AN UNDER THE DICE FIELD MANUAL
FLAMES ue aon
* Z$ ‘
3S ALPHA TEST
RULES OF ENGAGEMENT FOR
MECHANIZED COMBAT IN THE DARK FUTUREQuick 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 i203COMBA’
+ 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:
kory
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. FAQlo
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
NModels
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. JavelinBunker
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 & StatsMechs
- 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: 4The 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 +1Disabled & 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
orm1. 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 againRandom 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 model8, 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
iLBunker
NotesQUICK 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
CreditsThis 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