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Race: Structure Points: Strength: Transform: Movement:(inches) Hand To Hand: Ranged: Resolve: Human 20 8 Yes 12 in. 4+ 6+
(Valkyrie Jet/Gerwalk/Battloid) Transformation Mode: Valkyrie Class: JET Weapons: Lasers/Missiles: Each Volley/Burst costs 1 Action Point Laser Bursts: GU-11 Gun Pod/High Powered Lasers Range 24 in - 2D6 Shots each @ Str. 6 Can only shoot in front 90 degree arc Missile Volleys: Long Range Missiles - Range 12 to 36 in. Each Volley = 1D6 +1 missiles (can fire up to 3 Volleys per Round) May Choose up to D3 Targets Mid Range Missiles - Range 3 to 18 in. 1D6 Each Volleys (3 Volleys per Round) May Choose up to D3 Targets Special Weapons: None Actions: Cost 1 Action Point each Chaff x4 per round Boost x1 per round After Burner x1 per round No dodge or Brace No Hand to Hand combat
Action Points: 4 standard Line of Sight: 90 / 36 in Radar: 360/ 24 in Cost Per Model: VF-1A - 200 pts +1 Action in HTH per round VF-1D - 200 pts 2 Person Capacity VF-1J - 250 pts +1 Action Point VF-1S - 300 pts (1 per Army) +2 Action Points Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 4 standard Line of Sight: 180 / 36 in Radar: 360/ 24 in Cost Per Model: VF-1A - 200 pts +1 Action in HTH per round VF-1D - 200 pts 2 Person Capacity VF-1J - 250 pts +1 Action Point VF-1S - 300 pts (1 per Army) +2 Action Points Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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(Valkyrie Jet/Gerwalk/Battloid)
Action Points: 4 standard Line of Sight: 180 / 36 in Radar: 360/ 24 in Cost Per Model: VF-1A - 200 pts +1 Action in HTH per round Missile Volleys: VF-1D - 200 pts 2 Person Capacity VF-1J - 250 pts +1 Action Point VF-1S - 300 pts (1 per Army) +2 Action Points Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point Special Weapons: Ram Sniper
Mid Range Missiles - Range 3 to 18 in. 1D3 Each Volley (4 Volleys per Round) May Choose up to 2 Targets
Actions: Cost 1 Action Point each Chaff x1 per round Boost x3 per round Dodge x3 per round Brace Special Action Hold your Ground
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Action Points: 3 standard/+1 in HtoH Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 150 Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 3 standard Line of Sight: 180 / 36 in Radar: 360/ 36 in Cost Per Model: 100 Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 3 standard Line of Sight: 180 / 36 in Radar: 360/ 24 in Cost Per Model: 100 Ace - 50 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 2 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 75 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 2 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 75 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 2 standard Line of Sight: 180 / 42 in Radar: 360/ 30 in Cost Per Model: 100 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 3 standard Line of Sight: 90 / 36 in Radar: 360/ 36 in Cost Per Model: 75 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 3 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 200 Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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Action Points: 4 standard Line of Sight: 180 / 24 in Radar: 360/ 24 in Cost Per Model: 300 (1 per Army) Ace - 25 pts per Mecha -1 To BE Hit Vs All +1 Action Point
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The Table: We would suggest playing Battles on a 4 foot by 6 foot surface. Because sometimes we cannot always get an ideal location to play, The battlefields can be applied to available playing areas as the players see fit.
BATTLE FIELDS
Deployment is within the Deployment Area Provide 2D6 Pieces of Debris and/or terrain and Randomize their Locations and Elevations. Debris cant be moved or degraded. Goal - Destroy or Disengage your enemy. Disengaged units = 1/2 Victory Points. Game Lasts until one side is destroyed or Disengaged. Random Debris
DEP LOY MEN T AR EA
Elevation 3 6
DEP
LOY
MEN T
ARE
Elevation 2 6 Elevation 1
18
-3 4 6
18
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BATTLE FIELDS
BATTLEFIELD #2 - DENIED SIDES
Elevation 3 Space Battle or Within Gravity Battle 6 Elevation 2 6 Elevation 1
A ARE NT E OYM EPL 2
DE
PLO
T EN YM
E AR
A1
-3 4
24 24
Deployment is within the Deployment Area at Elevation 1 (Ground) Provide 1D6 Pieces of Debris and/or Buildings and Randomize their Locations (Any Elevation). Debris, Structures or Buildings can be degraded. Impassable walls cannot be passed, degraded and/or disembarked through. Goal - Destroy, Disengage or Survive your enemy for 6 turns. Disengaged units = 1/2 Victory Points. Game Lasts until one side is destroyed or Disengaged.
6 -3 4
Sides That Cannot be passed 1D3 Sides are Impassable Determine sides before Deployment Zones are determined. Impassible sides are at all elevations
Victory Conditions: Battle Points Vs Battle Points. Whoever remains = WINS Tie is decided by Victory Points
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BATTLE FIELDS
BATTLEFIELD #3 - Cityscape - Clear the streets
2D6 Buildings Elevations - 1 to 3 (1D3 each) Cannot Land on top of a Structure of Elevation 3 Up to 12 x 12 size structures. May be played on any Sized table.
4 fe et
le n) tio a v
12
h inc
DE
O PL
T EN M Y
E AR
ye an ( 1
12
h inc
DE
O PL
T EN M Y
AR
EA
e ny (a
le
) ion t va
12
6 4-
fe
et
18
12
12
City Streets/pathways: 6 to 12 inch wide 1 to 2 Streets on the short side of the table 1D3 +1 Streets are located along the Long Side. May be laid out in any combination. Turns and breaks in streets are recommended.
Deployment is within the 12 inch Deployment Area. Provide 1D3 Pieces of Debris with the Buildings and Randomize their Locations (Any Elevation). Debris, Structures or Buildings can be downgraded - destroyed. Any building may be replaced with any other type of Terrain. (Trees, ruins, water feature, swamp, ect, ect.) Goal - Destroy, Disengage or Survive your enemy. Disengaged units = 1/2 Victory Points. Game Lasts until one side is destroyed or Disengaged.
Victory Conditions: Whoever remains = WINS Battle Points Vs Battle Points. Tie is decided by Victory Points
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