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Mecha Skirmish / RulebookPrototype field notes / v0.6

Mecha Skirmish Rulebook

Prototype v0.6 · 2026-09-06 · hex grid · 3v3 · best of three

This is the working ruleset for a digital, competitive, hex-grid mech skirmish. Each rule has an ID, like a part on a sprue (A1, F4). A review comment can point at one rule. Every number in a table is a start value for tuning. It is not a commitment.

The simulator implements these rules. Each rule ID connects the text, the diagrams, and the engine.

Status legend: Locked is decided. Proposed is a recommendation that needs approval. Open is not decided. Example is placeholder content or numbers.

Lockeddecided Proposeda recommendation that needs approval Opennot decided Exampleplaceholder content or numbers

APillars & vocabulary

Locked

A1

Every randomized resolution is a visible die. Hit, location, penetration, damage, initiative and stress are each a die on the table. Modifiers are dice (F2). There are no hidden percentages.

A2

A roster build is a small number of real decisions. There is enough depth for a metagame. The setup is never a large task. The exact number of choices will be reviewed when the part catalog exists (K).

A3

Damage lands on parts, not on a health bar. The size of a part decides where a shot hits. The armor and durability of that part decide the effect. If you lose an arm, you lose a weapon. If you lose the legs, you lose mobility.

A4

A game ends in about twenty minutes. Mechs activate in Initiative order (E2). A round cap applies. Objectives force contact.

A5

Vocabulary

  • Roster: your four mechs. Three are fielded. One is the sideboard.
  • Kit: a chassis that is sold with a complete default build and a suggested pilot.
  • Runner: the sprue sheet of one manufacturer. The five runners have the same names as the five pilot factions.
  • Part: anything that you clip from a runner: Chassis, Head, Arm, Legs, Back.
  • Mech: six parts plus a pilot.
  • Activation: the turn of one mech. Round: all surviving deployed mechs have activated once in Initiative order (E2), then score zones.
  • Game: one board, played to a result. Match: one game (BO1) or up to three games (BO3), as selected before setup (I1).

BRoster building

LockedstructureOpentotal choice countExampleweights

B1

A roster is four mechs. Three mechs are fielded in a game. The fourth mech is the sideboard (I2).

B2

Choose a core box, then a Head, independent Right and Left Arms, Legs, Back, and Pilot. Choose held equipment for each hand, or choose an empty hand. Arms and weapons are separate. A two-handed weapon occupies both hands and counts once. A shield occupies one hand. Back remains one mount. The only hit locations are Head, Right Arm, Left Arm, Core, Back, and Legs.

B3

Weight. Every part has a Weight. Pilots have no Weight. The Weight of a mech is the sum of its parts, with the chassis. It must not be more than the cap of its class. The three fielded mechs together must not be more than the Team Cap. A sideboard swap must keep the team legal. An ammunition load (F12) adds its Weight to the part that carries it.

Class Mech cap Note
Light 35 Fast, fragile, cheap
Medium 50 Baseline
Heavy 65 Slow, armored
Team Cap 145 Three full Mediums fit (150 does not). Heavy + Medium + Light fits. Two Heavies never fit.
B4

All limits are hard. A mech cannot exceed its Weight cap. A one-handed item and its load cannot exceed its arm’s Capacity. A two-handed item and its load cannot exceed the sum of both arms’ Capacity. Both arms are required at assembly. There is no overload allowance or overload penalty. The Team Cap is also a hard limit.

B5

Each pilot is unique across the four-mech roster. Parts and equipment have no copy limit. Hard Weight, arm Capacity, and deployed Team Cap still apply.

B6

Kits. Every chassis ships as a kit: all six parts are selected, and a pilot is suggested. A roster of four unchanged kits is legal. It is meant to be viable. You can swap any part for any part of the same slot from any runner. A build with parts from different runners has no penalty.

B7

The sprue is the build screen. Parts hang on their runner by gates. When you clip a part, it snaps to the frame. The physical size of a part on the runner is its Size stat, which is its share of the hit table (F4). Unused parts stay on the runner. The fourth frame sits on the sprue as the visible sideboard.

B8

Open, reviewed 2026-09-06. At 35 parts, the recommendation is to keep seven slots and to make the hangar a start path: a kit, then up to two part swaps, then the full sprue. Kits keep the minimum at four choices. If playtests show that the build is too much work, there are two fallbacks: merge Head into Chassis, or make Back part of the Legs choice.

CStats & parts

LockedLancer baselineExamplenumbers

The Everest frame of Lancer is the reference: Size 1, Armor 0, HP 10, Evasion 8, E-Defense 8, Speed 4, Sensors 10, Heat Cap 6. Our chassis values are near those values, so that the d20 hit math (F3) feels like Lancer: a competent pilot hits a baseline target about 70% of the time.

data/parts.json is the source of truth for every number in this section. The Tuner tab of the bench edits it. The tables below show the same values. On 2026-09-05 the Durability of all parts was cut to about seven tenths, to reach the lethality target (K).

C1

The Chassis carries the Core and the baseline stats. The Core is the part that you must destroy.

Class Core Dur Core Armor Core Size Evasion Speed Sensors E-Def Reactor Weight
Light 9 4 5 12 5 8 9 5 8
Medium 12 6 6 10 4 8 8 6 12
Heavy 18 7 7 7 3 7 7 8 16
Workhorse (Heavy, Hauer) 17 7 7 8 4 8 7 7 15
C2

Every part has a Size (its share of the hit table), an Armor value (the number that a penetration roll must reach), a Durability (the damage it can take before it is destroyed), a Weight, and the stats that it changes.

C3

Arms have Weight, Capacity, and Handling, as well as body stats. Held weapons and shields have separate Weight and hand requirements. Weapon stats: Range (hexes), Shots per Fire, Acc (added to the hit roll), Pen (added to the penetration die), Damage dice, Heat per Fire, tags, and for Ballistic weapons the loads that it can carry (F12).

Some weapons have multiple forms. The first form uses the printed profile below. Change form with a Quick action under E4. The selected form supplies the weapon profile, Melee dice, Parry cost, Guard, and the weapon skill (F11.10 to F11.14). Hand requirements and Weight stay fixed.

