MechaStellar Combat Rules

MechaStellar Wargame Rules

Version 7 – 29JUN21 


MechaStellar started off as a simple ruleset for a group of friends to get together and battle it out with their favorite Mechs.  The game rules have evolved over time from a series of RPG style one shots into a War Game to facilitate large battles between forces.

The game is best played using small scale miniatures (2-3” tall) which you can easily find online at the 1/400 scale or the 1/350 scale which will work perfectly for a table top game on your dining room table.  Small scale models mean you can reutilize terrain you have from 28mm war games.

It is entirely possible to play with larger action figures or models such as the very common 1/144 scale.  Just recognize you will need to have some very large terrain to go with your much taller models as well as a large area to play on. 

For the parents out there, using large models can be fun if you transform the entire living room into a battlefield and start using couches and tables as obstacles.  Don’t worry about measuring movement and ranges for these games.


MechaStellar is designed to simulate small scale and large–scale conflicts between iconic Mechs.  The ruleset is meant to be fast and fluid to allow you to play a game in an hour or two.  Combat will be more lethal the closer you get, with Melee being the most dangerous.

As a design goal, we strived to make rules easy to remember and we leaned towards simplicity  over complexity while providing a modest depth of strategy via Unit Choice, Equipment Loadout, and a Momentum system. 

The Mech Creation rules are meant to be universal so you can rapidly build a Mech without pouring over a rulebook.  Premade Mech stats are provided on our website.

What you need

  • Models to represent your units
  • Terrain:  Handcrafted or 3D printed terrain are ideal.  Books, bottles, cans, packing foam etc. make a great substitute to simulate your battlefield
  • Small tape measure or equivalent
  • Dice:  Ten 10-sided dice (10d10) and 1d6.  Preferably per player
  • Additional dice are handy to track Momentum & unit Damage.
  • Pencil and Paper to track Momentum, Damage and make notes
  • Recommended: Pre–Gen Unit Sheets

Glossary of Terms

Designer’s Note:  Below are a list of important terms and some background on what they mean and how they factor into design of the game.


A giant fighting robot, typically bipedal and humanoid in appearance and motion.  These come in two classes a Mobile Skeleton (MS) and a Gigas class.

MS Class Mech

Mechs that prioritize mobility.  Typically, they look like a giant exoskeleton thus the name Mobile Skeleton.  Their design is often human, sometimes insectoid and many include a transforming option to switch into a jet or similar compact mode.  While less durable they can be very lethal.

Gigas Class Mech

Mechs that prioritize durability.  Often have an exceptional amount of armor plating or ablative armor.  While slower they can also pack considerable firepower.  Comes in many shapes and sizes many lean towards either a humanoid shape or a bipedal tank.  Often heavily stylized their design span a wide range from Knights to Crabs.  

Frame, Performance & Pilot

These three stats determine the main components of your Mech and its derived stats. 


Pilots are grouped into two broad tiers.  Pilot Level 1 is for Skilled Pilots, this can be a test pilot, an experienced veteran or someone with an impressive natural talent.  Pilot Level 2 is for top scoring Ace Pilots, these are the best of the best and are very dangerous.

Pilot Level gives you bonus hits each unit turn and it lets you take unique pilot traits that  enhances your abilities.  Pilot Level also determines your starting Momentum, a reflection of Army morale and skill that is used to protect your units when the rolls don’t go your way.


Frame establishes a baseline HP for your Mech and how much equipment can be mounted to it.  Frame 1–2 is for grunt mechs, 3–5 is for prototypes & high–end models.  Higher Frame units typically have cutting edge technology in that period, giving them a slight boost to combat stats like Shooting, Melee & Evade.


Performance reflects targeting, maneuvering, sensors and electronics that all improve with the march of time.  Typically, as a show progresses newer units in the same category (grunt or high end) will have higher performance than previous models.  There are of course exceptions with new units that are built to maximize cost effectiveness rather than performance.

Derived Stats

Shooting, Evade, & Melee are a function of your Frame and Performance.

Cross Universe Compatibility

If you plan on having a super robot war and pitting Mechs from different universes against each other the most important thing to do is to make sure both sides have a similar range of Performance.  Ideally keep all Mechs in a 5 point range like 1–5, 6–10, 11–15. 

Combat Roles

Each mech has four Combat Roles to choose from that affects multiple stats.  Battler is best at melee, Raid is best at movement, Interceptor is best at evasion, and Gunner is best at shooting.  On top of that are Special Types that further improve a Mech into one specialty like Sniper, Melee, Indomitable, Heavy Arms and Assault. 


Most Mechs have one Action, Movement and Melee do not require an action.  Normally a weapon can only be fired once per turn so most Mechs only need one action.  Gunners & Assault types have +1 Action.  Gigas Class Mechs can fire all weapons on a single action but are limited by how much Power per turn they have.

