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A) Move A) Move A) Move

B) 2 Quick (→) or 1 Full (⥤) Action B) 2 Quick (→) or 1 Full (⥤) Action B) 2 Quick (→) or 1 Full (⥤) Action
→ Skirmish: Attack with 1 weapon* → Skirmish: Attack with 1 weapon* → Skirmish: Attack with 1 weapon*
⥤ Barrage: Attack with 2 weapons* OR 1 superheavy* ⥤ Barrage: Attack with 2 weapons* OR 1 superheavy* ⥤ Barrage: Attack with 2 weapons* OR 1 superheavy*
*Also attack with Aux weapon in same mount *Also attack with Aux weapon in same mount *Also attack with Aux weapon in same mount
→ Ram: Melee attack: knocks Prone, pushes 1 space away → Ram: Melee attack: knocks Prone, pushes 1 space away → Ram: Melee attack: knocks Prone, pushes 1 space away
→ Grapple: Melee attack On hit: → Grapple: Melee attack On hit: → Grapple: Melee attack On hit:
- Both mechs are Engaged, cannot Boost/⟳ - Both mechs are Engaged, cannot Boost/⟳ - Both mechs are Engaged, cannot Boost/⟳
- Smaller mech is Immobilized and dragged - Smaller mech is Immobilized and dragged - Smaller mech is Immobilized and dragged
- Contested Hull check to end/count as larger - Contested Hull check to end/count as larger - Contested Hull check to end/count as larger
⥤ Improvised Attack: Melee attack, 1d6 kinetic ⥤ Improvised Attack: Melee attack, 1d6 kinetic ⥤ Improvised Attack: Melee attack, 1d6 kinetic

→ Boost: Move again → Boost: Move again → Boost: Move again


→ Hide: If in cover/concealment/invisible: gain Hidden → Hide: If in cover/concealment/invisible: gain Hidden → Hide: If in cover/concealment/invisible: gain Hidden
⥤ Disengage: Movements ignore Engaged and ⟳s ⥤ Disengage: Movements ignore Engaged and ⟳s ⥤ Disengage: Movements ignore Engaged and ⟳s

→ Quick Tech: Tech action vs target in sensor range: → Quick Tech: Tech action vs target in sensor range: → Quick Tech: Tech action vs target in sensor range:
- Bolster: Target gains +2 Accuracy on next skill check or - Bolster: Target gains +2 Accuracy on next skill check or - Bolster: Target gains +2 Accuracy on next skill check or
save before end of its next turn save before end of its next turn save before end of its next turn
- Scan: Pick target in sensor range. Learn one: - Scan: Pick target in sensor range. Learn one: - Scan: Pick target in sensor range. Learn one:
• Target’s full stats, weapons, and systems • Target’s full stats, weapons, and systems • Target’s full stats, weapons, and systems
• Hidden information e.g. mech logs/pilot ID/mission • Hidden information e.g. mech logs/pilot ID/mission • Hidden information e.g. mech logs/pilot ID/mission
• Generic or public information e.g. model # • Generic or public information e.g. model # • Generic or public information e.g. model #
- Lock On: Choose a target and inflict Lock On - Lock On: Choose a target and inflict Lock On - Lock On: Choose a target and inflict Lock On
- Invade: Tech attack deal 2 heat & invasion option - Invade: Tech attack deal 2 heat & invasion option - Invade: Tech attack deal 2 heat & invasion option
• Fragment Signal: Inflict Impaired and Slowed until the end of • Fragment Signal: Inflict Impaired and Slowed until the end of • Fragment Signal: Inflict Impaired and Slowed until the end of
the target’s next turn the target’s next turn the target’s next turn
⥤ Full Tech: 2 Quick Techs or 1 Full Tech ⥤ Full Tech: 2 Quick Techs or 1 Full Tech ⥤ Full Tech: 2 Quick Techs or 1 Full Tech
(→ or ⥤) Activate: Activate a System on your mech (→ or ⥤) Activate: Activate a System on your mech (→ or ⥤) Activate: Activate a System on your mech

