Armour Grid - Mech Attack.pdf
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CREDITS
Developed by:
Chuck Hughes and Matthew Kilareski
MECH ATTACK
TABLE OF CONTENTS
1. INTRODUCTION.........................2
2. REQUIRED ITEMS.......................2
Rules and Original Concept:
Chuck Hughes
3. SETUP................................2
4. ROUND SEQUENCE.......................2
4.1 Initiative.............................2
4.2 Action Phase...........................2
4.2A Movement Orders................2
4.2B Combat Orders..................2
4.3 Heat Phase.............................2
4.4 End of Round...........................2
Miniature Design:
Matthew Kilareski
Layout and Graphics:
Chuck Hughes and Matthew Kilareski
Playtesters:
Chuck Hughes
Matthew Kilareski
Beau Chambers
Henry Chiu
Joe Conrad
Chris Harper
Zackary Harper
Jason Kiefer
Ray Stacey
Sirrob01
We would like to thank our families for
putting up with our geeky gaming habits
including endless fooling around with rule
sheets, tiny robots, and oddly shaped dice!
We would also like to thank Jim Hartman of One
Monk Miniatures for allowing us to use some of
his textures and the forums at Onemonk.com.
Go check out Onemonk.com and the One Monk
Forums – Great miniatures and good people!
Check out
www.armorgridgames.com
for new
updates, missions, and new releases!
5. FIRING WEAPONS.......................3
5.1 Declare Weapons and Select a Target....3
5.2 Check Line of Sight and Range..........3
5.2A Line of Sight (LOS)............3
5.2B Range..........................3
5.3 Roll a D10 and Apply Modifiers.........3
5.4 Determine the Results..................3
5.4A Hitting Mechs and Vehicle......3
5.4B Hitting Troops.................3
5.4C Firing into Close Combat.......3
6. ARMOR................................4
6.1 Applying Armor Damage..................4
6.2 Example of Armor Damage................4
6.2A Specific Damage Profiles.......4
6.2B Combined Damage Profiles.......5
7. EFFECTS OF TERRAIN...................5
7.1
7.2
7.3
7.4
Unit Levels and Line of Sight (LOS)....5
Concealment............................5
Cover..................................5
Examples of Terrain....................5
7.4A Buildings......................5
7.4B Trees..........................5
7.4C Hills..........................6
7.4D Water..........................6
7.4E Low Walls......................6
7.4F Rubble.........................6
8. UNITS................................6
8.1 Mechs..................................6
8.2 Vehicles...............................7
8.3 Troops.................................7
9. WEAPONS AND EQUIPMENT................8
9.1 Weapons................................8
9.2 Support Equipment......................9
APPENDIX I: REFERENCE TABLES................10
APPENDIX II: OPTIONAL RULES.................11
APPENDIX III: WEAPONS AND EQUIPMENT TABLE...12
© 2009—2010 Armor Grid Games and Miniatures, Chuck
Hughes, and Matthew Kilareski. All rights reserved
worldwide.
This material and copies of material
herein is intended for personal use only. No part
of this work may be reproduced in part or whole, in
any form or by any means, without permission from
the publisher. Thanks for being cool!
1
VERSION 1.5
:
1. INTRODUCTION
Welcome to Armor Grid: Mech Attack! These rules
incorporate the unique and universal Armor Grid
Damage System into a fast and easy to play game of
15mm Mech Combat. Using our supplied 2.5D paper
miniatures or your own miniatures from other games,
you can lead your armies to victory in a strategic
duel of futuristic military forces!
Check out
www.armorgridgames.com
for new updates,
missions, and new releases!
MECH ATTACK
•
4.2A Movement Orders:
Mechs, Troops, and Vehicles
Units may either: STAND FAST, MOVE, or RUSH.
STAND FAST – The unit is going to remain in place
and not MOVE this round. The unit may change facing
to any direction. Standing Fast does not generate
heat.
MOVE
Move
path
MOVE
– The unit may move in any direction up to its
Value (Mv) and then face any direction. The
taken may be straight or curved. Mechs that
generate 1 heat.
2. REQUIRED ITEMS
•
•
•
•
10-sided dice (or D10): available at most
game, hobby, and comic book stores.
Miniatures: Mech, Vehicle, and Troop
miniatures are provided.
Mech Record Sheets: provided, can be cut out
and placed into protective card sleeves.
Flexible Inch Ruler: printable 10 inch
rulers are provided; small tape measures
work well too.
Game Tokens: provided.