Shooting Attack

Shooting weapons fire a number of shots at the enemy.  The target makes an Evasion check where they roll a d10 for each shot.  +1 Shot means the defender has to roll another d10 to evade. +1 Hit means an automatic hit, it can be blocked by Cover, Shield or Momentum.

Shots & Hits

A shot or hit does not necessarily represent the number of shots being fired.  For example, with a Bazooka if one shot hits that might represent a glancing hit, whereas 2–3 hits may represent a direct hit causing catastrophic damage.

Rapid Fire

When you are within ½ a weapon’s Max Range you can Rapid Fire and get additional shots.  This represents that at close range you have more accurate shots and thus more likely to hit the enemy.  Vice versa for Long Shots where you lose Shots outside Max Range.

Melee Clash

Two Mechs clash in Melee, the one with the most successes will be the victor.  The Defender can opt to Counterattack where they deal damage if they win, or Block which is the safer route but deals 0 damage if they are victorious. 

Similar to Shots, each Hit doesn’t necessarily mean a swing of a weapon, 3 melee hits could represent a well placed strike that carves deep into the enemy mech or it can be three quick slices.  If you score 6 Hits and the enemy gets 5 Blocks that can mean they narrowly block your strike while the heat from your weapon begins melting their external armor.


This action improves your melee or number of ranged shots.  This can represent a Sniper focusing on a target or a Warrior making an all–out attack.  Focus, like other concepts is an abstraction, it’s effects can come from the capabilities of the Pilot or the Mech.

Gunner’s Gambit

Gunner type Mechs can give up their chance to move for a free Focus.  This can represent a bombardment type getting on all fours and firing a barrage into the enemy or a sniper type firing a charged shot into an enemy.  This Gambit leaves you vulnerable to enemy attacks.

Full Throttle

This action represents pushing the controls forward and using all thrust and engine speed available to hit your maximum acceleration improving your movement and Evade.

Weapon Profiles

Since Mechs often have a wide variety of weapons, similar weapons have been consolidated into a single profile.  For instance, a small laser and a beam pistol occupy the same profile and have the same stats.  This avoids having too much granularity which can slow down gameplay.    The “Weapon Upgrade” and “Prototype Weapon” equipment options allow for unique or heavily customized weapons to be represented on a unit.

Low Cost

This is an option to sink equipment slots into in order to lower the cost of a Mech.  This stat is primarily used for Mechs that are known for being cost efficient or easy to mass produce.  It is also used for design space, for instance if a Mech normally deploys with a beam rifle and shield but can also bring two bazookas as backup weapons then a Low Cost of 2 is necessary on the base model to reflect the suit can take additional armaments.

Kinetic Weapons

Catch all term for machine guns, bazookas, railguns, missiles & rockets.  Essentially any weapon that is not a directed energy weapon.  Typically these have higher damage and lower Penetration.  Missiles & Rockets are single use only.  All other weapons are assumed to have enough ammunition to keep firing.

Energy Weapons

Lasers or Particle Weapons.  They tend to have less damage than a comparable kinetic weapon but have high Penetration which deals double damage to Gigas Mech and can instantly disable or destroy a MS.  Energy weapons become PEN 0 outside max range.

Destroyed Units

A destroyed unit doesn’t always mean completely obliterated.  A MS that fails an Armor Save against a Penetrating weapon for instance can represent having a critical component destroyed preventing them from participating in combat.  The unit may be inert on the battlefield or be mobile enough to immediately retreat.  Either way remove it from play.

Rule Zero

During a game if a rule doesn’t make sense or conflicts with another rule talk it over with your opponent and come to an agreement on an outcome that is both sensible and fair.


Deploy Units

Each side takes one half of the battlefield.  We recommend using a dinner table or FLGS table for your battlefield to make the most use of your ranged weapons.  Be sure to setup plenty of terrain. 

You may deploy units a distance away from the table edge equal to the Unit’s Sensors value.  You cannot deploy into your opponent’s half of the battlefield. 

The player with the most units deploys first and sets up all of their forces.  Once all units are deployed, both players may adjust the facing of their models.  Facing is important to prevent a strike from behind called a Blindside attack.

Alternate Deployment 

Designer’s Note:  This type of deployment is perfect for representing an ongoing skirmish with forces scattered across a city or forest with each side trying to outflank the other.

You and your opponent take turns deploying units one by one anywhere on the table. Whoever has the most models deploys first. You may not deploy a unit within Sensors range of another unit unless you are outside their Line of Sight (LOS).


  • A battle Round means every unit activates and take a turn.
  • A Unit is a model of a Mech or other vehicle that participates in the battle 
  • A Unit Turn means a Unit activates and takes any actions available to it.
  • A Unit can only be activated once per round.
  • There are four Actions available to Units: Shoot, Melee, Focus and Full Throttle.
    • Note: You may only use Melee once per unit turn.

Start the Battle! 

