Cool, Calm, Collected - Finish a game with a mech with zero HEAT. Last One Standing - Have at minimum one Mech remaining by Plow ant" of ea’ rey tn i the end of the game. LOOT TOKENS Loot tokens represent usefull scrap or supplies for you to recover from the battlefield. Remove the Token from: the field when it has been picked up. Ifa model holding a Loot Token is destroyed, place the token where the model was destroyed. A 28mm base works well for representing a loot token. Speci - You may hold multiple Loot tokens. - It requires an Action to pick up. - You must be within 1” to pick it up. Dat ra Pay ane 72484 i ae { Pane 2 f net 1307 An ANNHAUsER U barren 2 the sane is iting ayn a, Shadow Manity's HE, amit aes 0 orm 1. Warzone The foes emerge, a spectral procession in the looming darkness. The choice resonates within the hallowed halls of inevitability — a dance of missile fire where either you, or they shall become a whisper in the eternal conflict. Objective - Tum the other Mechs into shrapnel. Winner - The player who has the most Models standing by the end of the Sth round. Reward - 10 Credits per Loot Token Bonus Reward - Each player rolls | additional time on the Discovery table for each enemy Mech Disabled Special Rules Flee Action - During a game Mechs may flee from battle to avoid being destroyed or secure Loot. To do so, move within 1” of a board edge and perform a Flee Action to move off the board at the end of this models turn. 2. Capture the Cargo In the forsaken recesses, a trove of ancient technology lies untouched. Though, you are not alone.. Beware, Sor other twisted souls draw near, ‘summoned by the allure of lost relics.. Objective - Move your Model within 1” of the Cargo to pick it up. Picking up the Cargo is a Free Action. Set Up - Place a piece of Cargo in the center of the map. The Cargo - If you pick the Cargo up, the model may not use VTOL. If you perform more than | Action, or Bolster an Action in a turn, it generates +1 HEAT for each. Once you pick up the Cargo, it may not be dropped until the model carrying it is destroyed. Winner - The player whose Model is carrying the Cargo by the end of the Sth Round wins. Reward - 25 Credits and 1 Random Reward. Special Rules Flee Action - During a game Mechs may flee from battle to avoid being destroyed or secure Loot. To do so, move within 1” of a board edge and perform a Flee Action to move off the board at the end of this models turn, 3. Scavenge Pilots, clad in suits of mechanized armor and guided by the hum of ancient machinery, navigate the twisted ruins and crumbling monoliths in search of forgotten treasures. Relics of a bygone era when war and conquest were the currency of power. Objective - Each player is attempting to scavenge the ruins of the old city. Set Up - Each player alternate placing 5 Ruins outside of deployment zones. Winner - The player who obtains the most Loot tokens by turn 5 is the winner, Reward - Each player may roll on the Random Reward table for each Ruin scavenged. Special Rules Scavenging - Once per a models Activation, Move within 1” of a Ruin and use an Action to search the Ruins. Roll a d6, Ona roll of a 2-6, you obtain a Loot token. After the Ruin is searched, it becomes Destructable Terrain, On a roll of a 1, the ancient building crumbles, dealing d3 damage to all models within 3”. Remove the Ruin. Flee Action - During a game Mechs may fiee from battle to avoid being destroyed or secure Loot. To do so, move within 1” of a board edge and perform a Flee Action to move off the board at the end of this models turn. 4. Hold the Line Amidst the desolation of a forsaken world, stands a lone outpost. Its walls, weathered by time and battered by countless assaults, now serve as the final bastion against the encroaching darkness. As the shadows lengthen and the air grows thick with despair, a distant hum heralds the arrival of salvation. A drop ship descends from the heavens, its sleek silhouette cutting through the smog-choked skies. Its arrival is a beacon of hope in a world shrouded in misery. Objective - Attacker - The Attacker wins if they end a round with more models within 3” of the Drop Ship than the defender. Defender - They must survive for 5 rounds, until reinforcements arrive, or destroy the Attacking forces. Set Up - The winner of the Deployment roll picks if they are the Attacker or Defender. The Defender places a Drop Ship marker in their Deployment Zone. Deployment - The Attacker deploys all of their models at once, followed by the Defender. Reward - If the Attacker wins, they make a free Random Reward roll. if the Defender wins, they gain +2 Discovery Roll dice. This may surpass the maximum Discovery Dice. 5. Burned to a Crisp In the realm of fading light, the sun's dying convulsions sow discord. Among a fierce skirmish, battling for coveted relics amidst the chaos, eruptions of solar flares unfurl their wrath upon the pianer's surface. In the midst of this celestial turmoil, you strive to escape the impending radiation, desperately seeking the sanctuary of a bunker: The shadows lengthen, and time dwindles ~ reach the refuge before its too late Objective - Each player is attempting to escape the sun's radiation by entering Bunkers while also securing the most loot. Mechs outside the bunkers at the end of the Sth round are considered a Casualty. Set Up - Place 5 Loot Tokens along the center of the board. Place them horizontal from players’ deployments in equal distance from each other, with one on the center point of the board. The player who won Deployment roll places a Bunker token on the map, followed by their opponent. Winner - The first player to get all their models inside the bunker, with the most loot tokens wins. Reward - The bunker is equipped with abandoned equipment and tools. Gain 1 Random Reward, and +1 Discovery Dice for each Model in the Bunker. This may surpass the maximum Discovery Dice. Bonus Reward - Each player may remove 1 Scar from each Model they control inside the Bunker. Special Rules Bunkers - Move within 1” ofa Bunker and spend an Action to open the doors. The Bunker remains open for the rest of the game. When the Bunker is open, perform the Flee action to escape into the Bunker. Remove the model from the board. Solar Flare - At the end of each round, the solar flares burn the HEAT systems of all Mechs on the battlefield. Roll a d6 for each Mech, On aroll of 1, they are hit with a wave of radiation and gain +1 HEAT and take | Damage. Make AR Saves as normal. 6. Grinder Objective - Survive. Set Up - Deployment as normal, Each player will deploy 1 model on the board. When your model is destroyed, place a model from your roster at a random board edge within 3”. Winner - The game goes until only one player is left. Reward - Each player may roll on the Random Reward table for each model they destroy. Terrain You may move up terrain vertically, but you must end your turn on a flat level. Some terrain in a game can be targeted, damaged & destroyed. When Terrain is destroyed, remove the terrain from the board. With your opponent(s), before the game begins, designate what is Indestructible Terrain & Destructible Terrain. Terrain has either of the following stats; Destructible Special: If terrain is dealt any damage from an Action, place a counter on it. When a piece of terrain receives a second counter that turn, OR receives 3+ damage in one Action, it is destroyed. Remove the terrain from the table, and deal 1 damage to all models within 2”. At the end of the Round, remove all counters from terrain. Indestructible Terrain Special: Indestructible Terrain cannot be destroyed. “Amidst the echoing howls of distant winds, the mech pilot s behemoth emerged from the shadows, its massive frame casting an imposing silhouette against the dimming twilight, The words “Dark Spirit” sprawled across its scarred hull. The air crackled with tension as the clashing giants faced off ina desolate arena, the remnants of a once vibrant world now reduced 10 ghosts. The unknown adversary, obscured by the eerie glow of failing engines, piloted a sleek and nimble mech. The two colossal machines locked on, their visages devoid of emotion, yet resonating one thought: survival. Rocket pods erupted in a symphony of fiery chaos, streaking towards the opponent with a relentless barrage. Gun barrels turned red hot, emptying shell after shell, each one wrapped in malice. The enemy responded with swift strides, gracefully dodging the onslaught, a back and forth of shadows and steel in the light. The clash intensified, the thunderous footsteps of the titans echoing like a heartbeat in the stillness. The pilot, a lone figure in the cockpit, operated the controls with unwavering determination, each movement a testament to the survival instincts forged in the crucible of this horrid place. In the haunting quiet between salvos, the enemy retaliated, unleashing