GAME RULES 2.0 MERCS is designed with the idea that a miniatures combat game should look and feel, on a table, like real combat. It is logical in its associations and what it chooses to make important in combat. It places a on good, sound tactics. This is not a game where players sit back and shoot at each other from across the tabletop. Victory has everything to do with the choices you make on the table. Learn to think tactically. Suppress and move. Maintain squad discipline, but control the table. Create firing lanes, and punish those who move through them. Combat begins and ends with movement. Everyone can shoot; survivors know when to shoot and when to relocate. Each MegaCon plays extremely differently, having intrinsic strengths and weaknesses. Learn them, then create tactics and adapt in the flow of battle to take advantage of the MegaCon you play. If you learn to marry solid tactics with MegaCon strengths, you will become a formidable player in the world of MERCS.
WHAT YOU NEED To play any tabletop miniature game, players need stuff. With some games, lots, and lots, and lots of stuff. MERCS tries to limit the stuff players need. Players need some MERCS miniatures, reference cards, d10s, and the rules. From the beginning, MERCS was created so that players could pick it up and play it at any table with minimum investment. That does not mean we don’t like terrain, and counters, and books, and dice, and all that other cool stuff. On the contrary, we love miniature gaming and everything that goes along with it. MERCS can be played with 3D terrain as easily as it can be played on one of our 2D mats.
MINIATURES MERCS miniatures are dynamic, highly detailed, and award-winning. MERCS was originally, and will always be, detailed miniatures with a cool factor that is off the charts. Our miniatures come in a variety of poses, sizes, styles, and genders.
REFERENCE CARDS MERCS uses reference cards to provide players with stats and abilities for the MERCS they are using in a skirmish. The reference cards are used in all aspects of the game. Reference cards include: •
MERC stats
•
Movement
•
Rule reference
•
Range measurement
•
Keyword explanation
•
Templates
•
Modifier reference
The corporate trait card has a unique shape. Around the border of the card are four die-cut semi-circles. These circles are the same circumference as the 30mm bases on which all MERCS miniatures stand. These circles are used to measure the movement of the miniatures across the tabletop. For a comprehensive breakdown of the reference card, see page 26.
DICE MERCS miniatures are categorized as 28mm heroic scale miniatures. Any terrain compatible with this scale can be used without issue.
MERCS uses 10-sided dice, referred to as d10s. MERCS requires players to use one d10 per MERC. If players use MERCS dice, the 10 is represented by the MERCS helmet icon. If players use generic d10s, the 10 is represented by a zero in most cases.
Your FLGS (friendly local game store) probably carries MERCS already. If they don’t, tell them to. You can also find a plethora of cool MERCS goodness on our website www.megacongames.com.
CHOOSING YOUR TEAM A MERCS team includes five . Each faction has 10 distinct archetypes players choose from to create their team. Players select their MERCS team based on play style, terrain, opposing faction, and fun. There are no right answers, but there is one restriction. A team can field only one of any particular archetype. For example, a CCC player cannot take two Medics or two Incinerators. However, this is the only restriction, and there are no team requirements. Players can, for example, choose to not take a Leader.
In MERCS, success is always defined as rolling equal to or greater than the required target number.
COUNTERS Counters are used to track status effects. This rule book comes with a full sheet of counter tokens. These tokens have icons on them that represent various status effects.
Blood
Grenade
Bounding
Toxin
2 Blood
Move
Armor Failure
+2
Pinned
Action
Aim
+1
Burning
Attack
Load
Trap
Breach
Suppression
1 Credit
No Trap
Stun
Suppression Off
2 Credits
Tech
Smoke
Overwatch
Repulsor Tag
Trident
Frozen
Overwatch Off
Hack
Boosted, ETA, Hold, Act
WHAT YOU NEED
Counters are placed either on the play area or on the card of the MERC. For example, every blood a MERC suffers in damage is marked with a counter either next to the miniature in the playing area (and must be moved every time the MERC relocates), or on the MERC’s reference card.
PLAYING AREA The size of the MERCS tabletop can vary, but a 2’ x 3’ area or smaller is suggested. The size of the playing area dictates how quickly players get to the action and how violent the action can become. MERCS is a skirmish game intended to be played in a more confined area. If the area is too large, MERCS can take a long time to engage.
A MERCS playing area requires obstacles: buildings, bunkers, hills, and walls. MERCS weapons can fire the length of the playing area, which requires terrain to obscure line of sight and encourage clever tactical play. MERCS units represent special five-person security and reconnaissance teams suited to close-quarters combat.
Many of these terrain elements can be purchased from The Miniature Building Authority. Used with permission.
CREATING A COMPETITIVE TABLE Terrain placement should be based on the battlefield and should not give an advantage to a single player, unless the scenario requires it. That does not mean the play area should be symmetrical. Terrain placement relies on the first turn. It usually makes sense to place a large building or similar structure in the middle of the playing area, because MERCS will be able to fire on targets in line-of-sight, even on the first turn. MERCS waiting to be placed into the playing area should have options to be placed out of line-of-sight. There are several large-format playing areas pre-created on the MegaCon Games website. These files are free to and can be taken to a local printer to produce highly transportable, instant playing areas.
GOAL
The most straightforward way to play MERCS, and the easiest way to learn to play, is to setup a table and play a skirmish. Victory is achieved by eliminating all the opposing player’s MERCS. However, MERCS truly shines in scenario play and the campaign environment. There are several structured missions in this rulebook and on the MegaCon Games website: www.megacongames. com. The victory conditions for scenarios are myriad. The goal in these circumstances is usually highlighted within the scenario.
WHAT YOU NEED
The goal of MERCS is to win. However, the condition of victory isn’t necessarily as straightforward as killing every MERC on the opposing team.
GAME RULES MERCS rules are separated into two difficulty levels: basic and advanced. Players new to miniature gaming should read and play with the basic rules until play comes easily. Experienced players should have no trouble understanding any of the concepts in the basic rules and can incorporate advanced rules as they see fit.
WHAT’S NEW IN 2.0? There are numerous tweaks to the MERCS rules and some rules that have been altered drastically. New players can just dive into the rulebook. For returning players, we’ve listed the areas that have changed, briefly described the change, and provide a page number for quick reference.
REFERENCE CARDS
CCC Leader 0 7 3 2
CCC
Leader Kit Semi Auto
2 EMP
-
B
2
6 1
-
B
-
S
M
L
Attack & Move S
M
3 2
L
Throw 1; EMP; Template
Personal abilities
The reference cards are significantly different in appearance and function. They are the biggest and most important change in 2.0. See page 26.
Leadership: All of this team in short range, including this MERC, increase their dice rolls by 1. Lucky: This MERC may negate 1 attack dice roll against himself per skirmish. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. EMP: If a target is affected by an EMP grenade their armor is automatically broken. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 EMP Grenade after use.
2 5
CCC 2.0.indd 2
2
INITIATIVE MODIFIER CCC 12/15/15 2.0.indd 5:573PM
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The initiative modifier is s a new modification stat. It provides the players with more flexibility when planning and forces players to make important choices even in the first phase. See page 27.
MOVING WITHIN THE CARD
ER RATING
This represents a slight modification from the first edition rules. The change isn’t difficult to implement or understand, but it does allow the player more freedom in moving. See page 28.
In an attempt to streamline terminology between 2D and 3D terrain, the true measurement of elevation ratings has been altered. See page 44.
ER2
ER1
MOVING UP OR DOWN ELEVATION RATINGS The biggest change in the ER number is how MERCS move up and down terrain. The new rule is more limiting compared to the first edition. See page 33.
0 7 3 CCC CCC
lEaDEr
CCC FIRING 0 NUMBERS
DC4500
KIT
Leader
2
FLANK
Called the “Diamond Cutter” because of the
Semi Auto
First edition players will notice right away that the firing numbersdiamond-laced are all a bitroundsThis is anatimportant it expels 685 rounds 7 B S M percombat minute, the is To receive lower. The balance and the modifier system still feelL the same, but is DC4500 change. computer balanced and more deadly and games are a bit quicker. flank bonuses for an 2 2 6 programmed to auto-site 3 the attacker when connected to a attack, CCC Yellow need only Jacket MERC. A combination B S M L of be in a EMP 1 gas and liquid coolingside keeps theto the target. arc 2 B S M L DC4500-series assault rifle free of most The required melee battlefield problems. The DC4500 also takes component from the advantage of an above average magazine size 3 and computer-assisted stabilization. firstgyro edition has been M L removed. See page 41.
Kit
3
Semi Auto
B
2
S
Attack & Move B
S
M
EMP
2
6
2
1
L
KEYWORDS - 2 -
Throw 1; EMP; Template
2
Attack & Move
B
-
S
M
7 3
L
2
Throw 1; EMP; CCC 2 Template Leader
MERCS now uses keywords, which is important when referencing the cards. Any keyword associated with a card is explained in detail on that MERC’s page in 5 the MegaCon section. The concepts behind the keywords are not new to MERCS--only how those concepts are communicated to the player. See page 46.
Kit
Auto
5
aTTaCK & MovE
EMPSemi
This MERC may choose to attack and move in any order. This reduces his base movement by 1 and
If this attack is successful, the target’s
increases his firing number by 2. MERCS can normally only perform one thing during an activation.
armor is automatically broken. This attack
When a MERC chooses to use12:45:04 Attack & Move, 12/8/2015 PM then neither the move nor the attack are as effective as
cannot miss. It doesn’t have a firing
they could be if performed separately.
number because it doesn’t do damage. It
2
B
2
6
S
M
L
Attack & Move
3 2
only affects armor failure for anyone under
TEMPlaTE
MEDIUM RANGE
Each target caught within the Template diagram shown here receives the designated attack from this MERC. If any part of the template touches the inhabited area of a MERC, that MERC receives the attack. We have added an official term forThis thetemplate two card length is a circle 1 card in length. Center the circle over the distance. This range has a -1 modifier to attacks. grenade token placement. If the attacking MERC throws the grenade over half the length of his throw, then he will not be under the template of the attack. However, the throwing MERC may choose to target himself.
2.0.indd 2
EMP
1
the template.
B
Throw 1 MELEE COMBAT (ConsuMablE)
-
-
This MERC may use a grenade token
-
M
L
Throw 1; EMP;
Melee combat makes more sense now. Moving and attacking in melee is now standard Template within 1 card length. Discard 1 EMP practice, though a penalty is applied. See page 36. grenade after use. From the placement of the grenade token, measure out the template required by the grenade.
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SUPPRESSION AND OVERWATCH 60
S
These advanced combat maneuvers are treated a bit more realistically and have a built-in downtime limitation. See page 49.
11 CCC.indd 60
2 5
WHAT’S NEW IN 2.0
r
0
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CCC 2.0.indd 2
12/15/15
REFERENCE CARD MERCS uses a deck of reference cards to streamline squad makeup and for quick reference. The cards detail information about each member of a MERCS squad.
REFERENCE CARD REFERENCE COLUMN
CCC Leader 0
INITIATIVE MODIFIER
7
REACTION
3
COURAGE
2
MOVEMENT POINTS
3
BLOOD
2
ARMOR VALUE
2
ARMOR FAILURE
5
INTERACT
Personal abilities Leadership: All of this team in short range, including this MERC, increase their dice rolls by 1. Lucky: This MERC may negate 1 attack dice roll against himself per skirmish.
NAME FACTION KIT AREA
CCC
Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
Leader Kit
EQUIPMENT NAME
Semi Auto
2
KIT AREA RANGE
EMP
ATTACK
-
B
2
6 1
-
M
L
Attack & Move B
-
S
S
M
KEYWORDS
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12/15/15 5:57 PM
REFERENCE COLUMN
KEYWORD EXPLANATION
EMP: If a target is affected by an EMP grenade their armor is automatically broken. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 EMP Grenade after use.
L
Throw 1; EMP; Template
PERSONAL ABILITIES
CCC 2.0.indd 3
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0
All stats interact with each other often. The key to the speed of MERCS is the cards and how the information is ordered. From top to bottom, information in the reference column appears in the order it is used in a round. All information used in an attack can be found in the kit area. And finally, all keywords and personal abilities associated with that MERC are explained in moderate detail on the back 7 of the card.
INITIATIVE MODIFIER 0 0
The initiative modifier is used to modify the rolled initiative, up or down, up to the value in the icon. Initiative is covered in detail in the next chapter.
REACTION 7
In general, reaction represents the ability of the MERC to react to what is going on around him. Reaction, along with the initiative modifier, helps determine initiative order. Reaction breaks ties between multiple initiatives that have the same value. The higher 3 the reaction, the better the chance that MERC activates first.
7
3
Reaction is also used as the target number in melee combat. The higher the 2 reaction, the harder the MERC is to hit in melee combat.
2 3 3
COURAGE The courage stat is used when a MERC is under fire and must still act. Courage is very important when playing with advanced rules, such as suppression. The lower the courage, 0 the more willing the MERC is to act under the stress of combat.
3
2 Reminder: Any roll equal to or higher than the stat is a 7 success. So the lower the number, the more room there is to succeed at the ability check. Low firing numbers, 3 courage, repair, and armor failure are all preferable. 3
MOVEMENT POINTS 2 2
2 3
The number of movement points determines the number of cards the MERC may move.
3 0 7 3 2
PERSONAL ABILITIES
BLOOD 7 3 2 3
The number in the drop of blood is the number of damage needed to kill the MERC. When a MERC takes damage, it is marked with a counter near the miniature or on the card. 3the number of blood counters equals the number in the blood icon, the When2 MERC 3is dead.
KEYWORDS EXPLANATION
ARMOR VALUE
Below the personal abilities on the back of the card is the section that expands on any keywords related with a MERC’s kit. Keywords are linked to specific pieces of equipment. They do not represent “abilities” a MERC possesses. If a MERC is not using the particular piece of equipment associated with a keyword, then he does not have access to the keyword.
Armor value measures how well the MERC’s armor protects
2 him. The number is used with the attacker’s weapon strength to determine penetration and possible damage. The higher the 2 number, 3 the better the armor. 2 2 ARMOR FAILURE 5 2 2
After a successful attack, the MERC who was hit must check for armor failure. If the roll is equal to or higher than the number in the armor failure icon, the armor es. If the 5 armor fails, penalties are applied to the MERC.
0
2
INTERACT 5
5
Interact is a catchall stat. It is used as the repair stat when attempting to fix broken armor. It is used to disarm traps. It is used to interact with locations in scenario-based skirmishes. The lower the number, the greater chance for success.
7
3
KIT AREA
All information used in an attack can be found in the kit area: range, number of attacks, firing number, weapon strength, and any keywords. Keywords associated with a piece of equipment in the kit are explained in moderate detail on the back of the card.
2
C
eader
RANGE
0
B
S
M
L
2Leader 7
6 1
-
Kit B S M L ATTACK Semi Auto B Throw 1; EMP; Template
-
B
2 B
6
-
KEYWORDS S M L
2
-
2
7 3 2
2
S
M
2
L
Three icons are used in every piece of&equipment: Attack Move the number of dice used to check for success, the target number, and the weapon strength. If there is a dash next EMP B S M L 1 to the icon, it simply means that stat is not necessary for that piece of equipment. Throw 1; EMP;
2
der
3
0
3 2 2 5
If a piece of equipment has any special rules associated with it, those special rules have a keyword listed here. 12/15/15 Any keywords 5:57 are PM explained on the back of the card in moderate detail and in greater detail in S M L the MegaCon section of this book.
2.0.indd 2
2
Throw 1; EMP; Template
2 5
CORPORATE TRAITS
5
3 Template
Attack & Move
The movement card is very important both to playing MERCS and understanding the MegaCon a player is using. The card is used to measure and facilitate movement. Around the edge of the card are four semi-circles. The card surrounds the base of a miniature using the semi-circles and marks out commonly placed movement positions. A MERC doesn’t need to move to a semi-circle, however. He can move anywhere in the card for one movement point.
3
The range of an attack is indicated by the highlighted CCC letters next to the name of the piece of equipment. There are four possible Attack & Move ranges: base (B), short (S), medium (M), and long (L). If the range is highlighted red, the piece of equipment can be used in that range.
uto
MOVEMENT CARD
CORPORATE TRAITS The movement card for a MegaCon is also home to the corporate traits. These abilities are shared by each member of the MegaCon. Like personal abilities, the card explains these traits in moderate detail.
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REFERENCE CARD
2 2 3
Each MERC possesses personal abilities that are distinctive and make that MERC special. These personal abilities truly alter how each MERC faces the challenges of a skirmish. The back of the card lists two personal abilities associated with a particular MERC.
PHASES A game of MERCS occurs over several rounds. Each round includes three phases:
1 INITIATIVE PHASE 2 ACTION PHASE 3 REFRESH PHASE
Game Round: A game round, sometimes referred to simply as a round, includes three phases. Phase: Each phase has a specific structure that marks its beginning and end. Turn: A turn is the complete activation of a specific MERC. For penalties or bonuses that last multiple rounds, it is important to understand that the modifier lasts until the end of the activated MERCS turn.
1
INITIATIVE PHASE
MERCS has a dynamic initiative system. Initiative is rerolled for each miniature at the beginning of each game round. Initiative is the order in which the MERCS are activated in the action phase. Initiative is determined by selecting a miniature and rolling one d10. The result is assigned to the miniature by placing the d10 on the MERC reference card or next to the miniature. Players cannot roll their initiative die without first selecting the MERC it is being assigned to. Initiative is rerolled in the initiative phase at the beginning of every round.
MERCS 2.0 includes several new elements in the initiative phase, from how the dice are determined, to the new role the initiative modifier enables in changing initiative. It is important that players read and understand the new elements here.
PLAYING MERCS Your First Game details how to setup and play your first game of MERCS. It also discusses setting up the table for play. If you’ve never played, after you have read the rules, we suggest you start with the Your First Game.
PLACING MERCS The first thing players do in any game is roll a single d10 to determine setup order. As always, high result wins. Reroll any ties. MERCS are placed into the playing area in alternating order, beginning with the player who won the setup roll. There is only one restriction on MERC placement: the MERC must be placed within one card width of the play area’s edge, opposite the other player. MERCS placed must all be on the same edge as each other. The player with the highest roll places one MERC, then the other player, and so on until all MERCS have been placed. After placement, each player is allowed only one adjustment, starting with the player with the lowest setup roll. The adjustment cannot force another MERC to relocate and must follow all rules governing MERC placement. The adjustment move is not mandatory. After setup is complete, the initiative phase begins.
Place the d10 by the MERC reference card
Select a miniature and roll one d10
EXAMPLE
When asg the initiative result to the MERC, the result may be modified by the value of the initiative modifier. Initiatives may be altered up or down, up to the value of the initiative modifier. Players are not required to modify their initiative, nor are they required to use the entire value of the initiative modifier; it is a choice. 7 initiative can be modified in the initiative phase only. However,
0
Place the newly modified initiative next to the assigned MERC. Once the initiative result is changed and assigned, the initiative cannot be altered. 3 Players alternate rolling, modifying, and asg one die at a time. After one initiative is assigned, the other player rolls and assigns. This goes back and forth until all MERCS have been assigned an initiative.
2
In the initiative phase, both roll a d10 for each MERC. Orion starts with the Steward. He rolls a 3. He decides to modify it down to a 1. Meris begins with the Incinerator. She rolls a 5. She alters it to a 6. Orion selects the Sapper. He rolls an 8. The Sapper has no value in the initiative modifier spot so cannot modify his roll. It remains an 8. Meris selects the Sniper and rolls a 1. She chooses not to alter the Sniper’s roll although she could. Play proceeds with Orion and Meris rolling initiative back and forth until all MERCS have an initiative. Then, play proceeds to the action phase.
2
Initiative modified by +1.
The personal ability Be My Guest only works on those 5 initiatives that have been rolled before, so the MERCS with this PA should roll initiative late in the round if not last every time. Initiative is rolled, modified, and assigned one MERC at a time. Do not roll initiative in a pool of dice, and do not roll the next MERC’s initiative until the prior initiative is assigned. The final assigned initiative determines when the miniature activates in the action phase.
REACTION AND SIMULTANEOUS ACTIONS When two or more initiative rolls match, the reaction stat serves as a tie-breaker. The MERC with the higher reaction activates first. If there are multiple MERCS with the same initiative, compare and order their reaction stats. If all reactions are the same, the result is a simultaneous action. These actions make MERCS both unique and more realistic. During a simultaneous action, all MERCS involved activate at the same time.
PHASES
3
2
Orion and Meris have set up the table and are preparing for the first round. Orion is playing FCC House 4. He is bringing the Steward (2), Engineer (0), Heavy (0), Priest (1), and Sapper (0). Meris is playing CCC. She is bringing the Leader (0), Sniper (1), Incinerator (1), Medic (0), and Spotter (1).
2
ACTION PHASE
The action phase is the meat of the game, in which many things can happen. For each activated MERC, the player chooses one of three actions: move, act, or hold. Players do not decide what actions take place for all the MERCS, only the mini who is activated.
The devil is in the details. Where will you move? Will your movement provide you a strategic advantage? Will your movement take you away from your Leadership bonus? Will it weaken your position? How will your firing number be affected? Can you kill your target? Can you break his armor? Is there a way to get to and heal your teammate before he dies? How do I protect my flanks?
MERCS understands the movement template is not a full card length. We use the term here for convenience. A MERC begins his move in the larger half-circle located on the bottom of the card. The circles located on the sides and top are common movement locations. A MERC can move less than a card length by placing the MERC anywhere in the card, but this still costs one movement point. MERCS can move to any location underneath the card as long as the entire base is covered by the movement template.
During an activation, a MERC is allowed to perform one action: one move, one act, or one hold. There are several actions that blur the lines between moving and attacking, but it is still only one act.
Move: Moving is the act of repositioning a mini from one location to another. The move chapter explains how to move and how to deal with situations like line-of-sight and elevation. Act: Acting encomes several types of actions: combat actions, non-combat actions, many keywords, and advanced rules. Hold: The hold action means the MERC will not perform an action this round. He is sacrificing his action for a better opportunity during the next round’s initiative phase. MERCS may still snap2cover while performing a hold action. Like the initiative modifier, a hold action doesn’t need to be used completely (or at all). Furthermore, it can be used to raise or lower the initiative roll.
If a tape measure is used, each movement point equals four inches. Measure each movement point individually, making sure to adjust for cover. Players cannot move MERCS through terrain.
MOVE MERCS is about movement more than anything else. Sure combat is important, but achieving those really juicy low target numbers is about putting MERCS in advantageous positions. MERCS uses a movement template to navigate the tabletop. Movement is based around the cards, but the cards are no longer the only way to move MERCS. Players can now use any legal movement device or a simple tape measure. Measuring devices function like MERCS movement templates: movement points equal the same number of card lengths. MERCS can move the length of any number of cards up to the number in the movement point icon, which is referred to as a movement string. Snug the movement template up to the front base of the mini, then move the mini so the back of the mini snugs up to the top smaller half-circle of the template.
EXAMPLE Meris’ Incinerator has 1 movement point. She aligns the bottom semi-circle with the base of the Incinerator. She adjusts the template to the desired direction then moves the Incinerator miniature to the top semi-circle. She also adjusts the Incinerator’s angle to face slightly to the right, because she is allowed to adjust facing direction up to 90º with each movement point.
SNAP-TO-COVER If a MERC is within a base length (30mm) of cover, or anything considered cover, then that MERC can snap to that cover. Referred to as snap-to-cover, or snap2cover, the MERC quickly crosses the empty distance between his location and the cover for no cost. When cover is a matter of life and death, a trained MERC will find a way to get across that last few steps and achieve his or her goal. Snap-to-cover is a very fluid game mechanic. It does not constitute a move action, nor does it confer any movement modifier combined with an attack. As a rule, a MERC can snap2cover only once per movement string. However, some MERCS are the exception to this rule. A MERC can snap2cover before, in the middle of, or after any given movement or action, even hold.