The player with the fewest number of Units goes first each round.  This has the most impact in small games of 3vs3 where losing one model put a player at a significant disadvantage.  In the event of a tie roll a d10 to see who goes first. 

Challenge Accepted

At the start of the round the player going first may issue a challenge.  They pick one of their units and one of the enemy’s units.  These units must target one another if their weapons are within reach.  Naturally if you challenge an enemy model then hide out of line of sight the enemy is no longer required to respond. 

Alternating Activations

  • The 1st Player activates one unit, then the opponent activates one unit. 
  • Repeat until all units are activated.
  • Return Fire!  Your opponent must activate a unit you attacked if it has not yet gone.
    • If you attack multiple units your opponent chooses which one to activate.
    • That unit must attack against the aggressor provided the target is visible and within effective range.  Skilled and Ace Pilots ignore this effect.

Your Turn: Activate a Model

  • You may Move and use your Actions in any order.  You may move, act then move again as long as you do not exceed your maximum Movement.
  • Note: You may not move out of Melee without spending a Momentum or Action


Designer’s Note: Mechastellar is about dynamic mechs, you can move any time before and after attacks.  There are no hard rules on facing and rotation so try to avoid making movements that are hard to believe.

  • Your Movement value shows the max horizontal distance you can move each turn. 
  • You can cross over terrain that is 1” high (or half your models height for large models) without issue, terrain taller than that requires a Full Throttle Action
  • At the start of your turn, you can move any direction you want
    • Try to keep your models facing consistent with the direction it moves
    • When retreating feel free to keep your facing while moving backwards
    • At the end of your turn you can rotate your model but try to keep it under 90°
  • Moving within Engagement Range of an enemy puts you into Melee
    • You must spend an Action or 1 Momentum to disengage from Melee
    • Enemies may use Overwatch weapons when you enter Melee


  • Anytime you move within engagement range of an enemy you become locked in Melee combat.  Engagement range depends on the size of the models you are using:
    • Small minis (approx. 1:400 or 1:350 scale) are 2” from the model
    • A 5” pie plate template is a useful tool to approximate 2” engagement range
    • Large models (approx. 1:144 or 1:100 scale) are 6” from the model
  • When moving you may not move through an enemy’s engagement range. 
    • This means careful positioning can block off an attack route to protect your base, mothership or key objective.  Enemies can still move around you as long as they can fully stay outside of engagement range while moving.

[Action] Full Throttle!

  • Gain Move +5” this turn.  You may reroll Evade dice until your next turn. 
  • Gigas with jump-jets & MS may ignore terrain & land on any terrain <10” in height 
  • You may only perform this action once per turn

Weapon’s Range

  • A weapon’s profile shows its maximum effective range.  To check if a target is within range measure from the center on your unit to the center of the target unit.
  • Rapid Fire – If you are within ½ max effective range your attack has more shots
  • Long Shot – If you fire outside max effective range your attack has less shots
    • NOTE: Energy weapons are also PEN 0 during a Long Shot.
  • Ex: Your Beam Rifle has max effective range of 16” where it fires 3 shots.  At Rapid Fire Range (within 8”) you have +2 Shots, a Long Shot (17”+) you have 1 Shot.

Line of Sight (LoS)

Designer’s Note: LoS is meant to be a quick check of “can you see it or not?”  If you can only see a single limb or an antenna then move to a better position.

  • You must have clear LoS to fire.  Position your eye behind your model.  You can shoot if you see at least 33% of the enemy model. 
  • Indirect Fire weapons do not need LoS but targets with overhead Cover are immune
  • Indirect Fire has a minimum range of 12” and max range of 12” + Sensors.


  • You can target models in the 180° field of view in front of your model.
  • You must target the closest enemy model. 
    • The Sniper role, Skilled & Ace Pilots may target unit on the battlefield.
    • Gunner’s Gambit also ignores this rule.

[Action] Focus

  • Use this action to target any model within range and choose one benefit: 
    • Your next Shooting attack this turn gives +1 Shot to one weapon.
    • Your next Melee attack this turn gains +1d10.
  • This action is often used by Gunners & Assault types with only one shooting weapon
  • You may use this action multiple times per Weapon system.

Gunner’s Gambit

  • If a Gunner skips its Movement, it gains a Focus action and may target any model
  • WARNING: Enemies within 12” gain Blindside against them until their next turn.

[Action] Shooting Attack

Designer’s Note: In MechaStellar the attack is a static number and the defender rolls a d10 to Evade.

  • The Defender rolls 1d10 + EVADE for each shot. 
    • If it meets or exceeds your Shooting the attack is a miss.
    • Special: An Evade roll of 10 is always a MISS and a roll of 1 always HITS. 
    • Gigas Mechs have Shooting-1 if they moved 5” or more this turn
    • Gigas Mechs have Shooting-1 if they have multiple targets


  • Target number to evade equals their SHOOTING – your EVADE

The Argonaut has two actions it uses one to fires its cannon and another to fire its machine gun at the Dervish.  Argonaut’s Shooting is 9, Dervish has Evade +5 so her target number is 4+ to Evade a shot.