Arm Runner Size Armor Dur Wt Capacity Handling
Utility arm Hauer 3 5 6 3 6 0
Braced arm Hauer 4 5 7 4 10 0
Siege arm Dioscuri 4 5 7 5 11 0
Duelist arm Free Salvage Union 3 6 7 4 7 +1
Bulwark arm Dioscuri 5 9 10 6 9 0
Conduit arm B&B 3 4 5 3 7 0
Field arm Hauer 4 5 9 4 7 0
Precision arm Yutani 2 4 5 2 4 +1
Impact arm Free Salvage Union 4 6 8 4 8 0
Loader arm Dioscuri 5 6 9 6 12 0
Stabilized arm B&B 3 5 7 4 8 0
Equipment Runner Hands Wt Range Shots Acc Pen Dmg Heat Melee dice Parry cost Tags
Rifle Hauer 1 4 8 2 +5 2 1d6 1 — — Ballistic
Autocannon Hauer 1 6 6 3 +4 1 1d6 2 — — Burst, Ballistic
Cannon Dioscuri 1 8 8 3 +3 4 1d6 3 — — Heavy, Ballistic
Blade Free Salvage Union 1 4 melee 1 +2 3 2d6+2 0 2 1 Melee
Shield Dioscuri 1 5 — — — — — — 2 — Guard
Pulse B&B 1 3 6 2 +5 0 1d3 1 — — Energy. Each hit adds 1d3 Heat to the target. Overdrive: Pen 2, 1d6, each hit adds 1d6 Heat, +2 Heat
Flak Hauer 1 5 5 4 +5 0 1d3+1 2 — — Burst, Ballistic
Spike Yutani 1 3 melee 1 +2 2 2d6 0 3 1 Melee
Ram Free Salvage Union 1 5 melee 1 +1 4 1d6+3 1 2 2 Melee
Rotary cannon Dioscuri 1 8 8 3 +3 2 1d6+1 3 — — Burst, Heavy, Ballistic
Lance B&B 1 5 8 2 +5 3 1d6+1 2 — — Energy. Overdrive: Pen 5, Shots 3, 1d6, +2 Heat
Executioner greatblade Free Salvage Union 2 10 melee 1 0 5 3d6+2 1 2 2 Melee, Heavy
Surveyor long sword Hauer 1 6 melee 1 +4 2 2d6 0 2 1 Melee
Courier shortblade Yutani 1 3 melee 1 +3 2 1d6+2 0 2 1 Melee
Scrapper paired knife Free Salvage Union 1 2 melee 1 +2 1 1d6+1 0 3 1 Melee
Pile-driver hammer Dioscuri 2 11 melee 1 0 6 3d6 1 1 2 Melee, Heavy
Bulwark guard lance Hauer 2 9 melee 1 +2 3 2d6 0 2 1 Melee, Guard
Breach gunlance Dioscuri 2 11 melee 1 +2 3 2d6 0 2 1 Melee, Guard
Breaker switch axe Free Salvage Union 2 9 melee 1 +1 4 2d6+2 0 2 2 Melee
Capacitor charge blade B&B 2 10 melee 1 +2 3 2d6 0 2 1 Melee, Energy, Guard
Relay insect glaive Yutani 2 8 melee 1 +3 2 2d6 0 3 1 Melee
Patrol light bowgun Yutani 1 4 8 3 +4 1 1d3+1 1 — — Ballistic
Siege heavy bowgun Dioscuri 2 12 10 2 +3 5 1d6+1 3 — — Ballistic, Heavy
Arc bow B&B 2 8 9 2 +5 2 1d6 1 — — Energy. Overdrive: Pen 4, Shots 3, 1d6+1, +3 Heat

Alternate weapon forms use these prototype profiles. A dash means the form supplies no dedicated melee dice or Guard.

Equipment Form Range Shots Acc Pen Damage Heat Melee dice Parry cost Guard
Breach gunlance Shell 5 2 +3 4 1d6 2 — — —
Breaker switch axe Sword melee 1 +2 2 1d6+2 1 4 1 —
Capacitor charge blade Axe melee 1 +1 5 3d6 1 1 2 —
Relay insect glaive Drone 6 2 +4 0 1d3 1 — — —

Shell uses Ballistic and Heavy. Sword uses Melee and Energy. The charge blade Axe form uses Melee, Energy, and Heavy. Drone uses Energy. Each Drone hit adds 1d3 Heat to the target. The printed gunlance and charge blade forms have Guard. Their alternate forms do not.

The charge blade stores Charge in its Blade form and spends it in its Axe form (F11.10). It uses a selected form rather than a separate melee Overdrive declaration.

Tags: Burst: the shots resolve one at a time. Heavy: 1[−] if the attacker moved this activation. Melee: used in the Full melee exchange; rolls Piloting upfront and selects the target part (F11). Guard: enables the Guard action (E5) and the melee rules for shields (F11.6). Ballistic: can carry one ammunition load (F12). Energy: takes no loads.

Loads (F12). A Ballistic weapon can carry one alternate load. The Weight of the load is added to the arm or back that carries it. A dash keeps the printed value.

Weapon Load Wt Pen Shots Dmg Other
Rifle Armor-piercing 2 4 2 1d3+1
Autocannon Armor-piercing 2 4 — 1d3+1
Autocannon Flechette 1 0 4 1d3+1
Cannon Armor-piercing 3 6 3 1d6
Cannon High-explosive 2 2 4 1d6 Limited 2
Flak Armor-piercing 2 3 — 1d3+1
Rotary cannon Armor-piercing 2 4 — 1d3+2
Rotary cannon Flechette 1 0 4 1d3+1
Patrol light bowgun Armor-piercing 2 3 2 1d6
Siege heavy bowgun Armor-piercing 3 7 2 1d6
Siege heavy bowgun High-explosive 2 2 4 1d6 Limited 2
Missile rack High-explosive 2 0 4 1d6 Limited 2
Missile rack Incendiary 1 1 — — Each hit adds 1d3 Heat to the target
C4

Legs

Legs Speed Evasion Size Armor Dur Wt Note
Standard legs 0 0 5 5 9 9
Light legs +1 +1 4 4 7 6
Heavy legs −1 −1 6 7 11 13 Raises the class cap by 10
Jump legs 0 0 5 4 7 10 Ignore the elevation surcharge while functional; pay only destination terrain entry (H3)
Tracked legs 0 −1 5 6 10 10 Raises the class cap by 5
Sprint legs +2 +1 4 3 6 5
C5

Heads

Head Size Armor Dur Wt Modifies
Standard head 1 4 3 2
Targeting head 2 3 3 3 Acc +1 on all attacks
Armored head 1 6 4 4
Sensor head 1 3 2 2 Sensors +3, E-Def +1
Scout head 1 3 2 1 Sensors +2
Brawler head 2 6 5 4 E-Def +1
C6

Backs

Back Size Armor Dur Wt Effect
Missile rack 2 4 4 8 Weapon: Range 10, Shots 2, Acc +4, Pen 2, 1d6+1, Heat 2. Indirect: can fire at a Locked target without LOS, at 1[−]. Ballistic: loads in C3 (F12)
Reactor booster 2 4 4 5 Reactor Cap +3
Sensor mast 2 3 3 4 Sensors +2. Lock On is a free action once per activation
Smoke launcher 2 4 4 5 Quick, 2 clouds per game: put a 3-hex smoke cloud on passable ground within 6 hexes. Soft cover (H5). Three smoke hexes on a line block sight (H4). The cloud lifts at the end of the next round
Bare back 1 4 2 0 No effect
Decoy pod 4 3 6 3 No effect
Bulwark plate 3 8 8 7 Reactor Cap +1
Jammer mast 2 3 3 4 Sensors +1, E-Def +2

A back with no effect still changes the mech, because its Size is a band of the hit table (F4): the small Bare back keeps that band narrow, and the large Decoy pod takes hits that would land on another part.

C7

Derived mech stats

  • Evasion = Chassis Evasion + Legs Evasion + Pilot Piloting
  • Speed = Chassis Speed + Legs Speed
  • Sensors = Chassis + Head + Back Sensors
  • E-Def = Chassis + Head E-Def + Back E-Def + Pilot Systems
  • Reactor Cap = Chassis Reactor + Back Reactor
  • Accuracy of an attack = Pilot Gunnery + weapon Acc + Head Acc
  • Hull = the sum of the Durability of all six parts (display only; a mech dies when its Core is destroyed, F7)
  • Hit table = the Sizes of the six parts, scaled to 20 bands (F4)
C8

Example kits (the weight includes the chassis; the card stats do not include pilot modifiers)

Kit Class · Runner Parts Wt Eva Spd Sens E-Def Reactor Hull Pilot
Courier Light · Yutani Light legs, Utility arm, Conduit arm, Sensor head, Sensor mast, Rifle, Pulse 33 13 6 13 10 5 32 Vex Adair
Foreman Medium · Hauer Standard legs, Braced arm, Utility arm, Standard head, Missile rack, Autocannon, Rifle 48 10 4 8 8 6 41 Ilse Brandt
Reaver Medium · Free Salvage Union Jump legs, Braced arm, Duelist arm, Targeting head, Smoke launcher, Autocannon, Blade 48 10 4 8 8 6 40 Ruko Han
Bastion Heavy · Dioscuri Heavy legs, Siege arm, Bulwark arm, Armored head, Reactor booster, Cannon, Shield 62 6 2 7 7 11 54 Sato Ren
Lantern Medium · B&B Standard legs, Stabilized arm, Conduit arm, Sensor head, Jammer mast, Lance, Pulse 42 10 4 12 11 6 38 Q
Drayman Heavy · Hauer Tracked legs, Braced arm, Utility arm, Standard head, Missile rack, Autocannon, Rifle 52 7 4 8 7 7 47 Ilse Brandt

A Team Cap of 145 fits Courier + Foreman + Reaver (129). It fits Bastion + one Medium + Courier (143). It does not fit Bastion + two Mediums (158).