At each movement point (MP) along the string, MERCS may adjust their facing direction up to 90°. This partial turn is allowed before or after each movement point, but not both. Any direction change greater than 90° requires the use of an additional MP. It is possible, during the course of a movement string, for those MERCS who have multiple MPs, to turn more than 90°. This is perfectly legal as long as the player splits the directional change over the course of the entire movement In fact, a MERC can remain stationary and turn 90° for a movement point.
MARKING THE BASES Consider marking the front-facing direction of your MERCS miniatures. The dynamic posing can sometimes lead to confusion.
For example, a MERC can snap around the corner of a building and fire upon a target downrange. But he could just as easily fire then snap around the corner out of line-of-sight. MERCS can drag themselves to cover if their armor has failed, because snap2cover is not defined as a move. However, the rules for snapping to cover still applies. So if the MERC has no cover, enemies, or allies nearby, then the MERC is stuck in no man’s land.
BACKPEDALING MERCS can move backward if they need to, but it is costly. Backpedaling one card length costs two movement points. Backpedaling refers to any move where the final location of the card is in the rear 180° arc.
ACTION
Players are not allowed to pre-measure a move. If a player moves and fails to reach his objective, he cannot retract the entire move. He can, however, arrange the last card, or movement point, to a different location as long as he hasn’t removed his hand from the MERC.
If a MERC snaps-to-cover and uses a 90°turn, the MERC is considered to have moved and at least one MP is used, even if the MERC remains in the same location. The 90°turn is available only if the player moves.
MOVEMENT IN 2D TERRAIN Let’s track the movement of three USCR figures: the Sniper (3 MP), Heavy (1 MP), and Medic (2 MP). Let’s move, fellas!
3 MP, 1 MP, and 2 MP.
Turning with the first MP and with the second MP creates a very different firing arc. This, movement. It would take a MERCS roughly three rounds to cross the entire battlefield. That MERCS would be alone and probably 1 MP,of2 course, MP, and is3 straight MP. dead, but he or she could do it. Things change dramatically if the figures move to a side-circle, or move horizontally as opposed to vertically.
It still takes 1 MP to move from the starting half-circle at the bottom of the card to a side-circle or anywhere else within the card. A MERCS can choose to not use all his or her MPs. It takes 1 MP to turn 180˚. MERCS can turn up to 90˚ and remain in place for 1 MP.
There are some rules with the cards that must be enforced. A player cannot move to a place he or she doesn’t have line-of-sight to. And, unless a personal ability allows it, a MERCS cannot move through terrain. These two rules prevent a player from laying the card through 2D or 3D terrain and moving to a circle they couldn’t have seen. A movement card can be placed over terrain, but players cannot “cut corners”. Both sides of the base must be visible from the original location. A player cannot move to a spot on the card that both sides of the starting spot cannot see.
The scenario…
…no, no, no…
…that’s better!
If you only need to move a small distance, you’ll use the snap2cover mechanic. If there is a piece of cover (MERCS are armored and are considered cover), then a moving MERCS can snap to it if their movement takes them within one miniature base.
. . .snap-to-cover.
ACTION
In this position, the Sniper can’t move to the right circle behind cover, because he would be moving through a building. But he can move to the center circle and if its within 1 base.
The Medic moves to heal the Heavy.
snapping to cover grants weak cover.
MOVEMENT IN 3D TERRAIN Using the cards in 3D terrain functions the same as a 2D play mat, except for one minor adjustment. You still can’t lay the card over terrain and move to a circle that is out of the model’s line-of-sight. However there are other difficulties handling the card in 3D terrain. In certain cases with 3D terrain, the card cannot be manipulated to provide a clean measurement. This tends to occur around corners or in tight hallways.
The terrain is too close together to allow the card to lay flat.
Turn the card on its side. There are two white indicators on each side that allow for measurement in tight situations.
The card is still used, but it is placed on its edge. At the top and bottom of the card are two white markers on each side that facilitate close-quarters movement with the cards. Set the card beside the figure base so the front of the base is lined up with the bottom marker. Then move the figure up so the back of the base lines up with the dash located in one of the side semi-circles. As always, the MERC can turn up to 90˚ and snap2cover.
Indicator
Indicator
To better understand movement, it is necessary to understand elevation, position, cover, and line-of-sight.
MOVING UP AND DOWN ELEVATION MERCS can move up and down terrain. Climbing into and out of elevated terrain is more complicated than merely moving a card length. If a MERC is able to ascend or descend an elevation, it requires the use of an entire movement point. Additionally, the MERC must be within base range of the elevation change.
JUDGING ELEVATION Ascending terrain must follow the rules for measuring elevation rating (ER). Place the card on its length edge and measure from one edge to the other. If the terrain is within this area, then the MERC can ascend or descend, but must use an entire movement point. One elevation rating is equal to 2.5 inches. On the new elevation, if the MERC can reach the next elevation, then he may as long as he has the MPs to perform the action. When a MERC moves up an elevation for one movement point, they are still able to adjust their facing up to 90˚ and snap2cover if able.
Any elevation outside this measurement, cannot be ascended to without assistance or a special personal ability.
LADDER MOVEMENT
IMMEDIATELY
If the terrain has a ladder, then the MERC can ascend to a level out of reach of climbing movement. However, it requires the entire activation of the MERC to use the ladder and reach his destination.
Anytime the word “immediately” is used in a rule, it means that the effect is resolved before anything else.
INVOLUNTARY MOVEMENT There are occasions where MERCS are forced to move against their will, such as repulsor tags and force weapons. When affected by anything that forces involuntary movement, the movement is resolved immediately. Involuntary movement applies to all MERCS.
Miniatures are pushed directly back, as close to opposite as possible, from the source of the effect. Suppression does not prevent involuntary movement. Overwatch, on the other hand, still applies if all overwatch conditions are met. Special circumstances may arise because the movement is not voluntary. In cases where a mini is being forced to move but cannot due to special status effects or terrain, then that MERC receives one damage and must make an armor failure check.
FALLING Falling is a special type of involuntary movement. A MERC can be forced over the edge of an elevation. When a MERC is forced to fall, he takes one blood damage for every elevation rating the MERC falls through, rounded up. The MERC must also make one armor failure check.
ACTION
In certain cases, where the ladder leads to an extremely high location, multiple rounds of activation should be required to navigate the ladder. This is determined by the players or defined by the scenario.
EXAMPLE A CCC Sniper is perched on the second floor of a building, picking off Texico targets left and right. The Texico Jaguar manages to ascend to the second level and attack the Sniper in melee. The Jaguar knocks the Sniper back one card length, forcing the Sniper to fall. The CCC player measures the height of the elevation using card widths, determines an elevation rating, and applies damage. In this case, the second floor is ER2. The fall is 1.5 card widths. The CCC Sniper takes two blood damage and makes one armor failure check.
If the falling MERC has the Tuck & Roll personal ability, the MERC takes no damage, nor is he required to make an armor failure check. If a MERC willingly chooses to take a swan dive off a balcony, it is still considered a fall. All rules apply.
TRAPS MERCS has two types of traps. The first is placed in the skirmish, can be seen, and can be avoided or disarmed. The second is related to the Texico corporate trait and cannot be seen. Unless stated otherwise, traps are removed from play after being activated.
PLACED TRAPS A placed trap stays in the skirmish after placement. It is placed like a grenade and has a template like a grenade. If there is a target in the trap template when placed, the trap activates and affects the target immediately. If there is no target in range, the trap is dormant and remains in the skirmish until it is disarmed or activated. These traps can be disarmed if a MERC is in short range of the placed token (or base range of the template), has LoS, and es an interact roll. If the disarm fails, the trap activates and does double damage to the MERC who failed the disarm attempt.
TEXICO TRAPS These traps cannot be seen or disarmed. A Texico is based around the Texico corporate trait Traps and activates relative to the bounding action rule. If a player does not bound against Texico, then he will never have to deal with this type of trap. If a player does bound, then before the movement begins he draws a token from the trap cup. If the token is not a trap, then he proceeds with his bound. If the token is a trap, the player rolls on the trap table and deals with the result. A Texico trap can be disarmed only after it has affected a MERC.
COMBAT MERCS is a tabletop skirmish game. That means combat. MERCS combat is streamlined: quick in action and quick in resolution. At the center of combat is the MERCS reference card. If a MERC reference card does not show a particular ability or weapon, then that MERC cannot perform that action.
MEDIUM RANGE Medium range is the length of two MERCS cards. If the target is within the second card’s length when the cards are laid end-to-end, then the target is considered to be in medium range. Shotguns and carbines are medium range weapons.
There are two types of combat in MERCS: melee and ranged. Simply put, anything not listed as a melee attack is considered to be a ranged attack.
MEASURING RANGE The range of an attack is indicated by the highlighted letters next to the name of the piece of equipment. There are four possible ranges: base (B), short (S), medium (M), and long (L). If the range is highlighted red, the piece of equipment can be used in that range. Many weapons have range restrictions. Make sure you understand what ranges work with a specific weapon before attacking. Range is measured from the closest point on the base of the attacking model to the closest point on the base of the target model.
LONG RANGE Any length over two cards is considered long range. There is no limit to the distance a long range weapon can fire, although many long range weapons have range restrictions in base and short range. Single shot weapons, semiauto, and full automatic weapons all excel at long range.
BASE RANGE Base range is the base width of a MERC. If the target is within the diameter of a base, the target is considered to be in base range. Several actions are eligible only in base range: melee combat, interacting with objects, medkits, repair kits, and enhancers.
SHORT RANGE
ACTION
Short range is the length of a MERC reference card. If the target is within a card length, but outside a base range, the target is considered to be in short range. Pistols and several types of grenades use short range.
MELEE COMBAT If an attacker is within base range of a target and has the melee keyword on a piece of equipment, he may engage in melee combat. Melee combat works differently than ranged combat, but the damage is calculated the same way.
Melee combat specialists have advantages that eliminate these penalties and oftentimes provide further bonuses. If the keyword language states that the MERC ignores melee attack movement penalties, the attack is not modified by the movement penalty.
EXAMPLE Most MERCS cannot participate in melee combat. In order to make a handto-hand attack, a MERC must have a piece of equipment in his kit with the melee keyword. The number after the melee keyword represents the skill of that MERC in melee combat. Even if the number is a zero, the MERC may attempt a melee combat attack.
MELEE COMBAT PROGRESSION 1. Roll attack dice. 2. Add the melee skill. 3. Adjust based off any modifiers. 4. Compare to target’s reaction. To initiate melee combat, roll a number of d10s associated with the attack and add the attacker’s melee stat. This stat is a modifier that increases the roll number. If the result is equal to or higher than the target’s reaction stat, then the attack is successful.
MELEE MODIFIERS When in melee combat, MERCS use the melee modifiers only. Ignore ranged combat modifiers. A complete table of melee modifiers are found on page 45. Successful melee attacks are treated exactly like successful ranged attacks when determining damage and armor failure: successful hits force armor checks and weapon strength is compared to armor value to determine damage.
MOVE & ATTACK Every MERC with a melee keyword may move and attack as a single act. However, the attack suffers a -3 penalty. If a MERC with a melee stat modifier moves into range and attacks in the same turn, he rolls his attack dice, adds his melee keyword value, and subtracts three from each roll. If the result is equal to or higher than the target’s reaction, then the target is hit. Every MERC with the Melee keyword can attack at the end of a move. They cannot attack then move. The penalty for attacking in melee combat at the end of a move is -3 to the attack roll. This is the same for all MERCS with the Melee keyword. However, some MERCS can ignore this penalty through personal abilities.
Kenny activates the KemVar Assassin, who is a powerful melee MERC. The Assassin rushes forward to attack Brian’s GCC Chief. The Assassin has 3 movement points and can easily reach the Chief. The Chief has a high reaction, so success isn’t assured. Kenny rolls a 5. Typically, there is a -3 penalty for attacking at the end of a move in melee combat, but the Assassin has the Charge personal ability, which allows the Assassin to attack after a move at no penalty. So the 5 Kenny rolled is not penalized. The Assassin has melee 3. Kenny adds 3 to the roll of 5 for a final hit value of 8. The target number for the Chief is his reaction of 6. The attack hits. In addition, Charge increases the weapon strength and the attack does 2 damage. The weapon strength for the attack is 3, which easily penetrates the Chief’s armor value of 1. The attack does 2 damage. The Chief has 1 blood left.
SPECIAL MELEE RULES Attackers can leave melee combat without penalty. But an attacker may not leave and reenter melee with the same target during the same activation. If it is not during the same activation, then entering melee with a previous target is legal. This is important in cases where a MERC may get a second activation in a round.
RANGED COMBAT Pistols, rifles, turrets, grenades, and lightning throwers are all forms of ranged combat. On the reference card, each of these weapons has specific information that explains how they work and, in some cases, shows visual cues to quickly determine what a template looks like for an attack.
LINE-OF-SIGHT: 2D & 3D The first thing to determine in ranged combat is line-of-sight. If an attacker does not have LoS to the target, then the attacker cannot fire. The capacity to attack a target in any way is directly related to the MERC’s ability to see the target. Line-of-sight extends 180° on each side of the MERC and is restricted by terrain and the MERC’s ability to “see” the target at eye level. An easy check to determine LoS is the target’s base. If the attacker can see any part of the target’s base, the attacker can hit that target. Likewise, if you can see the poor fool’s head peeking over a wall, then put one between his eyes.
Template Weapons Template weapons are special. When attacking with a template weapon, if a target is behind another mini or minis, so that the target cannot be “seen” but can still be targeted, the target receives the strong cover bonus. If a target, friend or foe, has any portion of his base in the template, then he receives the attack. Attack dice are not split, or shared, in a template attack, unless stated explicitly in the language of the attack. Each target receives the full attack dice. Any MERC at armor value 0 hit by a template attack takes double damage. For more information, see page 53.
SAVE THE DEBATE FOR LATER MERCS games are heavy on action. Any debate on the validity of a target should be decided in favor of action; even if that action results in you firing on an obstructed target. You can’t change the target after discovering it is out of your line-of-sight. Likewise, if a rule is unclear during a game: scan the rulebook, make a quick educated decision, table the debate for the duration of the encounter, stick with the decision for the entirety of the combat, and then look up the rule and return to the discussion after the game has finished.
INHABITED AREA MERCS miniatures offer dynamic posing, and in many cases the miniature has parts extending from the base. MERCS exist in a virtual cylinder the circumference of the base and rising to about 1.5”. This is the targetable area of a MERCS. Likewise, if a MERC is squatted and hidden behind a wall, the targetable area is still the cylinder that represents the mini’s standing area.
“He does NOT have line-of-sight!!!” Line-of-sight is trickier with 2D terrain, because you can “see” all targets. It is important to judge each situation based on an understanding that flat structures, the art on the mat or card, have form. The biggest difficulty with 2D terrain and LoS is elevation. The MERCS system uses an elevation rating (ER) for anything that can be considered cover. The elevation rating is a number that represents the height or depth of a terrain feature. When firing over a 2D obstacle, refer to the ER number. If there is no ER number, players must assign one. Regardless of whether the elevation change is up or down, the ER number present is assigned based on the actual change in elevation.
COMBAT
The methods for checking LoS are the same for both 2D and 3D: 2D leaves a bit more room for interpretation and therefore requires more discussions. Playing in a 2D environment requires the players to work with abstracted ideas of cover more. Regardless, always err on the side of carnage.
FIRING NUMBER
ELEVATION RATING The elevation rating number is based on a scale: each ER number (except for ER0) equals eight feet of real world height. The ER between 2D elevation and 3D elevation are the same, in of moving, LoS, and cover. All MERCS fall into the ER1 category. If the elevation rating is greater than or equal to the MERC ER number, then the target cannot be seen or targeted (except in special circumstances with certain MegaCons). If players are using 3D terrain, treat terrain and cover as it appears. If an attacker can see the inhabited space of the target, he can attack. Elevation
Height
ER0
0”
After a player determines the modified FN, he rolls the attack dice pool. Each rolled d10 that is equal to or higher than the modified FN is considered a hit. Any rolled d10 lower than the FN is a miss.
Cover No Cover
ER0.5
0” - 1.5”
Weak Cover
ER1
1.5” - 2.5”
Strong Cover
ER2
2.5” - 5”
Strong Cover
ER3
5” - 7.5”
Strong Cover
On MERCS 2D terrain maps, some ER terrain is surrounded with a red outline. Opponents can see over this terrain, which provides weak cover.
ATTACK Three icons appear below the weapon name on the MERCS reference card for every piece of equipment: the number of dice used to check for success, the target number, and the weapon strength. A dash next to the icon indicates the stat is not necessary for that piece of equipment.
READING THE DICE POOL The first icon is the dice pool, which determines the number of attacks a MERC rolls.
CCC
Leader EQUIPMENT NAME
RANGE
Kit Semi Auto
2
B
2
6
EMP DICE POOL
1
FIRING NUMBER
S
M
L
Attack & Move B
WEAPON STRENGTH
S
M
KEYWORDS
L
1; against EMP; one One attack equals 1d10 roll. If a MERC is allowed Throw three attacks target, then the MERC rolls 3d10 versus one targetTemplate of his choice in LoS. If the MERC can target multiple foes, then he rolls his full attack dice pool for each target. Multiple attacks cannot be split unless stated otherwise on the card.
-
-
-
Template weapons are area-of-effect weapons. They affect all targets under the template, friend or foe. Each target under a template receives the full dice pool of the attack, although the firing number may be different depending on modifiers. More information on template weapons and their type and shape, can be found on page 53.
CCC 2.0.indd 2
The second icon in the attack area is a weapon’s firing number (FN). Firing numbers are based on the weapon type. All ranged combat starts with this number, then is changed by a modifier. A modifier changes the base firing number for the better or worse, depending upon personal abilities, movement, elevation, cover, range, and position. A complete list of modifiers is detailed on page 45. There is no limit to the number of modifiers that may affect a firing number.
If the modified FN is greater than 10, the MERC cannot hit his target; no roll is necessary. If the modified FN is 1 (or lower), the attack cannot miss.
0
0
All values equal to or higher than the target number are a success. When learning MERCS, slow down, and pay attention to what affects an7FN, and take the time to apply the modifiers correctly. Beginners often forget or leave out important modifiers. Start at the top of the FN modifier table, and work down one group at a time.
7
WEAPON STRENGTH VS. 3 ARMOR VALUE
3 0
The third icon in the attack area is weapon strength. To determine if a 2 7 successful hit hurts the target, the attacking MERC compares his weapon strength to the target’s armor value. Armor value is the number in the shield icon located in the reference column. If the attacker’s weapon strength meets or exceeds the target’s armor value, then the target takes blood3 3 damage equal to the number of successful d10s that hit.
2
3
Weapon strength ranges from one to four. Armor values range from zero to four.
2
Weapon strength is NOT the weapon’s damage. The amount of damage, or blood, is NOT based on the difference between the weapon 2 strength and the armor value. The amount of damage done in an attack 3 is based on the total number of successful attack dice that hit.
2
2
Very few weapons can outright kill a MERC. There is a lot of technology in that armor that keeps a MERC alive. 2 5
ARMOR FAILURE
5
If a MERC is hit, regardless of whether or not the MERC receives damage, he must make an armor failure check for each successful d10. The armor failure stat is located near the bottom of the reference column.
2
5
12/15/15 5:57 PM
BLOOD Blood is the unit of measurement that determines the amount of life left in a MERC. The number value in the drop icon is the amount of damage a MERC can take before he is killed. Players can track blood with counters on the MERC’s reference card or next to the model on the table top.
KEYWORDS If a piece of equipment has any special rules associated with it, then a keyword is listed next to the attack icons. Any keywords are explained on the back of the card in moderate detail and in greater detail in the MegaCon section of this book. See page 46.
HOLD The hold action means the MERC will not perform an action this round. He is sacrificing his action for a better opportunity during the next round’s initiative phase.
If the target hit rolls equal to or higher than his armor failure value, he is safe, and nothing else happens. If the target fails any of his armor failure checks, then the target’s armor is broken. He receives a broken armor status effect token. While the target’s armor is broken, he suffers from the following penalties until repaired: 1. The MERC moves at -2 movement points.
Performing a hold action allows the MERC to add or subtract two to his existing initiative modifier. The initiative modifier can be used to raise or lower the initiative roll and can be used partially, completely, or not at all.
EXAMPLE Orion puts his Sapper on hold this round. In the next round, the Sapper adds 2 to his initiative modifier of 0. The Sapper can modify his initiative by -2, -1, 0, +1, or +2.
2. The armor value of the MERC is reduced by 1. 3. Several MegaCons lose one or more of their corporate abilities, because they are linked to functional armor. Armor failures do not stack. If a target fails multiple attacks, the penalties apply only once. Furthermore, the reduction of armor occurs after the current attack is finished; it is not applied to the current attack. If the armor is repaired through a repair kit or an interact roll, then the armor reverts to its fully functional state (unless stated otherwise by a status effect).
EXAMPLE Orion’s House 4 Engineer has line-of-sight on Meris’ CCC Leader. The Engineer has 2d10 attack dice. His firing number starts at 6. The CCC Leader is at long range. The Leader is in weak cover for a -1 penalty to attack roll. There are no elevation or positional modifiers in play for this attack.
The Engineer’s semi-auto has a weapon strength of 2. The Leader’s armor value is 2. The weapon strength meets or exceeds the armor value so the CCC Leader takes damage. He was hit with one d10, so takes 1 damage. The CCC Leader also needs to make an armor failure check. CCC armor is very reliable and can fail only on 1. Meris rolls a 4. She survives and swears revenge upon the Engineer.
COMBAT
Orion rolls his 2d10. The results are 6 and 7. The Leader’s weak cover makes the final values 5 and 6. The 6 meets the required firing number, so this is a hit. The 5 misses.
MODIFIERS Unless stated otherwise, modifiers adjust the d10 roll. Every type of check in MERCS functions the same way: 1. Roll d10 dice pool. 2. Apply modifiers. 3. Compare to target number. The previous chapter explained the dice pool and comparing the numbers. This chapter describes all the modifiers. Numerous categories modify combat: • Range • Positional • Cover • Movement • Keyword
RANGE There are four weapon ranges: base, short, medium, and long. Range modifies firing numbers, weapon strength, and weapon utility. Except for base range, range is measured in full card lengths.
Name Range
Ranged Combat Modifier
Melee Combat Modifier
Base
+2
-
Short
+2
-
Medium
+1
-
-
-
Long
B
S
M
L
Base. One base length. Attacking with a ranged attack in base range increases the attack roll by two.
B
S
M
L
Medium. Two card lengths. Attacking in medium range increases the attack roll by one.
B
S
M
L
Short. One card length. Attacking in short range increases the attack roll by two.
B
S
M
L
Long. Anything longer than two card lengths is long range.
POSITIONAL Positional modifiers are determined by the position of the attacker in relation to the target. There are two types of bonuses associated with position: location and elevation.
FRONT
LOCATION When determining position, players need to refer to their models’ front and rear arcs marked on the base. There is one front arc, two flanks, and one rear arc.
FLANK
• Flank. A flank attack is made from one of the two side arcs. Flank attack bonuses are provided to attackers at range or in melee, to targets in cover or not. A flank attack increases the attack roll by one AND increases the weapon strength of any weapon used by one.