The cannon makes 4 shots, Dervish rolls 5,7, 8, 10.  All cannon shots miss.  The Machine gun is in rapid fire range and make 10 shots.  Dervish rolls [1,1,2,4,5,5,7,7,7,10].  Three attacks hit and Dervish takes damage. 

  • A MS fires one weapon per Action.  A Gigas may fire all weapons on a single Action.
    • The amount of weapons a Gigas can fire is limited by its Power each turn.
    • If a weapon’s power draw isn’t listed assume that it is 1.
  • A Weapon System may only be fired once per turn and only have one target.  If you have 2 actions but only one weapon, consider the Focus or Full Throttle action.
  • NOTE:  Overwatch weapons may fire in Melee, otherwise it costs 1 Momentum. 
  • NOTE:  You may not shoot an enemy engaged in melee with an ally.

[Variant] Suppressive Fire

Designer’s Note: Use this shooting attack to limit enemy movement and protect allies

  • In lieu of DMG, a target within max range has ½ movement on its next turn.
  • The target may ignore the movement penalty in exchange for suffering automatic Hits equal to 1 + the weapon’s Overwatch rating. 
    • These hits can be blocked by Shields, Abilities & Momentum as normal. 
    • Ex: A Machine Gun is Overwatch III. When using Suppressive Fire, the enemy decides to ignore the movement penalty and takes 4 Hits. 
  • WARNING: Enemies within 12” gain Blindside against you unit until its next turn.

Charge into Melee

The Attacker moves into Engagement range.  Defender does the following: 

  1. Overwatch!  Fire one Overwatch Weapon a number of times equal to its rating.
    1. Overwatch I fires once, Overwatch IV fires four times
    1. The aggressor rolls Evade and uses their Shield as normal
    1. You may not do this if you are already in melee or being Blindsided
  2. Meet them in melee and Clash with your weapons
    1. Make a free spin to face the target
    1. If you are being Blindsided then your free spin is after they attack you

Crimson Crab charges the Tankcrawler who has a Howitzer hands with Overwatch I.  Crimson Crab has no shield or momentum left so he takes the hit, if he survives, they move into the Melee Clash.

Action: Melee Clash!

  1. Counting Successes 
    1. Choose a weapon, roll your dice and count your successes
    1. Each die succeeds on a 5+ on the d10
    1. Each unit will list how many dice it rolls i.e. Melee 7d10 
  2. Attacker  
    1. Fortune favors the bold! You may reroll any of your d10
    1. Twin or Double weapons gives +1 HIT but only for Attackers
  3. Defender
    1. Choose to Counterattack or Block
    1. Counterattack The victor will be whoever has the most successes, they will call their successes HITs, the loser calls them BLOCKs.
    1. Block Shields & certain Pilot Traits give +1 Melee Block.  If your BLOCKs equal or exceeds the attacker’s HITs then both sides take 0 DMG.
  4. Victory
    1. Each unblocked HIT deals 500 DMG. A tie or draw results in 0 DMG.
    1. If the Attacker had 5 HITS and the Defender had 3 BLOCKS the Attacker removes 3 HITS then deals 1000 DMG (500x 2 HITs) 
    1. If the Defender counterattacks with 7 successes and the Attacker had 4 then the Defenders removes 4 Hits from their 7 and the Attacker takes 1500 DMG (500x 3 HITs).
  5. Armor Saves
    1. After the Clash the loser makes a single Armor Save
    1. The Winner’s energy sword has two hits for 1000 DMG and PEN 5.
    1. The Loser was hit twice but only makes one Armor Save vs PEN 5.
  6. Conclusion If both parties survive, a unit that won or tied in the Clash may break away from melee, if so, move that unit 2” away from the engagement.

Melee Clash Example:  Two MS Clash in Melee, Blue Djinn with a Flare Sword and White Asura with Twin Beam Sabers

Blue Djinn attacks with 8d10 gets [1,2,2,4,7,7,8,9] = 4 HITs.  He rerolls the dice below 5 and gets [1,3,5,5] = +2 HITs for a total 6 HITs.
White Asura has Melee 6d10, their Twin Weapon gives +1 Hit but only on attack, they also have a Shield that gives +1 Block.  White Asura chooses to Block and rolls [1,2,5,5,8,10] = 4 Blocks +1 from the Shield.

The Blue Djinn wins the Melee Clash.  The 1 unblocked HIT deals 500 DMG, the Flare Sword has PEN 3 so White Asura makes an Armor Save.

Armor Saves

If a weapon with high Penetration hits there is a chance it will cause catastrophic damage.  Roll a d6 Armor Save once per weapon system to survive.