DPilots

Lockedtwo-axis synergy, bonds, cosmetic decorationExamplepilots

D1

A pilot has four stats, each from 0 to 3: Gunnery (attacks), Piloting (Evasion), Systems (E-Def, Lock On), Initiative (the Initiative roll at game start, which sets the activation order for the whole game, E2). Pilots are pre-built.

D2

Every pilot has a Faction and a Specialty. The Factions are Hauer Group, Yutani Logistics Unlimited, Free Salvage Union, Dioscuri Heavy Industries, and Bartels & Basinger Ltd. The Specialties are Striker, Vanguard, Marksman, Operator, Engineer, and Scout. The current catalog has fifteen pilots, three per Faction. Each Faction has three different Specialties. Each Specialty appears at least twice.

D3

Additional Ability. Each pilot has one passive Ability. It is active only if at least one other fielded pilot has the same Faction or the same Specialty.

D4

Bonds. While two bonded mechs are within 2 hexes of each other, each gets 1[+] on attacks. A bonded pilot who is Prepared (E6) can use the Backup Fire reaction: when your bond partner attacks a target that is in the range and LOS of one of your weapons, fire one shot from that weapon at 1[−].

D5

Decorations are cosmetic only: kill marks on the mech, medals on the pilot card. No stat of a pilot changes between matches.

D6

Example pilots (Gunnery / Piloting / Systems / Initiative)

Pilot Faction · Specialty G/P/S/I Ability Bond
Ruko Han Free Salvage Union · Striker 2/1/0/2 After a move of 3 or more hexes, your first attack this activation gets 1[+] Marrow
Marrow Free Salvage Union · Vanguard 1/2/0/2 When a hostile ends a move adjacent to you, reaction: one melee attack at 1[−] Ruko Han
Vex Adair Yutani Logistics Unlimited · Scout 0/2/1/2 At the start of a round, allies within 3 hexes get +1 Speed for this round Ilse Brandt
Ilse Brandt Hauer Group · Engineer 1/0/2/2 Stabilize also restores 1d6 Durability to one part that is not destroyed Vex Adair
Sato Ren Dioscuri Heavy Industries · Marksman 3/0/1/1 Aimed Shot has no 1[−] Q
Q Bartels & Basinger Ltd · Operator 0/1/3/1 A target that you Lock On also gets 1[−] on its own attacks until the end of the round Sato Ren
Anja Dorn Hauer Group · Marksman 2/1/1/1 Aimed Shot has no 1[−] Tavi Sen
Bram Holt Hauer Group · Vanguard 2/1/0/2 When a hostile ends a move adjacent to you, reaction: one melee attack at 1[−] Dara Voss
Mika Rell Yutani Logistics Unlimited · Striker 1/2/0/2 After moving 3 or more hexes, your first attack this activation gains 1[+] Sera Quill
Tavi Sen Yutani Logistics Unlimited · Operator 1/0/2/1 A target you Lock On also suffers 1[−] on its own attacks until the end of the round Anja Dorn
Dara Voss Dioscuri Heavy Industries · Engineer 1/1/1/2 Stabilize also restores 1d6 Durability to one part that is not destroyed Bram Holt
Idris Kade Dioscuri Heavy Industries · Vanguard 0/3/0/1 When a hostile ends a move adjacent to you, reaction: one melee attack at 1[−] Rivet
Sera Quill Bartels & Basinger Ltd · Marksman 2/0/2/1 Aimed Shot has no 1[−] Mika Rell
Len Oris Bartels & Basinger Ltd · Scout 1/1/1/2 At round start, allies within 3 hexes gain +1 Speed this round None
Rivet Free Salvage Union · Engineer 0/1/2/2 Stabilize also restores 1d6 Durability to one part that is not destroyed Idris Kade

If you field Ruko, Marrow and Vex, the Abilities of Ruko and Marrow are active (same Faction). The Ability of Vex is not active. If you swap Marrow for Q, no Ability is active. This calculation is the roster puzzle.

Every pilot now has two Faction partners. All three pilots in a Faction can activate their Abilities together. A partner in reserve activates no Ability. Six of the seven reciprocal bonds cross Factions. Len Oris has no bond.

Current ranged demo profiles — 2026-09-09

The Section C catalog is the current playtest data. Every ranged profile fires a volley of at least two small-die projectiles, including alternate ammunition and Overdrive. Each projectile rolls hit, location unless aimed, penetration and damage. A Fire pays weapon Heat and ammunition use once. These values are demo content, not finalized item balance. Melee uses its own opportunity pool and strike profiles (F11). See E5 for whole-volley Aimed Shot.

ERounds & activations

LockedInitiative activation order, action list, no facingLockedpreliminary) round cap 7

E1

A game has 7 normal rounds, plus one complete bonus round only if score and Hull tie (I5). Seven is the initial prototype value; scenario experiments may change it. Each round: activate every surviving mech once in Initiative order (E2), then score zones (I4).

E2

Activation order (adopted 2026-09-15, owner decision, TASK-110). At game start, after deployment, every mech rolls Initiative. Each mech rolls d20, adds its pilot’s Initiative (D1), and subtracts its Weight divided by 10, rounded down. Mechs activate in descending order of that total. Both sides are mixed in one order. The order stays the same every round. A destroyed mech leaves the order. Ties go to the lighter mech, then to the higher pilot Initiative. Each mech that is still tied rolls a d6, and the higher roll activates first. Reroll a tied d6. Every roll here is a visible die (A1). One side can activate several mechs in a row. This is part of the design. After all surviving mechs have activated, score zones (I4). Refresh each mech’s Reaction at this scoring boundary, before the next activation (E6). Other status durations keep their written expiry (Q016). This replaces the continuous alternation of the 2026-09-08 decision (TASK-036).

E3

Activation. Spend up to Speed in movement points. You can split the movement around your actions. Do two Quick actions or one Full action. Free actions have no limit. You have one Reaction per round. Every reaction except Overwatch must be Prepared first (E4, E6).

E4

Quick actions

  • Fire: attack with one arm or with the Back weapon (F). Add its Heat. Once per activation. Barrage is the only way to shoot twice. A Ballistic weapon declares Standard rounds or its carried load before the roll (F12).
  • Shelling: a Breach gunlance attack in Lance form, at range 1 to 2 (F11.12).
  • Boost: move up to Speed again.
  • Change weapon form: select another listed form of one usable held weapon. Spend one Quick action. Keep the form until you change it again. You cannot change form during a melee exchange or pending reaction. The free change that spends Charge is the one exception (F11.9). That change is part of declaring the strike, and the form it enters lasts for that exchange only. Changing form does not change Charge (F11.9). A destroyed or jammed weapon cannot change form. A two-handed weapon needs at least one usable arm. Selecting the current form does not spend an action.
  • Lock On: select a hostile within Sensors range and LOS. Roll d20 + Systems. If the total is equal to or more than the E-Def of the target, the target is Locked until the end of the round. Every attacker gets 1[+] against a Locked target. Indirect weapons can fire at a Locked target without LOS.
  • Brace: all your parts get +1 Armor until your next activation. You cannot Boost in this activation.
  • Vent: remove 1d6 Heat.
  • Throw: while grappled, a contest to make the other mech Prone (F11.5).
  • Prepare: arm your Reaction until your next activation (E6). Without Prepare, you can only react with Overwatch. Prepare ends at your next activation, used or not. Choose the eligible reaction and its legal weapon when the trigger occurs; Prepare does not reserve a reaction type or weapon. Overwatch keeps the weapon named when it was set (E5).
E5