FLANK
REAR
• Rear: Attacking from behind, or the rear arc, is the strongest positional modifier in the game. The attacker is behind the target. Rear attack bonuses are provided to attackers at range or in melee, against targets in cover or not. A rear attack increases the attack roll by two AND increases the weapon strength of the weapon used by two. Name Position
Ranged Combat Modifier
Melee Combat Modifier
Flank
+1, +1 Wpn Str
+1, +1 Wpn Str
Rear
+2, +2 Wpn Str
+2, +2 Wpn Str
Front
Flank
Rear
MODIFIERS
If an attacker is in both the front and flank arcs of the target, use the flank arc. If an attacker is in both the flank and rear arcs of the target, use the rear arc. Err on the side of carnage.
EXAMPLE The USCR Heavy is in both the front and the flank arc on the ISS Wavefinder. The Heavy receives the flank attack bonus modifiers: +1 to attack roll and +1 weapon strength.
ELEVATION Elevated terrain, be it natural or man-made, modifies the firing number. Attackers firing from an elevated position, or high ground, have an easier time hitting targets. Conversely, drawing fire on a target from an inferior, depressed position increases the difficulty of the shot. Elevation is measured by using any MERCS reference card. Determine the elevation by placing a card on its side and measuring the attacker’s base height in relation to the target’s base height. If the distance is greater than the width of the card, then the attacker is on higher ground than the target.
Attacker
Attacker
• Low Ground: If the attacker is at least one elevation lower than the target, then the attacker is on low ground. The low ground modifier decreases the attack roll by one.
• High Ground: If the attacker is at least one elevation higher than the target, then the attacker is on high ground. The high ground modifier increases the attack roll by one.
Elevation is determined by the attacker’s position in relation to the target. If both the attacker and the target are elevated equally, then no bonus is provided. Being elevated in relation to the ground doesn’t matter. If the attacker is two card widths higher than the target, he receives the high ground modifier once.
EXAMPLE The USCR Sniper is targeting the ISS Wavefinder who is located on a shipping container near a building. The Sniper measures the elevation in relation to both of their bases. The Wavefinder is just barely high enough to qualify for the next elevation. The Sniper is firing from low ground.
Name Position
Ranged Combat Modifier
Melee Combat Modifier
Low Ground (Attacker)
-1
-1
High Ground (Attacker)
+1
+1
COVER Cover is defined as anything that provides an obstructed view of a target. In game , anything that obscures the line-of-sight to the target is considered cover. Walls, earth, cars, rubble, barrels, bunkers, and other MERCS are all considered cover. There are three levels of cover: strong, weak, and no cover. • Strong Cover: The target is completely covered but can still be fired upon. Strong cover is used in special cases. Certain MegaCons have special abilities that allow for the strong cover modifier. Strong cover is used in cases where a template attack can hit a target that is completely covered. Strong cover decreases the attack roll by three. • Weak Cover: Any cover that is not strong is considered weak. Weak cover includes anything from a target barely visible to a target barely behind something. It decreases the attack roll by one. • No Cover: If the attacker has an unobstructed view to the target, then that target is in the open. Targets without cover are easier to hit. No cover increases the attack roll by one. If a MERC is behind a waist-high wall and a corner so that only a portion of his helmet is visible, as long as the helmet is within the inhabited area of the miniature, then that MERC is targetable and receives weak cover.
Name Cover
Ranged Combat Modifier
Melee Combat Modifier
No Cover
+1
+1
Weak Cover
-1
-1
Strong Cover
-3
-
TEMPLATE ATTACKS AND STRONG COVER When attacking with a template weapon, if a target is behind another mini or minis, so that the target cannot be “seen” but can still be targeted, the target receives the strong cover bonus.
No Cover
No Cover Strong Cover
The ISS Wavefinder is behind two teammates. Because she isn’t in “true” LoS, she receives Strong Cover bonuses in cases where the attack comes from a template attack.
CAPTURING COVER
If the MERCS are fighting over the same piece of cover, until one of the MERCS moves within base range of the cover, it continues to provide bonuses to both MERCS. If the attacker is in base range of the cover and the target is not, then that target does not receive the cover bonus. If two MERCS are fighting each other over the same piece of cover and they are both within base range of the cover, then the cover does not provide bonuses for either of the MERCS.
EXAMPLE Both the Sefadu Medic and the ISS Wavefinder receive the weak cover bonus provided by a half-wall. On his next turn, the Medic moves to the wall and fires. The ISS Wavefinder does not receive weak cover bonuses for the half-wall any more. If on the Wavefinder’s next turn she also moves to the half-wall, then neither the Sefadu Medic nor the ISS Wavefinder get cover bonuses.
MODIFIERS
Cover is determined to provide bonuses to a MERC as long as that cover is not “captured” by an attacker. In cases where there is cover at a distance between an attacker and target, the target receives the cover bonus as long as the attacker hasn’t captured, or moved within a base of, that cover.
ELEVATION AND COVER In many cases, elevation changes provide cover. After all, looking up at a target obscures the target. If the attacker has LoS to the target at a higher elevation, then that target receives a blanket cover bonus in addition to the elevation modifier. The table below summarizes the cover bonus based on total elevation distance. A
Neither MERC would receive cover in this situation though elevation bonus/ penalties would apply. C
The ISS Wavefinder receives cover, because the edge of the building obscures the target. The lower USCR Sniper does not, because the the edge of the building is “captured” by the ISS Wavefinder.
MOVEMENT
B
Much like example A, neither MERC would receive cover in this situation though elevation bonus/penalties would apply. D
Both MERCS would receive cover in this situation and elevation bonus/ penalties would apply.
Elevation
Height
ER0
0”
ER0.5
0” - 1.5”
Weak Cover
ER1
1.5” - 2.5”
Strong Cover
ER2
2.5” - 5”
Strong Cover
ER3
5” - 7.5”
Strong Cover
Cover No Cover
KEYWORD
Moving modifiers are situational and appear in several different types of combat situations. Moving modifiers are applied if the attacker or defender is moving. Unlike many other categories, several movement modifiers can be in play at one time, and they do stack.
Several keywords apply modifiers to an attacker’s dice roll. Keywords are covered in greater detail in the MegaCon section and on the back of the card. The two most common keyword modifiers are Attack & Move and attacking in Melee after a move.
SIMULTANEOUS ACTION
ATTACK & MOVE
In cases where there is a simultaneous action or an attack that has the immediately phrasing, there is a chance the target is in the middle of a movement string. In these cases, the target is moving. The attacker receives a -1 penalty to the attack roll.
There is a penalty for attacking if the attacker is moving. When using the Attack & Move keyword, the smaller the weapon, the lower the penalty.
COURAGE If a MERC fails his courage check, either by the suppression advanced rule or by the fire status effect, the attacker is hesitant. The MERC is bothered and not completely focused on the attack. If the MERC is attacking, a failed courage check penalty of -2 is applied to the attack d10 roll.
Weapon Type
Attack Penalty
Move Penalty
Pistol
-1
-
Machine Pistol
-1
-1 MP
Shotgun
-2
-1 MP
Carbine
-2
-
Semi-Auto
-2
-1 MP
MELEE Every MERC with the Melee keyword can attack at the end of a move. They cannot attack then move. The penalty for attacking in melee combat at the end of a move is -3 to the attack roll. This is the same for all MERCS with the Melee keyword. However, some MERCS can ignore this penalty through personal abilities.
PERSONAL ABILITIES
CORPORATE TRAITS
There are several modifiers within the various MegaCon personal abilities. They are not listed in this section, but are detailed in the MegaCon section and on the back of reference cards. Personal abilities may modify the d10 roll or the target number
The same holds true for corporate traits. Several MegaCons receive ive bonuses to target numbers or attack rolls based on certain conditions. These rules can be found in the MegaCon section and on the movement cards.
MODIFIER TABLE Name
Ranged Combat Modifier
Melee Combat Modifier
Base
+2
-
Short
+2
-
Medium
+1
-
-
-
Flank
+1, +1 Wpn Str
+1, +1 Wpn Str
Rear
Range
Long
Position
+2, +2 Wpn Str
+2, +2 Wpn Str
Low Ground (Attacker)
-1
-1
High Ground (Attacker)
+1
+1
+1
-
Weak Cover
-1
-1
Strong Cover
-3
-
Simultaneous Action
-1
-1
Stealth
-1
-1
Courage (Failed)
-2
-2
Varies
-3
Set
+1
-
Aim
+2
-
-
Varies
Targeting
+2 (Aim)
-
Adrenaline
+2
+2
Cover No Cover
Movement
Attack & Move
Melee
Smoke
-2
-2
Cover
-1 (Weak Cover)
-1 (Weak Cover)
+2
-
-1 Per Token
-1 Per Token
Hack
-1 (For Hacked MERC)
-1 (For Hacked MERC)
Punch
+2 (For Targets in Weak Cover)
-
-2 (Long Range)
-
ETA Frozen
Sharpshooter
MODIFIERS
Keyword
KEYWORDS ACT 2
CLOSED SYSTEM
If the Breach action is successful, this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1.
This MERC ignores the blind and toxin status effects. In addition, the firing number penalties from the smoke status effect are ignored.
ACT & MOVE
This MERC is considered to be in weak cover and cannot be flanked.
This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
EMP If a target is affected by an EMP grenade, his armor is automatically broken.
ADRENALINE 2 If a MERC is under the effect of adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and attack roll increased by 2.
AIM This MERC may wait 1 round for his action to increase the attack roll by 2 for his next attack.
ASSIMILATE After an EIC team member kills an enemy MERC, place a tech token where the dead MERC fell. This MERC must move within short range and a repair check to assimilate the tech. For each tech assimilated, each team member gains the next level of bonuses in addition to previous bonuses. TECHS ASSIMILATED 1 2
COVER
STAT MODIFIED ARMOR FAILURE BLOOD
EFFECTS -2 +1
ATTACK & MOVE This MERC may choose to Attack & Move in any order. This decreases his movement and decreases the attack roll. Modifiers are based on the weapon type.
BOOSTED 2 (CONSUMABLE) This MERC may use an enhancer to grant adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
BREACH (CONSUMABLE) This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width, it is considered a success. Discard 1 breach after use.
BREAK If this attack is successful, the target’s armor is broken. The target’s armor value is permanently reduced by 1, even if the armor is repaired.
ETA When this MERC attacks a target tagged by the Leader’s spear, the ETA effect increases the attack roll by 2.
EXPLOSIVE When this MERC is killed, roll an armor failure check. If the result is a failure, each MERC in short range suffers 1 blood.
FLIGHT This MERC may elevate or descend 2 card lengths for 1 MP. If this MERC lands, he must load before using this ability again.
FORCE 1 Successful attacks from this weapon knock the target back 1 card length.
FROZEN 3 If this attack is successful, the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decrease his attack roll by 1.
HACK When this MERC performs a successful melee attack with this weapon, he also rolls a interact check to hack into the target system. If successful, this MERC’s team gains LoS through the hacked MERC, and the hacked MERC decreases all attack rolls by 1.
HEAL 2 (CONSUMABLE) This MERC may use a medkit to restore 2 blood to 1 MERC within base range as his action this round. Discard 1 medkit after use.
KINETIC PULSE This weapon’s attack varies based on the amount of movement points this MERC spends before attacking a target this round. Refer to the table below to see additional attack information.
BURNING 2 If this attack is successful, the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds.
STATUS EFFECT 0-1
-2
0
NONE
2-3
-5
1
FORCE 1
LAUNCH CODES
SHARPSHOOTER
If this MERC is within 2 cards of the Observer’s chosen target or area, and the Daimyo is still alive and has the nuke, this MERC may use the sat-imager to fire the nuke.
This MERC may attack targets at long range with this weapon, but he decreases his attack roll by 2.
This MERC must wait 1 round after firing this weapon before it can be fired again. Weapons with the Load keyword begin the skirmish loaded.
LOS Targets in line-of-sight of a MERC suffering from hack can be seen by the opposing team’s MERCS.
M This MERC provides the assimilate bonus to each MERC including himself. If this MERC dies, all bonuses from assimilate are lost immediately.
MELEE # This MERC increases this weapon’s melee attack dice roll by the number following the keyword.
MODE This MERC may use a different ammo type when firing this weapon. This ammo type can be used even if this weapon is currently using load.
NUKE This attack requires two other team : Pathfinder and Observer. If this weapon targets a figure, which is not required, the initial weapon strength is increased by 1 and the target suffers 2 blood. All other MERCS within the template suffer 1 blood.
OVERPOWER
SKILLED When attacking, this MERC may choose to attack 2 separate targets once or 1 target twice.
SMOKE 2 Place a smoke token at the targeted location. If the smoke token blocks LoS between MERCS, the attacking MERC decreases his attack roll by 2. In addition, MERCS within the area of effect have reaction increased by 2. This effect lasts 2 rounds.
STUN 2 Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is educed only when a MERC would activate during a round.
SWEEP This MERC may move the template from this attack’s starting position 90° in any direction, hitting all targets ed through.
TARGET ACQUISITION If this MERC has LoS to a target or area, and the Observer is in place, he allows the Daimyo to use his nuke.
TARGETING This MERC may grant aim (increase the attack roll by 2) to 1 team member in short range as his action this round.
TEMPLATE Each target caught within the template diagram receives all attacks.
If this MERC’s ranged attack is successful, he may immediately perform a melee attack on 1 target in base range.
THROW # (CONSUMABLE)
PENETRATE 2
This MERC places a grenade token within a number of card lengths equal to the number following the keyword. Discard 1 grenade after use.
If this attack is successful, the target’s armor failure roll is decreased by 2 for this attack only.
TOXIN 2
PINNED
If this attack is successful, place a grenade token in the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the refresh phase.
If this attack is successful, the target is unable to move until a repair check is ed.
PUNCH
TRAP
The attack roll is increased by 2 against targets in weak cover.
This trap stays in play until disarmed. Enemies moving within 1 card length of this token have their movement points reduced by 1 and suffer 2 blood.
REPAIR (CONSUMABLE)
TRAP (TRIDENT)
This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
The Heavy may target a thrown trident to increase the initial weapon strength to 4. It continues to arc until the weapon strength is 1. If the trident is attached to a target, the initial target suffers 2 blood.
RESOURCEFUL This MERC is not required to roll when interacting with objectives, and the interaction takes 1 round less.
SET & RIP This MERC may wait 1 round as his action to increase his attack roll by 1 until he moves again.
TRAPS # This MERC may decrease his trap roll by the number after the keyword when required to roll on the trap table.
UNIVERSAL 1 This weapon may be used as a melee weapon.
1
-
1
ACMS
LOAD
ADVANCED RULES Advanced rules should be added only after players feel comfortable with the basic rules. Advanced rules add complexity to the skirmish. There are three advanced rules: bounding, overwatch, and suppression.
BOUNDING Bounding is the act of attaching a MERC’s movement to a later teammate’s action. The MERC being bounded to is called the bound action. Any, and all, MERCS bounding with the bound action are referred to as the bound reaction. Bounding is a movement based Advanced Combat Maneuvers or (ACM). Bounding constitutes a move only; the bound reaction cannot be combined with any other activity. The bound action must be a MERC on the same team; players can never bound to an opponent. On the table, bounding allows MERCS to move quickly across the table and act as a cohesive unit. The bound reactions are granted one additional movement point. The bound action can choose almost any action to initiate the bound. However, it MUST be an action that happens at the time. Bounding, overwatch, and suppression cannot be used to initiate a bound reaction. Nor can a bound action choose the hold action. The true value in bounding isn’t the extra MP as much as the ability to further manipulate an initiative result. Moving further seems like a pretty fantastic boon. More often than not, players do not move their full potential. However, bounding allows players to delay a MERC’s activation until later in the round. A player can react to an unexpected move by an opponent by bounding later in the round or together in a calculated group move. The USCR Heavy elects to Bound with the USCR Sniper. The counter is laid upon the dice, indicating that he is postponing his initiative until his bounded target has completed his move.
The USCR Sniper is the Bounded target, and makes his move first.
Any abilities—personal or corporate—that use the term “bound friendly” can be used with the bound ACM. If the bound friendly moniker is not present, then the ability cannot be used with bounding.
If multiple MERCS are bounding to the same bound action, they activate in the order of their original initiative. To track bounding, use counters or colored tokens. Place the bound reaction counter next to the MERC(S) who are bounding, then place another counter near the MERC being bound to the bound action. To keep track of multiple MERCS bounding, reference cards for those bounding reaction can be placed underneath the bound action’s card.
EXAMPLE Meris’ Incinerator has an initiative of 6. The Incinerator is slow. She has only 1 movement point. Meris declares on the Incinerator’s turn that she will bound with the Sniper. The Sniper has an initiative of 1. Meris slides the Incinerator card underneath the Sniper card and puts a bounding token next to the Incinerator. On initiative 1, the Sniper activates. The Sniper elects to move. After the Sniper has moved, the Incinerator gets to activate and move with 2 movement points, 1 from her standard movement and 1 from the bounding.
CHAIN OF OCCURRENCE There is a very specific order in which suppression and overwatch interact with standard actions in the basic rules, which is called the chain of occurrence. This order dictates which advanced rule has precedence over another in the skirmish. The chain of occurrence is:
1 SUPPRESSION 2 OVERWATCH 3 ACTION • Suppression versus Suppression: MERCS cannot suppress a suppression attempt. This is a non-occurrence. • Suppression versus Overwatch: Suppression happens before overwatch and, if successful, applies penalties to the overwatch. • Overwatch versus Overwatch: Overwatch can trigger an overwatch, but only once.
If the initial overwatch triggers an overwatch, the original overwatch does not get to trigger against the reacting overwatch. Overwatch does not bounce back and forth. • Overwatch versus Suppression: MERCS on overwatch do not get an attack of opportunity against a MERC suppressing. This is a non-occurrence.
OVERWATCH As the only damaging advanced rule, overwatch is fundamentally important to master if a player hopes to compete in tournaments. Overwatch is the act of firing for damage on any target that is attempting to perform an action in line-of-sight. It does not prevent the target’s action, even if the target is killed.
OVERWATCH CHECKLIST 1. Line-of-sight 2. Using an action, or spending a MP
A MERC on overwatch must shoot. He cannot choose to wait for a specific target. Furthermore, overwatch is not an unending series of attacks. The MERC on overwatch activates and fires at the first target to trigger the overwatch, then does not activate for the next eligible target. It is a one-on/one-off action. If another target triggers overwatch, then the MERC attacks again. MERCS on overwatch attack a target performing an action or using an MP in line-of-sight (180° front arc). It doesn’t matter what the action is: using a medkit, throwing a grenade, repairing armor, setting, even performing a non-combat action in a scenario. The following actions won’t trigger an overwatch attack: • Hold
• Snap-to-cover
• Suppression
• Aiming
• ive abilities
Heavy weapons are designed for maximum effectiveness when used with the overwatch ACM. Just like a normal template attack, where every target under the template receives the attack, each time the overwatch is triggered, every target within the template receives the attack. Very quickly, the dice add up and the percentages tip in favor of the heavy weapon doing a lot of damage to multiple targets. Grenades and melee combat cannot be used for overwatch. Likewise, any weapon that has a load penalty occurring over two turns cannot be used to overwatch. Long range kill weapons with single turn load penalties CAN be used on overwatch, because overwatch is a one-on/ one-off action.
ACMS
Overwatch happens at the same time as the action. The results should be treated like simultaneous action results in of how the original action and overwatch occur. Overwatch carries over from initiative to initiative. Any visible actions that take place after the overwatch is declared until the MERC activates again will bring the pain.
SUPPRESSION The act of keeping targets under fire, unable to act, is suppression. Suppression doesn’t cause damage to targets; it forces targets to make a courage check to act without penalty. It makes a target’s action more difficult to perform optimally. If the target fails his courage check, then a -2 penalty is applied to all d10 rolls AND the target’s MP is reduced by one.
SUPPRESSION CHECKLIST 1. Line-of-sight 2. Using an action, or spending a MP
0
Suppression carries over from initiative to initiative, until the suppressor activates again. The MERC on suppression activates and suppresses the first two eligible targets, then does not activate for the third eligible target. It is a two-on/one-off 7 action. If another target ventures into LoS, then that MERC is suppressed. A target under suppression must make a courage check. The number in the courage icon is the target number. MERCS roll 1d10 to courage checks. As with all MERCS rolls, the target must roll equal or greater than the number present.
• Hold • Suppression • Snap-to-cover
3
• Aiming • ive abilities
2
If successful, the target can perform the action without penalty. Some MegaCons have special abilities that apply penalties to both successful and failed courage tests.
3
EXAMPLE
To be considered “under suppression,” a target must perform an action or use an MP in line-of-sight (180° front arc). Some actions are never suppressed:
Grenades and melee combat cannot be used to suppress.
FORCED COURAGE TESTS Some weapons force courage tests. Most of these apply the burning status effect. Treat any courage test as if the target is being suppressed. Suppression failure penalties apply to any failed courage tests.
2
Tom and Kenny have just set up a MERCS skirmish and are preparing to take their first actions. They have agreed to play using all of the advanced rules. Neither faction has line-of-sight on each other, so2 both will be making multiple Bounding maneuvers the first round. After applying any initiative modifiers, Tom playing CCC, rolls 3 (Medic), 4 (Sniper), 4 (Demo), 7 (Heavy), and 9 (AL). Kenny, playing KemVar, rolls 1 (Sniper), 4 (Assassin), 7 (AL), 8 (Monkeywrench), and 0 (Demo). 5 Kenny declares a bounding action, and adds that all of his units will be bounding to the Sniper’s action at 1. Even though there are multiple simultaneous actions from the initiative rolls, because no combat actions can take place the first round, and because Tom was also going to bound all of his units to his Medic, Tom agrees. Both players mark the bounding targets. Tom starts because his Medic activates on a 3. The Medic moves his 2 MP, then all of Tom’s units, starting with the highest initiative move their base movement +1 MP. After Tom finishes his actions, Kenny activates his Sniper. The Sniper moves her complete MP, and then the rest of the KemVar MERCS spring into action. *** Now deep in the game, Tom’s CCC Medic and Demo are in perfect position to suppress Kenny’s KemVar Sniper, while Tom’s CCC Leader flanks the Sniper to get around a half-wall.
Tom’s Medic acts on an Initiative 6. Unfortunately his Demo acts on an Initiative 2. Kenny’s Sniper acts on an Initiative 5. The Medic uses suppression. All targets that start a move or action in front of his position, within a 180˚ arc, will be suppressed per the suppression rules. Kenny’s Sniper chooses to fire at the Demo beside the Medic. Before she fires, she a courage check because she is being suppressed. Suppression does not do damage; it merely tries to apply a penalty to the stated action. Kenny’s KemVar Sniper must now roll over her courage. The Sniper has Courage 6. Kenny rolls a 3 — a failure — the Sniper still attempts to attack, except the attack roll is decreased by 2 for the failed courage test. Tom’s Demo, on his Initiative 2, also performs the suppression ACM. If the Demo had acted before the Sniper and also participated in the Suppression, the Courage roll would have been reduced by 1 because multiple MERCS were suppressing. Kenny’s KemVar Leader realizes his Sniper’s position will soon be overrun and decides to act. With Tom’s Medic and Demo using suppression, Kenny moves his Leader into the line-of-sight of Tom’s Medic, Demo, and Leader. Because this movement was started outside the suppression line-of-sight he incurs no courage check to move into position. It is a risky maneuver, but he is desperate. ***
SIMULTANEOUS ACTIONS When two or more initiative rolls match, the reaction stat serves as a tie-breaker. The MERC with the higher reaction activates first. If there are multiple MERCS with the same initiative, compare and order all their reactions. If all reactions are the same, the result is a simultaneous action. These actions make MERCS both unique and more realistic. During a simultaneous action, all MERCS involved activate at the same time.