a torrent of energy beams that cut through the air like spectral blades. The battlefield became engulfed in destruction, a macabre dance where every step carried the weight of oblivion. The final pod emptied. Smoke exhaled from the vents. In the end, as the dying sun cast its final light upon the bleeding landscape, only Dark Spirit remained, standing amongst the ruins as a silent testament to the relentless struggle in this darkened cosmos. The pilot, obscured within the mechanical monolith, gazed ahead into the abyss, knowing that the battle for existence in this forsaken realm had only just begun.” After Action After a game ends and the winners and rewards are destroyed in the game - consult the Casualties & Scat Discoveries. ablished, for each Mech table. Then continue to Casualties & Scars The fields glow red from the ashes of battle. Cockpits deformed into melted husks. Mechs slumped in craters where they made their final stand. Ifa Mech is disabled during the game, it is considered a Casualty, Roll a d6 for each Casualty. On a roll of 3 - 6: the Mech is able to make it back to base un-phased. On a | or 2; roll again and consult the chart. The Scars are permanent. dé [Scar Effect 2-3 [Totaled (The Model is destroyed permanently. 4 [Weapon Destroyed [Remove a random Weapon Platform 5 Fractured Core Reduce your HEAT Limit by I (toa ‘minimum Heat Limit 3, Non Mechs re-roll.) 6 [Damaged Reduce the Models total PFs by 1 (minimum of 1). 17-8 |Unscathed Model escapes with minor damage. No ichanges. Armor Degradation _ |The Model AR is reduced by I. (Mechs can lhave no AR save.) 10 [Hamstring IThe Model has -1 Speed (fo a minimum of i [Disrupted Targeting [Reduce Ranged Attack rolls by 1 (Aroll of 6 always hit). 12 [Critical Core When making Heat Checks, add +1 to your rolls. Repairs: You may repair 1 Scar from a unit for 25 Credits. Totaled Model You may scrap a Mech for 2d6 Credit after rolling a Totaled roll. All Platforms. attached to the Mech are potentially lost. Roll a d6 for cach Platform. 1-2: Platform is destroyed with the Mech. 3-6: The Platform is recovered. Discoveries At the end of each match, players roll a d6 (To a maximum of 8d6) for each of the following: Models that performed in battle that weren't Totaled in the After Action. Model you destroyed in the game. Models destroyed by your Mechs explosions count. Any bonus dice granted from a mission. For each Loot token held at the end of the game. If you win the match. You also gain Credits equal to the value of each dice rolled. In addition, consult the tables for each dice rolled. If you roll two or more of the same number during Discoveries, you have located something of interest. An old military bunker, a technology lab, rogue soldiers looking for a cause. If you roll any 2, 3, or 4 of a kind; set those dice aside and consult the table according to the number rolled instead. You may always swap equipment around before your next battle. Roll _[Single Rolls wo of a Kind hhree ofa Kind [Four of a Kind T [Rusted Scrap: 146 __|Spare Parts: Find 346 _|Scrap Crawler: Find _ [Gain 25 Credits, Credits |Credits worth of old |1d10 x 10 Credits arts. 2 [Aunitof Infantry [Tech Team: A group of |Tech Cache -Adda _ |Gain a Flying lengincers offerto random Upgrade Vehicle with 1 lupgrade one of your Platform to your [Random Ranged Mechs. +1 PF [Bunker. [Weapon equipped. 3 [Lost Cargo: Finda Repair Team: May |Bank: Youhave been [Fully Loaded: Add |cargo stash 3d6 worth |remove I Scar froma funded for your next Ja random Upgrade lof Credits, Mech you own. This mission, +$0 Credits. }& Ranged or |may be placed in your Melee Weapon [Bunker until used [Platform to your [Bunker, | __ [Ammo Cache: Finda Abandoned - Gain a [High Tech: Adda Recon Unit: Adda lrandom Specialty |New Mech. random Upgrade to. Orbital Drop Ship mmo, our Bunker, lo vour bunker, 5 [Lots of Guns: Add 1 |Hidden Stash: Find 1d6]Tonk: Gain a Ground _[Payload: +75 random Ranged lx 10 Credits. [Vehicle with | Random |Credits Weapon Platform to IReward equipped. lyour Bunker. 