Full actions

  • Barrage: Fire two different weapons. Add +1 Heat to their costs.
  • Aimed Shot: Fire one ranged weapon’s full volley at one selected location band. Every projectile uses that chosen band without a location roll, at 1[−] to hit (Deadeye removes this penalty). Each projectile still rolls hit, penetration and damage independently. Pay weapon Heat and expend a Limited load once for the whole volley. If an earlier projectile destroys the selected part, later hits transfer to Core normally; hard cover still absorbs hits aimed at Legs before that transfer. This uses a Full action.
  • Overwatch: name one ranged weapon and aim toward a map hex. Watch a fixed cone at that hex’s elevation. The local prototype uses a provisional 60° cone, with its origin at the watching mech and its reach at the weapon’s long range. The owner selected a cone in Q034; this exact geometry remains a follow-up choice. The origin, direction and elevation stay fixed until the owning mech’s next activation. Both players can see the area. When a hostile declares movement through it, choose an eligible firing point along that path or pass the remaining movement. Check current range, LOS and weapon usability at the chosen point. Resolve there before the mover continues. Declining spends nothing and preserves Overwatch until its normal expiry. After any reaction at a later point, earlier points are no longer available. The cone is an aimed action area, not mech facing (E8).
  • Melee: start an interactive exchange with an adjacent enemy (F11.1).
  • Charge: move, then start a melee exchange for +1 Heat (F11.3).
  • Wyvern's Fire: a Breach gunlance attack at 3 Charge, at range 1 to 2 (F11.12).
  • Grapple / Break: start or end a grapple (F11.5).
  • Stabilize: Heat to 0. Remove one crit effect. Stand up if Prone.
  • Guard (held shield): one adjacent ally gets hard cover against attacks from your side of the ally, until your next activation. A shot comes from your side when the shooter is closer to you than to the ally. Melee ignores Guard (F11.6). A separate shield needs its own intact arm. An integrated two-handed guard needs either usable arm and a form with Guard.
E6

Reactions (Locked 2026-09-05; Prepare added the same day). Each mech has one Reaction per round. After all surviving mechs have activated, score zones and refresh each mech’s Reaction before the next activation (owner confirmation, 2026-09-08). Refreshing this budget does not grant Prepared or Overwatch. Every reaction except the Overwatch shot needs a Prepared mech: the Quick action Prepare (E4) arms your Reaction until your next activation. A reaction clears Prepared. Overwatch arms itself, because it cost a Full action. Reaction attacks get 1[−], except Overwatch. A Prone mech cannot react. A reaction is always optional. Declining spends no Reaction and preserves Prepared or Overwatch until its normal expiry. This includes declining an Overwatch shot and waiting for a later eligible move (owner confirmation, 2026-09-08). If several friendly mechs can react to the same event, their player chooses the order. Resolve one reaction, then let the player decide whether another eligible mech reacts. Check eligibility again after each result. Each reacting mech spends its own Reaction. After reactions resolve, the surviving mover continues its declared path if still able. Destruction or a disabling effect prevents any remaining movement or follow-up action it makes illegal. Reaction attacks cannot trigger further reactions.

  • Overwatch shot: Fire the named weapon at an eligible point where the hostile moves into or within the fixed watch area at its selected elevation. Resolve before the mover continues (E5). Declining leaves Overwatch armed.
  • Backup Fire (D4): when your bond partner attacks a target in the range and LOS of one of your weapons, one shot from that weapon.
  • Disengage strike: just before an adjacent hostile leaves adjacency, one melee attack against its current hex (F11.8). Resolve before the departing step; continue only if the mover is still able.
  • Pilot reactions: the riposte of Marrow, a melee attack when a hostile ends a move adjacent to him (D6).
E7

Engaged. Adjacent hostiles are Engaged. An Engaged mech gets 1[−] on ranged attacks. Melee ignores Engaged.

E8

Facing: none (Locked 2026-09-05). Mechs have no facing. Position, range, elevation and cover are the only geometry. Cover and zones express flanking. Mechs have no facing arcs. Overwatch has its own aimed area (E5).

E9

Enraged — permanent offensive rule, adopted 2026-09-09. When an enemy destroys an allied mech, each surviving ally becomes eligible for Enraged for the rest of this game, beginning on its next own activation. Enemy-inflicted Heat and enemy pushes that cause the death count; self-inflicted Heat and environmental deaths do not. An ally already taking its activation waits until its next activation. Both teams can acquire Enraged; the benefit does not depend on being outnumbered.

  • At the start of that next activation and every later own activation, add 2 to ordinary movement allowance, not to Speed. Boost and Charge do not receive this bonus. Normal movement restrictions still apply.
  • Refresh one failed offensive die reroll shared across that activation. The prototype automatically rerolls the first eligible failed ranged hit die, or the first failed non-defense-only opportunity die in a melee exchange this mech initiates. Keep the replacement result and reuse the already rolled modifier dice. No extra choice prompt appears. A second attack or exchange does not refresh the reroll.
  • Reactions, the defender's melee pool, shield/parry-only dice, penetration, location, and damage dice do not use this reroll. A pending benefit cannot be spent early. The active movement bonus and any unused reroll expire at activation end; the surviving mech receives fresh benefits at its next own activation. Nothing carries into reactions between activations.
  • Further allied losses do not stack movement, add rerolls, or refill a spent reroll during the current activation. Permanent eligibility ends when the mech is destroyed or the game ends.
  • New games use permanent offensive Enraged. Saved games retain their embedded temporary or permanent rules. Temporary duration, disabled Enraged, and defensive rerolls remain explicit comparison options; they are not the current default.
E10

Launch platform, optional prototype. Each side can add one unarmed Cooling Tender beside its three deployed mechs. The aircraft is separate from the fourth roster mech. Both sides use the same initial profile. It costs no roster Weight.

  • The Cooling Tender has 18 Durability, 10 Evasion, 4 Armor, and 6 movement. It flies two levels above the highest terrain. It can share a ground unit's hex. Measure all range in horizontal hexes. Aircraft movement ignores terrain costs.
  • At each allied mech's activation start, remove 1 Heat if it is within 3 hexes of the surviving aircraft. Heat cannot fall below zero. The aura ignores height and LOS. Apply cooling before that activation's actions.
  • Reposition the allied aircraft once per round, during an allied mech's activation. Move up to 6 hexes within the board. This spends no mech action. Resolve pending melee and reactions first. Movement does not apply cooling again. Its new position affects later activations.
  • An enemy can use ordinary ranged Fire against the aircraft. This spends one Quick action and the activation's Fire. Aircraft attack lines are unobstructed. Aircraft have no cover. Normal range limits, weapon Accuracy, penetration, glances, loads, Overdrive, and weapon Heat apply.
  • Aircraft use one Durability pool. Skip location rolls and part critical effects. Critical penetration deals full damage. Aircraft have no Heat pool. On-hit Heat does not affect them. They cannot receive melee, Aimed Shot, Lock On, Barrage, or reaction attacks.
  • Destruction ends the aura immediately. Aircraft never take mech activations or control zones. They add no kill points or Hull. Their loss does not trigger Enraged. An aircraft cannot prevent a mech wipe.
  • The aura-only diagnostic keeps support and repositioning but prevents aircraft attacks. Ordinary scenarios can omit aircraft. Saved games retain their aircraft definitions and mode.

FCombat

Lockedpipeline, size-weighted location, per-part armor, dice, thresholds, crit tables, melee (F11

Each shot has four steps: Hit → Location → Penetration → Damage. Each shot of a multi-shot weapon goes through all four steps on its own.

1 · HIT d20 + Acc ± d6s ≥ Evasion 2 · LOCATION d20 on silhouette bands ∝ part Size 3 · PENETRATION d6 + Pen vs part Armor 4 · DAMAGE weapon dice − part Durability hit part full / half miss: shot ends covered band: hits the cover, shot ends destroyed band: transfers to Core below Armor: half damage Armor + 4 or more: crit overflow past 0 goes to Core part at 0 is destroyed
One shot, four dice. Every shot of a multi-shot weapon runs the whole chain on its own, so a Burst weapon can strip an arm with its first shot and transfer the second into the core.
F1

Declare. Select a weapon and a target. You must have LOS to the target (H4), and the target must be in range. Optimal range is up to the Range of the weapon. Long range is up to 1.5 × Range, rounded down. Beyond long range there is no shot. Melee needs an adjacent target.