⥤ Stabilize: Do both of the following: ⥤ Stabilize: Do both of the following: ⥤ Stabilize: Do both of the following:
- Reset heat OR Spend 1 Repair to heal max HP - Reset heat OR Spend 1 Repair to heal max HP - Reset heat OR Spend 1 Repair to heal max HP
- Reload Loading tags OR end Burn OR end a condition - Reload Loading tags OR end Burn OR end a condition - Reload Loading tags OR end Burn OR end a condition
→ Search: Reveal Hidden in sensor range (SYS vs. AGI) → Search: Reveal Hidden in sensor range (SYS vs. AGI) → Search: Reveal Hidden in sensor range (SYS vs. AGI)
→ Shut Down, ⥤ Boot Up: Manage Shut Down status → Shut Down, ⥤ Boot Up: Manage Shut Down status → Shut Down, ⥤ Boot Up: Manage Shut Down status
⥤ Mount, ⥤ Dismount: get in/out of mech ⥤ Mount, ⥤ Dismount: get in/out of mech ⥤ Mount, ⥤ Dismount: get in/out of mech
→ Eject: pilot moves 6 spaces from mech, mech is Impaired → Eject: pilot moves 6 spaces from mech, mech is Impaired → Eject: pilot moves 6 spaces from mech, mech is Impaired
→ Self Destruct: 4d6 dmg burst 2 explosion after 0-2 turns → Self Destruct: 4d6 dmg burst 2 explosion after 0-2 turns → Self Destruct: 4d6 dmg burst 2 explosion after 0-2 turns
→ Skill Check: Do something not listed that requires a roll → Skill Check: Do something not listed that requires a roll → Skill Check: Do something not listed that requires a roll

C) 1 Reaction (⟳) per Turn C) 1 Reaction (⟳) per Turn C) 1 Reaction (⟳) per Turn
⟳ Overwatch: Skirmish a target within Threat of weapon ⟳ Overwatch: Skirmish a target within Threat of weapon ⟳ Overwatch: Skirmish a target within Threat of weapon
⟳ Brace [After damage is calculated]: ⟳ Brace [After damage is calculated]: ⟳ Brace [After damage is calculated]:
- Halve incoming damage, heat, burn (round up) - Halve incoming damage, heat, burn (round up) - Halve incoming damage, heat, burn (round up)
- Until end of next turn: - Until end of next turn: - Until end of next turn:
- +1 Difficulty on attacks against you - +1 Difficulty on attacks against you - +1 Difficulty on attacks against you
- Only one → next turn: no ⟳/Movement/⥤/Overcharge - Only one → next turn: no ⟳/Movement/⥤/Overcharge - Only one → next turn: no ⟳/Movement/⥤/Overcharge
→ Prepare: Prepare a non-duplicate → vs a trigger as ⟳ → Prepare: Prepare a non-duplicate → vs a trigger as ⟳ → Prepare: Prepare a non-duplicate → vs a trigger as ⟳

