ABCDEFGHIJKLMNOPQRST
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UnitArmorWeapon RangeWeapon DamageWalkRunJump
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Light Mech3615104
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Medium Mech582362
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Heavy Mech710324NA
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6
ShootingOverheating
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Base Attack5,6Walk AND ShootRoll as normal
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Within Half Range4,5,6RunRoll as normal
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Target is a light mechadd +1JumpRoll as normal
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On a buildinghalf rangeRun AND shootRoll +1
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Coveradd +1Jump AND ShootRoll +2
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Too Hot CheckPower Up
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1 - 4No Effect1 - Remain shutdown try again next turn
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5 - 6 Malfuntion occurs, roll on Malfunction table
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2 - 6 Power up and Walk (and shoot) only this turn
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Malfunction Table
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1Everything is cool - No Effect
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2Knocked down = stand up at the end of your next turn, no overwatch
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3Weapons jam = no shooting for one turn
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4Ammo explosion = lose 1 damage point
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5Shut Down = lose 1 damage point, No movement or shooting, Roll on Power-up Check table at the end of your next turn.
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6Mech explodes in a fiery ball of death, (2 damage point to any mech within 2 hexes)
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Hand-to-hand Combat
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TypeRoll 1d6Attack is successfulAttack fails
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Punch or kick5 or 6Target takes 1 damageNo effect
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Ramming (run 2 hexes)5 or 6Target takes 2 damageAttacker takes 1 damage
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Jumping (jump 2 hexes)5 or 6Target takes 2 damageAttacker takes 2 damage, rolls malfunction
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Dropping (adjacent)5 or 6Target takes 3 damageAttacker takes 2 damage, rolls malfunction
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