RUSH – The unit may move in any direction, straight
or curved, up to twice its Move Value (Mv) and then
face any direction. Mechs that RUSH generate 2
Heat. Troops and Vehicles that RUSH may not FIRE
weapons or equipment this activation.
Breaking Contact - If a unit is in base to base
contact with an opposing unit, it must check to see
if it is able to Break Contact before moving. Roll
a D10, you must roll equal to or lower than your
unit’s Move Value (Mv) in order to Break Contact.
If you fail the check, the unit may not MOVE and its
movement order is ended. For Mechs, regardless of
whether the Mech was trying to MOVE or RUSH, failing
to Break Contact generates 1 heat.
Movement Restrictions – A Mech or Vehicle may not
move through an area that is smaller than its base
width, flat to flat. Troops may move through any
gap. No unit may end its movement with its base
overlapping another unit’s base.
•
4.2B Combat Orders:
Mechs, Troops, and Vehicles
Units may either SCAN or FIRE.
SCAN – The unit is not going to FIRE any weapons
this round. Scanning does not generate heat.
FIRE – All equipped weapons may be fired once each
round. Units may select different targets for each
weapon with no penalty. Troops treat their Crew
Served Weapon and their Individual Weapons as two
separate weapons. For Mechs, heat is generated by
each weapon fired based on the weapon’s Heat Value
(Hv). Support Equipment, like the RGMS and IWTS,
may also be activated as part of the FIRE order.
•
3. SETUP
The basic play area is approximately 36 by 36
inches, but can be larger to accommodate more
players. A large piece of green felt works great as
a play mat. You can make the battlefield more
interesting by including some strategic items such
as buildings, forest areas, hills, rubble piles,
etc…
Determine a Build Point (Bp) total for each side in
the game and have each player assemble units whose
combined Bp do not exceed this total Bp limit.
Players setup opposite from each other, taking turns
deploying one unit at a time within 4 inches of
their side. Each player rolls a D10, the highest
roll deploys first.
4. ROUND SEQUENCE
1.
2.
3.
4.
Initiative
Action Phase
Heat Phase
End of Round
4.3 Heat Phase
A Mech must control heat generated each round;
Troops and Vehicles do not. During the Heat Phase a
Mech vents accumulated heat equal to its Heat
Control (Hc) value. Any amount of heat remaining
after venting generates a single roll on the
Critical Heat Table before being discarded; add 1 to
the roll for each additional heat over 1. For
example; three remaining heat would generate a D10+2
heat roll. Any effects from the Critical Heat table
are applied immediately (See Table on Page 10).
4.1 Initiative
Each player rolls a D10. The player with the
highest roll goes first, second highest goes second,
etc… Re-roll any ties. Initiative is determined at
the beginning of each round.
4.2 Action Phase
Beginning with the first player, each player will
take turns activating one unit at a time and
executing Movement and Combat Orders. A unit must
first execute one Movement Order and then one Combat
Order. The Action phase is over once all units have
been activated. Whenever a player has twice as many
models as any other player, that player begins
activating two models each time.
4.4 End of Round
Resolve any effects that trigger at the end of the
round, reset any tokens or markers that are no
longer needed and prepare for the next round.
2
VERSION 1.5
:
5. FIRING WEAPONS
1.
2.
3.
4.
Declare Weapon and Select Target
Check Line of Sight and Measure Range
Roll D10 and Apply Modifiers
Determine the Results
MECH ATTACK
5.3 Roll a D10 and Apply Modifiers
To see if you hit, roll a D10 then check the Combat
Modifier Table and apply any applicable changes to
your roll (See Table on Page 10). Some things that
might modify your roll are Partial LOS, Range,
Running, Concealment, Cover, etc…
5.1 Declare Weapon and Select a Target
Equipped weapons may be fired once each round. A
Mech may FIRE any of its weapons at a target within
its FRONT arc. A Mech may only fire at targets in
its LEFT arc with a weapon mounted in its LEFT arm.
A Mech may only fire at targets in its RIGHT arc
with a weapon mounted in its RIGHT arm. Troops have
a 360 degree FRONT arc. Troops, and Vehicles with
turret mounted weapons, may fire their weapons in
any direction. Vehicles with static mounted weapons
may only FIRE at a target within its FRONT arc. If
there is any question as to which arc the target is
in, imagine a dot at the center point of the
target’s base to determine its location. Weapons to
be fired may be declared and resolved one at a time.
Once a weapon and its target has been declared, the
weapon is considered to have been fired even if the
intended target is later found to be out of Line of
Sight or not within Range. Apply any weapon
generated heat to Mechs.