F2

Modifier dice. Collect every [+] and every [−] that applies. Each [+] cancels one [−]. Roll the dice that remain as d6. Take the single highest die. Add it for [+]. Subtract it for [−]. Roll once per Fire action and apply the result to every shot of that action.

Accuracy [+] Difficulty [−]
Attacker at least 1 level above the target Soft cover: 1
Target is Locked Hard cover: 2
Bond partner within 2 hexes Target Boosted, or moved 5 or more hexes, in its last activation: 1
Target did not move in its last activation Attacker is Engaged and fires a ranged weapon: 1
Pilot abilities (D6) Heavy weapon after a move: 1 · Aimed Shot: 1 · Indirect fire: 1
F3

Hit. For each shot, roll d20 + Gunnery + weapon Acc + Head Acc ± the modifier result. The shot hits if the total is equal to or more than the Evasion of the target. A natural 20 always hits and adds +1 to the penetration roll of that shot. A natural 1 always misses.

F4

Location. For each hit, roll d20 on the silhouette of the target. The Sizes of the six parts are scaled to 20 bands by largest-remainder rounding. A standard Medium reads Head 1, Right Arm 2–4, Left Arm 5–7, Core 8–13, Back 14–15, Legs 16–20. A Bastion (sizes 1/4/5/7/2/6, sum 25) scales to Head 1, Cannon 2–4, Shield 5–8, Core 9–14, Back 15, Legs 16–20.

  • If the band belongs to a destroyed part, the hit transfers to the Core (penetration against the Core Armor).
  • If the band belongs to a part behind hard cover (H5), the shot hits the cover. The shot ends.
  • Aimed Shot selects one band for every projectile in that weapon’s volley. Melee can reroll the location die once.
Back · Size 2 · 14–15 1 Head · Size 1 R Arm Size 3 2–4 L Arm Size 3 5–7 Core Size 6 8–13 Legs Size 5 16–20 Medium, standard parts Sizes 1+3+3+6+2+5 = 20, bands map 1:1 Back · Size 2 · 15 1 Head · Size 1 Cannon Size 4 2–4 Shield Size 5 5–8 Core Size 7 9–14 low wall · hard cover Legs 16–20 → hits wall Legs · Size 6 Heavy with shield arm, behind a low wall Sizes 1+4+5+7+2+6 = 25, scaled to 20: 1/3/4/6/1/5
The shield arm is bigger on the sprue, so it is bigger on the d20: four numbers instead of three, and with the Heavy's larger core and legs competing for the same twenty, the Back shrinks to a single number. Hard cover does not change the roll; it turns the Legs band into "hits the wall," so a quarter of the shots that connect do nothing.
F5

Penetration. For each hit, roll d6 + weapon Pen (+1 on a natural 20 hit). Compare the total with the Armor of the struck part (Brace adds +1).

Result Effect
Below Armor Glance: half damage, rounded down
Armor or more Full damage
Armor + 4 or more Full damage and a crit: roll d6 on the crit table of the part (F8)
Natural 6 on the die Always at least Full

With these numbers, a Rifle (Pen 2) gets Full damage on a Medium arm (Armor 5) two rolls in three. It gets Full damage on a Heavy core (Armor 7) one roll in three. Only the Cannon and the armor-piercing loads (F12) do better than even odds against a Heavy core. The crit margin was 3 in the first draft. The simulator showed the Cannon (Pen 4) with a crit on 53% of its hits, so the margin moved to 4 (decided 2026-09-05).

F6

Damage. Roll the damage dice of the weapon. Subtract the total from the Durability of the struck part. Damage above 0 carries into the Core, with no second penetration roll. A part at 0 is destroyed (F7).

F7

Part destruction

Part destroyed Effect
Head No Lock On. 1[−] on all your attacks. The Head modifiers are lost
Arm Its one-handed equipment is unusable. Guard ends. A two-handed weapon can still be used with one arm at −1 Pen and −2 Accuracy on fresh rolls
Legs Speed is halved, rounded down. Evasion −2. No Boost. Further Legs hits transfer to the Core
Back Its weapon or effect is gone. A loss of Reactor Cap can put you over the cap immediately (G2)
Core The mech is destroyed and removed. The pilot survives (cosmetic)
F8

Crit tables (Locked for v0; tune by simulation). Roll one d6 per crit. An effect lasts until Stabilize removes it.

d6 Arm Legs Head Back Core
1–2 Jammed: cannot Fire in the next activation Gyro hit: Prone Sensors scrambled: no Lock On Offline until Stabilize Reactor breach: +1d6 Heat now
3–4 Actuator: 1[−] with this arm Actuator: Speed −2 Optics: 1[−] on all attacks Offline until Stabilize Structure: Core Armor −1 for the game
5–6 Ammo cook-off: the arm takes +1d6 Knockdown: Prone, movement ends Pilot shaken: lose one Quick action in the next activation Destroyed Ammo cook-off: the Core takes +2d6
F9

Prone. Evasion −3. To stand up costs your whole Move. Stabilize stands you up for free. Melee exchange strikes still select their body location.

F10

Order of shots. Resolve each shot fully before the next shot. The attacker cannot change the target between shots.

F11

Melee exchange (prototype 2026-09-08). Initiating melee costs a Full action. Keep the normal movement allowance. The defender keeps its activation and normal reaction availability. Each new action rolls fresh pools for both mechs, including a defender attacked earlier this round. This sequence replaces Quick Strike and melee Fire.