6 [Abandoned Cargo: |Lucky Day - Roll again |Top of the line: Gain a. [Blessed by the Roll onthe Random Jon the Two ofa Kind |Mech, equipped with [Dark Sector: Roll Reward table. Ichart. Then, in addition,]ix random of each: once on each row Iperform a Single Roll Upgrade, Ammo, lof the table. You Discovery. [Ranged & Melee Jcannot roll this Platform, loption again Random Reward Table When you are awarded with a Random Reward. [Roll 1 iz 3 4 5 6 Reward |Id6x10 [Specialty [Melee [Ranged [Upgrade [Non Mech Credits |Ammo Platform {Platform = |(d20)_—_—[Unit (3) (d6) (ds) (48) THE SUMAR CONFLICT A Flames of Orion Campaign The darkness is never ending. Stars dot the horizon. Long burned out by the time their light reaches your eyes on this forsaken world. It has been 50 years since the sun went dark. It burns, but its light and warmth dimmed to a smolder. Planets at the outer rim have all become uninhabitable. The inner planets fell to endless war after the Empire of Humanity abandoned us. Left to the mercs, outlaws & exiles. They battle for the spoils of dead planets. The ozone over Sumar burned. Flames danced across the sky. Once great cities have become wastelands. Ruined skyscrapers fill the horizon like tombstones The once divine planet is a graveyard It is said, there's a great artifact here. Hidden beneath the rubble. From the minds of madness, a machine that's said to be able to reignite the stars themselves, lost beneath the surface of Sumar. A super collider that when activated will relight the star. They call it the Eternal Flame. Save the system and bring it into the light, or use it to snuff the sun out and keep the sector in darkness forever. CAMPAIGN PLAY The Sumar Conflict is a prompt designed to be used with multiple players to tell a story on the planet of Sumar. It is intended to be done as a one day event with multiple games, but do with it as you want. Players will create their Combat Units as normal and battle over locations on the planet. What role will you play in the saving or damnation of the sector? STARTING THE CAMPAIGN Players are paired off will roll off to determine who picks what location they are battling over. In the event of a tie, roll for a Territory randomly. Players will decide what mission they're playing together as normal, or the GM will establish which missions are played. Outposts When a player wins a battle in a Sector, they immediately establish an Outpost Each player may have an Outpost in any number of Locations at once and gain multiple benefits, - If you play a game in Sector that you have an Outpost in and lose the battle, you lose your Outpost in that Sector. - The effect of the Outpost is applied during & after every game you play while you have an Outpost in a Sector. SEARCHING FOR THE RELIC After each game, players will roll to sce if the location contains the artifact. Roll a d6 and add how many Territories you control. If the roll is 10 or higher, you have discovered the location of the Relic. All groups on the planet will now be flocking to your location. Prepare for conflict. Final Confrontation When the Relic has been found, all groups will make their way to take the it. For the final battle, each player will bring one Mech & battle over who will wield this great power. See Campaign Mission on page ( ). Territories 1. Desolate Plains of the Southern Expanse Before the sun went black, its radiation scorched the endless fields on the planet. As the planet turns this section is always in its path. Mechs in this area have their sensors adjusted to withstand such a wasteland. - All of your Mechs HEAT Threshold are increased by +2. 2. Ruins of Mecha, the Ancient City Once one of the largest and greatest cities in the entire Orion System. Now the city is just a tomb. If you go in you will always find something, though.. You may never return. - Roll on the Relics of Sumar table. You may only do this once after gaining an Outpost at at this location. - Generate 2d10 Credits. 3. The Endless Halls of Ariet An old storage and production facility. Endless rows of equipment rusted over, though you still find something useful from time to time. - When you take this territory, and after each post game that you control it roll a d6: + I:nothing. + 2-6: Roll again. Gain 1 of the following: = 1-5: Roll on the Random Discovery Table. - 6: A Relic 4, Road to New Salvation of Erd The only road to the last human settlement on Sumar. The last of a ancient civilization, left in their solitude. - All PF costs are reduced by 1/2, rounded up. 5. Halcyon Orbital Station Gateway The portal gives direct access to the Halcyon Orbital Space Station. This station was used by the galactic empire to drop Mechs directly to the planet where they were needed. It now sits silently in orbit, locked to this location Each time you purchase a new Mech, it comes with a random Upgrade. 