5.4 Determine the Results
If your modified roll is equal to or higher than the
Target Profile (Tp) value of the target, you have
scored a Hit…
•
5.4A Hitting Mechs and Vehicles:
Roll again for Hit Location and check the target’s
Armor Grid to see which column of armor was hit.
Apply the damage according to the weapon’s Damage
Profile (Dp) beginning at the first available block
of armor at that Hit Location. Each time a weapon
hits the Critical Systems Area, a single roll on the
appropriate Critical Hit Table is immediately
generated.
•
5.4B Hitting Troops:
Each successful attack, regardless of the weapon’s
Damage Profile (Dp), generates one roll on the Troop
Damage Table on page 10. Apply the results to the
Troop unit’s Strength Value (Sv). Once a Troop
unit’s Strength has been reduced to zero, remove it
from the game.
•
5.4C Firing into Close Contact:
If you fire at a unit in base to base contact with
any other unit and miss your intended target, you
may have hit the other unit if you have at least
Partial LOS to the other unit (regardless of Range).
Roll a D10. If you roll an odd number you have hit
the other unit. Roll for Hit Location and apply
damage as normal. If you have Partial LOS to more
than one unit in base to base contact with the
intended target, randomly determine which unit was
hit.
5.2 Check Line of Sight and Range
•
5.2A Line of Sight (LOS):
LOS to the target may be fully or partially blocked
by tall solid objects such as buildings, high hills,
or other units. LOS is determined by drawing an
imaginary line from the center of the firing unit’s
base to the target’s base. If you can draw an
unobstructed line to all parts of the target’s base,
you have Full LOS. If you can draw an unobstructed
line to only a portion of the target’s base, you
have Partial LOS.
A unit may draw LOS over intervening objects with a
lower adjusted level than itself. For example, a
Mech standing on a hill would be able to draw LOS
over other Mechs at ground level. (See Effects of
Terrain on page 5 for more detail on levels).
•
5.2B Range:
Each weapon has a Normal and an Extended range. For
example a Machine Gun has a Range Value (Rv) of
8/12, this means the shot is considered to be Normal
range from 0” to 8” and Extended range from 8” to
12”. If the target is within one of these ranges,
you may roll a D10 to see if you hit. Distances are
measured from the center of the firing unit’s base
to the nearest edge of the target unit’s base,
ignoring obstacles and terrain.
3
VERSION 1.5
:
6. ARMOR
MECH ATTACK
Here is an example of a Medium Mech’s armor after
being hit with a Medium Laser. Hit Location was 3.
As you can see, lasers penetrate deep into the
target’s armor.
Mech and Vehicle armor is represented by an Armor
Grid. Each row in the Armor Grid is 10 blocks wide.
Each column is assigned a Hit Location value.
Underneath the Armor Grid is the Critical Systems
Area where the vital components of the unit are
located. Once the critical systems start taking
hits, bad things will happen. Here is an example of
a Medium Mech’s Armor Grid:
As the unit takes damage, each block of armor is
scratched out according to the weapon’s Damage
Profile (Dp). Damage is applied to the Armor Grid
from the top to the bottom at the first available
block of armor at the Hit Location. Some armor may
also become "blown out" if the armor underneath it
has been destroyed. Each hit in a Critical Systems
Area generates a roll on the appropriate Mech or
Vehicle Critical Hit table (See Tables on Page 10).
If a Mech or Vehicle is destroyed, use an empty hex
base or Rubble Token of the appropriate size to
represent a pile of Rubble. (see Effects of Terrain
on page 5).
Here is an example of a Medium Mech’s armor after
being hit with a Light Missile. Hit Location was 5.
Missiles remove wide chunks of armor, allowing
following hits to land closer to the Critical
Systems Area. If the Hit Location had been 10, only
the 9 and 10 would be filled in. The last damage
block, falling outside the Armor Grid, has no
effect.
6.1 Applying Armor Damage
Weapons damage the Armor Grid in different ways
depending that weapon’s Damage Profile (Dp). The
weapon’s Dp determines the “shape” in which damage
is applied (see Equipping Units). Simply apply the
weapon’s Dp at the hit location and scratch out any
blocks of armor that haven’t already been destroyed.
If part of the Dp falls outside of the Armor Grid,
that portion of the damage is considered to have
ricocheted away.
6.2 Examples of Armor Damage
•
6.2A Specific Damage Profiles:
Here is an example of a Medium Mech’s armor after
being hit with a Medium Machine Gun. The hit
location for each point of Machine Gun damage is
rolled separately. The rolls were 2, 5, 7, and 9.
4
VERSION 1.5
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