  • F11.1 Pools. Roll both pools of d20s before either player makes a decision. Each melee weapon supplies its printed Melee dice, plus its arm’s Handling. Add 2 dice for a Light chassis, 1 for Medium, or 0 for Heavy. Add one die per two points of Piloting. Distribute these bonus dice across equipped melee weapons in Right-to-Left order. Each die retains its weapon source. Add Piloting, Head Accuracy and weapon Accuracy to each die. The target number is 10, plus the current Evasion of the opponent, minus its Evasion from C7 (adopted 2026-09-15, owner decision, TASK-107). Every modifier that changes current Evasion moves the target number. Prone and a destroyed Legs part are examples. A fresh, standing opponent has a target number of 10. The Bastion of the worked example (J) has Evasion 6 from C7. It stands undamaged, so its current Evasion is 6 and its target number is 10. Prone makes its current Evasion 3 and its target number 7. A total at least equal to the target number succeeds. Natural 1 fails; natural 20 succeeds. Roll condition dice for a destroyed Head, damaged Optics, arm Actuator, or Scramble once per weapon pool before its d20s. Apply that modifier to each die in that pool. Positional hit modifiers do not apply to exchanges. Display all results. Only successes can be spent. The other numerical values are prototype defaults.
  • F11.2 Strike and response. Higher Piloting strikes first. Ties go to the initiator. Choose one successful attack die and any body part, including Core. Spend the die. The defender now chooses whether to parry. A parry spends the printed Parry cost from the defender’s remaining successful dice and cancels the strike. Otherwise use the existing penetration, damage, overflow, critical and heat rules. Do not reroll the hit or roll a location die. A natural 20 still adds 1 Pen. Mass adds 1 Pen per class step above the target. Switch striker after each response. Skip a striker with no attack dice. Continue when the other pool is exhausted. End when neither side has an attack die or either mech is destroyed. Unused defense-only dice do not prolong an exchange.
  • F11.3 Charge (Full). Move up to Speed, at least one hex, and end adjacent to an enemy. Gain 1 Heat, then start an exchange. Movement reactions still apply. Destruction or Prone before arrival cancels the exchange. Prototype Charge has no extra hit dice, push, or leg recoil.
  • F11.4 Damage during an exchange. Losing an arm removes its remaining weapon opportunities. A two-handed item can still use its original pool while one arm works. It has −1 Pen, and −2 Accuracy when rolling a fresh pool. With both arms disabled it cannot attack. Weapons have no hit locations. Destruction of an already targeted part transfers the hit to Core, as in F6. Exchange hits do not cause automatic class-based knockdown. Brace still adds Armor.
  • F11.5 Grapple, Throw, and Break keep their existing contests. A Grappled mech cannot move or Boost. A Full Grapple uses d20 + Piloting + 1 per full 10 Weight above the opponent, with the acting mech winning ties. On success both are Grappled. A Quick Throw repeats the contest and makes the opponent Prone in a free adjacent hex on success, ending the grapple. Full Break repeats the contest and ends the grapple on success. Destruction or Prone also ends a grapple. A grappled mech can initiate an exchange.
  • F11.6 Shields. A held shield adds 2 defense-only dice. Roll each with Piloting against 8. A natural 1 fails; a natural 20 succeeds. A shield reduces the cost to parry by 1, minimum 1. These dice share the pool but cannot attack. A separate shield needs its own intact arm. An integrated two-handed guard needs either usable arm and a selected form with Guard. It contributes one shield source, not one per arm. The shield does not impose extra hit penalties in an exchange. Guard cover does not apply to melee.
  • F11.7 Improvised attacks. Without a usable dedicated melee weapon, generate 2 improvised dice, then add class and pilot bonus dice. Punch if an arm works; otherwise kick if Legs work. Existing class profiles apply: Light punch Pen 1, 1d6; kick Pen 1, 1d6+2. Medium punch Pen 2, 1d6+2; kick Pen 2, 2d6. Heavy punch Pen 3, 2d6; kick Pen 3, 2d6+2. Punches use Accuracy 0; kicks use Accuracy −1. All use Heat 0. A shield punch adds 1 Pen. Guns never fire inside an exchange, including Backup Fire. Both equipped melee weapons can contribute to one exchange. Fire, Aimed Shot, Barrage, and Overwatch use ranged weapons.
  • F11.8 Other reactions. Disengage and riposte remain single reaction attacks under E6, with their existing hit/location rolls, shield difficulty and heavier-class knockdown. They do not initiate Full exchanges. Normal reaction limits do not restrict participation in a melee exchange.
  • F11.9 Charge (adopted 2026-09-15, owner decision, TASK-111; the numbers in F11.9 to F11.14 are provisional). Each mech has one Charge track. Charge runs from 0 to 3. The Charge action of F11.3 is a different rule, and it adds no Charge by itself. A weapon skill adds Charge and spends Charge. Charge above 3 is lost. Charge stays through activations, rounds and exchanges. Charge is not Heat. It triggers no stress check. A strike is accepted when the defender does not parry it (F11.2). Changing weapon form does not change Charge (E4). A form change that spends Charge is free, and it is part of declaring the strike (F11.10, F11.11). The transformation is the attack. A spend form entered that way lasts for that exchange only. Discharge, then revert. Charge resets to 0 when the weapon that owns the track is destroyed. Weapons have no hit locations (F11.4), so a one-handed weapon is lost with its arm, and a two-handed weapon is lost when both arms are disabled (F7). Every weapon with a skill is two-handed, so a mech holds at most one Charge weapon.
  • F11.10 Phial Discharge, charge blade (adopted 2026-09-15, owner decision, TASK-111; numbers provisional). The Capacitor charge blade selects Blade form or Axe form (E4). In Blade form, each accepted strike you land adds 1 Charge (F11.9). In Axe form, one strike spends all Charge. Declare the spend when you choose the attack die (F11.2). That strike gets +1 Pen and +1d6 damage for each Charge spent. A parry cancels the strike, and the Charge is still spent. The change to Axe form is free when it spends Charge. In Blade form with Charge above 0, declare a strike as the Axe form. The weapon changes form as part of that declaration, at no action cost. Every other form change still costs the Quick action of E4. An Axe form entered by the free change lasts for that exchange only. When the exchange ends, the weapon returns to Blade form at no action cost. An Axe form entered by a paid Quick action change persists, as any form does (E4). The Discharge axe form is removed.
  • F11.11 Amp, switch axe (adopted 2026-09-15, owner decision, TASK-111; numbers provisional). The Breaker switch axe selects Axe form or Sword form (E4). In Axe form, each accepted strike you land adds 1 Charge (F11.9). In Sword form, the weapon gets +1 Melee die while Charge is 1 or more. Check Charge when you roll the pool (F11.1). In Sword form, a strike spends 1 Charge when you declare it, as in F11.10. That strike adds +2 damage. A parry cancels the strike, and the Charge is still spent. A strike at 0 Charge spends nothing and adds no damage. The change to Sword form is free when it spends Charge. In Axe form with Charge above 0, declare a strike as the Sword form. The weapon changes form as part of that declaration, at no action cost. Every other form change still costs the Quick action of E4. A Sword form entered by the free change lasts for that exchange only. When the exchange ends, the weapon returns to Axe form at no action cost. A Sword form entered by a paid Quick action change persists, as any form does (E4).
  • F11.12 Shelling and Wyvern's Fire, gunlance (adopted 2026-09-15, owner decision, TASK-111; numbers provisional). The Breach gunlance keeps its Lance form and its Shell form (E4). In Lance form, Shelling is a Quick action ranged attack (E4). Its range is 1 to 2 hexes. Roll to hit and roll the location as normal (F3, F4). Skip the penetration roll. Shelling always penetrates, whatever the Armor of the struck part. Brace adds no Armor against Shelling. It deals 2d6 damage (F6). It never crits (F8). It adds 2 Heat. Use Shelling once per activation. In Lance form, each parry you make adds 1 Charge (F11.6, F11.9). At 3 Charge, Wyvern's Fire is a Full action attack (E5). Its range is 1 to 2 hexes. It has Pen 6 and deals 3d6 damage. It spends all Charge.
  • F11.13 Extracts, insect glaive (adopted 2026-09-15, owner decision, TASK-111; numbers provisional). The Relay insect glaive keeps its Glaive form and its Drone form (E4). In Drone form, each hit harvests one extract from the location it strikes (F4). A Head hit gives +1 Accuracy. A Core hit or an arm hit gives +1 Melee die. A Legs hit gives +1 Speed. A Back hit harvests nothing. Each extract lasts until the end of the next round. The same extract does not stack. A later hit on the same extract renews its duration. Extracts use no Charge.
  • F11.14 Counter, guard lance (adopted 2026-09-15, owner decision, TASK-111; numbers provisional). The Bulwark guard lance has one form. When a parry of yours cancels a strike, make one free strike at the attacker immediately (F11.2). Resolve the free strike before the exchange continues. Counter rolls to hit. Roll one fresh d20 as a melee opportunity roll (F11.1). Use the modifiers and the current target number of that rule. This roll spends no die from your pool. A miss ends the counter. On a hit, the attacker can parry the free strike. The free strike uses the printed profile of the guard lance. A free strike cannot trigger another Counter. Counter spends no Reaction (E6). Counter uses no Charge.
F12

Ammunition (Locked 2026-09-05). Weapons with the Ballistic tag fire Standard rounds. In roster building, a Ballistic weapon can carry one alternate load from its list (C3). The Weight of the load is added to the part that carries it. It counts against the class cap and the Team Cap (B3). When you Fire, Barrage or Aimed Shot with that weapon, declare Standard rounds or the load before the roll. The load replaces the printed Pen, Shots, Damage or on-hit Heat, as listed. A Limited load can be declared that many times in a game. Reaction shots (E6) fire Standard rounds. Weapons with the Energy tag take no loads. They can fire in Overdrive instead: declare it before the roll, apply the Overdrive profile of the weapon (C3), and add its extra Heat to the Fire. Overdrive is always available and never Limited. The reactor is the limit. A weapon with multiple forms can carry a load only if every form supports that same load and profile. Ranged Overdrive requires a printed Overdrive profile. The charge blade spends Charge in its Axe form instead (F11.10).