D) Overcharge: Spend heat for a free → D) Overcharge: Spend heat for a free → D) Overcharge: Spend heat for a free →
Statuses Statuses Statuses
Engaged Engaged Engaged
- Immediately stop moving and lose all unspent - Immediately stop moving and lose all unspent - Immediately stop moving and lose all unspent
movement if equal or greater size movement if equal or greater size movement if equal or greater size
- All ranged attacks are made with +1 Difficulty - All ranged attacks are made with +1 Difficulty - All ranged attacks are made with +1 Difficulty
Exposed Exposed Exposed
- An exposed character takes double damage - An exposed character takes double damage - An exposed character takes double damage
Hidden Hidden Hidden
- You cannot be targeted by hostile attacks or actions - You cannot be targeted by hostile attacks or actions - You cannot be targeted by hostile attacks or actions
- Enemies only know your approximate location - Enemies only know your approximate location - Enemies only know your approximate location
- Performing any attack, forcing a saving throw, taking - Performing any attack, forcing a saving throw, taking - Performing any attack, forcing a saving throw, taking
reactions, or losing cover will end hidden reactions, or losing cover will end hidden reactions, or losing cover will end hidden
Invisible Invisible Invisible
- All attacks against you have a 50% chance to miss - All attacks against you have a 50% chance to miss - All attacks against you have a 50% chance to miss
Prone Prone Prone
- Attackers receive +1 Accuracy to attack you - Attackers receive +1 Accuracy to attack you - Attackers receive +1 Accuracy to attack you
- You count as Slowed - You count as Slowed - You count as Slowed
- Full movement to stand up, unless Immobilized - Full movement to stand up, unless Immobilized - Full movement to stand up, unless Immobilized
Shut Down Shut Down Shut Down
- Mech is Stunned, but you can take Boot Up action - Mech is Stunned, but you can take Boot Up action - Mech is Stunned, but you can take Boot Up action
- Mech cools to 0 and ends Exposed - Mech cools to 0 and ends Exposed - Mech cools to 0 and ends Exposed
- Ignore tech actions or system attacks/effects - Ignore tech actions or system attacks/effects - Ignore tech actions or system attacks/effects
- All onboard AIs are re-shackled - All onboard AIs are re-shackled - All onboard AIs are re-shackled

Conditions Conditions Conditions


Immobilized Immobilized Immobilized
- Maximum voluntary movement becomes 0 - Maximum voluntary movement becomes 0 - Maximum voluntary movement becomes 0
- knockback, push/pull, etc work normally - knockback, push/pull, etc work normally - knockback, push/pull, etc work normally
Impaired Impaired Impaired
- +1 Difficulty on attacks, saves, and skill checks - +1 Difficulty on attacks, saves, and skill checks - +1 Difficulty on attacks, saves, and skill checks
Jammed Jammed Jammed
- Can only Improvised Attack, Grapple, or Ram - Can only Improvised Attack, Grapple, or Ram - Can only Improvised Attack, Grapple, or Ram
- Cannot use comms to talk to other players - Cannot use comms to talk to other players - Cannot use comms to talk to other players
- Cannot make or benefit from Tech actions - Cannot make or benefit from Tech actions - Cannot make or benefit from Tech actions
- Cannot take reactions ⟳ - Cannot take reactions ⟳ - Cannot take reactions ⟳
Lock On Lock On Lock On
- A hostile actor can consume this status to gain +1 - A hostile actor can consume this status to gain +1 - A hostile actor can consume this status to gain +1
Accuracy on their next attack against you Accuracy on their next attack against you Accuracy on their next attack against you
Shredded Shredded Shredded
- Ignore armor and resistance - Ignore armor and resistance - Ignore armor and resistance
Slowed Slowed Slowed
- Can only make regular move - Can only make regular move - Can only make regular move
Stunned Stunned Stunned
- Can’t Overcharge, take actions, reactions, or move - Can’t Overcharge, take actions, reactions, or move - Can’t Overcharge, take actions, reactions, or move
- Can Mount, Dismount, Eject, or take pilot actions - Can Mount, Dismount, Eject, or take pilot actions - Can Mount, Dismount, Eject, or take pilot actions
- Fail all Hull and Agility saves, max evasion is 5 - Fail all Hull and Agility saves, max evasion is 5 - Fail all Hull and Agility saves, max evasion is 5

Cover Cover Cover


Soft Cover imposes +1 Difficulty on Ranged attacks Soft Cover imposes +1 Difficulty on Ranged attacks Soft Cover imposes +1 Difficulty on Ranged attacks
Hard Cover imposes +2 Difficulty on Ranged attacks Hard Cover imposes +2 Difficulty on Ranged attacks Hard Cover imposes +2 Difficulty on Ranged attacks

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