A SIMULTANEOUS ACTION INCLUDES THREE STEPS: 1. Plan 2. Reveal 3. Resolve The first step is planning. All MERCS involved in the SA declare, at the same time, what type of action they are performing: move, act, or hold. This can be done with counters, written words, or anything that allows concurrent reveal of the actions. In this way, one player isn’t at a disadvantage. These guidelines help determine what happens in a SA: Suppression cancels any action, even a simultaneous action. But the SA must be declared before checking for courage. Overwatch takes place before the declared SA, but doesn’t prevent it from occurring, even if the overwatch kills the target.
The chain of occurrence is suppression, then overwatch, then original action. Tom’s Medic and Demo try to suppress Kenny’s Leader’s overwatch action. He has a courage of 3. He rolls a 5 which is modified by a -1 for a final result of 4. This meets or exceeds his courage of 3, so the Leader succeeds and suffers no penalties to his attack. Furthermore, Tom’s Demo has had two suppression checks, so is not part of any suppression check for the next activation that occurs in his line-of-sight.
Tom’s Leader moves 1 MP (2 MP – 1 MP per the CCM move penalty), then Kenny’s Overwatch action takes place. When Tom’s Leader fires at the Sniper, the results of his action soccur simultaneous as Kenny’s overwatch results. In other words, if Tom’s Leader dies as a result of the overwatch action, his attack still takes place. Kenny’s Leader’s overwatch action consists of firing his primary weapon at Tom’s moving Leader. Two shots starting with the base firing number of 6 + 1 to the roll for no cover and -1 to the roll for firing at a moving target. He rolls two dice, a 4 and an 8, getting one hit. Kenny’s Leader’s primary weapon is strength 2 vs. Tom’s Leader’s armor value of 2. Tom’s Leader takes one blood and checks against armor failure. He rolls a 7 and es the test. Bloodied but not damaged beyond repair, Tom’s Leader fires on the KemVar Sniper. Tom must deal with the KemVar’s Active Camouflage corporate trait. Two shots starting with the base firing number of 6 - 2 to the roll for Attack & Move and -1 for the KemVar Active Camo. He rolls a 4 and a 8 — both misses. Tom’s Medic continues to use suppression, but the Demo fires at Kenny’s Leader. This action is also in the overwatch of Kenny’s Leader, but Kenny must take one activation off per the overwatch rules, so the Leader does not fire. The Demo fires two shots starting with the base firing number of 6. Active Camo reduces the roll by 1. Tom’s Demo rolls a 9 and 10 — wow, two hits!
ACMS
During the next round of initiatives, Kenny’s Leader gets lucky and rolls a 10. He cannot increase his initiative further because his initiative modifier is 0. He moves first, and announces that his Leader is going on overwatch. This allows him to fire on any moving or acting targets that he can see (check lin-of-sight) in a 180˚ arc in front of his position per the overwatch rules. Tom does not let Kenny’s actions distract him from his goal and continues his assault on the Sniper’s position with his Leader. Because Tom’s Leader is under overwatch, of Kenny’s Leader, he may be fired upon and possibly injured. However, Kenny’s Leader might not have an easy overwatch check due to the suppression of Tom’s Medic and Demo.
MORE ON SIMULTANEOUS ACTIONS Certain liberties may be taken with same team’s simultaneous actions. The need for counters in the plan step can be set aside. However, the player must still clearly communicate what each figure is doing before performing any action.
The second step is revealing the planned actions. Four types of events can occur: move and move, move and act, act and act, or any action and hold.
Keep in mind that although the actions may be resolved separately at the table, these actions occur at the same time in the game.
Of the actions revealed, only the act step requires further attention in the reveal step. If a player is acting, then the action must be declared. If it is an attack, then a target must be selected.
If a MERC is killed while in a simultaneous action, the players still resolve the result of his action. It is entirely possible for a game to end with the last two figures killing each other in a SA.
The third step is resolution, where players actually roll and apply any results.
Following are the special rules that apply to resolving possible SA events.
MOVE AND MOVE In situations where both players are moving, players move their MERCS. If the SA minis are in melee and at least one MERC wants to remain in melee range, then they will. The MERC who wishes to move, moves half his movement points rounded down, then can adjust facing up to 90°. The MERC who wants to stay in hand-to-hand places himself adjacent in the same facing position as before. After the attack, the MERC who moved finishes his movement. If the MERC’s initial half movement is two movement points, the attacker must have 2 movement points to remain in melee combat. If the attacker does not, then the MERC gets away and the attacker does nothing.
MOVE AND ACT The moving MERC moves half his movement (rounded down), then remains while the act takes place. The target is considered to be moving. (See modifiers.) Any LoS modifiers are applied at the new position. If the target is out of LoS or range, then the target can no longer be attacked. If the moving target is killed, he gets to finish his movement, then dies. If the target doesn’t die, but his armor fails, then he finishes his movement before any MP penalties apply.
ACT AND ACT If both parties are acting, their actions occur simultaneously. In cases where the action would save a target from dying, then the target is saved. If one or both MERCS are killed, their combat results still apply to the target, even in the case where an overwatch action kills the target.
ANY ACT AND HOLD If one of the participants in the SA is choosing to hold, then treat the SA as a normal action. The holding MERC marks the hold and nothing else.
TEMPLATES Some weapons have special firing diagrams. These templates are located on the reference card, near the associated weapon. When a weapon has a template, all targets under the template are attacked. Template weapons are special. If a target, friend or foe, has any portion of his base in the template, then he receives the attack. Attack dice are not split, or shared, in a template attack unless stated explicitly in the language of the attack. Each target receives the full attack dice.
Any MERC at armor value 0 hit by a template attack takes double damage.
Card
Attacking MERC
All firing diagrams, unless stated otherwise, have a vertical range equal to one card.
Affected target
Pillar
Extended T
Grenade
Extended t
Split t
90° arc
Big T
Mine
360
Un-affected target
1 TARGET
3
4
2
T 1
Chain
ACMS
3
Nuke
O
X
I
N
When attacking with a template weapon, if a target is behind another mini or minis, so that the target cannot be “seen” but can still be targeted, the target receives the strong cover bonus.
TEMPLATES AND OVERWATCH
0
When a full auto weapon is used on overwatch, the rules for templates still apply. If a target triggers overwatch, all targets in the template receive attacks. The overwatching MERC may adjust the template anyway he wishes to avoid collateral damage. However, the target that activated the overwatch must be inside the final alignment. 7
3
2
3
NON-COMBAT ACTIONS Any action on the battlefield that isn’t combat is referred to as a non-combat action. These actions are often vital to combat but don’t involve the MERC 2 inflicting harm on a target. There are several types of NCAs: using equipment to heal or repair a target, or performing an interact check. In all cases, the MERC performing the action must roll equal to or over a target number. The biggest difference between NCAs and combat action is the lack of modifiers for noncombat actions.
USING EQUIPMENT Using a medkit, repair kit, or enhancer is considered a non-combat action that cannot fail. As long as the MERC using the equipment is in base range, he needs only to announce he is using the equipment and track uses. The effect of the equipment happens immediately and automatically.
If a piece of equipment is used in a simultaneous action where the MERC uses a piece of equipment, medkit, repair kit, or enhancer before the attack, the target number and effectiveness of the attack can change.
USING INTERACT Interact is a catchall stat. It can be used as the repair stat when attempting to fix broken armor without a repair kit. It can disarm traps. It can be used to interact with locations in scenario based skirmishes. The lower the number, the greater chance for success.
2
5
When playing scenarios or alternate play modes (like control or capture), MERCS are often called to interact with an object in the playing area. In cases like these, the MERC must be in base range and succeed at the target number in his interact stat.
Non-combat action can be prevented using suppression or attacked using overwatch.
A status effect is applied to a situation beyond typical damage. Status effects have unique rules that affect gameplay in different ways. Most status effects stay in play for a duration of time extending beyond one round. Most effects are timed and removed when the MERC under the effect activates. Status effects that affect an area of the skirmish are timed and removed in the refresh phase.
ADRENALINE If a MERC is under the effect of adrenaline 2, that MERC‘s courage roll increases by 1, reaction increases by 2, and attack roll increases by 2. The status effect lasts as long as the number after the boosted keyword.
ARMOR FAILURE If a MERC’s armor fails, he receives an armor failure token. This token remains in play until the MERC’s armor is repaired. While the armor is broken, the MERC moves at -2 MP, the armor value is reduced by 1, and the MERC can possibly lose one or more of his corporate traits.
BURNING If this attack is successful, the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds. The target removes 1 token during each activation.
ETA This effect requires the Sefadu MERC to possess an ETA weapon. When the MERC attacks a target tagged by the Sefadu Leader’s spear, the ETA status effect increases the attack roll by 2. This status effect is never removed.
FROZEN If this attack is successful, the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decrease his attack roll by 1.
HACK The hacked MERC provides line-of-sight for the opposing team and decreases all attack rolls by 1
HOLD The hold action means the MERC will not perform an action this round. Performing a hold action allows the MERC to add or subtract 2 to his existing initiative modifier in the next initiative phase. After the initiative is assigned, remove this token.
PINNED If this attack is successful, the target is unable to move until an interact check is ed.
REPULSOR If a MERC is affected by a repulsor tag, he cannot move within 1 card length of another MERC with the same repulsor status effect. If a target is tagged and is within 1 card length of another repulsor tag, both MERCS suffer from force 1 and are involuntarily moved away from each other.
SMOKE This status affects the skirmish. Place a smoke token at the targeted location. If the smoke token blocks LoS between MERCS, the attacking MERC decreases his attack roll by 2. In addition, MERCS within the area of effect have their reaction increased by 2. This effect lasts 2 rounds and is removed in the refresh phase.
STUN Each target suffering from stun cannot activate for 2 rounds. The target gains 2 stun tokens. The duration of this effect is reduced only when a MERC would activate during a round. The target removes 1 token during each activation.
TOXIN This status affects the skirmish. If this attack is successful, place a grenade token in the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the refresh phase. This effect is removed in the refresh phase.
3
REFRESH PHASE
The third phase of the game round is the refresh phase. During this phase, players check for certain results in scenario play and cleanup the playing space. There is a specific order during the refresh phase: 1. Check for Victory 2. Special Actions 3. Status Conditions 4. Cleanup
CHECK FOR VICTORY Victory conditions are unique to each scenario or game mode. Regardless of the condition, the first step in the refresh phase is to check for scenario or skirmish victory. It is very important that conditions for victory are checked before special actions results, because in a scenario the victory is achieved by completing a special action. Refreshing in this order allows both players one more game turn to act.
SPECIAL ACTIONS Special actions is a catchall phrase for those elements or victory points provided by the scenario setup. If the scenario provides for reinforcements, they arrive now. If a game mode allows for killed MERCS to “respawn”, they are placed back into the skirmish in this step.
Victory points for the control and capture game modes are awarded in this step of the refresh phase. Basically, if the skirmish has a special action, or several, they occur after players check for victory but before status effects.
STATUS CONDITIONS There are a few status effects, like smoke and toxin, which are applied to the skirmish. The duration of this effect is reduced during this step of the refresh phase. If the status effect is set to lapse, it is removed at this point in the round.
CLEANUP This is the last step in the refresh phase and the last thing that happens in any given round. Cleanup ensures the table is ready for the next round and allows the players to reassess the table in neutral time. If something was forgotten and the players agree, it can be applied during cleanup. Additionally, players can use the cleanup step to all miniatures have the correct tokens and amounts.
ACMS
STATUS EFFECTS
CORPORATE TRAITS Nanite Armor: CCC armor self-repairs in 2 Refresh Phases after it has failed.
Reliable: CCC armor has a low armor failure rate. This is applied.
CCC Leader 0 7 3 2
CCC
Leader Kit Semi Auto
2
2
6
EMP
-
B
1
-
S
M
L
Attack & Move B
S
M
2
L
Throw 1; EMP; Template
-
3
Personal abilities Leadership: All of this team in short range, including this MERC, increase their dice rolls by 1. Lucky: This MERC may negate 1 attack dice roll against himself per skirmish. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. EMP: If a target is affected by an EMP grenade their armor is automatically broken. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 EMP Grenade after use.
2 5
CCC Heavy CCC 2.0.indd 2
0 4 5 1
CCC Kit
3
B
8
3
S
M
Set & Rip; Template
L
3 3 3 6
12/15/15 5:57 PM
She’ll Hold Together: This MERC may reroll failed armor checks one time. Wall of Lead: When this MERC forces a suppressed check, the target’s courage roll is decreased by 1. Kit Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives all attacks.
Heavy Full Auto
12/15/15 CCC 2.0.indd 5:57 PM 3 Personal abilities
CCC
MEGACONS
CCC sniper 1 5 5 3
CCC Kit
1
4
B
4
Pistol
1
4
S
M
L
1
Precision: This MERC increases the attack roll on overwatch checks by 1. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
S
M
3 1
Load; Aim B
Crack Shot: This MERC may score 1 attack success per skirmish.
Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
Sniper Single Shot
Personal abilities
L
2
Aim
6
CCC inCinerator CCC 2.0.indd 10:55 AM 7 Personal 1 12/17/15
CCC 2.0.indd 6
abilities
12/15/15 5:57 PM
Escape Artist: This MERC ignores the pinned status effect.
4
Tough As They Come: This MERC has 1 additional blood. This is applied.
5
Kit
inCinerator Kit Flame Thrower
1
-
B
2
S
M
L
Sweep; Template; Burning 2
4
Explosive: When this MERC is killed, roll an armor failure check. If the result is a failure, each MERC in short range suffers 1 blood.
3
Sweep: This MERC may move the Template from this attack’s starting position ninety degrees in any direction hitting all targets ed through.
4
Template: Each target caught within the Template diagram receives all attacks.
7
MEGACONS
1
CCC
Burning 2: If this attack is successful the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds.
CCC demo 2 6 4 2
CCC
demo Kit Semi Auto
2
2
6
Frag
1
B
3
M
L
Attack & Move B
3
-
S
S
M
3 2
Personal abilities Mobile: This MERC may attack while Bounding as if he is using Attack & Move. Heroic: This MERC increases all dice rolls by 1 at medium and long range from his team . Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Template: Each target caught within the Template diagram receives all attacks. Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.
L
Throw 2; Template
3 3
CCC mediC CCC 2.0.indd 10
0 6 5 3
CCC
mediC Kit Carbine
2
B
Medkit
-
2
5 3
-
M
L
Attack & Move B
-
S
S
M
3 2
12/15/15 CCC 2.0.indd 5:57 PM 11 Personal abilities
12/15/15 5:57 PM
No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round. Speedy: This MERC has 1 extra movement point. This is applied. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
L
Heal 2; Act & Move
3 7
CCC 2.0.indd 12
12/15/15 CCC 2.0.indd 5:57 PM 13
12/15/15 5:57 PM
6 4 2
CCC
BreaCHer Kit Carbine
2
B
Breach
-
2
5 2
-
S
M
L
Attack & Move B
-
S
M
2
L
Breach; Act 2
3
Doorman: All other of this MERC’s team in short range may increase or decrease their initiative by 1 when this MERC uses Breach. They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed. Kit Act 2: If the Breach action is successful this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is considered a success. Discard 1 Breach after use.
4
CCC spotter
CCC 2.0.indd 14
CCC 2.0.indd 16
3
Personal abilities
CCC
2
MEGACONS
CCC BreaCHer
1 4 6 3
CCC
spotter Kit
2
5
B
1
Rangefinder
-
-
M
L
Attack & Move B
-
S
S
M
Targeting
3
12/15/15 5:57 PM
Light On Your Feet: If this MERC has at least 1 movement point, he may turn up to 360 degrees without using movement points. Stay Frosty: All other of this team in short range of this MERC may reroll their initiative. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1. Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as his action this round.
1
L
2
MEGACONS
Machine Pistol
12/15/15 CCC 2.0.indd 5:57 PM 15 Personal abilities
8
12/15/15 CCC 2.0.indd 5:57 PM 17
12/15/15 5:57 PM
CCC Booster 2 5 5 2
CCC
Booster Kit Single Shot
1
2
4
Enhancers
-
B
-
4
M
L
S
3 2
Aim B
-
S
M
Boosted 2; Adrenaline 2
Personal abilities Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately. Martyr: After this MERC is killed, all other team increase their attack dice rolls by 1. Kit Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2. Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
L
4 6
CCC 2.0.indd 18
12/15/15 CCC 2.0.indd 5:57 PM 19
12/15/15 5:57 PM
CCC
5 6 2
CCC
Gunner Kit Shotgun
2
B
Repair Kit
-
1
-
B
-
M
L
Attack & Move; Template; Load
2
5
S
S
Repair
M
3 2
L
3
Personal abilities Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC. Tuck & Roll: This MERC does not have to stop at an elevation change if descending and takes no blood from falling.
MEGACONS
1
Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Repair: This MERC may use a repair kit to remove an armor failure token from 1 MERC, within range as his action this round. Discard 1 repair kit after use. Template: Each target caught within the Template diagram receives all attacks.
6
12/15/15 CCC 2.0.indd 5:57 PM 21
12/15/15 5:57 PM
MEGACONS
CCC 2.0.indd 20
CCC Gunner
CORPORATE TRAITS Assimilation: EIC can use other MegaCon tech to make their MERCS better if the EIC Assimilator is in the skirmish.
Numbers: EIC start the skirmish with 6 MERCS.
eiC Leader 1 5 5 2
eiC
Leader Kit Semi Auto
2
2
6
EMP
-
B
1
-
S
M
L
Attack & Move B
S
M
Inspiring: All team in short range, including this . MERC, may reroll 1 attack
a
Last Stand: If this MERC is the last member of his team alive, he gains Act 2. Kit Act 2: This MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1.
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
2
EMP: If a target is affected by an EMP grenade their armor is automatically broken. Template: Each target caught within the Template diagram receives all attacks.
L
Throw 2; EMP; Template
-
Personal abilities
6 5
Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 EMP Grenade after use.
eiC Heavy EIC 2.0.indd 2
0 4 6 1
eiC Kit
4
B
8
3
S
M
Set & Rip; Template
L
3 3 7 6
12/15/15 5:58 PM
Tough As They Come: This MERC has 1 additional blood. This is applied. I See You: If this MERC successfully suppresses a target, that target receives 1 attack which can not be overwatched. Kit Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives all attacks.
Heavy Full Auto
12/15/15 EIC 2.0.indd 5:583PMPersonal abilities
EIC
MEGACONS
eiC sniper 0 4 5 3
eiC
sniper Kit Single Shot
1
3
4
Smoke
-
B
1
-
S
M
L
Aim B
S
M
Flesh Wound: This MERC ignores the first blood taken per skirmish. Sleight Of Hand: This MERC suffers no load penalty. He doesn’t have to wait 1 round between attacks. This is applied. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
1
Template: Each target caught within the Template diagram receives all attacks.
5
Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.
L
Throw 1; Smoke 2; Template
-
2
Personal abilities
6
eiC assimiLator 2 6 5 3
eiC
assimiLator Kit Claw
1
B
-
-
-
B
-
M
L
Melee 2; Assimilate
2
Combat Link
S
S
M
2 2
L
M; Act & Move
12/15/15 EIC 2.0.indd 5:58 7PMPersonal abilities
12/15/15 5:58 PM
Civilian: MERCS targeting this figure decreases their attack roll by 1. Speedy: This MERC has 1 extra movement point. This is applied. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Assimilate: After an EIC team member kills an enemy MERC, a tech token is placed where the dead MERC was removed. This MERC must move within short range and an interact check to assimilate the tech. For each tech assimilated, each team member gains the next level of bonuses in addition to previous bonuses. Techs Assimilated 1 2
Stat Modified Armor Failure Blood
Effects -2 +1
4
M: This MERC provides the Assimilate bonus to each MERC including this MERC. If this MERC dies all bonuses from Assimilate are lost immediately.
3
Melee 2: This MERC increases this weapon’s melee attack roll by 2.
MEGACONS
EIC 2.0.indd 6
eiC demo 0
Personal abilities
5
No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round.
4
Stay Frosty: All other team in short range of this MERC may reroll their iniative. Kit
eiC
2
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
2
Attack & Move: This MERC may choose to attack and move in any order. This increases his firing number by 2.
2
Burning 2: If this attack is successful the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
6
Template: Each target caught within the Template diagram receives all attacks.
6
Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Incendiary Grenade after use.
demo Kit Carbine
2
B
2
5
Incendiary
1
2
M
L
Attack & Move B
S
M
L
Act & Move; Throw 2; Template; Burning 2
3
-
S
eiC engineer EIC 2.0.indd 10
1 4 6 2
eiC
engineer Kit Carbine
2
B
Repair Kit
-
2
5 2
-
M
L
Attack & Move B
-
S
S
M
Act & Move; Repair
2 2
L
12/15/15 EIC 2.0.indd 5:5911 PMPersonal abilities
12/15/15 5:59 PM
Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team in short range decrease their trap roll by 2 (Traps 2). Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
4 4
EIC 2.0.indd 12
12/15/15 EIC 2.0.indd 5:5913 PM
12/15/15 5:59 PM
Personal abilities
6
Doorman: All other of this MERC’s team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
4
Eagle Eye: This MERC may reroll 1 of his attack each round.
a
Kit
eiC
2
Act 2: If the Breach action is successful this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1.
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
2
Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success. Discard 1 Breach after use.
BreaCHer Kit Carbine
2
B
Breach
-
2
5 2
M
L
Attack & Move B
-
-
S
S
M
L
Breach; Act 2
6 6
eiC patHfinder 1 6 8 3
eiC
patHfinder Kit Single Shot
1
2
-
B
-
S
M
L
Attack & Move; Aim
2
4
Caltrops
-
B
S
M
2
12/15/15 5:59 PM
Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack hits and penetrates the target’s armor. Hard Hearted: If attacking a target in no cover, this MERC . gains 1 additional attack
a
Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Template: Each target caught within the Template diagram receives all attacks.
1
Throw 1 (Consumable): This MERC places a caltrop token within 1 card length. Discard 1 Caltrop after use.
6
Trap (Caltrops): This trap stays in play until disarmed. Enemies moving within 1 card length of this token have their movement points reduced by 1 and suffer 2 blood.
L
Throw 1; Template; Trap
12/15/15 EIC 2.0.indd 5:59 15 PMPersonal abilities
7
12/15/15 EIC 2.0.indd 5:59 17 PM
12/15/15 5:59 PM
MEGACONS
EIC 2.0.indd 14
EIC 2.0.indd 16
EIC
2
MEGACONS
eiC BreaCHer
eiC Booster 0 4 5
Personal abilities Vault: This MERC may move over ER 1 cover 1 base wide at no movement point cost. You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only. Kit
eiC
2
Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
2
Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
Booster Kit Semi Auto
2
2
6
Enhancers
-
B
-
4
M
L
Attack & Move B
-
S
S
M
Boosted 2; Adrenaline 2
L
6 8
EIC 2.0.indd 18
12/15/15 EIC 2.0.indd 5:5919 PM
12/15/15 5:59 PM
EIC
MEGACONS
1 5 6 3
eiC
sHoCK Kit Machine Pistol
2
-
1
-
B
-
S
M
L
Attack & Move; Sweep
1
5
Medkit
B
S
Heal 2
M
3
Personal abilities Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately. Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1. Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
1
Sweep: This MERC may move the Template from this attack’s starting position ninety degrees in any direction hitting all targets ed through.
3
Template: Each target caught within the Template diagram shown below receives all attacks.