  • MS – Roll a d6 ARM Save and add any modifiers.  If it is equal to or greater than the weapon’s PEN the target survives.  Otherwise it is instantly eliminated.
  • Gigas – Roll a d6 ARM Sv and add any modifiers.  If it is equal to or greater than the weapon’s PEN no effect.  If it fails the Save it takes double damage.
  • NOTE: If you need a 1+ then you automatically pass your Armor Save


Armor Save Target Number = Attackers PEN – your ARM

  • [MS] Blue Djinn (ARM+0) is hit by two PEN 3 shots.  He rolls a single 1d6 for the Armor Save and needs a 3+ to survive.
  • [Gigas] Joker (ARM+2) is hit by a PEN 5 Beam Saber for 1500 DMG.  She needs to roll a 3+ on the Armor Save or take 2x DMG (3000).


Shield Blocks are applied after you roll your dice.  Blocks against Shooting does not stack with Cover or special abilities.  Shields only work in your forward facing 180° field of view.   

  • A standard Shield (WT+1) gives +1 Melee Block & Blocks 1 Shot per Shooting action.
  • A Super Shield (WT+3) gives +2 Melee Block & Blocks 2 Shots per Shooting action. 
  • A Melee Shield (WT+0) gives +1 Melee Block & +1d10 Melee to Counterattacks
  • A Light Shield (WT+0) can block one ranged Shot per enemy action.
  • NOTE: Sniper Units ignore the ranged bonus from Cover, Shields & Light Shields


Momentum represents the collective Morale, Luck and Skill of your army.  It is a pool of points that can be used by any unit in your army most commonly for Defense.  When used for Defense it is meant to represent you prioritizing survival but losing momentum in return.  You gain Momentum by routing the enemy and surviving each turn. 

  • Your Army’s starting Momentum is 3 + the total level of all your Pilots.
    • Ex: Your army has one Skilled Pilot and one Ace Pilot 
    • Starting Momentum is 3 + 1 + 2 = 6
  • Gaining Momentum 
    • You gain +1 Momentum at the end of each battle Round.
    • You gain +1 Momentum every time you destroy an enemy MS.
    • You gain +1 Momentum when you Wins or Draw in Melee as the attacker.
  • Momentum is spent after rolling.  You may only spend 3 Momentum per turn
  • Momentum can be spent by any Unit on Pilot Skills like: Disengage, Defense, or Aim

Exceptional Pilots

Pilot Level 1 means a Skilled Pilot, Pilot Level 2 is for a top scoring Ace Pilot. Each Pilot Level gives +1 Hit usable per Unit Turn.  This is a bonus Hit on top of your Melee roll or the targets Evade roll.   You need to declare what the +1 Hit applies to before the roll.

  • +1 Hit applies to one weapon system.   
  • +1 Hit can also be added to Suppressive Fire on the enemy’s turn
  • +1 Hit can be used on Melee Attack or Melee Counterattack

Our Ace Pilot uses a +1 Hit on their Bazooka, the target rolls Evade.  They evade 2 of the 3 shots so they take 1+1 = 2 Hits.   

Our Ace moves into melee and uses their other +1 Hit.  He rolls 3+1 Hits; the target gets 2 Blocks.  The target is tenacious and still standing. 

On their turn they attack in Melee, it’s a new unit turn so our Ace uses their +2 Hit on Counterattack and rolls 1+2 Hits destroying the enemy.

Pilot Skills


  • Use this to break away from Melee and leave Engagement range on your turn. 
    • If you do so you may not make a Melee attack afterwards.

Melee Defense

  • Each point of Momentum adds +1 Block. 
  • Momentum cannot be spent to exceed the number of Hits, only to draw.

Shooting Defense

  • Each point of Momentum adds +1 Block.
    • This represents either dodging the shot or taking superficial damage instead.
  • Note: A Gigas class Mech may fire all their weapons on a single action. 
    • In this case it is best to roll Evade for each weapon system starting with the deadliest.  This will allow you to prioritize how you spend your Momentum.

Our MS is shot 4 times by a beam weapon. We roll 4 Evade dice, only one success which means we will be hit 3 times.  We choose to spend 3 Momentum to dodge the other 3 shots.

In our imagination we see the enemy taking several shots at our Mech while it dodges and weaves narrowly escaping several close calls.  The enemy is applying considerable pressure and now it’s unclear just how much longer we can last.


  • You may target any model on the battlefield not just the closest one
  • Each point of Momentum spent gives your Mech +1 Shooting for the turn. 
    • Be careful you don’t spend too much momentum; a wise commander will keep Momentum in reserve for Defense of their task critical units.

Our MS is having a hard time landing a shot on the enemy Ace who is streaking around the battlefield like a comet. Our Shooting is 9 their Evasion is +3 so their target number is 6+ to Evade. We spend 2 Momentum for +2 Shooting making the target number 8+ to Evade.