GHeat

Lockedheat in v1, stress table (v0 values, tune by simulation

G1

Heat comes from Fire (the Heat of the weapon), Barrage (+1), Charge (+1), Pulse hits (1d3 each), and Reactor breach crits. Vertical movement adds no Heat. Heat does not decrease by itself. Heat leaves through Vent, Stabilize, or a Stress roll. Selected melee forms pay their listed Heat for each strike that the defender does not parry. The optional Cooling Tender also removes Heat under E10.

G2

Stress. When Heat becomes more than the Reactor Cap, roll d6. In every case, Heat then resets to 0.

d6 Result
5–6 Emergency vent. Lose one Quick action in your next activation
2–4 Exposed. Every part has Armor 0 until the end of your next activation
1 Meltdown. The Core takes 2d6, and Armor does not apply. You are Exposed
G3

Retired. Overcharge is removed. It does not grant an extra action or add Heat.

HMap, terrain, sight

Lockedlarge rectangular board, elevation, cover, LOSLockedpreliminary) 32×20, terrain list, LOS method, four hold zones on objective maps

H1

The board is 32 hexes long and 20 hexes deep. The deployment zones are the three rows at each short end. The fronts are 26 hexes apart. A Medium reaches the middle in round 2. Every map must have exact 180° rotational symmetry across terrain, elevations, deployment areas and complete objective footprints. A large variant is 40×24 with elevation up to 4.

H2

Elevation is 0–3 per hex. A mech stands at the level of its hex. A mech is one level tall in every class. Eye height = level + 1.

H3

Terrain and movement

Hex Cost Sight Note
Open 1 clear
Rubble 2 clear
Foliage 2 soft cover Sight through three or more foliage or smoke hexes is blocked
Smoke 1 soft cover Temporary (C6)
Low wall — hard cover Impassable obstacle, one level above its neighbours
Building 1 (roof) blocks Two or more levels tall. Its roof is a hex at ground + height. A mech stands on it and fights from it
Change elevation +1 per level Add the absolute elevation difference. Working Jump legs ignore this surcharge in either direction

Each step costs the destination hex's terrain entry plus 1 movement point per elevation level changed. Ordinary legs can climb any adjacent height they can afford. Working Jump legs pay only destination terrain entry across elevation changes in either direction, at any height; destroyed Jump legs use ordinary-leg costs. Jump movement adds no Heat. A drop, including a forced drop, deals no fall damage and does not by itself cause Prone or end movement. Other rules can still cause Prone or end movement when they say so. New games use these rules. Existing saves retain their embedded legacy vertical-movement behavior.

H4

Line of sight. Draw the hex line from the attacker to the target. Interpolate a sight height from the eye of the attacker to the eye of the target. A hex between them blocks LOS if its top is higher than the sight height at that hex. A top that is exactly at the sight height does not block. If that hex is adjacent to the target, it gives hard cover.

L0L1L2L3 attacker · L1 · eye at 2 building top 2 target B · L0 wall · top 1 target A · L0 sight height 1.25 at the building, top is 2 → blocked sight height 1.1 at the wall, top is 1 → clear, but hard cover
Same attacker, two targets. Heights are levels above ground zero; the sight line runs eye to eye. The building's top is above the line where the line crosses it, so target B cannot be shot. The wall's top is below the line, so target A can be shot, but the wall is adjacent to A and one level above A's ground, which is the definition of hard cover.
H5

Cover. Hard: the target is adjacent to an obstacle that is one level above its ground, and the obstacle is between the attacker and the target. The attacker gets 2[−], and a Legs band hits the cover. Hard cover does not apply if the attacker is two or more levels above the target. Soft: the target is in foliage or smoke, or the line passes through foliage or smoke. The attacker gets 1[−]. Only the best single cover applies. Guard (E5) gives hard cover from the side of the shield-bearer.

H6

High ground. An attacker at least one level above the target gets 1[+].

H7

Zones. Quarry, Foundry and Causeway each have four non-overlapping zones, arranged in rotational pairs. Flat is an open control map with no zones. Each zone is a complete 7-hex flower. You control a zone at the end of a round if at least one of your mechs is in it and no enemy mech is in it. Hold zones are the v0 objective. Other objective types (capture and carry, escort, timed relays) are expected later. Maps will be made by hand around them.

H8

Deployment. Both players roll a d6. Reroll ties. The winner selects an end. The loser places one mech first. Then the players alternate, one mech at a time, in their deployment rows. After deployment, every mech rolls Initiative for the activation order (E2). In local matches, select and confirm each hex before passing placement to the other player. Scenario trials can use automatic placement.

H9

Open. Deferred to v2: geometric partial cover, class height against cover, multi-hex Heavies, additional objective types.

IMatch & scoring

BO1/BO3, sideboard, kills plus objectives, one bonus round (values preliminary)

I1

Choose BO1 or BO3. Lock both four-mech rosters at match start. Select the deployed three privately and reveal both teams together before deployment. Shuffle the three maps with the match seed, without replacement. In BO3, stop at two game wins or after three games. A draw uses a game slot. After three games, the side with more game wins wins the match; equal wins draw the match.

I2

Sideboard. Show the next map. Each player privately chooses one reserve swap or stand pat. Legal ammunition changes are also allowed. Parts and pilots stay locked. Reveal both decisions at deployment. All builds must meet hard limits; the deployed three must meet Team Cap.

I3

If you destroy all three enemy mechs, you win immediately. Otherwise compare score after the normal round cap, then Hull percentage. Apply the single bonus-round exception in I5.

I4

Score: 3 for each enemy mech destroyed, 1 for each zone controlled at the end of a round. With three deployed mechs and non-overlapping zones, a team can control at most three zones per scoring round: at most 21 zone points over seven normal rounds. The four zones allow at most 28 zone points across both teams combined over those rounds. These are theoretical ceilings that ignore travel and contestation; Flat permits none. A wipe is 9 points.

I5

If score ties, compare remaining team Hull percentage: remaining body Durability on surviving deployed mechs divided by the original deployed team’s starting body Durability. Destroyed mechs contribute zero; the reserve does not count. If both score and Hull tie, play one complete bonus round and score its zones normally. Compare score, then Hull again. A second tie is a draw.

I6

The local prototype has no countdown. Optional observed decision time is playtest data. Competitive clocks and remote play are outside this prototype phase.

JWorked example

Examplenumbers

Round 3. Ruko's Reaver (Medium, Jump legs, Autocannon arm, Targeting head) moved 4 hexes along a rooftop at level 1. This move stayed at one elevation. Sato's Bastion is at level 0, five hexes away, behind a low wall. Vex Locked the Bastion earlier in this round. Marrow is 6 hexes away, so there is no bond bonus. The Ability of Ruko is active. Marrow has the same Faction, Free Salvage Union. Ruko moved 3 or more hexes, so the first attack gets 1[+].

Bastion Evasion = 7 − 1 (Heavy legs) + 0 (Sato Piloting) = 6. Ruko Accuracy = 2 (Gunnery) + 4 (Autocannon Acc) + 1 (Targeting head) = +7. Bastion bands: Head 1, Cannon 2–4, Shield 5–8, Core 9–14, Back 15, Legs 16–20.

Step Dice Result
Modifier dice 3[+] (high ground, Locked, Ruko) against 2[−] (hard cover) → 1[+] → d6 = 2 +2 on every shot
Shot 1 · Hit d20 = 1 Natural 1. Miss
Shot 2 · Hit d20 = 14, +7, +2 = 23 against 6 Hit
Shot 2 · Location d20 = 18 Legs band, behind hard cover: the shot hits the wall
Shot 3 · Hit d20 = 9, +7, +2 = 18 against 6 Hit
Shot 3 · Location d20 = 3 Cannon arm (Armor 5, Durability 7)
Shot 3 · Penetration d6 = 4, +1 Pen = 5 against 5 Full. Below 9, no crit
Shot 3 · Damage 1d6 = 5 Cannon arm 7 → 2. Bastion Hull 54 → 49
Heat +2 Reaver Heat 2 of 6

This exact sequence is a unit test in engine/combat.test.ts.