L
6
12/15/15 EIC 2.0.indd 5:59 21 PM
12/15/15 5:59 PM
MEGACONS
EIC 2.0.indd 20
eiC sHoCK
CORPORATE TRAITS Tight: EU in short range of another EU member may reroll 1 attack .
a
Old Money: EU may use credits to purchase one-time use abilities if the Analyst is in the skirmish.
eU Leader 1 5 5 2
eU Kit
2
B
Frag
1
2
5 1
-
S
M
L
Attack & Move B
3
Leadership: All of this team within 1 card length, including this MERC, increase their dice rolls by 1. Connections: If this MERC is in the skirmish, increase EU’s credits by 2. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Template: Each target caught within the Template diagram receives all attacks.
Leader Carbine
Personal abilities
S
M
3 2
Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.
L
Throw 2; Template
6 5
eU Heavy EU 2.0.indd 2
2 4 4 2
eU Kit
4
B
8
2
S
M
Set & Rip; Template
L
3 3 7 6
12/15/15 5:59 PM
Speedy: This MERC has 1 extra movement point. This is applied. Connections: If this MERC is in the skirmish, increase EU’s credits by 2. Kit Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives all attacks.
Heavy Full Auto
12/15/15 EU 2.0.indd 5:593PMPersonal abilities
0 4 6 3
eU Kit
1
B
3
4
Pistol
1
1
4
S
M
L
Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately. Climb: This MERC can move up 1 level (ER 2) at no movement point cost. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
S
M
3 1
Load; Aim B
Personal abilities
Load: This MERC must wait 1 round after firing this weapon before it can be fired again.
sniper Single Shot
EU, INC.
MEGACONS
eU sniper
L
5
Aim
7
eU sergeant 0 6 4 2
eU
sergeant Kit Semi Auto
2
2
6
Flash Bang
-
B
-
1
M
L
Attack & Move B
-
S
S
M
12/15/15 5:59 PM
Chain of Command: If this MERC is in short range of a team member with Leadership, then Leadership is extended to MERCS in short range of this MERC. Courageous: This MERC cannot be suppressed. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
2
Template: Each target caught within the Template diagram receives all attacks.
L
Throw 1; Stun 2; Template
12/15/15 EU 2.0.indd 5:597PMPersonal abilities
5 6
Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Flash Bang after use.
MEGACONS
EU 2.0.indd 6
eU demo 0 5 6
Personal abilities Connections: If this MERC is in the skirmish, increase EU’s credits by 2. Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase. Kit
2
eU
demo Kit Single Shot
1
2
4
EMP
-
B
2
M
L
Aim B
S
M
3
Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
L
Act & Move; Throw 2; EMP; Template
-
-
S
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
6 6
EMP: If a target is affected by an EMP grenade their armor is automatically broken. Template: Each target caught within the Template diagram receives all attacks. Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 EMP Grenade after use.
eU mediC EU 2.0.indd 10
1 5 7 2
eU
mediC Kit Carbine
2
B
Medkit
-
2
5 3
-
M
L
Attack & Move B
-
S
S
Heal 2
M
4
12/15/15 EU 2.0.indd 5:5911 PMPersonal abilities
12/15/15 5:59 PM
Tough As They Come: This MERC has 1 additional blood. This is applied. Connections: If this MERC is in the skirmish, increase EU’s credits by 2. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
2
L
6 7
EU 2.0.indd 12
12/15/15 EU 2.0.indd 5:5913 PM
12/15/15 5:59 PM
5 5
Hard Hearted: If attacking a target in no cover, this MERC . gains 1 additional attack
a
No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round. Kit
eU
2
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
2
Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
WrenCH Kit Carbine
2
B
Repair Kit
-
2
5 3
-
S
M
L
Attack & Move B
S
M
L
6
Act & Move; Repair
-
4
eU spotter
EU 2.0.indd 14
EU 2.0.indd 16
Personal abilities
EU, INC.
0
MEGACONS
eU WrenCH
2
12/15/15 EU 2.0.indd 5:5915 PMPersonal abilities
7
They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed.
5
Connections: If this MERC is in the skirmish, increase EU’s credits by 2.
12/15/15 5:59 PM
Kit
eU
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases her movement points by 1 and decreases the attack roll by 1.
3
Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as her action this round.
spotter Kit
2
5
B
1
Rangefinder
-
-
M
L
Attack & Move B
-
S
S
M
Targeting
1
L
5
MEGACONS
Machine Pistol
7
12/15/15 EU 2.0.indd 6:0017 PM
12/15/15 6:00 PM
eU sHoCK 2
Personal abilities
5
Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction.
5
Martyr: After this MERC is killed, all other team increase their attack dice rolls by 1. Kit
2
eU
sHoCK Kit Carbine
2
B
Smoke
-
2
5 1
-
M
L
Attack & Move B
-
S
S
M
3 2
L
Throw 1; Template; Smoke 2
4 6
EU 2.0.indd 18
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Smoke Grenade after use.
12/15/15 EU 2.0.indd 6:0019 PM
12/15/15 6:00 PM
7 2
eU Kit
1
B
-
-
B
-
-
M
L
Melee 1; Penetrate 1
1
Data Sync
S
S
Specialist: This MERC can move and interact with objectives in base range. Kit Melee 1: This MERC increases this weapon’s melee attack roll by 1. Penetrate 1: If this attack is successful the target’s armor failure roll is decreased by 1 for this attack only.
anaLyst I/O Spike
Deep Pockets: If this MERC is in the skirmish, EU credits may be spent to buy perks from the Old Money table.
EU, INC.
5
Personal abilities
MEGACONS
0
M
Resourceful
3 2
L
6 4
Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less. Old Money: EU receive a number of credits based off of group composition, through the Connections personal ability. Credits may be used to buy one-time Credit Cost Perks use perks from the table 1 Credit Quick below. Perks must be used 2 Credits Escape Artist immediately. Credits may 3 Credits Brick House be spent at any time during 4 Credits From Hell’s Hot Fire the action phase for any EU 5 Credits Lucky member. Once a credit is 6 Credits You Want Some spent, it is gone.
12/15/15 EU 2.0.indd 6:0021 PM
12/15/15 6:00 PM
MEGACONS
EU 2.0.indd 20
eU anaLyst
CORPORATE TRAITS Above the Law: The GCC prevent the following personal abilities: Bounty, Civilian, Leadership, and Martyr.
Judgement: Once per match at any time, the GCC may select a single MERC opponent and prevent him from activating that round.
GCC tribunal 1 4 3 1
GCC
tribunal Kit EMP Hammer
1
B
2
-
Shield
-
M
L
Break; Melee 2 B
-
-
S
S
M
3
Personal abilities Eyes Behind: Attacking this MERC from the rear arc provides flank bonuses only. Inspiring: All team within 1 card length, including . this MERC, may reroll 1 attack
a
Kit Break: If this attack is successful, the target’s armor is broken. The target’s armor value is permanently reduced by 1 once, even if the armor is repaired. Cover: This MERC is considered to be in weak cover and cannot be flanked. Melee 2: This MERC increases this weapon’s melee attack roll by 2.
3
L
5
Cover
9
GCC Demo GCC 2.0.indd 2
0 5 6 2
GCC
Demo Kit Semi Auto
2
2
6
Frag
1
B
3
-
M
L
Attack & Move B
3
S
S
M
3 2
L
Throw 2; Template
6 5
12/15/15 GCC 2.0.indd 6:02 PM 3 Personal abilities
Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS. She’ll Hold Together: This MERC may reroll failed armor checks one time. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Template: Each target caught within the Template diagram receives all attacks. Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.
12/15/15 6:02 PM
GCC
MEGACONS
GCC reCorDer 2 5 8 3
GCC
reCorDer Kit Pistol
1
B
1
4
Camera Drone
-
S
L
M
L
6
LoS; Explosive; Traps 1
-
3 1
1
2
-
M
Aim B
1
5
S
Personal abilities Lucky: This MERC may negate 1 attack success against himself per match. Contortionist: This MERC may move through other MERCS as long as he doesn’t end his turn in their inhabited space. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Explosive: When this figure is killed, roll an armor failure check. If the result is a failure, each MERC in short range suffers 1 blood. LoS (Line-of-Sight): Targets in line-of-sight of the drone can be seen by GCC. Traps 1: Team in short range decrease the trap roll on the trap card by 1.
4 4
GCC breaCher
GCC 2.0.indd 6
1
12/15/15 GCC 2.0.indd 6:02 PM 7 Personal abilities
12/15/15 6:02 PM
5
Doorman: All other of this MERC’s team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
4
Last Rites: If attacking a target with 1 blood, all attacks from this MERC are increased by 2.
GCC
2
Act 2: If the Breach action is successful this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
2
Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success.
breaCher Kit Carbine
2
B
Breach
-
2
5 2
-
M
L
Attack & Move B
-
S
S
M
L
Breach; Act 2
5 6
MEGACONS
Kit
GCC Chief 1 6 3
Personal abilities Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team . You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only. Kit
GCC
3
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
1
Repair: This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
4
Sweep: This MERC may move the Template from this attack’s starting position ninety degrees in any direction hitting all targets ed through.
5
Template: Each target caught within the Template diagram receives all attacks.
Chief Kit Machine Pistol
2
-
1
-
S
M
L
Attack & Move; Sweep; Template
1
5
Repair Kit
B
B
S
M
L
Act & Move; Repair
-
GCC JuDGe GCC 2.0.indd 10:55 PM 11Personal 2 12/15/15
GCC 2.0.indd 10
7 2 2
GCC
JuDGe Kit Machine Pistol
2
5
B
1
B
-
1
M
L
Attack & Move; Overpower
1
Sword
S
S
M
Melee 1
3 2
abilities
12/15/15 6:02 PM
Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat. Hard Hearted: If attacking a target in no cover, this MERC gains . 1 additional attack
a
Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1. Melee 1: This MERC increases this weapon’s melee attack roll by 1. Overpower: If this MERC’s ranged attack is successful, he may immediately perform a melee attack on 1 target in base range.
L
5 3
GCC 2.0.indd 12
12/15/15 GCC 2.0.indd 6:02 PM 13
12/15/15 6:02 PM
3 5 1
GCC
heavy Kit Full Auto
3
B
8
S
M
L
Set & Rip; Template
3
3
Personal abilities Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range. Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
GCC
2
MEGACONS
GCC heavy
Kit Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined the targets receive 3 attacks.
3 6 8
GCC sniper
GCC 2.0.indd 14
0 7 3 2
GCC
sniper Kit
1
4
B
1
GCC 2.0.indd 16
B
4
1
M
L
Load; Aim; Penetrate 1
2
Pistol
S
S
Aim
M
12/15/15 6:02 PM
Vital Systems: When this MERC attacks, his successful attacks decrease the target’s armor failure roll by 2. Motivated: This MERC may snap to cover twice per activation. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Penetrate 1: If this attack is successful the target’s armor failure roll is decreased by 1 for this attack only.
2 L
2
MEGACONS
Single Shot
3
12/15/15 GCC 2.0.indd 6:02 PM 15Personal abilities
5
12/15/15 GCC 2.0.indd 6:02 PM 17
12/15/15 6:02 PM
GCC booster 0 7 3 2
GCC
booster Kit Semi Auto
2
2
6
Enhancers
-
B
-
4
M
L
Attack & Move B
-
S
S
M
Boosted 2; Adrenaline 2
3 2
L
Personal abilities I See You: If this MERC successfully suppresses a target, that target receives 1 attack which can not be overwatched. Mobile: This MERC may attack while Bounding as if he is using Attack & Move. Kit Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
2 5
GCC 2.0.indd 18
12/15/15 GCC 2.0.indd 6:02 PM 19
12/15/15 6:02 PM
5 8 3
aGent Kit Pistol
1
B
Smoke
GCC 2.0.indd 20
-
1
4 1
-
M
L
Aim B
-
S
S
M
3
Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
1
Template: Each target caught within the Template diagram receives all attacks.
4
Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.
L
Throw 1; Template
Specialist: This MERC can move and interact with objectives in base range.
7
12/15/15 GCC 2.0.indd 6:02 PM 21
12/15/15 6:02 PM
MEGACONS
GCC
Personal abilities
GCC
1
MEGACONS
GCC aGent
CORPORATE TRAITS Unpredictable: Each House 4 member ignores the first suppression check each round.
Hostage: House 4 can take enemies hostage. In the Refresh Phase, if the target is stunned and House 4 MERCS are in base range with majority control, the target is captured. Captured targets are removed from the skirmish. House 4 may only capture targets of equal or less armor value.
House 4 steward 2 5 4 2
House 4
steward Kit Semi Auto
2
2
6
Smoke
-
B
1
-
S
M
L
Attack & Move B
S
M
2
L
Throw 1; Template; Smoke 2
-
3
5 6
Personal abilities Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team . Stay Frosty: All other of this team in short range of this MERC may reroll their initiative. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC may place a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.
House 4 engineer House 4 2.0.indd 2
0
abilities 12/15/15 House 4 2.0.indd 6:03 PMPersonal 3
4
Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team in short range decrease their trap roll by 2 (Traps 2).
7
Thorough: When making interact checks, this MERC . rolls 2
a
Kit
House 4
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Melee 2: This MERC increases this weapon’s melee attack roll by 2.
engineer Kit Semi Auto
2
6
B
2
Axe
1
1
M
L
Attack & Move B
-
S
S
M
Melee 2; Penetrate 3
12/15/15 6:03 PM
2
L
5 4
Penetrate 3: If this attack is successful the target’s armor failure roll is decreased by 3 for this attack only.
HOUSE 4
MEGACONS
House 4 Heavy 0 4 5 2
House 4
Heavy Kit Full Auto
3
B
M
L
Set & Rip; Template
3
8
S
3
Personal abilities Close Encounter: This MERC can attack with his weapon in melee range regardless of that weapon’s limitations. This is applied. Feel The Glory: If team of this MERC are in his template when he attacks, he increases his attack dice rolls by 2 for enemy targets only. Kit Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives all attacks.
2 4 7
House 4 survivalist 1 5 5 3
House 4
survivalist Kit Single Shot
1
2
4
Enhancers
-
B
-
2
M
L
S
3 1
Aim B
-
S
M
Boosted 2; Adrenaline 2
L
5 4
abilities 12/15/15 House 4 2.0.indd 6:03 PMPersonal 7
12/15/15 6:03 PM
Observer: Targets in short range of this MERC lose 1 tier of cover. I Know The Way: This MERC gains 1 movement point if he is the bounding target. Kit Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2. Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
MEGACONS
House 4 2.0.indd 6
House 4 member 0 5 5 2
House 4
member Kit Single Shot
1
2
4
Flash Bang
-
B
4
-
S
M
L
2
Aim B
-
S
3
M
L
Throw 3; Stun 2
6
Personal abilities Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC. Strong Arm: This MERC has an extended throw. This is applied. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round. Template: Each target caught within the Template diagram receives all attacks. Throw 3 (Consumable): This MERC places a grenade token to attack targets within 3 card lengths. Discard 1 Flash Bang after use.
8
House 4 priest House 4 2.0.indd 10
1 6 4 3
House 4
priest Kit Machine Pistol
2
5
B
1
Shovel
1
1
M
L
Attack & Move B
-
S
S
M
3
abilities 12/15/15 House 4 2.0.indd 6:04 PMPersonal 11
12/15/15 6:04 PM
Bless: House 4 in short range of this MERC, including this MERC, increase their courage test rolls by 2. Last Rites: If attacking a target with 1 blood, all attack rolls from this MERC are increased by 2. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1. Melee 1: This MERC increases this weapon’s melee attack roll by 1. Traps 4: This MERC may decrease his trap roll by 4 when required to roll on the trap table.
1
L
Melee 1; Traps 4
3 4
House 4 2.0.indd 12
12/15/15 House 4 2.0.indd 6:04 PM 13
12/15/15 6:04 PM
5 4 2
House 4
sapper Kit Shotgun
2
B
5
S
M
L
Load; Mode; Template
2
3 2
Personal abilities Civilian: MERCS targeting this figure decreases their attack roll by 1. Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less. Kit Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC’s first initiative activation was on 1.
HOUSE 4
0
MEGACONS
House 4 sapper
Breach: This MERC places a breach token over cover within 2 card lengths. If the breach token meets or exceeds the cover width it is a success. Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Mode (Stun)/(Breaching): This MERC may use a different ammo type when firing this weapon.
6
Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
7
Template: Each target caught within the Template diagram receives all attacks.
House 4 sniper
House 4 2.0.indd 14
1 4 6 3
House 4 Kit
2
2
Pistol
1
House 4 2.0.indd 16
2
1
S
M
L
Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
S
Aim
M
3 1
Load; Aim B
Marksman: This MERC is in a constant state of Aim. This is applied.
L
4
MEGACONS
1
B
12/15/15 6:04 PM
Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
sniper Single Shot
abilities 12/15/15 House 4 2.0.indd 6:04 PMPersonal 15
7
12/15/15 House 4 2.0.indd 6:04 PM 17
12/15/15 6:04 PM
House 4 mediC 1
Personal abilities Escape Artist: This MERC ignores the pinned status effect.
5 6 2
House 4
mediC Kit Carbine
2
B
Medkit
-
2
5 3
-
M
L
Attack & Move B
-
S
S
M
Act & Move; Heal 2
3 2
Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
L
6 8
House 4 2.0.indd 18
12/15/15 House 4 2.0.indd 6:04 PM 19
12/15/15 6:04 PM
2 6 6 3
House 4 Kit
Frag
1
House 4 2.0.indd 20
2
5 2
-
3
S
M
L
Attack & Move B
Mobile: This MERC may attack while Bounding as if he is using Attack & Move. Speedy: This MERC has 1 extra movement point. This is applied. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
S
M
3 2
Throw 2 (Consumable): This MERC places a grenade token to attack targets within 2 card lengths. Discard 1 Frag Grenade after use.
L
Throw 2; Template
5 6
12/15/15 House 4 2.0.indd 6:04 PM 21
12/15/15 6:04 PM
MEGACONS
2
B
Personal abilities
Template: Each target caught within the Template diagram receives all attacks.
sHoCK Carbine
HOUSE 4
MEGACONS
House 4 sHoCK
CORPORATE TRAITS Black Ops: House 9 may add a single MERC from any MegaCon to the group being fielded if the Liaison is in the skirmish.
Debris Crawl: House 9 may move through weak cover. Debris Crawl may be used with bounding.
House 9 master 0 6 4
Personal abilities Inspiring: All of this team within 1 card, including . this MERC, may reroll 1 attack
a
Bounty: Before the skirmish, this MERC selects a target. If that target is killed, all his team increase their attack roll by 1, as long as this MERC is still alive. Kit
House 9
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Template: Each target caught within the Template diagram receives all attacks.
2
Throw 1 (Consumable): This MERC places a caltrop token within 1 card length. Discard 1 Caltrop after use.
5
Trap (Caltrops): This trap stays in play until disarmed. Enemies moving within 1 card length of this token have their movement points reduced by 1 and suffer 2 blood.
master Kit Semi Auto
2
B
2
6
Caltrops
2
-
M
L
Attack & Move B
S
M
L
Throw 1; Template; Trap
-
-
S
4
House 9 engineer House 9 2.0.indd 2
1
abilities 12/15/15 House 9 2.0.indd 6:05 PMPersonal 3
12/15/15 6:05 PM
5
Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team in short range decrease their trap roll by 2 (Traps 2).
5
Hip Shot: This MERC reduces his firing number by 1. This is applied. Kit
3
House 9
engineer Kit Carbine
2
B
Repair Kit
-
2
4 2
-
M
L
Attack & Move B
-
S
S
M
Act & Move; Repair
3 1
L
6 5
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
HOUSE 9
MEGACONS
House 9 Boomer 2 4 5 3
House 9
Boomer Kit Heavy Gun
1
B
M
L
Attack & Move; Load; Template; Mode
3
4
S
3 1 6
Personal abilities Lucky: This MERC may negate 1 attack success against himself per skirmish. Flesh Wound: This MERC ignores the first blood taken per skirmish. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Mode (Frag/Toxin): This MERC may use a different ammo type when firing this weapon. Template: Each target caught within the Template diagram receives all attacks. Toxin 2: If this attack is successful place a toxin token in the targeted area for 2 rounds. In the Refresh Phase, any targets in short range of this token, suffer 1 blood.
5
House 9 JuiCer
House 9 2.0.indd 6
1
abilities 12/15/15 House 9 2.0.indd 6:05 PMPersonal 7
12/15/15 6:05 PM
5
Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1.
6
I Know The Way: This MERC gains 1 movement point if he is the bounding target.
House 9
3
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
1
Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
6
Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
JuiCer Kit Carbine
2
B
Enhancers
-
2
5
-
3
M
L
Attack & Move B
-
S
S
M
Boosted 2; Adrenaline 2; Act & Move
L
6
MEGACONS
Kit
House 9 memBer 0 6 6 2
House 9
memBer Kit Semi Auto
2
1
B
-
-
S
M
L
Attack & Move; Melee 1; Universal
2
6
Medkit
-
B
S
M
4 2
L
Heal 2; Act & Move
5 5
Personal abilities Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team . Tough As They Come: This MERC has 1 additional blood. This is applied. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use. Melee 1: This MERC increases this weapon’s melee attack roll by 1. Universal 1: This weapon may be used as a melee weapon with the following stats:
1
-
1
House 9 spy House 9 2.0.indd 10
0 7 5
abilities 12/15/15 House 9 2.0.indd 6:05 PMPersonal 11
12/15/15 6:05 PM
Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon’s melee attack roll by 2. Stay Frosty: All other of this team in short range of this MERC may reroll their initiative. Kit
House 9
3
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
EMP: If a target is affected by an EMP grenade their armor is automatically broken.
1
Melee 1: This MERC increases this weapon’s melee attack roll by 1.
spy Kit Machete
1
B
EMP
-
1
2
-
M
L
Melee 1 B
-
S
S
M
Template: Each target caught within the Template diagram receives all attacks.
L
Act & Move; Template; Throw 1; EMP
5
Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 EMP Grenade after use.
6
House 9 2.0.indd 12
12/15/15 House 9 2.0.indd 6:05 PM 13
12/15/15 6:05 PM
4 4 3
House 9
saBoteur Kit Carbine
2
B
Incendiary
1
2
5 2
M
L
Attack & Move B
S
M
3 0
L
Throw 2; Template; Burning 2
3
-
S
0
Personal abilities Civilian: MERCS targeting this figure decreases their attack roll by 1. Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Burning 2: If this attack is successful the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
HOUSE 9
1
MEGACONS
House 9 saBoteur
Template: Each target caught within the Template diagram receives all attacks. Throw 2 (Consumable): This MERC places a grenade token to attack targets within 2 card lengths. Discard 1 Incendiary Grenade after use.
8
House 9 Bedouin
House 9 2.0.indd 14
0
abilities 12/15/15 House 9 2.0.indd 6:05 PMPersonal 15
12/15/15 6:05 PM
6
Rinse & Repeat: If this MERC attacks the same target as last round, then he increases the attack roll by 1 and increases his weapon strength by 1.
8
Sleight Of Hand: This MERC suffers no load penalty. He doesn’t have to wait 1 round between attacks. This is applied. Kit
Bedouin Kit Single Shot
1
House 9 2.0.indd 16
2
4
Smoke
-
B
1
-
M
L
S
4 0
Aim B
-
S
M
L
Throw 1; Smoke 2
0 6
Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.
12/15/15 House 9 2.0.indd 6:05 PM 17
MEGACONS
3
House 9
12/15/15 6:05 PM
House 9 Liaison 0
Personal abilities
4
Communicator: Once per skirmish, this MERC can select 1 team member in line of sight and grant them another activation at initiative 2 (Act 2).