Momentum for Skilled & Ace Pilots

Take the Shot!

  • Spend 1 Momentum to fire into Melee or ignore the penalties for a Long Shot.

All–Out Attack (MS Only)

  • Spend 1 Momentum to attack with another weapon system
  • Ex: You spend two Momentum to fire off a shoulder cannon and a missile pod in addition to your standard machine gun attack

Steady Shot (Gigas Only)

  • Spend 1 Momentum to ignore all Shooting penalties with one weapon system.
  • Ex: You have a penalty from moving and multi-targeting this round.  You spend 2 Momentum to ignore these penalties on your particle cannon and missile launcher.


Capt. Henry Goker is the pilot of the Jet Black Lancer, an Assault Type that gives it a bonus action.  He uses the Bonus Action for Full Throttle to close the distance and enter melee this round.  He fires his Twin Linked Machine Guns at a close in rapid fire range at Kara Cimarrone before charging into Melee. 

Henry and Kara are both Skilled Pilots, each start the skirmish with 4 Momentum.


  • Henry’s Shooting is 10 the Twin-Linked Machine Gun makes 12 shots in Rapid Fire
  • Kara’s EVADE is +2, she needs a 8+ to dodge Henry’s Shots.
  • Kara rolls 12d10.  Defying expectations she evades 6 of the 12, her Super Shield blocks 2, the 4 hits left deal 200 DMG each, 800 total bringing her HP to 2200.
  • Kara is saving her Momentum for Melee

Melee Clash

  • Now it’s time for Henry to shine.  His MS has Melee 4d10, he uses a Focus Action bringing it to 5d10.  His Fire Lance gives +2 HITs on attack, as a Skilled Pilot he uses his bonus +1 Hit per round. He rolls 5d10 and as the Attacker gets a free reroll.
    • He gets [1,2,3,9,10] ouch not great.  Only 2 HITs. 
    • Attacker reroll [2,5,6] = +2 Hits.  Heat Lance +2 Hits, Skilled Pilot +1 Hit.
    • 7 Hits total!
  • Kara is not excited about dealing with 7 Hits.  Kara has Melee 5d10, she’s a Skilled Pilot so she could get +1 Hit on Counterattack but she doesn’t want to risk it.  She chooses to Block so her Super Shield gives +2 Blocks.
    • Kara rolls 6d10 and gets [2,3,4,5,10,10] = 3 BLOCKs
    • Her Super Shield brings it to 5 BLOCKs. 
    • She then spends 2 Momentum (2 left) to bring it to 7 Blocks. 
    • The Melee Clash ends in a tie, and she chooses to break off the engagement and moves her unit 2” away.
    • As the Attacker Henry forced a Draw and so gains +1 Momentum (5).
  • Kara underestimated Henry’s speed, she is also an Assault type and uses the Full Throttle action to moves as far away as possible.  If she wins initiative next round she can move even further away keeping Henry at a distance.
    • As she retreats, she fires her Long Beam Rifle in rapid fire range for a total of 4 shots.  Kara’s shooting is 12, Henry’s Evade is +3 so he needs 9s to dodge.  
  • Henry rolls 4d10 to Evade and gets [2,6,8,9] one Miss and 3 Hits.  Since he used full throttle last turn, he gets a free reroll on Evade dodging one more with 2 Hits left.
  • Henry does not want to make an Armor Save and so spends 2 Momentum (3 left) to avoid the rest of the shots. 
  • At the end of the round Henry has 3 Momentum and Kara has 2.  They each gain 1 Momentum at the end of the round bringing their total to 4 and 3 respectively.
  • In the new round they roll off to see who goes first. 

Advanced Tactics

Tactical Advantage

  • The below situations give +2 Shots for Shooting and Melee+2d10.  They do not stack.
  • NOTE:  These do not apply when outside Max Range or using Indirect Fire.


  • Attacking from behind your target’s 180 degree facing arc
  • Normally you cannot Blindside a target if you started within their Sensors range unless you were behind LOS cover.
  • Remember to move past an enemy you must stay outside Engagement range.

High Ground

  • The feet of your model must be higher than the enemies’ head.

High Speed Attack

  • Gain Tactical Advantage in Melee after using Full Throttle
    • NOTE: Only usable with Fists /Smash which has 0 PEN and no abilities.

Point Blank

  • Gain Tactical Advantage with Shooting in Engagement range
    • NOTE: Overwatch weapons may fire in Melee.  Otherwise, it costs 1 Momentum.

Example:  The Blue Djinn activates; it is on a building and outside the firing arc of the Tankcrawler.  Both Blindside and High Ground are in effect but do not stack, the Blue Djinn gets +2 Shots and +2d10 Melee.

Example: Cricket (Gigas) uses full throttle to move 15” before rocketing into its target gaining High Speed Attack on its Fists.