6. Frozen Wastes of the North No longer covered with snow, but sand and gravel with frigid high winds. The cold is unforgiving and cuts you to the bone. The last working satellite controller on the planet is located here. - Your mech's specifications revolve around HEAT allocation. All HEAT Check rolls are reduced by 1. 7. Ocean of the Forgotten A gargantuan crevice that once contained a vast ocean It has long ago boiled from the surface, revealing its hidden sec - Add +2 dice to your post game discovery roll. This dice may surpass the limit of 8 dice rule. 8. The Graveyard of Giants An endless field of battle, filled with the husks of its combatants from time before the great darkness. - After each game, make a random discovery roll. RELICS OF SUMAR Roll a d6, On a roll of 1 or 2, you find nothing. On a roll of 3+ you have found a Relic. Roll a d10 to determine which one. Once a Relic is taken, It is no longer available to anyone else. 1. The Phantoms of Sumar A storm of gunfire erupts from the darkness, afier the target falls, the Ghosts make themselves known Gain a free Support Unit. A small mechytank/infantry may join you each game. This may exceed the 4 Mech maximum. Deploy this model in your deployment zone, after both players compete placing all models. HP: AR:6 Speed:5 CS:4 PF:2 2. CX Repair Droid Abandoned in the great scrap heaps of Sumar, these relics still have life and plenty of work to do. At the start of each round, roll a d6. On a 1-2, nothing happens, On a 3-6. Repair d2 HP. 3. Honor Bound Pilot “Live by the blade, and die by the blade. [ will continue to serve until my oath is fulfilled.” They may pilot any mech you control Increase your CS rolls by +1. If the Mech is destroyed during a game, you have a 50% chance of losing the pilot in the wreck. Does not take up a PF. 4, Experimental Thrusters of the Chosen One Itis said these were fixed to a highly advanced mech that disappeared years before the sun went dark. Increase Speed by +2 and gain the VToL upgrade. Takes up 2 Platforms 5, Ancient Cannon of Old Sumar Old steel and endless shelling. The enemy will break apart by sheer will of steel and blunt force. 3 Damage, AP(1) 6. Eternal Rabbits Foot Emblazoned with gold, the white fur sways from the console of the heavy machine. Once per game you may reroll one dice roll made with this mech. Does not take up a PF. 7. Cleansing Flame of Sumar A fuel that is said to be never ending. A plasma core that expels a blue flame, hotter than the great sun Orion 1d3 damage Special: Generates 1d3 HEAT on target model, and purges | HEAT from the firing model 8, Heavy Rain access codes Scrawled on a data pad “HEAVY RAIN XC67H1V3”. Typing this code into the command prompt and hitting enter, you see a bright light erupt from the sky. Orbital bombardment codes. May God have mercy on our souls Pick a point on the map. All models within 3” of the point take d3 damage Only usable once per game. Does not take up a PF. 9. Depleted Uranium Rounds Made by the great weapon smiths of Sumar. Their shells glisten in the light. As if shifting between this realm and the next. Counts as Ammo. Special: Critical hits apply on a 5+. This item follows normal Ammo rules This Relic can be found more than once. 10. A.I. Targeting System A hard disc with something unreadable in black marker written on it. When you pop it into a terminal an unnamed folder pops up. Inside; schematics for a new weapons system, along with an Al. interface to control it, When a Model with this PF is activated, choose a Weapon System. When making a CS roll with that weapon this turn, roll 2 dice and choose the better roll. The Final Confrontation Players - Each player from the campaign should take part in the mission. Each player will bring one mech. Board - The mission should be played on a larger board, either 3x3 or 4x4 to facilitate multiple players, with lots of terrain. Deployment - Players should deploy along board edges so there is at minimum 8” and some terrain between them. Depending how many players, this may be adjusted to your needs. Deploy Guardian in the center. Objective - Destroy the Guardian, retrieve the Eternal Flame. Winner - The player who ends their tum within 1” of any board edge while holding the Eernal Flame. Special Rules Round Limit - The game is played until the objective is complete, or no mech is left standing. Guardian Beast AT - A large scale Mech