KDecision log

Current 2026-09-08: B2–B5, E1–E6, F11, G1–G3, H8 and I1–I6 supersede conflicting historical decisions below. The answered interview is processed in the implementation contracts. The older entries record history. Arm/equipment weights, capacities, handling, pool counts, shields and impairment values are prototype defaults. They are not balance conclusions.

Development reference 2026-09-12: Opt-in F11.1, F11.3, D3/D6, and AI controls are in the simulator design and experiment protocol. They leave the current rules and defaults unchanged, except the F11.1 common target number adopted on 2026-09-15 below. The other opt-in controls are not adopted gameplay.

Adopted 2026-09-15 (melee opportunity target number, owner decision, TASK-107): the melee opportunity roll uses a common target number of 10, plus the current Evasion of the opponent, minus its Evasion from C7 (F11.1). The previous threshold was the current Evasion of the opponent. A fresh, standing opponent now has a target number of 10. Every modifier that changes current Evasion still moves the number. The shield threshold of 8 is unchanged (F11.6). Confirmation on 16 seed blocks moves the roster payoff spread −9.64 pp [−14.41, −3.99], from 57.99 pp to 48.35 pp. The change evens the field through defence and reordering, not through melee lethality. See the adoption note and the balance experiment results.

Adopted 2026-09-15 (activation order, owner decision, TASK-110): every mech rolls Initiative once at game start, d20 plus its pilot's Initiative (D1) minus its Weight divided by 10 rounded down (E2). Mechs activate in descending order, both sides mixed, and that order holds for every round. Ties go to the lighter mech, then the higher pilot Initiative, then a d6. One side can activate several mechs in a row, and that is part of the design. This replaces the continuous alternation of the 2026-09-08 decision (TASK-036). Under the old rule the nine mirror cells run from 40.9% to 69.5%. Under Initiative they run from 49.1% to 54.3%. The pile-on is the price: about half a sweep round per game in the legacy mirrors, and about one run of three per game against 0.01 to 0.66 before. See the adoption note and the turn order experiment.

Adopted 2026-09-15 (weapon skills, owner decision, TASK-111): one Charge track per mech and five named weapon skills enter the rules as F11.9 to F11.14. Phial Discharge is on the Capacitor charge blade, Amp on the Breaker switch axe, Shelling and Wyvern's Fire on the Breach gunlance, Extracts on the Relay insect glaive, and Counter on the Bulwark guard lance. The Discharge axe form leaves the catalog. The adoption is for identity, not for balance: the guard lance, the gunlance Lance form and the charge blade Blade form printed one profile, so the exchange round robin held 13 distinct packages, not 15. Counter adds +3 to +14 points for the guard lance roster. The transforming roster stays flat against the teams it already beat and moves from about 0 to 3 to 8 against light duelists. Every number in these rules is provisional. The light duelist build and the melee approach are the next balance targets. See the adoption note, the measurement and the design note.

Historical 2026-09-05, superseded where noted above: hex 3v3 digital, best of three with a fourth-mech sideboard · every resolution is a visible die, modifiers are dice · alternating activation with initiative per round · heat in v1 · kills plus objectives · a rectangular board larger than 20×20 with elevation, cover and LOS · Lancer stat baseline, BattleTech location and partial cover · arms are weapons, kits are the roster unit, "roster" not "deck" · two-axis pilot synergy plus static bonds, cosmetic decoration.

Historical 2026-09-05, partly superseded (were Proposed): no facing (E8) · penetration thresholds with the crit margin at Armor + 4 (F5) · crit and stress tables as v0 values (F8, G2) · scoring 3 per kill, 1 per zone per round, Hull tiebreak, 45 s clock (I4–I6), with other objective types expected later · Fire once per activation, Barrage as the only two-weapon activation (E4/E5) · the melee system (F11): Piloting for melee hits, one Strike per activation separate from Fire, Charge with push, knockdown by class, Grapple/Throw/Break now · reactions in v1 (E6): Overwatch, Backup Fire, Disengage strike, riposte.

Locked 2026-09-05 (lethality pass): reactions cost a Prepare Quick action, except Overwatch (E4, E6) · a glance stays at half damage (F5; a three-quarters version was tried the same day and reverted, because a glance must have an effect) · the Durability of every part cut to about seven tenths (C) · target: about half of all games end in a wipe before the round cap. After the change the simulator reads 47% on Quarry, from 11%. Backup Fire fell from 9.7 to 0.9 shots per game.

Locked 2026-09-05 (roster balance pass): ammunition loads for Ballistic weapons (F12, C3) · Overdrive for Energy weapons (F12) · Cannon arm range 12 → 10 · design goal: a heavy is not a mandatory choice; light frames with light weapons target 45–55% against heavy rosters at best-response aggression. After the pass the simulator reads the light roster at 42–44%, from 23%. A Courier with armor-piercing rounds is even with a Bastion in a duel.

Locked 2026-09-06 (heavy armor): Heavy chassis Armor 8 → 7, Durability 17 → 18 (C1). At Armor 8, a Rifle got Full damage one roll in six and the Autocannon never; the Bastion survived 86% of games. At Armor 7 it survives 75%. The light roster win rate did not change (register T6).

Historical locked decision, 2026-09-06 (hit rate, former rooftop rule): long range limits reach and adds no die (F1, F2) · the evasive die applies after a Boost or a move of 5 or more hexes, not 3 (F2). Before: 45% of ranged shots hit and 43% of firing activations hit nothing (register T27). The change alone took the light roster from 46% to 34% at best response, so with it: Cannon arm range 10 → 8, Light chassis Evasion 11 → 12, Medium chassis Evasion 9 → 10 (C1, C3). After: rifle 61% hits, light roster 44%, wipes 46%, Bastion survives 67%. The then-current rule made buildings roofs, let Jump legs climb two levels in a step, and let nobody climb three (TASK-030). TASK-092 supersedes those vertical clauses.

Locked 2026-09-09 (ranged Accuracy and vertical movement): the owner selected +2 printed Accuracy for all eight ranged weapons and left all melee profiles unchanged. H3 now prices every elevation level as movement in either direction, lets ordinary legs climb any affordable adjacent height, and lets working Jump legs ignore the elevation surcharge in either direction without gaining Heat. Drops no longer cause fall damage, Prone, or a forced end to movement. These decisions supersede the older rooftop and fall rules above for new games; existing saves retain their embedded legacy behavior. The prior balance study diagnosed candidate behavior under the old movement rules and does not validate this combined live ruleset (TASK-092).

Historical 2026-09-06 (weight and size in melee, superseded by current F11 where different, TASK-031): Nimble and Mass (F11.1) · Charge momentum dice cap at half Speed (F11.3) · a push needs Weight equal to or more than the target's, else a stagger (F11.3) · Grapple bonus by Weight difference (F11.5) · fall damage +1 per 15 Weight (H3). Fight order by Weight waits for the fight sequence.

Historical, superseded by I1 on 2026-09-08 (match map order, TASK-027): a fixed map order per season, opening on the most even map (I1). The simulator says a match that opens on Foundry hands game one to a light roster (68–78% at every bot setting) and that the sideboard absorbs it when Foundry comes later (the light roster's Foundry games in a best of three read 48–56%).

Locked, preliminary (review after terrain and zones are simulated): 32×20 board, round cap 7, four non-overlapping 7-hex zones on objective maps and none on Flat, with exact 180° map symmetry (H1, E1, H7; updated 2026-09-09). All melee and strike numbers (F11), except the adopted F11.1 target number.

Open: additional objective types (H7) · roster complexity, review after the part catalog (B8) · v2: geometric partial cover, class height against cover, multi-hex Heavy footprints (H9).

Placeholder numbers: every value in B and C, the band defaults in F4, the thresholds in F5 and F8, the stress table in G2, the scoring in I4. Tune them with pnpm sim batch.

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