  • If an enemy named Pilot defeats one of your named Pilots, any named pilot you control may seek revenge.  They always have a tactical advantage against that enemy pilot for the rest of the game.  You may only declare Revenge once per game.
  • Ex:  Kamille swears revenge on Midnight Manta’s pilot: Yazan.  For the rest of the battle he has +2 Shots & +2d10 Melee. 


Several weaker models can join forces to overwhelm a hard target in Melee.  One of them may grab the enemy while the other attacks, or they could attempt to all attack at once from different angles.  This has the following effects:

  • Choose one model as the Attacker.  Up to two allied models in melee range of the target can give Melee+1d10 per model provided they have not used a Melee action this round.
    • If so, these friendly models may not use Melee attacks for the rest of the round.
  • Resolve the Melee Clash as normal. 
  • If the defender chooses to Counterattack and wins, they may assign Hits to any models at their discretion.  Each model hit will need to make an Armor Save.

White Asura (Melee 5d10) is surrounded by three Green Vikings (Melee 3d10).  At the start of the next round the Green Viking goes first, his allies bolster his melee and he roll 5d10 and rerolls any failures as the attacker.  He gets 3 HITs.  White Asura chooses to Block and gets 2 Blocks, the last hit gets through and deals 500 DMG.

If White Asura had instead Counterattacked and gotten very lucky with 5 Hits then he would have won the Melee and dealt 2 Hits to the enemy.  With a PEN 5 weapon White Asura chooses to allocate 1 Hit to two of the Vikings making them both risk an Armor Save vs instant destruction.

Ion / Electrical Damage

  • An Ion Weapon damages Actions instead of HP and lasts through the units next turn. 
    • Ion weapons deal 1 Ion DMG per hit.
    • It’s recommended to leave a d4 next to the unit to remind you it lost Actions
  • A unit with 0 Actions skips its turn, negative actions means it has shutdown instead.
    • NOTE: You always have Tactical Advantage against a shutdown unit.

Blue Djinn hits White Asura twice with an Arc Whip.  Each hit deals 1 Ion DMG.  White Asura (Actions 1) has –1 Action this round and shuts down until its next turn.  During this time enemies have Tactical Advantage against it.

Area of Effect Weapons

  • AOE weapons strike multiple targets in a row. Draw a line with a length equal to the weapon’s range, any units within roughly 1” are in danger and roll Evade.
    • Ex: A Death Ray is R:24” AOE.  Anyone in that 24”x2” rectangle is in danger.
  • If an AOE weapons destroys cover the enemy behind it still gains a Cover bonus.
    • AOE Weapons stop at the 2nd piece of cover.

Targets in Cover

Designer’s Note: Cover is intended to be a simple system both players can benefit from.  Always try to give your opponent the benefit of the doubt when deciding if they have cover or not.

Setting up Terrain Pre–Game

  • Before starting you and your opponent may designate areas that provide cover.
    • These dice represent a debris field, inside it you gain cover
    • These trees represents many trees, anyone within 2” of one has cover
    • This string represents cloud cover, anyone inside has cover

Line of Sight (LOS)

  • You must have clear LOS to fire.  Position your eye behind your model.  You can shoot if you see at least 33% of the enemy model (an arm or leg alone doesn’t cut it). 

Criteria for Cover

  • Units partially obscured but still have 33% of the model visible receive a Cover bonus
  • Terrain does not provide cover if it’s exceedingly small.        
    • A 1” tall building does not provide cover to a 6” tall model.
  • Miniatures are static on the table but not in our imagination.  It is assumed they are hugging cover and so receive a Cover Bonus if they are within 2” of any cover that is between them and their opponent.

Benefits of Cover

  • Cover has the same benefit as a Shield, blocking 1 Shot per action, but does not stack.
    • Sniper units ignore Cover and standard Shields when shooting.

Special Circumstances

  • Energy Weapons may shoot a target within Sensors through small cover at 0 PEN 
    • Ex: A MS shoots a beam cannon (PEN 4) through a building (PEN 0)
  • Energy Shooting Weapons have 0 PEN against underwater targets

Destructible Cover

  • Large Cover HP 10
    • Large/Wide Buildings, Barricades or Small Rock Formations
  • Small Cover HP 5
    • Small Buildings & Barricades
    • Forest / Jungle but it only takes DMG from Area of Effect weapons
  • Anytime you miss shooting a target in Cover deal damage to the Cover instead.
    • Normal weapons deal 1 DMG per weapon system. 
    • Area of Effect and Penetrating weapons each deal +2 DMG.
      • Ex:  A missile salvo (PEN 1) deals 3 DMG to a building. 
      • Ex:  A Deathray (PEN 5 AOE) deals 5 DMG.  If it destroys a building it can hit a 2nd building.  A Flamethrower (AOE) deals 3 DMG to a forest. 
    • Melee Weapons deal DMG equal to the ATK dice
      • Ex: A Mech with Melee 5d10 deals 5 DMG when it smashes a building


Designer’s Note: Battle Damage is a fun way to play when you and your opponent control very few mechs or if you are playing in an RPG style campaign.  It is highly recommended if you are playing a game with only Gigas Mechs.  It is not recommended for games with large armies since it adds too many things to track.   