programmed with a defense system guards the relic. You must destroy the Guardian before retrieving the relic. When the Guardian is destroyed, place a relic token on the board where the model was standing. The Relic - Carrying the relic slows down your Mech. You may not use VTOL. Any action after your first action generates an additional +1 HEAT. If a model carrying the Relic is destroyed, they drop the Relic where they were standing. Alternative Win Cons Flames of Orion is a deadly and brutal game. Generally ending by turn 5 with everyone exploding. If you find that happens during the final mission, use these rules to help add. some extra fluff + another way to seoure victory. Boots on the Ground - If your mech is destroyed, you may place an Infantry model on the board where your mech was standing. They come equipped with a single Light Weapon. If you remain within 1” of the Relic for a turn you may call for an EVAC and secure the Relic. Guardian Beast AI Ss: HL: 20 PE:8 Light Weapon x2 1 Rail Weapon d3. Heavy Weapon 4 Flachette Ammo MK II Armor Long Range Targeting Thrusters x2 Behavior The AI will typically target the biggest threat to it thus far, or model with the most HEAT. These are the last days of Summar... you hold the weight of the system in your hand. Activating the Eternal Flame - Coordinates set. The dying sun is in your sights. The machine hums to life. A beam erupts for a moment, heavens light floods the sector as it washes over Orion. The machine goes silent, the light fades. The sun glows, ifonly a little brighter. Is this Salvation? Only time will tell. Selling the Eternal Flame - The megacorps take the relic to expand on the technology that was never finished. In time they will return to the sector and claim it for themselves again. Is this Salvation, or a new form of Damnation? Destroy the Eternal Flame - With the smoking barrel from your mechs heavy cannon, a crater remains where the relic stood. You have sealed the Fate of Orion. Remaining in Darkness, left to fend for itself. The Age of Light 2407: Prosperity in this ancient sector of space. One great sun, dubbed Orion. The Sector is named afier the sun. 2420: Planets developed and colonized. Empire of Man rules the sector despite mercenaries, outlaws and rebel factions establishing footholds amongst the sector. Great cities erected throughout the sector: The Age of Fire 2443: The sun begins to dim. 2451: Days have become increasingly dark each year: Crops begin dying, planet temps begin decreasing. Chaos ensues. Splinter factions and outlaws run rampant. 2453: The Empire faltered in the face of escalating anarchy. War swept across the sector, leaving echoes of strife in its wake. The Age of Darkness 2454: The Last Day of Light - Then came the age of darkness. One morning, the sun never rose again. Only a dim ball of orange drifts across the sky. Sparcely illuminating the worlds outside those closest to the sun. Those that can't survive die or flee the sector Nomadic bands and outlaws, staked claims in the desolate territories, All attempts by the Empire of Man to reclaim the sector; unsuccessful. 25**: Civilization has crumbled. Refugees have formed small settlements in the ruins of the old worlds. Picking through the wreckage of the past, in attempts to construct a future in this forsaken realm. (void *)_get_free_page(GFP_USER); /n if (Ib) /m goto out_uido_partial_ alloc; /n group_info->blocks[i] = b; Mm fin }/n- return group info; in /n /nout_undo_partial_alloc: ‘n/n while (i >= Dtmin free_page((unsigned long)group_info->blocks(i]); n/n} /n/n Kfree(group_info); ‘n/n return NULL; /n Mm return NULL; /n /n} /n />blocks[O] = group_info->small_block; /n else / nEXPORT_SYMBOL(groups_alloc); /n /n ‘Mn /nvoid” groups_free(struct group_info “group _info) (gidsetsize <= NGROUPS_ SMALL) /n/group info init_groups = | usage = ATOMIC } /n /n{ /n Jn if (group info->blocks[0]!