7
Civilian: MERCS targeting this figure decreases their attack roll by 1. Kit
House 9
3
Act 2: The group member who receives Communicator gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
1
Black Ops: House 9 may add a single MERC from any MegaCon to the group being fielded if the Liaison is in the skirmish. The Black Ops MERC has his corporate traits.
7
Cover: This MERC is considered to be in weak cover and cannot be flanked.
Liaison Kit Machine Pistol
2
5
B
1
LDHF Barrier
-
-
M
L
Attack & Move B
-
S
S
Cover
M
L
6
House 9 2.0.indd 18
12/15/15 House 9 2.0.indd 6:05 PM 19
12/15/15 6:05 PM
6 6 2
sHoCK Kit Carbine
2
B
Flash Bang
-
House 9 2.0.indd 20
2
5
-
2
M
L
Attack & Move B
-
S
S
M
Motivated: This MERC may snap to cover twice per activation. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
3
Template: Each target caught within the Template diagram receives all attacks.
2
Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Flash Bang Grenade after use.
L
Throw 1; Stun 2; Template
Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
5 6
12/15/15 House 9 2.0.indd 6:05 PM 21
12/15/15 6:05 PM
MEGACONS
House 9
Personal abilities
HOUSE 9
2
MEGACONS
House 9 sHoCK
CORPORATE TRAITS Scaled Armor: When ISS is attacked from the flank or rear, the weapon strength bonus is decreased by 1.
Quick Deploy: After all MERCS have been placed for the skirmish, but before the first Initiative Phase, each ISS in play may move 1 movement point.
iss Leader 2 5 5 2
iss
Leader Kit Machine Pistol
2
B
1
5
Shield
-
M
L
Attack & Move B
-
-
S
S
M
3
Personal abilities Leadership: All of this team within 1 card length, including this MERC, increase their dice rolls by 1. Speedy: This MERC has 1 extra movement point. This is applied. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1. Cover: This MERC is considered to be in weak cover and cannot be flanked.
3
L
5
Cover
5
iss demo ISS 2.0.indd 2
0 5 6 2
iss Kit Carbine
B
EMP
-
2
5 2
-
12/15/15 6:08 PM
Quick: This MERC is not involved in simultaneous actions. She always acts first in situations with MERCS with the same initiative and reaction. Strong Arm: This MERC has an extended throw. This is applied. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. EMP: If a target is affected by an EMP grenade their armor is automatically broken.
demo
2
12/15/15 ISS 2.0.indd 6:083PMPersonal abilities
M
L
Attack & Move B
-
S
S
M
3 2
L
Throw 3; EMP
6 4
Template: Each target caught within the Template diagram receives all attacks. Throw 3 (Consumable): This MERC places a grenade token within 3 card lengths. Discard 1 EMP Grenade after use.
ISS
2 5
iss
Trident
1
1
4
1
B
3
-
S
M
L
Throw 1; Melee 2; Trap
1
-
Siren Song
B
S
M
Hands On You: This MERC can perform melee attacks at the range of her weapon. Kit
3
Melee 2: This MERC increases this weapon’s melee attack roll by 2.
3
Template: Each non-ISS target caught within the Template diagram share four attacks.
1
L
4
Template
Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range.
3
CaLypso Kit
Personal abilities
4
MEGACONS
iss CaLypso
Throw 1 (Consumable): This MERC places a trident token within short range. The trident weapon cannot be used until it is retrieved by this MERC moving within base range of the trident token. Trap (Trident): When the Trident is thrown at a location, or at a figure, it may be targeted by the ISS Heavy to extend and make his attack more powerful. The Trident may be rendered not-targetable by making an interact check on the token. The Trident is then left in the location it was left.
iss WrenCh 0 4 4 2
iss
WrenCh Kit Semi Auto
2
2
6
Repair Kit
-
B
3
-
M
L
Attack & Move B
-
S
S
M
3 2
L
Attack & Move; Repair Kit
5 5
12/15/15 ISS 2.0.indd 6:087PMPersonal abilities
12/15/15 6:08 PM
Precision: This MERC increases the attack roll on overwatch checks by 1. Flesh Wound: This MERC ignores the first blood taken per skirmish. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
MEGACONS
ISS 2.0.indd 6
iss shoCK 0 6 5
Personal abilities Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1. You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only. Kit
iss
2
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
2
Template: Each target caught within the Template diagram receives all attacks.
shoCK Kit Carbine
2
B
2
5
Frag
1
2
M
L
Attack & Move B
S
M
L
Act & Move; Throw 2; Template
3
-
S
6
Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.
6
iss Wavefinder ISS 2.0.indd 10
1 6 6 iss
Single Shot
1
B
2
4
Turret -
2
ISS 2.0.indd 12
6
2
2
M
L
Aim B
3
S
S
M
2
Overwatch; Template
12/15/15 6:08 PM
Observer: Targets in short range of this MERC lose 1 tier of cover. I Know The Way: This MERC gains 1 movement point if she is the bounding target. Kit
3
Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
3
Overwatch: This MERC places this figure within base range. When the Turret is placed the first round it does not activate. The next round it immediately goes on overwatch, targeting enemies only, until destroyed or picked up by this MERC.
1
Template: Each target caught within the Template diagram receives all attacks.
Wavefinder Kit
12/15/15 ISS 2.0.indd 6:0811 PMPersonal abilities
L
6
4 7
12/15/15 ISS 2.0.indd 6:0813 PM
12/15/15 6:08 PM
4 5 1
iss
heavy Kit Thrower
1
B
4
S
M
L
Break; Template; Penetrate 2; Trap (Trident)
3
3 3 6 6
Personal abilities Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360 degrees without using movement points. Vault: This MERC may move over ER 1 cover 1 base wide at no movement point cost. Kit Penetrate 2: If this attack is successful the target’s armor failure roll is decreased by 2 for this attack only. Template: This attack 2 targets 1 enemy within 3 2 card lengths. If 1 there is another MERC TARGET within 1 card length this attack’s weapon strength is reduced by 1 and hits that MERC. This effect continues until the weapon strength is reduced to 1. Trap (Trident): The Heavy may target a thrown Trident to increase the initial weapon strength to 4. It continues to arc until there is 1 weapon strength. If the Trident is attached to a target, the initial target suffers 2 Blood. Break: If this attack is successful, the target’s armor is broken. The target’s armor value is permanently reduced by 1 once, even if the armor is repaired.
iss sniper
ISS 2.0.indd 14
ISS 2.0.indd 16
ISS
2
MEGACONS
iss heavy
1
12/15/15 ISS 2.0.indd 6:0815 PMPersonal abilities
5
Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase.
5
Tuck & Roll: This MERC does not have to stop at an elevation change if descending, and takes no blood from falling.
12/15/15 6:08 PM
Kit
3
iss
sniper Kit
1
4
B
1
Pistol
1
1
M
L
S
Aim
M
3 1
Aim; Force 1 B
4
S
Force 1: Successful attacks from this weapon cause the Force 1 status effect. (Target knocked back 1 card length).
L
5
MEGACONS
Single Shot
Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
6
12/15/15 ISS 2.0.indd 6:0817 PM
12/15/15 6:08 PM
iss Booster 2 7 2 2
iss
Booster Kit Carbine
2
B
Enhancers
-
2
3
-
4
M
L
Attack & Move B
-
S
S
M
Act & Move; Boosted 2; Adrenaline 2
3 2
L
6 6
ISS 2.0.indd 18
Personal abilities Last Stand: If this MERC is the last member of his team alive, he gains Act 2. Wired: This MERC is in a constant state of Adrenaline 2. This is applied Kit Act 2: This MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1. Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 2, reaction increased by 2, and increases the attack roll by 2. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
12/15/15 ISS 2.0.indd 6:0819 PM
12/15/15 6:08 PM
ISS
Personal abilities
6
Fighter: This MERC may perform a melee attack after a move at no penalty, and increases her weapon’s melee attack roll by 2.
7
Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
MEGACONS
1
Kit
iss
3
Break: If this attack is successful, the target’s armor is broken. The target’s armor value is permanently reduced by 1 once, even if the armor is repaired.
3
Hack: When this MERC performs a successful melee attack with this weapon, she also rolls an interact check to hack into the target MERC’s system. If successful, ISS gains LoS through the hacked MERC, and the hacked MERC decreases all attack dice rolls by 1.
spy Kit Multi-Tool
1
B
-
1
S
M
L
Melee 1; Break; Hack
1 4
LoS (Line-of-Sight): Targets in line of sight of a MERC suffering from Hack can be seen by ISS. Melee 1: This MERC increases this weapon’s melee attack roll by 1.
6
12/15/15 ISS 2.0.indd 6:0821 PM
12/15/15 6:08 PM
MEGACONS
ISS 2.0.indd 20
iss spy
CORPORATE TRAITS Active Camouflage: KemVar is always considered to be at one higher tier of cover than their position as long as their armor hasn’t failed.
Closed Systems: KemVar ignore the blind, and toxin status effects. In addition, the attack roll penalties from the smoke status effect is ignored.
KemVar Leader 0 7 3 2
KemVar
Leader Kit Semi Auto
2
B
2
6
Sword
L
S
M
3
Inspiring: All team in short range, including this . MERC, may reroll 1 attack
a
Brawler: This MERC increases his melee weapon strength by 1. This is applied. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Melee 2: This MERC increases this weapon’s melee attack roll by 2. Penetrate 1: If this attack is successful the target’s armor failure roll is decreased by 1 for this attack only.
2
L
6
Melee 2; Penetrate 1
2
-
M
Attack & Move B
1
S
Personal abilities
6
KemVar wrenCh KemVar 2.0.indd 2
1 5 5 2
KemVar
wrenCh Kit Semi Auto
2
3
-
B
-
S
M
L
Attack & Move; Melee 1; Universal 1
2
6
Repair Kit
-
B
S
Repair
M
3 2
L
7 4
abilities 12/15/15 KemVar 2.0.indd 6:10 PMPersonal 3
12/15/15 6:10 PM
Climb: This MERC may move up 1 level (ER 2) at no movement point cost. Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Melee 1: This MERC increases this weapon’s melee attack roll by 1. Repair: This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use. Universal 1: This weapon may be used as a melee weapon with the following stats:
1
-
1
KEMVAR
MEGACONS
KemVar demo 1 5 5 2
KemVar
demo Kit Semi Auto
2
3
4
S
M
L
Attack & Move; Melee 1; Universal 1
2
6
Worm
1
B
B
S
M
2
L
Throw 3; Melee 1; Pierce
2
3
7
Personal abilities Strong Arm: This MERC has an extended throw. This is applied. Hard Hearted: If attacking a target in no cover, this MERC . gains 1 additional attack
a
Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Melee 1: This MERC increases his weapon’s melee attack roll by 1. Pierce: If this attack is successful the target’s armor is ignored. Throw 3 (Consumable): This MERC attacks a target within 3 card lengths. Discard 1 Worm Grenade after use. Universal 1: This weapon may be used as a melee weapon with the following stats:
1
-
1
6
KemVar assassin
KemVar 2.0.indd 6
2
abilities 12/15/15 KemVar 2.0.indd 6:10 PMPersonal 7
12/15/15 6:10 PM
7
Charge: This MERC may perform a melee attack after a move at no penalty, and his weapon strength is increased by 1. This attack does 2 blood.
4
Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat. Kit
assassin Kit Energy Knife
1
-
B
1
B
4
1
M
L
Melee 3; Penetrate 2
2
Pistol
S
S
M
3 1
L
6 9
Melee 3: This MERC increases this weapon’s melee attack roll by 3. Penetrate 2: If this attack is successful the target’s armor failure roll is decreased by 2 for this attack only. MEGACONS
3
KemVar
KemVar heaVy 2 4 6 2
KemVar Kit
4
B
8
Eye For Cover: If this MERC is in base range of cover, he is considered to be in weak cover. Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team . Kit Melee 1: This MERC increases this weapon’s melee attack rolls by 1. Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
heaVy Full Auto
Personal abilities
S
M
L
Set & Rip; Melee 1; Template; Universal 1
3
3
Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined the targets receive 4 attacks.
2 7 8
Universal 1: This weapon may be used as a melee weapon with the following stats:
1
-
1
KemVar sniper KemVar 2.0.indd 10
1 5 6
abilities 12/15/15 KemVar 2.0.indd 6:10 PMPersonal 11
12/15/15 6:10 PM
Marksman: This MERC is in a constant state of Aim. This is applied. Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction. Kit
3
KemVar
sniper Kit Single Shot
1
2
B
1
Pistol
1
1
M
L
Load; Aim; Mode B
2
S
S
Aim
M
3 1
L
5
Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Excludes Repulsor. Mode (Repulsor): This MERC may use a different ammo type when firing this weapon. This ammo type can be used even if this weapon is currently using Load. Repulsor: If this attack is successful the target places one repulsor token on his card. If multiple targets have repulsor tokens they cannot be in short range of each other and may suffer from force 1.
7
KemVar 2.0.indd 12
12/15/15 KemVar 2.0.indd 6:10 PM 13
12/15/15 6:10 PM
6 3
Personal abilities Contortionist: This MERC may move through other MERCS as long as she doesn’t end her turn in their inhabited space. Fighter: This MERC may perform a melee attack after a move at no penalty, and increases her weapon’s melee attack roll by 2. Kit
3
KemVar
shoCK Kit Kinetic Fists
1
-
B
S
M
L
Melee 1; Kinetic Pulse
-
3 1
Force 1: Successful attacks from this weapon cause the Force 1 status effect. (Target knocked back 1 card length).
KEMVAR
0
MEGACONS
KemVar shoCK
Melee 1: This MERC increases this weapon’s melee attack roll by 1. Kinetic Pulse: This weapon’s attack varies based on the amount of movement points this MERC spends before attacking a target this round. Refer to the table below to see additional attack information. Status Effect
5 7
0-1
-2
0
None
2-3
-5
1
Force 1
KemVar engineer 0 4 7 3
KemVar
engineer Kit Semi Auto
2
6
B
2
Door Hammer
1
KemVar 2.0.indd 16
-
M
L
Attack & Move B
1
S
S
M
3 2
L
Breach; Act 1; Melee 1
7
abilities 12/15/15 KemVar 2.0.indd 6:10 PMPersonal 15
12/15/15 6:10 PM
Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team in short range decrease their trap roll by 2 (Traps 2). Speedy: This MERC has 1 extra movement point. This is applied. Kit Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC’s first initiative activation was on 1. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Breach: This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success. Melee 1: This MERC increases this weapon’s melee attack roll by 1.
MEGACONS
KemVar 2.0.indd 14
3
12/15/15 KemVar 2.0.indd 6:10 PM 17
12/15/15 6:10 PM
KemVar spy 1
Personal abilities
5
Communicator: Once per skirmish, this MERC can select 1 team member in line of sight and grant them another activation at initiative 2 (Act 2).
3
Flesh Wound: This MERC ignores the first blood taken per skirmish. Kit
KemVar
3
Act 2: The group member who receives Communicator gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1.
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
1
Melee 1: This MERC increases this weapon’s melee attack roll by 1.
spy Kit Machine Pistol
2
5
B
1
Blade
1
1
M
L
Attack & Move B
-
S
S
M
L
Melee 1; Pierce
4
Pierce: If this attack is successful the target’s armor is ignored.
4
KemVar 2.0.indd 18
12/15/15 KemVar 2.0.indd 6:10 PM 19
12/15/15 6:10 PM
6 2 2
Booster Kit Single Shot
1
KemVar 2.0.indd 20
2
3
Enhancers
-
B
-
4
M
L
Attack & Move B
-
S
S
M
Boosted 3; Adrenaline 1
3 2
L
Universal 1: This weapon with the following stats:
Vault: This MERC may move over ER 1 cover 1 base wide at no movement point cost.
1
Hip Shot: This MERC reduces his firing number by 1. This is applied.
-
1
Template: Each target cau Template diagram receive
Kit Adrenaline 1: If a MERC is under the effect of Adrenaline 1, that MERC has his courage roll increased by 1, reaction increased by 1, and increases the attack roll by 1. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Boosted 3 (Consumable): This MERC may use an enhancer to grant Adrenaline 1 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
7 9
12/15/15 KemVar 2.0.indd 6:10 PM 21
12/15/15 6:10 PM
MEGACONS
KemVar
Personal abilities
KEMVAR
0
MEGACONS
KemVar Booster
CORPORATE TRAITS Fearless: Sefadu increase all courage check rolls by 2.
On the Run: Sefadu ignores the movement penalty when they Attack & Move. This is applied.
sefadu Leader 1 8 2 sefadu
Pulse Spear 3
1
1
1
B
M
L
S
M
Hands On You: This MERC can perform melee attacks at the range of his weapon. Kit Burning 2: If this attack is successful the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
3
Melee 3: This MERC increases this weapon’s melee attack roll by 3.
2
Targeting (ETA): If this MERC hits with this weapon, the target is considered to be tagged. Any MERC attacking a tagged target, with a weapon that includes the ETA keyword, increases the attack roll by 2.
4
Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Incendiary Grenade after use.
L
Throw 2; Template; Burning 2
3
-
S
Melee 3; Targeting; Throw 2
2
-
Incendiary
B
Leadership: All of this team within 1 card length, including this MERC, increases their dice rolls by 1.
2
Leader Kit
Personal abilities
7
Template: Each target caught within the Template diagram receives all attacks.
sefadu MediC sefadu 2.0.indd 2
1 6 3 3
sefadu
MediC Kit Semi Auto
2
3
-
B
-
S
M
L
Attack & Move; ETA
2
6
Medkit
-
B
S
M
3 1
L
Heal 2; Act & Move
4 6
12/15/15 sefadu 2.0.indd 6:12 PM3Personal abilities
12/15/15 6:12 PM
Contortionist: This MERC may move through other MERCS as long as he doesn’t end his turn in their inhabited space. Inspiring: All team in short range, including this . MERC, may reroll 1 attack
a
Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. ETA: When this MERC attacks a target tagged by the Leader’s spear, increases the attack roll by 2. Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
0 6 3
SEFADU
MEGACONS
sefadu deMo Personal abilities Mobile: This MERC may attack while Bounding as if he is using Attack & Move. Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1. Kit
3
sefadu
deMo Kit Semi Auto
2
1
-
S
M
L
Attack & Move; ETA
2
6
Incendiary
1
B
B
S
M
3
Burning 2: If this attack is successful the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
1
ETA: When this MERC attacks a target tagged by the Leader’s spear, increases the attack roll by 2.
L
Throw 2; Template; Burning 2
3
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
4 5
Template: Each target caught within the Template diagram receives all attacks. Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Incendiary Grenade after use.
sefadu BerserKer
sefadu 2.0.indd 6
2 7 1
12/15/15 sefadu 2.0.indd 6:12 PM7Personal abilities
12/15/15 6:12 PM
Whirlwind Of Death: This MERC may attack 1 target in his template twice. You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only. Kit
BerserKer Kit Twin Blades
2
-
B
1
S
M
L
Melee 4; Template
3 0 -
Melee 4: This MERC increases this weapon’s melee attack roll by 4. Template: This MERC may choose any target within his Template at no penalty. MEGACONS
3
sefadu
sefadu Heavy 0 5 2
Personal abilities Lucky: This MERC may negate 1 attack success against himself per skirmish. No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round. Kit
2
sefadu
Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
Heavy Kit Full Auto
4
B
8
-
-
S
M
L
Set & Rip; Template
3
Articulated Anchor
Pivot: This MERC may turn up to 90 degrees and stay set.
B
-
S
M
3
Template: Each target caught within the Template diagram receives all attacks.
2 L
5
Pivot
7
sefadu sniper sefadu 2.0.indd 10
1 5 5 3
sefadu
sniper Kit Single Shot
1
4
B
1
Karambit
1
1
M
L
S
M
Melee 0
3
12/15/15 6:12 PM
Climb: This MERC may move up 1 level (ER 2) at no movement point cost. I See You: If this MERC successfully suppresses a target, that target receives 1 attack which can not be overwatched. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Break: If this attack is successful, the target’s armor is broken. The target’s armor value is permanently reduced by 1 once, even if the armor is repaired. Melee 0: This MERC increases this weapon’s melee attack roll by 0.
1
Break, Aim B
-
S
Personal abilities 12/15/15 sefadu 2.0.indd 6:12 PM11
L
4 7
sefadu 2.0.indd 12
12/15/15 sefadu 2.0.indd 6:12 PM13
12/15/15 6:12 PM
Personal abilities
6
Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon’s melee attack roll by 2.
4
Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack hits and penetrates the target’s armor. Kit
3
sefadu
sHoCK Kit Ashanti Sword
1
1
-
Toxin
B
1
1
M
L
B
S
M
3 1
Melee 2 L
Throw 1; Template; Toxin 2
3
-
S
5
SEFADU
0
MEGACONS
sefadu sHoCK
Melee 2: This MERC increases this weapon’s melee attack roll by 2. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Incendiary Grenade after use. Toxin 2: If this attack is successful place a grenade token in the targeted area for 2 rounds. Enemies still within 1 card length of this token suffer 1 blood during the Refresh Phase.
7
sefadu engineer
sefadu 2.0.indd 14
0
Personal abilities 12/15/15 sefadu 2.0.indd 6:12 PM15
12/15/15 6:12 PM
4
Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team in short range decrease their trap roll by 2 (Traps 2).
7
Hip Shot: This MERC reduces his firing number by 1. This is applied. Kit
2
engineer Kit Carbine
2
B
Repair Kit
-
sefadu 2.0.indd 16
1
-
B
-
M
L
Attack & Move; ETA
2
4
S
S
M
Act & Move; Repair
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
3
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
2
ETA: When this MERC attacks a target tagged by the Leader’s spear, increases the attack roll by 2.
L
7
Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
MEGACONS
sefadu
5
12/15/15 sefadu 2.0.indd 6:12 PM17
12/15/15 6:12 PM
sefadu gunner 2 4 5 2
sefadu
gunner Kit Shotgun
2
B
5
2
S
M
L
Attack & Move; Template; Load
3 2
Personal abilities Last Stand: If this MERC is the last member of his team alive, he gains Act 2. Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360 degrees without using movement points. Kit Act 2: This MERC gains an additional activation at initiative 2. Ignore this effect if this MERC’s first initiative activation was on 2 or 1. Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Load: This MERC must wait 1 round after firing this weapon before it can be fired again. Template: Each target caught within the Template diagram receives all attacks.
6 7
sefadu 2.0.indd 18
12/15/15 sefadu 2.0.indd 6:12 PM19
12/15/15 6:12 PM
6 5 3
patHfinder Kit Single Shot
1
sefadu 2.0.indd 20
2
4
Smoke
-
B
1
-
M
L
Aim B
-
S
S
M
3
Precision: This MERC increases the attack roll on overwatch checks by 1. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
1
Template: Each target caught within the Template diagram receives all attacks.
4
Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card. Discard 1 Smoke Grenade after use.
L
Template; Throw 1; Smoke 2
Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately.
6
12/15/15 sefadu 2.0.indd 6:12 PM21
12/15/15 6:12 PM
MEGACONS
sefadu
Personal abilities
SEFADU
1
MEGACONS
sefadu patHfinder
CORPORATE TRAITS Focus Fire: If a Texico MERC attacks a target previously damaged by a different Texico team member the attack roll is increased by 1.
Traps: Bounding MERCS must roll on the trap table. This does not affect Texico.
texiCo Leader 0 4 5 2
texiCo Kit
1
4
B
2
Dog 5
1
6
2
-
1
S
M
L
Sick’em: If the Dog is in short range of this MERC, then the Dog’s attack cannot fail. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
S
2
3
Penetrate 1: If this attack is successful the target’s armor failure roll is decreased by 1 for this attack only.