MS Battle DMG    

Whenever a MS passes an Armor Save roll on the below table.  Roll only once per weapon system.  i.e. If struck by a single weapon 3 times, roll only once on the below table.

  • 1-2 -> Legs / Thrusters.  Movement halved.  If damaged again Move = 0.
  • 3-4 -> Disable Shield or Shooting Weapon.
    • If the target has a Shield, it is broken first.  Otherwise, Attacker’s choice.
  • 5 -> Main Camera disabled.  Enemies blindside on every attack within 12”.
  • 6 -> Roll on the below table.
    • 1-5:  Attacker’s choice of the above.

The Blue Djinn hits the White Asura in melee, White Asura makes the ARM Sv then rolls a d6 (3).  Blue Djinn chooses to disable its beam rifle.

Gigas Battle DMG    

If a Gigas is below 50% HP roll on the below table whenever it fails an Armor Save.  Roll only once per weapon system. 

  • 1–2 -> Locomotion.  Movement halved.  If damaged again Move = 0.
  • 3–4 -> Disable Weapon or Shield.
    • If the target has a Shield, it is broken first.  Otherwise, Attacker’s choice.
  • 5 -> Fire Control System (FCS) Hit.  Shooting -2.
  • 6 -> Roll on the below table. 
    • 1–5 Ammo Explosion.  Take 500 DMG per Frame Level. 
      • If they only have energy weapons then lose 2 Power per Frame Level.
    • 6: Cockpit damage.  Mech is instantly neutralized and pilot feared dead.

DangerBear hits Joker with a salvo of several heavy weapons, Joker was knocked below 50% HP and now makes Armor Saves failing two of them. 

Joker rolls on the Battle DMG table twice. First, she gets a 6, great, then rolls a 4, Ammo Explosion.  Joker is Frame 3 and takes 1500 DMG.
Joker rolls a 2 for the second result, the locomotion has been damaged and its movement is now halved.  Joker puts a bright red die next to her Mech to remind her next turn she’ll be moving a lot slower.


Command let you turn the tide of a battle.  You may issue one Command per unit turn.  Command have a Momentum cost abbreviated as MP

Spending Momentum on Commands represents extending a unit or an army to take advantage of an opportunity.  Be careful you don’t over-extend yourself with commands otherwise you won’t enough Momentum to protect your units.

Starting Momentum

  • Your Army’s starting Momentum is 3 + the total level of all your Pilots.
  • Each small victory adds to your Momentum
    • You gain +1 Momentum at the end of each battle Round
    • You gain +1 Momentum every time you destroy an enemy MS
    • You gain +1 Momentum when Wins or Draw in Melee as the Attacker.
  • Momentum can be spent by any Unit for Pilot Skills or to issue Commands


Unit Commands are given only on a Units turn.  Reaction Commands are usable at any time even on enemy turns. 

  • Unit Reaction Command: Improvise! (1MP) Don’t Get Married to the Plan
    • Choose a unit.  It may change facing, transform and reroll any dice this turn. 
  • Unit Reaction Command: You’re not finished yet! (1 MP)
    • Immediately pass a single Armor Save.
  • Unit Reaction Command: Last Shooting (2 MP)
    • Your destroyed unit shoots a target outside melee with one action.
  • Unit Command (MS only): Fire Vulcans! (2 MP)
    • Make a free shooting attack with 5 shots, Range 4”, DMG 100
    • Frame 5 Units make 10 Shots instead
  • Ace Unit Reaction Command:  Giant Slayer (3 MP)
    • After a Melee Victory if the Gigas fails its Armor Save you instead deal 4x DMG instead of 2x as normal.
    • White Asura uses its Beam Saber against Dai–Zam who fails their Armor Save. The beam saber plunges saber straight into Dai–Zam’s cockpit.


Designate a unit as your Commander, and choose a trait for them from the list below.  Your Commander is in charge of this operation and is critical to its success.

Commander Traits

  • Unyielding:  Once per game the Commander survives the turn with 1 HP remaining.
  • Red Comet:  Each round this unit gains a free Full Throttle action and goes first.
  • Commando:  Your opponent may only target your Commander if they are the closest enemy OR friendly model.
  • Bold Leader:  All allies have Melee ATK +1d10
  • Wing Commander:  All allies have Shooting+1
  • Rallying Leader:  Gain 1 Momentum each time an allied Mech is destroyed.  Gain 2 if it was Frame 3+ or Pilot 1+.
  • Beacon of Battle:  Gain 1 Momentum each turn your commander is attacked
  • Superb Commander:  Begin the battle with +3 Momentum.