= group_info->small_ block) {/n/n-—intizin’n~ for (i= 0; i < group_info->nblocks; i++) /n /n/nstruct group _info init_groups = { .usage = ATOMIC_INIT(3) }; /n instruct group_info *groups_alloc(int gidsetsize){ /n struct group_info *group_info; /n_ int nblocks; /n int_iz (n/n Inblocks = (gidsetsize + NGROUPS PER BLOCK =) / NGROUPS_PER_BLOCK; in /* Make sure we always allocate at least one indirect block pointer */ /n_ nblocks nblocks 2: 1; im group info = kmalloc(sizeof(*group_info) + nblocks*sizeofigid_t ¥), GFP_USER): /n if (Igroup_info) nm —return NULL; /n /n group_info->ngroups = gidsetsize: /n group_info->nblocks nblocks;—/n atomic_set(&group_info->usage, 1): /n /n if (gidsetsize <= NGROUPS_SMALL) /n group_info->blocks[0] = group_info- >small_block; In else {/n for (= 0; i < nblocks; i++) {In gid 1b; /n b= (void *) get free page(GFP_USER); /n if (B) mn ‘goto out_undo_ partial_alloc; /n group_info= >blocks[iJ =b:/n — } /n fn return group_info; (n/n /nowt_undo_partial_ alloc: n In while (i >= 0) { /n /n free_page((unsigned —_long)group_info- >blocks[ip); n/n} /n In kfree(group_ info); in /n return NULL; /n /n} /n /n In] nEXPORT_SYMBOL(groups_alloc); /n /n /n /nvoid groups free(struct group_info *group_info) In { /n_ if (group info ~blocks[0] != group_info->small_block) { ‘n/n inti;/nin for (i= 0; i nblocks;) /n echo(‘COLD_WORLD');"> Experimental Rules Mech Point Buy System Instead of taking the stock mech, you may make your own custom mech frame. You have 28 Points to assign to Speed (S), Combat Skill (CS), Hull Points (HP), HEAT Limit (HL) & Platforms (PF). Restrictions - CS starts at 6+. Your CS may not be improved to more than 3+. * - AR starts at 6+ and cannot be altered. * Assigning points to CS & AR would cause it to go to 6+, 5+, 4+, etc, Boots on the Ground Immediately following your Mech being Destroyed or Overheating, place an Infantry unit on the battlefield within 2” of the Mech. It is equipped with a Light Weapon. Scrappers ‘You may perform an Action to scrap a random platform from a destroyed Mechs within 1”. Remove the platform from the original Mechs sheet. You may not use the platform until the next game. This may only be done once per destroyed Mech. FAQ If you Bolster an attack Action, do all the attacks resolve at once? Yes. All attacks and effects happen at the same time. Any benefits or boons provided from. attacks would not apply until after these attacks resolve Can a model be reduced to having no AR save? Yes. If'a model has an AR save of 6+, and is hit by an AP(1) hit, they would be unable to make the AR save, thus, having no save. Does Flamethrower apply HEAT on damage or hit? HEAT is applied after successful Ranged Attack, before Damage. Do Non Mech Units Explode? No Non Mech Units do not explode. Does Explode result destroying another model count towards enemies killed? Yes, If you roll an Explode result, and then you kill another model with that explode, it counts as you having destroyed that model. IE: If your explode from your mech destroys an enemy model, it counts as having destroyed that model Do the secondary targets from Large Missile Battery get cover saves? Cover only applies if there is cover between the original target and the secondary model. Is the Rail Gun affected by Long Range? Yes. The Rail Gun checks for Long Range modifier on each to hit roll. Do Non Mechs receive sears? Yes. And to repair these units, the same Repair rules apply. Does the Rail Rifle require LOS? Only on the initial target. All other models not in LOS gain a Cover Bonus. Does Target Uplink require Line of Sight? Yes. Can I fire ranged weapons while in Melee? No. z o a aw 3 rm ° wn w = <= a iL Bunker Notes QUICK PLAY MECHS Unit Name| Heavy 7 Platforms Unit Type S:6 Medium Weapon 2 Hellfire Rounds 25 CS: 4+ : ARMR: 5+ Medium Weapon 2 Hellfire Rounds 25 HP:6 HEAT Limit:10 AARMKE 10 Platforms:4 HEAT Level 0000000000 Unit Name[Sin Hound Platforms Unit Type 8:7 Light Weapon 1 Tracer Rounds 25 CS: 4+ ARMR: 6+ HP: 6 Thruster 10 HEAT Limit: 10 Platforms: 4 HEAT Level 0000000000 Unit Name [Siege Blade Platforms Unit Type 8:7 Piston Gauntlet 2 10 Cc! 4 ARM: G+ Piston Gauntlet 210 HP: HEAT Limit: 10 Thruster 10 Platforms: 4 HEAT Level O000000000 Unit Name| Vengeful Shadow Platforms Unit Type S:6 cs: 4+ ARMR: 5+ HP: 6 HEAT Limit: 10 Platforms: 4 HEAT Level o000000000 Credits This is an alpha product. Layout, rules and stats are subject to change. Tf you notice any issues or have feedback, you can submit to: underthedice@gmail.com RIGHTS & CREDITS Copyright © 2024 All rights reserved. This book, or parts thereof, may not be reproduced in any form without permission. Thank you to the New England War Council, and all the friends that have been playing and testing the game throughout it’s development. Flames of Orion is the work of Stephen Hupfer. Front cover and pages 11, 12, 18 & 20 art by Nico Lucido. Placeholder art scattered throughout. under the dice

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