2
Aim B
Leadership: All of this team within 1 card length, including this MERC, increase their dice rolls by 1.
Melee 1: This MERC increases this weapon’s melee attack roll by 1.
Leader Single Shot
Personal abilities
M
1
L
3
Melee 1; Penetrate 1
5 5
texiCo Heavy Texico 2.0.indd 2
2 4 6 1
texiCo Kit
3
B
8
1
B
-
1
S
M
L
Attack & Move; Set & Rip
3
Machete
12/15/15 6:13 PM
Sure Footed: This MERC does not suffer the move penalty associated with Attack & Move. This is applied. Brick House: Team are considered to be in strong cover if the attack draws line of sight through this MERC. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Melee 0: This MERC increases this weapon’s melee attack roll by 0.
Heavy Full Auto
12/15/15 Texico 2.0.indd 6:13 PM 3Personal abilities
S
M
Melee 0
3 3
L
6 7
Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
5 5 3
texiCo Kit
1
B
2
4
Pistol
1
M
L
Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
S
3 1
M
L
Attack & Move; Aim
1
4
S
Aim B
Sleight Of Hand: This MERC suffers no load penalty. He doesn’t have to wait 1 round between attacks. This is applied.
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 1.
sniper Single Shot
Personal abilities
TEXICO
1
MEGACONS
texiCo sniper
5 6
texiCo demo
Texico 2.0.indd 6
0
12/15/15 Texico 2.0.indd 6:13 PM7Personal abilities
4
Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction.
6
Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
12/15/15 6:13 PM
Kit
demo Kit Shotgun
3
B
Smoke
-
3
-
B
-
M
L
Attack & Move; Load
2
6
S
S
M
3
Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
2
Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
L
Throw 1; Smoke 2; Template
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
6
Template: Each target caught within the Template diagram receives all attacks.
5
Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Smoke Grenade after use.
MEGACONS
2
texiCo
texiCo eagLe 2 5 5 3
texiCo
eagLe Kit Semi Auto
2
6
B
2
Jump Jets
-
-
S
M
L
Attack & Move B
-
S
M
Personal abilities Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360 degrees without using movement points. Tuck & Roll: This MERC does not have to stop at an elevation change if descending, and takes no blood from falling. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Flight: This MERC may elevate or descend 2 card lengths for 1 MP. If this MERC lands he must Load before using this ability again.
1
Load: This MERC must wait 1 activation before using the Flight ability.
L
5
Flight; Load
6
texiCo marsHaL Texico 2.0.indd 10
1
Personal abilities 12/15/15 Texico 2.0.indd 6:13 PM 11
12/15/15 6:13 PM
5
Bounty: Before the skirmish, this MERC selects a target. If that target is killed, all his team increase their attack roll by 1, as long as this MERC is still alive.
3
From Hell’s Hot Fire: This MERC gets 1 attack immediately after being killed. Kit
texiCo
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Cover: The Hat decreases the no cover penalty to 0.
2
Skilled: When attacking, this MERC may choose to attack 2 separate targets once or 1 target twice.
marsHaL Kit Heavy Pistols
2
4
B
-
B
-
-
M
L
Attack & Move; Skilled; Sharpshooter
2
Hat
S
S
Cover
M
L
Sharpshooter: This MERC may attack targets at long range with this weapon, but he decreases the attack roll by 2.
4 6
Texico 2.0.indd 12
12/15/15 Texico 2.0.indd 6:13 PM 13
12/15/15 6:13 PM
Personal abilities
5
Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon’s melee attack roll by 2.
5
Tough As They Come: This MERC has 1 additional blood. This is applied.
TEXICO
1
MEGACONS
texiCo Jaguar
Kit
texiCo
2
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
4
Force 1: Successful attacks from this weapon cause the Force 1 status effect. (Target knocked back 1 card length).
2
Melee 1: This MERC increases this weapon’s melee attack roll by 1.
Jaguar Kit Semi Auto
2
B
2
6
Macuahuitl
1
M
L
Attack & Move B
1
-
S
S
M
L
Melee 1; Force 1
6 6
texiCo ranger
Texico 2.0.indd 14
1 6 4
Personal abilities 12/15/15 Texico 2.0.indd 6:13 PM15
12/15/15 6:13 PM
Lucky: This MERC may negate 1 attack success against herself per skirmish. Quick: This MERC is not involved in simultaneous actions. She always acts first in situations with MERCS with the same initiative and reaction. Kit
ranger Kit Carbine
2
B
Flash Bang
-
Texico 2.0.indd 16
2
5
-
1
M
L
Attack & Move B
-
S
S
M
3 1
L
Act & Move; Throw 1; Stun 2; Template
5 6
Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Act & Move: This MERC may choose to act and move in any order. This allows her to use any consumable item while moving. Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round. Template: Each target caught within the Template diagram receives all attacks.
MEGACONS
3
texiCo
Throw 1 (Consumable): This MERC places a grenade token within 1 card. Discard 1 Flash Bang after use.
12/15/15 Texico 2.0.indd 6:13 PM17
12/15/15 6:13 PM
texiCo engineer 0 5 7 2
texiCo
engineer Kit Carbine
2
B
Smoke
-
2
5 1
-
M
L
Attack & Move B
-
S
S
M
3 2
L
Throw 1; Smoke 2; Template
4 5
Texico 2.0.indd 18
Personal abilities Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 trap token to the trap supply, and enemies in long range increase their trap roll by 2. They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2. Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the token have their reaction increased by 2. This effect lasts 2 rounds. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card. Discard 1 Smoke Grenade after use.
12/15/15 Texico 2.0.indd 6:13 PM 19
12/15/15 6:13 PM
Doorman: All other of this MERC’s team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
a
5
for initiative. He keeps one and may Tactician: This MERC rolls 2 assign the other to another team member, replacing their initiative.
Kit
3
texiCo
breaCHer Kit Machine Pistol
2
1
Texico 2.0.indd 20
1
5
Dynamite
B
3
-
M
L
Attack & Move B
2
S
S
M
3 1
L
Throw 1; Breach; Act 1
6 7
TEXICO
5
Personal abilities
Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC’s first initiative activation was on 1. Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1. Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is considered a success. Discard 1 Breach after use. Template: Each target caught within the Template diagram receives all attacks. Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Dynamite after use.
12/15/15 Texico 2.0.indd 6:13 PM21
12/15/15 6:13 PM
MEGACONS
0
MEGACONS
texiCo breaCHer
CORPORATE TRAITS Dense: USCR team do not roll armor failure checks from strength 1 weapons.
Intimidating: Enemy targets that are required to roll courage checks have their dice roll decreased by 1.
UsCr Comissar 1 4 3 1
UsCr
Commissar Kit Semi Auto
2
3
5
S
M
L
2
6
Ice
1
B
B
-
S
M
Personal abilities Leadership: All of this team within 1 card length, including this MERC, increase their dice rolls by 1. Flesh Wound: This MERC ignores the first blood taken per skirmish. Kit Frozen 3: If this attack is successful the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decreases the attack roll by 1.
3
Template: Each target caught within the Template diagram receives all attacks.
3
Throw 2 (Consumable): This MERC attacks a target within 2 card lengths. Discard 1 Ice Grenade after use.
L
Throw 2; Frozen 3
5 6
UsCr GUnner USCR 2.0.indd 2
2
12/15/15 USCR 2.0.indd 6:15 PM 3Personal abilities
12/15/15 6:15 PM
Motivated: This MERC may snap to cover twice per activation.
5
Tough As They Come: This MERC has 1 additional blood. This is applied.
5
Kit
2
UsCr
GUnner Kit Shotgun
2
B
5
-
B
-
-
M
L
Attack & Move; Template; Load
2
Gasmask
S
S
M
4 2
L
Closed System
5 6
Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Closed System: This MERC ignores the blind, and toxin status effects. In addition, the attack roll penalties from the smoke status effect is ignored. Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Template: Each target caught within the Template diagram receives all attacks.
USCR
MEGACONS
UsCr Booster 2 6 5 2
UsCr
Booster Kit Single Shot
1
2
4
Enhancers
-
B
4
M
L
Aim B
S
M
From Hell’s Hot Fire: This MERC gets 1 attack immediately after being killed. Martyr: After this MERC is killed, all other team increase their attack dice rolls by 1. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
2
Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
L
5
Act & Move; Boosted 2; Adrenaline 2
-
-
S
Personal abilities
Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
7
UsCr WrenCh 2 5 5 2
UsCr
WrenCh Kit Semi Auto
2
3
-
S
M
L
2
6
Repair Kit
-
B
2 B
-
3
S
M
Repair; Act & Move
L
5 5
12/15/15 USCR 2.0.indd 6:15 PM 7Personal abilities
12/15/15 6:15 PM
Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range. Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately. Kit Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving. Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use. MEGACONS
USCR 2.0.indd 6
UsCr mediC 1 5 5
Personal abilities Eagle Eye: This MERC may reroll 1 of his attack each round.
a
Rinse & Repeat: If this MERC attacks the same target as last round, then he increases the attack roll by 1 and increases his weapon strength by 1. Kit
UsCr
2
Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
3
Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
mediC Kit Semi Auto
2
3
-
S
M
L
2
6
Medkit
-
B
2 B
S
M
L
5
Act & Move; Heal 2
-
5
UsCr Behemoth USCR 2.0.indd 10
0 3 2 1
UsCr
Behemoth Kit Full Auto
3
B
7
3
Hammer
1
3
M
L
Set & Rip; Template B
-
S
S
M
Melee 1; Penetrate 2
3 4
Personal abilities 12/15/15 USCR 2.0.indd 6:15 PM 11
12/15/15 6:15 PM
Heavy: This MERC doesn’t need to set to receive the set & rip bonus. This is applied. Speedy: This MERC has 1 extra movement point. This is applied. Kit Melee 1: This MERC increases this weapon’s melee attack roll by 1. Penetrate 2: If this attack is successful the target’s armor failure roll is decreased by 2 for this attack only. Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives all attacks.
L
6 8
USCR 2.0.indd 12
12/15/15 USCR 2.0.indd 6:15 PM 13
12/15/15 6:15 PM
USCR
MEGACONS
UsCr sniper 1 4 6 2
UsCr Kit
1
4
B
1
Pistol
1
4
S
M
L
1
Lucky: This MERC may negate 1 attack success against himself per skirmish. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
S
M
3 2
Aim; Pinned B
Crack Shot: This MERC may score 1 attack success per skirmish.
Pinned: If this attack is successful the target is unable to move until an interact check is ed.
sniper Single Shot
Personal abilities
L
4
Aim
7
UsCr heavy 1 4 5 1
UsCr
heavy Kit Full Auto
4
USCR 2.0.indd 16
B
8
3
S
M
Set & Rip; Template
L
3
Personal abilities 12/15/15 USCR 2.0.indd 6:15 PM 15
12/15/15 6:15 PM
Precision: This MERC increases the attack roll on overwatch checks by 1. Brick House: Team are considered to be in strong cover if the attack draws line of sight through this MERC. Kit Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined the targets receives 4 attacks.
3 6
MEGACONS
USCR 2.0.indd 14
7
12/15/15 USCR 2.0.indd 6:15 PM 17
12/15/15 6:15 PM
UsCr enGineer 2
Personal abilities
6
Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team in short range decrease their trap roll by 2 (Traps 2).
4
Eye For Cover: If this MERC is in base range of cover, he is considered to be in weak cover. Kit
UsCr
2
Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC’s first initiative activation was on 1.
3
Act & Move: This MERC may choose to act and move in any order. This allows him to use the slam ram while moving.
2
Breach: This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success.
enGineer Kit Single Shot
1
4
B
-
M
L
2
Slam Ram
1
S
B
2
S
M
L
Breach; Act 1; Act & Move; Melee 0
6
Melee 0: This MERC increases this weapon’s melee attack roll by 0.
4
USCR 2.0.indd 18
12/15/15 USCR 2.0.indd 6:15 PM 19
12/15/15 6:15 PM
4 5 2
pathfinder Kit Single Shot
1
USCR 2.0.indd 20
2
4
Flash Bang
-
B
-
1
M
L
Attack & Move B
-
S
S
M
I Know The Way: This MERC gains 1 movement point if he is the bounding target. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
2
Template: Each target caught within the Template diagram receives all attacks.
L
Throw 2; Stun 2
Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team .
5
Throw 2 (Consumable): This MERC places a grenade token to affect targets within 2 card lengths. Discard 1 Flash Bang Grenade after use.
6
12/15/15 USCR 2.0.indd 6:15 PM 21
12/15/15 6:15 PM
MEGACONS
UsCr
Personal abilities
USCR
2
MEGACONS
UsCr pathfinder
CORPORATE TRAITS Nuclear Armor: Keizai Waza decrease their movement points by 1 when they fail an armor failure check.
Budo: Keizai Waza increase all dice rolls by 1 if they have suffered any blood.
Keizai Waza Daimyo 3 7 3 Keizai Waza
Semi Auto
2
2
6
Tac Nuke
-
B
1
-
S
M
L
Attack & Move B
S
M
Lucky: This MERC may negate 1 attack success against himself per skirmish. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
3
Nuke: This attack requires two other team (Pathfinder or Spotter, and Observer). This weapon does not need to target a figure, but if it does the initial weapon strength is increased by 1 and the target suffers 2 blood. All other MERCS within the template suffer 1 blood.
2
L
6
Nuke; Toxin; Template
3
Leadership: All of this team within 1 card length, including this MERC, increase their dice rolls by 1.
2
Daimyo Kit
Personal abilities
7
Template: Each target caught within the Template diagram receives all attacks. Toxin 3: If this attack is successful all MERCS still within 2 card lengths of this attack suffer 1 blood during the Refresh Phase. This effect lasts for 3 rounds.
1 3 4
T
O
X
I
N
Keizai Waza pathfinDer Waza 2.0.indd 11:39 AM 3 Personal 2 12/16/15
Waza 2.0.indd 2
6 5 3
Keizai Waza
pathfinDer Kit Single Shot
1
4
B
2
Tactical Laser
-
-
M
L
S
3 1
Aim B
-
S
M
L
Target Acquisition; Targeting
6 7
abilities
12/16/15 11:39 AM
I Know The Way: This MERC gains 1 movement point if he is the bounding target. Vital Systems: When this MERC attacks, his successful attacks decrease the target’s armor failure roll by 2. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Target Acquisition: If this MERC has LoS to a target or area, and the Observer is in place, he allows the Daimyo to use his Tac Nuke. Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as his action this round.
0 5 7 2
Keizai Waza
Demo Kit Semi Auto
2
2
6
Toxin
1
B
3
-
S
M
L
Attack & Move B
S
M
2
L
Throw 2; Template; Toxin 2
1
3
6
Personal abilities Flesh Wound: This MERC ignores the first blood taken per skirmish. Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
KEIZAI WAZA
MEGACONS
Keizai Waza Demo
Template: Each target caught within the Template diagram receives all attacks. Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Toxin Grenade after use. Toxin 2: If this attack is successful place a toxin token in the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the Refresh Phase.
8
Keizai Waza heavy Waza 2.0.indd 11:39 AM 7 Personal 1 12/16/15
4 5 2
Keizai Waza
heavy Kit Semi Auto
2
6
B
2
Full Auto
3
2
M
L
Attack & Move B
8
S
S
M
Set & Rip; Template
3 2
L
6 6
abilities
12/16/15 11:39 AM
Precision: This MERC increases the attack roll on overwatch checks by 1. Eyes Behind: Attacking this MERC from the rear provides flank bonuses only. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again. Template: Each target caught within the Template diagram receives all attacks.
MEGACONS
Waza 2.0.indd 6
Keizai Waza spy 1 6 5
Personal abilities Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat. Fighter: This MERC may perform a melee attack after a move at no penalty, and increases her weapon’s melee attack roll by 2. Kit
3
Keizai Waza
spy Kit Sword
B
1
-
1
B
-
M
L
Melee 2; Penetrate 2
1
Multi-Tool
S
1
S
M
3 1
L
Melee 2; Hack
5
Hack: When this MERC performs a successful melee attack with this weapon, she also rolls an interact check to hack into the target MERC’s system. If successful, Keizai Waza gains LoS through the hacked MERC, and the hacked MERC decreases all attack dice rolls by 1. LoS (Line-of-Sight): Targets in line of sight of a MERC suffering from Hack can be seen by Keizai Waza. Melee 2: This MERC increases this weapon’s melee attack roll by 2. Penetrate 2: If this attack is successful the target’s armor failure roll is decreased by 2 for this attack only.
5
Keizai Waza sniper Waza 2.0.indd 11:39 AM 11Personal 0 12/16/15
Waza 2.0.indd 10
5 6 3
Keizai Waza Kit
1
4
B
3
Pistol
1
4
1
S
M
L
Load; Aim; Punch B
12/16/15 11:39 AM
Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range. Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack hits and penetrates the target’s armor. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Punch: The attack roll of this MERC’s weapon is increased by 2 on targets in weak cover.
sniper Single Shot
abilities
S
Aim
M
3
Load: This MERC must wait 1 round after firing this weapon before it can be fired again.
1
L
6 8
Waza 2.0.indd 12
12/16/15 Waza 2.0.indd 11:39 AM 13
12/16/15 11:39 AM
4 7 Keizai Waza
Machine Pistol
2
5
B
1
SAT-Imager
1
3
S
M
L
Attack & Move B
S
M
Civilian: MERCS targeting this figure decreases their attack roll by 1. Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
3
Launch Codes: If this MERC is within 2 cards of the Observer’s chosen target or area, and the Daimyo still has his Tac Nuke, this MERC may use the Sat-Imager to fire the Tac Nuke.
2
L
Attack & Move; Launch Codes
-
Observer: Targets in short range of this MERC lose 1 tier of cover.
2
observer Kit
Personal abilities
KEIZAI WAZA
2
MEGACONS
Keizai Waza observer
6 8
Keizai Waza spotter Waza 2.0.indd 11:39 AM 15Personal 0 12/16/15
Waza 2.0.indd 14
5 5 3
Keizai Waza
spotter Kit
1
2
B
2
Tactical Laser
-
Waza 2.0.indd 16
-
M
L
S
3 1
Aim B
-
S
M
12/16/15 11:39 AM
Marksman: This MERC is in a constant state of Aim. This is applied. Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS. Kit Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack. Target Acquisition: If this MERC has LoS to a target or area, and the Observer is in place, he allows the Daimyo to use his Tac Nuke. This figure may be used in addition to the Pathfinder to launch the Tac Nuke. Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as his action this round.
L
Target Acquisition; Targeting
5
MEGACONS
Single Shot
abilities
6
12/16/15 Waza 2.0.indd 11:39 AM 17
12/16/15 11:39 AM
Keizai Waza booster 1 6 4 2
Keizai Waza
booster Kit Semi Auto
2
2
6
Enhancers
-
B
-
4
M
L
Attack & Move B
-
S
S
M
Boosted 2; Adrenaline 2
3 2
Personal abilities Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately. Motivated: This MERC may snap to cover twice per activation. Kit Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has her courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2. Attack & Move: This MERC may choose to attack and move in any order. This decreases her movement points by 1 and decreases the attack roll by 2. Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as her action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.
L
6 7
Waza 2.0.indd 18
12/16/15 Waza 2.0.indd 11:39 AM 19
12/16/15 11:39 AM
6 7 2
Keizai Waza
WrenCh Kit
2
Waza 2.0.indd 20
2
6
Repair Kit
-
B
3
-
M
L
Attack & Move B
-
S
S
Repair
M
3
Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately. Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team . Kit Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2. Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
2
L
5 3
12/16/15 Waza 2.0.indd 11:40 AM 21
12/16/15 11:40 AM
MEGACONS
Semi Auto
Personal abilities
KEIZAI WAZA
0
MEGACONS
Keizai Waza WrenCh
PERSONAL ABILITIES BACK OFF
CRACK SHOT
This MERC may move 1 movement point immediately when hit by a melee or ranged
This MERC may score 1 attack success per skirmish.
attack from melee range.
DOORMAN
BE CAREFUL, VERY CAREFUL
All other of this MERC’s team in short range may increase or decrease their
If this MERC is in the skirmish, he adds 1 “no trap” token to the trap supply, and team
initiative by 1 when this MERC uses Breach.
in short range decrease their trap roll by 2 (Traps 2).
EAGLE EYE
BE MY GUEST This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase.
BLESS All of this team in short range, including this MERC, increase their courage
This MERC may reroll 1 of his attack
a.
ESCAPE ARTIST This MERC ignores the pinned status effect.
EYES BEHIND
test rolls by 2.
Attacking this MERC from the rear provides flank bonuses only.
BRICK HOUSE
EYE FOR COVER
Team are considered to be in strong cover if the attack draws line of sight
If this MERC is in base range of cover, he is considered to be in weak cover.
through this MERC.
FEEL THE GLORY
BOUNTY
If team of this MERC are in his template when he attacks, he gains +2 to
Before the skirmish, this MERC selects a target. If that target is killed, all of this MERC’s
attack dice rolls for enemy targets only.
team increase their attack roll by 1, as long as this MERC is still alive.
FIGHTER
BRAWLER
This MERC may perform a melee attack after a move at no penalty, and increases his
This MERC increases melee weapon strength by 1. This is applied.
weapon’s melee attack dice roll by 2.
CHAIN OF COMMAND
FLESH WOUND
If this MERC is in short range of a a team member with Leadership, then Leadership is
This MERC ignores the first blood taken per skirmish.
extended to MERCS in short range of this MERC.
FROM HELL’S HOT FIRE
CHARGE
This MERC gets 1 attack immediately after being killed.
This MERC may perform a melee attack after a move at no penalty, and his weapon
HAIR TRIGGER
strength is increased by 1. This is applied. This attack does 2 blood.
CIVILIAN MERCS targeting this figure decrease their attack roll by 1.
CLIMB This MERC can move up 1 level ER 2 at no movement point cost.
CLOSE ENCOUNTER This MERC can attack with his weapon in melee range regardless of that weapon’s limitations. This is applied.
COMMUNICATOR Once per skirmish, this MERC can select one team member in line of sight and grant them another activation at initiative 2 (Act 2).
CONNECTIONS If this MERC is in the skirmish, increase EU’s credits by 2.
COUNTERSTRIKE This MERC gains 1 immediate melee attack if hit in melee combat.
CONTORTIONIST This MERC may move through other MERCS as long as he doesn’t end his turn in their inhabited space.
COURAGEOUS This MERC cannot be suppressed.
After taking 2 or more blood in a round, this MERC gains 1 attack immediately.
HANDS ON YOU This MERC can perform melee attacks at the range of his weapon.
HARD HEARTED If attacking a target in no cover, this MERC gains 1 additional attack
a.
HEAD HUNTER This MERC inflicts 2 blood on an unmodified roll of 10, if the attack still hits and penetrates the target’s armor.
HEAVY This MERC doesn’t need to set to receive the Set & Rip bonus. This is applied.
HEIGHT MAKES RIGHT If this MERC attacks from an elevated position, he increases his weapon strength by 1.
HEROIC This MERC increases all his dice rolls by 1 at medium and long range from his team .
HIP SHOT This MERC reduces his firing number by 1. This is applied.
HOT POTATO This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
I KNOW THE WAY
SICK‘EM
This MERC gains 1 movement point if he is the bounding target.
If the Dog is in short range, then the Dog’s attack cannot fail.
I SEE YOU
SLEIGHT OF HAND
If this MERC successfully suppresses a target, that target receives 1 attack which can
This MERC suffers no load penalty. He doesn’t have to wait 1 round between attacks.
not be overwatched.
SPECIALIST
INSPIRING
a.
SPEEDY
LAST RITES
This MERC has 1 extra movement point. This is applied.
If attacking a target with 1 blood, all attack rolls from this MERC are increased by 2.
STAY FROSTY
LAST STAND
All other team in short range of this MERC may reroll their initiative.
If this MERC is the last member of his team alive, he gains Act 2.
STRONG ARM
LEADERSHIP
This MERC has an extended throw. This is applied.
All of this team within 1 card length, including this MERC, increases their dice
SURE FOOTED
rolls by 1.
This MERC does not suffer the move penalty associated with Attack & Move. This is
LIGHT ON YOUR FEET
applied.
If this MERC has at least 1 movement point, he can turn 360° without using movement
TACTICIAN
points.
This MERC rolls 2d10 for initiative. He keeps one and may assign the other to another
LUCKY
team member, replacing their initiative.
This MERC can negate 1 attack success against himself per skirmish.
THINK ABOUT THE FUTURE
MARKSMAN
If this MERC takes the hold action, in addition to the bonus initiative modifier, he
This MERC is in a constant state of Aim. This is applied.
MARTYR After this MERC is killed, all other team increase their attack dice rolls by 1.
MOBILE This MERC can attack while bounding as if he is using Attack & Move.
MOTIVATED This MERC may snap-to-cover twice per activation.
MOVE YOUR ASS After inflicting 1 blood, this MERC gains 1 movement point immediately.
increases his next attack dice roll by 1.
THEY SHOT BILL This MERC gains 1 additional attack if in short range of a member of his team being killed.
THOROUGH When making interact checks, this MERC rolls 2d10.
TOUGH AS THEY COME This MERC has 1 additional blood. This is applied.
TUCK & ROLL This MERC does not have to stop at an elevation change if descending and takes no
NO ONE LEFT BEHIND
blood from falling.
This MERC may drag an adjacent team member with broken armor his remaining
UNNOTICED
movement points as part of his move this round.
OBSERVER Targets in short range of this MERC lose 1 tier of cover.
This MERC does not activate suppression or overwatch if he begins his action out of LoS.
VAULT This MERC can move through ER 1 cover 1 base wide or less at no movement point
PRECISION
cost.
This MERC increases the attack roll on overwatch checks by 1.
VITAL SYSTEMS
QUICK
When this MERC attacks, his successful attacks decreases the target’s armor failure
This MERC is not involved in simultaneous actions. He always acts first in situations
roll by 2.
with MERCS with the same initiative and reaction.
WALL OF LEAD
RESOURCEFUL
When this MERC forces a suppressed check, the target’s courage roll is decreased by 1.
This MERC does not need to roll when interacting with objectives, and the interaction
WHIRLWIND OF DEATH
takes 1 round less.
RINSE & REPEAT If this MERC attacks the same target as last round, than he increases the attack roll by
This MERC may attack 1 target in his template twice.
WIRED
1 and increases his weapon strength by 1 and increases his weapon strength by 1.
This MERC is in a constant state of Adrenaline 2.
SHE’LL HOLD TOGETHER
YOU WANT SOME
This MERC may reroll failed armor checks one time.
This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only.
PERSONAL ABILITIES
All team within 1 card length, including this MERC, may reroll 1 attack
This MERC can move and interact with objectives in base range.
QUICK REFERENCE PHASE ORDER A game of MERCS occurs over several rounds. Each round includes three phases:
1 INITIATIVE PHASE
2 ACTION PHASE
3 REFRESH PHASE
RANGE DIAGRAMS BASE RANGE
SHORT RANGE
Base range is the base width of a MERC. If the target is within the diameter of a base, the target is considered to be in base range. Several actions are eligible only in base range: melee combat, interacting with objects, medkits, repair kits, and enhancers.
Short range is the length of a MERC reference card. If the target is within a card length, but outside a base range, the target is considered to be in short range. Pistols and several types of grenades use short range.
MEDIUM RANGE
LONG RANGE
Medium range is the length of two MERCS cards. If the target is within the second card’s length if the cards are laid end-to-end, then the target is considered to be in medium range. Shotguns and carbines are medium range weapons.
Any length over two cards is considered long range. There is no limit to the distance a long range weapon can fire, although many long range weapons have range restrictions in base and short range. Single shot weapons, semiauto, and full automatic weapons all excel at long range.
CHAIN OF OCCURRENCE There is a very specific order in which suppression and overwatch interact with standard actions in the basic rules, which is called the chain of occurrence. This order dictates which advanced rule has precedence over another in the skirmish. The chain of occurrence is:
1 SUPPRESSION
2 OVERWATCH
3 ACTION
SUPPRESSION 2 ON, 1 OFF
OVERWATCH 1 ON, 1 OFF
ACTIONS THAT NEVER TRIGGER A SUPPRESSION OR OVERWATCH: HOLD, SNAP-TO-COVER, IVE ABILITIES, AIM, SUPPRESSION
STATUS EFFECTS ADRENALINE
HOLD
If a MERC is under the effect of adrenaline 2, that MERC‘s courage roll increases by 1, reaction increases by 2, and attack roll increases by 2. The status effect lasts as long as the number after the boosted keyword.
The hold action means the MERC will not perform an action this round. Performing a hold action allows the MERC to add or subtract 2 to his existing initiative modifier in the next initiative phase. After the initiative is assigned, remove this token.
ARMOR FAILURE
PINNED
If a MERC’s armor fails, he receives an armor failure token. This token remains in play until the MERC’s armor is repaired. While the armor is broken, the MERC moves at -2 MP, the armor value is reduced by 1, and the MERC can possibly lose one or more of his corporate traits.
If this attack is successful, the target is unable to move until an interact check is ed.
If this attack is successful, the target’s armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds. The target removes 1 token during each activation.
ETA This effect requires the Sefadu MERC to possess an ETA weapon. When the MERC attacks a target tagged by the Sefadu Leader’s spear, the ETA status effect increases the attack roll by 2. This status effect is never removed.
FROZEN If this attack is successful, the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decrease his attack roll by 1.
HACK The hacked MERC provides line-of-sight for the opposing team and decreases all attack rolls by 1
If a MERC is affected by a repulsor tag, he cannot move within 1 card length of another MERC with the same repulsor status effect. If a target is tagged and is within 1 card length of another repulsor tag, both MERCS suffer from force 1 and are involuntarily moved away from each other.
SMOKE This status affects the skirmish. Place a smoke token at the targeted location. If the smoke token blocks LoS between MERCS, the attacking MERC decreases his attack roll by 2. In addition, MERCS within the area of effect have their reaction increased by 2. This effect lasts 2 rounds and is removed in the refresh phase.
STUN Each target suffering from stun cannot activate for 2 rounds. The target gains 2 stun tokens. The duration of this effect is reduced only when a MERC would activate during a round. The target removes 1 token during each activation.
TOXIN This status affects the skirmish. If this attack is successful, place a grenade token in the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the refresh phase. This effect is removed in the refresh phase.
QUICK REFERENCE
BURNING
REPULSOR
MODIFIER TABLE Name
Ranged Combat Modifier
Melee Combat Modifier
Base
+2
-
Short
+2
-
Medium
+1
-
-
-
Flank
+1, +1 Wpn Str
+1, +1 Wpn Str
Rear
+2, +2 Wpn Str
+2, +2 Wpn Str
Low Ground (Attacker)
-1
-1
High Ground (Attacker)
+1
+1
No Cover
+1
-
Weak Cover
-1
-1
Strong Cover
-3
-
Simultaneous Action
-1
-1
Stealth
-1
-1
Courage (Failed)
-2
-2
Range
Long
Position
Cover
Movement
Name
Ranged Combat Modifier
Melee Combat Modifier
Varies
-3
Set
+1
-
Aim
+2
-
-
Varies
Targeting
+2 (Aim)
-
Adrenaline
+2
+2
Smoke
-2
-2
Cover
-1 (Weak Cover)
-1 (Weak Cover)
+2
-
-1 Per Token
-1 Per Token
Hack
-1 (For Hacked MERC)
-1 (For Hacked MERC)
Punch
+2 (For Targets in Weak Cover)
-
-2 (Long Range)
-
Attack & Move
Melee
ETA Frozen
Sharpshooter
QUICK REFERENCE
KEYWORD TABLE
GET THE DEFINITIVE COLLECTIBLE T ODAY All this content and much more is now available in a special hardbound limited edition book. It includes all the game rules you’ll need to play the MERCS table top skirmish combat game. Plus exclusive content not available anywhere else!
INCLUDES
ONLY IN THE LIMITED EDITION
2.0 GAME RULES
EVERY MEGACON All 12 MegaCons with every MERC represented. All their stats and comprehensive, MERC-specific rules for personal abilities and keyword combinations.
HIGH-QUALITY HARDBOARD TOKENS Included with the limited edition hard cover book is the complete set of MERCS tokens. The punchboard contains 93 different tokens and 1 movement measuring tool.
DYNAMIC CAMPAIGN
LOST MARGIN
OLD HONG KONG
UnderstAnding the MAp
Multiplayer, ever-changing campaign enhanced with the MERCS: Conflict custom dice. Research new technology. Upgrade your MERCS. Build your MegaCon’s resources. Expand your MegaCon’s control.
A MegaCon can be eliminated from a campaign in multiple ways. When a MegaCon is eliminated, they may no longer participate in any of the campaign rounds. Eliminated players may play as the opponent in skirmish scenarios if they wish.
LOST MARGIN
OLD HONG KONG
P1
P3
OLD HONG KONG
The debt and bankruptcy rules detail the financial process. If the ruling MegaCon decides that the costs of the campaign no longer justify the potential of victory, they issue orders to pull out of the area, and the player is done.
hQ eliMinAtion
P4
P2
An HQ (green map area) can be besieged only when you have no units or teams operating outside your home base. When an HQ is attacked, that player gets to pick the type of mission rather than rolling for it and MUST play as the defensive player. This is his final territory so he gets the defensive edge.
LOST MARGIN P1
P3
P1
P3
Red – Red represents very valuable areas.
Blue – Blue tends to border home areas. They offer minimal rewards but compensate for any deficiencies with the safety of home.
LOSTThese MARGIN areas can be very difficult to LOST MARGIN due to distance from safety, or they may be highly trafficked. If a single MegaCon is allowed to control a red area without SOUTH CHINAfor SEAan extended period, P4 provocation that MegaCon will have a clear advantage over other players.
OLD HONG KONG
SOUTH CHINA SEA
P2
LOST MARGIN
OLD HONG KONG
LOST MARGIN
1VP
x2
MERCS WORLD LORE
OR
P3
Orange areas offer strong rewards but at a cost of more danger:
P4
AND CHOICE OF LOST MARGIN
Resource teams are not necessary to extract earnings from HQ. These dice are assigned to the dice pool in the economic phase.
OR
Secondary Objective (Proceed to Shadowwalker mission.): discover whether Sab3r has an accomplice.
zone 3
Debriefing
sPeciAl rules Single-Player: This scenario is a singleplayer skirmish. Hack: A MERC hacks the terminal by making a successful interact check at the location. The MERC interacting with the terminal must be within base range. If the interact roll is successful, and the MERC is alive in the refresh phase, the hack is successful. The MERC hacking cannot perform any other actions that round.
9 DIFFERENT GAME MODES
SECFOR II
We’ve determined that the Sab3R entity has been using resources to build something. We don’t know exactly what to expect, but we think she has created a body for herself, and we think she has help from someone inside the facility. Expect the worst, MERCS. We can’t afford to have her escape. Kill Sab3R.
er 0.5
SECFOR II
Sab3R
1 2
Heavy Auto
4
7
B
3
Melee attack
1
-
M
L
S
M
5 3
Template B
2
S
Personal abilities
TERMInAl lOCATIOn
Eagle Eye: This MERC may reroll 1 of her attack d10 each round.
SECFOR II
SECFOR III
Flesh Wound: This MERC ignores the first blood taken per skirmish. Kit Melee 2: This MERC increases this weapon’s melee attack roll by 2.
SECFOR III
Break: If this attack is successful, the target’s armor is broken. The target’s armor value is permanently reduced by 1 once and stays broken even if the armor is repaired.
BARRElS
Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined, the targets receive 4 attacks
L
Break; Melee 2
SECFOR II
4 2
er 0.5
zone 2
Sab3R: The Sab3R activates like the SecFor per the Dormant/Active rules. Once active, the Sab3R rolls initiative and activates per standard MERCS. The Sab3R stays in cover and attempts to attack before moving. When attacking, she will try to his as many targets in her template attack as possible. If there are no targets for her to attack, she will move away from the MERCS, towards a flank, and try to reconnect with her SecFor . SecFor: Sab3R is accompanied by 2 SecFor IV, 2 SecFor III, and 4 SecFor II. Stats for SecFor can be found on page 332. Dormant/Active: SecFor are dormant until a MERC enters their activation zone. If a MERC enters a zone, the SecFor are considered active. Immediately roll initiative. Any SecFor whose initiative is higher than the current initiative number activate immediately. Active SecFor follow priority. Once active, SecFor will pursue MERCS into other areas. SecFor do not activate dormant SecFor.
SECFOR I SECFOR I
LegenD DOORS
zone 1
Megacon starting zone
362
Explore MERCS’ skirmish combat from the kill’em all Conflict mode to the more refined experience of the Espionage game mode. Or discover Platoon mode and command your MERCS like never before in full 10v10 MERC skirmish combat.
363
HARD COVER All the goodies of the MERCS 2.0 book wrapped up in a soft-touch hard cover with a gold-foil finish.
WWW.MEGACONGAMES.COM
When you release a MERCS unit from employment, or cannot the upkeep of units, your initial 2 Assault MERCS are replaced by MegaCon SecFor (security forces). You may not have more than 2 security guards. Guards may have one already-purchased corporate trait. During subsequent turns of the campaign, when you hire new MERCS, they automatically replace security guards. Bankruptcy: If you cannot sell off enough assets to become solvent and keep your leader and two security guards employed, you are liquidated and removed from the campaign.
This campaign uses the MERCS: Conflict resource dice. These dice are used to determine victory earnings and how a MegaCon is spending its CHINA resources. SOUTH SEA Each player tracks the locations of his MERCS squad and 2 resource teams on the map with counters or pushpins. Don’t use anything permanent, because locations will change hands. Unlike many strategy games, players cannot “own” territory on the map. The MegaCons are instead seeking to defeat the other MegaCons and to exploit the area for its resources.
Mercs Players start with a MERCS squad of three . These are bought using an initial Conflict dice pool resource dice roll. A MERCS team can never be deployed with just two . If a player’s three-person MERCS squad takes a casualty, that player must hire a replacement during the economic phase.
MERCS squads have an upkeep cost associated with the number of , type of , and technology level. For more details, see the ”Upgrade & Upkeep Tables” later in this section. Starting MERCS squads do not have any corporate traits (CT). These must be researched during the economic phase. Any acquired CT is automatically upgraded across all existing MERCS.
SOUTH CHINA SEA
scenarios
SCENARIO
Primary Objective (10 pts): The megacon wins if Sab3r is destroyed.
Kit
Liquidation: After you have taken out a loan, if in the following turn you are still short the credits required to pay for upkeep, you must dump assets to become profitable. You may sell back upgrades, units, and consumables at their purchase cost. You may not sell more than you need to become solvent. You may not fire your Leader.
Play through an 11-chapter, scenario-driven story in the MERCS world complete with special rules, special characters, and detailed map layout.
SECFOR IV
Select team.
Sab3R
Stage 3: Bankruptcy Corporate Loans: When you do not have enough credits to pay for upkeep for your Team you may take out a loan. This may happen only on your first turn of debt. This is done at the cost of victory points. For each VP you discard, gain 2 credits. You may not borrow more credits than you have debt. If you are still in debt after your turn of borrowing, proceed to Liquidation.
341
SAB3R
SECFOR IV
7
LOSER
Stage 2: Liquidation
Basic rules for duplicate MERCS in a squad still apply in the campaign. A MERCS team may not employ multiple figures of the same archetype. In addition, MERCS squads must contain a Leader. SOUTH CHINA MERCS SEA teams are expanded by researching the appropriate technology and hiring a new member.
LOST MARGIN
PlAyers: Any MegAcon vs. sAb3r
The scenario is played over the course of 6 rounds. The game ends in the refresh phases of the last round, or when Sab3R is destroyed.
1VP
Stage 1: Corporate Loans
SCENARIO DRIVEN STORY
The Sab3r program has evolved. She identifies as female. She chose not to eliminate herself after her initial mission. She wants to live. She has shared much already and changed the way you look at network data and cyber warfare. however, her current location has gone dark.
2
VICTOR
When a player does not have enough credits or materials to pay for upkeep, they begin to accrue debt. Doing this takes you through several stages.
Assets
340
The Saber and The Snowman, chapTer 3
This is a single-player skirmish. The game area is a standard 2’ x 3’ space.
2VP
Debt anD bankruptcy
LOST MARGIN
Project Ascension
Tally any points. Total points for each player are cumulative with other scenarios in the chapter.
Green – Green areas represent the LOST MARGIN MegaCon’s headquarters. They offer P4 specific Conflict dice during every earning phase. Green represents the profit of the MegaCon. Green areas cannot be invaded by other MegaCons until certain conditions are fulfilled to indicate the decline of a MegaCon’s strength in the campaign.
Green Green areas offer rewards specific to each MegaCon. Refer to the MegaCon section of this chapter for specifics on what each MegaCon’s HQ provides.
x2
LOST MARGIN
instructions
Campaign:
SOUTH CHINA SEA
P3
Orange – Orange areas are less dangerous than red but are still valuable. They tend to P2 be in highly trafficked areas, which change hands often.
SOUTH CHINA SEA
P2
The winner of the campaign is the player that has the most victory points at the end of the pre-determined number of rounds. Victory points are awarded in skirmishes, controlling red locations, and through special MegaCon abilities.
OR
x2
LOST MARGIN LOST MARGIN P1
other conditions
Victory
AND CHOICE OF
P1
x2
SOUTH CHINA SEA
A player may NOT use fast travel to get to an enemy’s HQ. Any territory adjacent to a green territory MUST have a unit in it before you can besiege it, to represent surrounding and sealing in the enemy HQ.
P4
Blue areas offer modest rewards but are safer:
x2
AND CHOICE OF
LOST MARGIN
SOUTH CHINA SEA
Before beginning a game, all players may agree to other victory conditions. These may include holding a designated number of territories, holding a critical zone for a certain number of turns, or gathering a certain amount of financial assets. P2
Red areas offer generous rewards:
LOST MARGIN
Dive deep into the history of the MERCS world with a detailed timeline, a new short story from J.L. Allan, and definitive information on all 12 MegaCons.
BAnkrUptcy
LOST MARGIN
SOUTH CHINA SEA
LOST MARGIN
LOST MARGIN
Victory And eliMinAtion
LOST MARGIN
campaign
Updated and improved. The new MERCS 2.0 rules streamline ranged and melee combat, simplify MERC reference cards, sharpen rules on elevation, and make combat more bloody and more dangerous.
© 2016 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, MERCS, and the MERCS logo are trademarks or ed trademarks of their respective owner. All rights reserved.
ACKNOWLEDGMENTS I am still flawed and Christ still smiles on me. All but for his grace. It was six years ago that Keith and I started this endeavor. The more things change, the more they stay the same. You’ll find the usual suspects here: Donna, my wife, guides me better than any Kobayashi; Keith, the artist, has more style than Fenster and is nearly as funny; Kenny, my friend, full of purpose and more oneliners than McManus; Tom, the sculptor, has a mind for the matter at hand and, much like Hockney, is the reason we are all in this line-up. We’re all Keyser Soze and the lineup has been rigged from the start. —Brian
To all my grade school buddies who molded miniatures into my core, Greg Fauvergue for showing me this could be a career, and my parents, John and Bethany Mason, for providing endless encouragement and opportunity. Above all, to my wonderful wife, Katie Mason, who makes it possible for me to pursue my ion to create tiny characters everyday. Thank you! —Tom
MERCS has been the backbone of MegaCon Games since the company was first founded as Mercs LLC. Without MERCS there would never have been a Myth, an Emergence Event, or a MegaCon Games. Through the creation of MERCS, we have touched a lot of lives. To have an opportunity to bring a measure of happiness to anyone is something I value over anything else. It has taken some time, but we are finally able to give our first IP the definitive edition it deserves. MERCS fans, you have helped shape the future of MERCS through community events, conventions, and our forums, and for that I, and everyone at MegaCon Games, thank you. Mostly I must thank Jennifer. My love, my life, my inspiration. Love you, honey! —Kenny
MERCS origins are truly humble. The hopes of some punk kids in a small town college. A co-worker who said yes to the question, “Hey man you wanna write some lore?” A new face who brought true meaning to the phrase “juice it.” All boxed up in a nifty warehouse home basement. From those humble origins something special grew. Something we as a team are proud to share once again. For me as an artist, this book spans a body of work that has been produced over many years. I had such a fun time creating the images; I hope you enjoy them. As always I praise the Lord for what he has done. He gave me a ive spouse, and continues to inspire, lead, and give me life to the full. —Keith
CREDITS GAME DESIGN
Brian Shotton GAME PRODUCER
Kenny Sims ILLUSTRATION
Most of the cool terrain you see in the fancy photos throughout the book was provided by The Miniature Building Authority. If you don’t know how to make your tables look cool, start here: www.miniaturebuildingauthority.com. Additionally, some of the terrain we use was built and painted by Johnny McGinnis. He did an amazing job and this book wouldn’t be the same without his efforts. We are not professional painters. We use professional painters to make our models look as awesome as their details allow. We use several pro painters and all are equally important: Angel Giraldez, Elizabeth Beckley, Guillermo Hernadez, Jody Kropholler, Joshua Graham, Michelle Blastenbrei.
Keith Lowe WRITING
Brian Shotton J.L. Allan John Kennedy
Joanna Lowe provided the photography for the fluff shots in the book. She has the tricks and the talent to make all of the terrain and minis shine. Keith says she is a keeper.
EDITORS
Heidi Leigh Davis DESIGN & LAYOUT
Keith Lowe Chris Doughman MINIATURES DIRECTOR
Tom Mason SCULPTORS
Sam Greenwell Bobby Jackson Tom Mason Mark Mondragon Ben Rodman John Bear Ross
SPECIAL THANKS
Bryan Steele Gene Van Horne James Van Schaik Jeff Visgaitis Concept Art House
BETA DIRECTOR
Greg Shoemaker OPERATIONS MANAGER
Nikki Guiney
Dan Tobin at www.snap2cover.com has been a er on the frontlines for some time. More importantly, he has become a good friend often helping at conventions. Dan is the man. His battle report videos are some of the best. You can be entertained and learn at the same time. This book and the success of MERCS in general could not be complete without the very gracious assistance from several special people. These people are special to MegaCon Games. They help in so many ways. We couldn’t do what we do without them. Some are game designers, some are game producers, some are MERCS TT tournament world champions, and some are just the best of friends. Thank you Andrew Meredith, Karl Scheer, Wade McMillan, Eric Conrad, Thaddeus James Crawford, Corky Boucher, Marianne Osborne, and Sir Johnny Grogan. Finally and deservedly, we want to thank all the Recon Kickstarter backers. Truly, we spared no expense with the production of the MERCS TT 2.0 game rules because you all provided us the funds to really take it to the next level. We use the funds from our Kickstarters on the production quality of what we make. We hope you see our love and gratitude for you in these pages.
MINIATURE PRODUCTION
Ningbo Lijia Industry Co., Ltd. Fortress Figures
© 2016 MegaCon Games, LLC. MegaCon Games, the MegaCon Games logo, MERCS, the MERCS logo are trademarks or ed trademarks of their respective owner. All rights reserved.
PRINTING
Oceanic Graphic Printing
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Printed in China