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Flames Simple 1

Flames of Orion is a dark miniatures war game set in a dystopian future where players control giant mechs in a war-torn Orion system. Players can use existing models from other games or purchase official miniatures, and they are encouraged to create their own narratives within the game. The gameplay involves strategic combat mechanics, including actions, heat management, and various unit statistics, all contributing to a rich and immersive experience.

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0% found this document useful (0 votes)
31 views44 pages

Flames Simple 1

Flames of Orion is a dark miniatures war game set in a dystopian future where players control giant mechs in a war-torn Orion system. Players can use existing models from other games or purchase official miniatures, and they are encouraged to create their own narratives within the game. The gameplay involves strategic combat mechanics, including actions, heat management, and various unit statistics, all contributing to a rich and immersive experience.

Uploaded by

chasa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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There are many opportunities to create or curate miniatures for Flames of Orion from models

already produced by other companies. The CAV models from Reaper, or the Battletech models
produced by Catalyst, are all great starting points to play the game and build up a collection.
Alternately, official Flames of Orion miniatures produced by @bigbossredskullz or
@gardensofhecate are available on the Under the Dice web store!

Tommy @bigbossredskullz painted one Helge @wilhelminiatures painted


of the many variations of the kitbash one of 3D sculpted Mechs created
kit of 3D sculpts that he created for by @bigbossredskullz
Flames of Orion!

Isaac @weirdingsway crafted these Mechs completely from scratch using plastic parts from his
bits box & green stuff !

2
In the dark and distant future, the stars have smoldered
and burned. Everything that once stood in the Orion sec-
tor has descended into darkness. Those who have not
fled the sector or gone mad from the emptiness around
them now fight over what little remains. Blood is spilled
over the meaningless.

In a time when humanity should be united, they have be-


come the greatest threat to themselves. Thus, the age of
man has ended, left in the ashes of the flames of Orion.
All will trudge forward into oblivion inside their mechani-
cal tombs.

An age of darkness has begun.


Flames of Orion is a dark, futuristic miniatures war game set in the Orion
system where players control giant mechanized combat machines. This
place is named after its sun, Orion—an ancient star that has begun to
smolder, casting the region into darkness and war. Renegades, outlaws, and
mercenaries now litter the system. Years have passed, and the planets
within Orion sit heavy with shadows and foreboding. As a commander, you
lead a combat unit of four pilots and their machines—each one a crucial link
to survival in this unforgiving world. These war machines are not only their
home but also hulking weapons, pieced together from the scattered
remnants of a dying sector.

Players are encouraged to create their own narratives, exploring how they fit
into the bleak and war-torn universe of Orion.

TO GET AN IDEA OF Listening:


THE ATMOSPHERE Liquid drum & bass playing through
a blown out speaker while the
following plays in the background;
Lustmord “Dark Matter”
ALLSEITS “Hel”
Desiderii Marginis “Departed”
William Basinkski “Lamentation”
Nordvargr “Helvete”

Media:
Mech Warrior
Armored Core
Dark Souls
Pitch Black

4
CONTENT
PREPARATIONS STARTING A GAME
• Tools • Terrain
• Special Objectives
& Loot Tokens
COMBAT UNITS
• Mission Scenarios
• Bunker & Stats
• After Actions & Scars
• Mech Stats
• Discovery Table
• Ways to Play
• Random Rewards
• Call Sign Generator

EXTRA RULES
GAME STRUCTURE
• Pilot Eject
• Actions
• Modded Frames
• Game Mechanics • Scrappers
• Out of Action • Experience
• HEAT
• Exploding FAQ
UNIT SHEETS
BUILDING QUICK REFERENCE
A COMBAT UNIT
• Quick Play & Veteran Mode CREDITS
• Factions
• Black Market
- Weapons
- Ammo
- Upgrades
- Ground Forces
• Special Objectives & Loot

5
TOOLS
PREPARATIONS

MODELS D66
To play a game each player will need at If you are unfamiliar with a d66: roll a
minimum 4 models. Use any miniatures d6 for the tens digit, roll another for the
you like on 28mm-32mm bases in ones digit, producing a number from 11
roughly 6mm scale. A standard game is to 66.
played with 4 Mech models, but may
include additional non mech models such
as tanks or small scale infantry. MEASURING
These will make up your Combat Unit. Measurements are in inches. Measure
Here are some models we have been using from edge of the models base. Any
that fit the scale: player may measure anything at any
time without committing to any actions
Catalyst Battle Tech
Reaper CAV
Gardens of Hecate Mechs ACTIVATION TOKENS
Flames of Orion Mech Frame Kit When playing; after a model performs
actions, place an Activation token next to
them. This could be a bead, a piece of
BATTLEFIELD cotton, or any small object on hand. At
the end of the turn, when performing a
Flames of Orion takes place in desolate HEAT Check with the model, pick up the
and destroyed landscapes on ancient token to signify it is ready for the next
planets. Anything from desert wasteland, round.
to lunar rock, to destroyed and cluttered
city blocks will fit the theme. Battlefields
should be anywhere from 2’x2’ to 4’x4’
with a good spread of terrain scattered RULE OF COOL
around to fill the board and block lines
of sight. The complete rules for terrain
will be discussed later in Missions Probably the most important rule
section of the book. in this book. Sometimes the rules
don’t exactly fit the situation, or a
disagreement comes up over their
DICE application. Whenever this
The game uses mostly d6, but a set of happens, the best outcome is
standard RPG dice is needed for rolling typically found by rolling a die to
on random tables. They are also helpful decide, and simply moving on. If
for tracking HEAT and Hull Points. You something sounds or looks cool,
may occasionally be asked to roll things but the rules obstruct your vision,
such as: d2, d3, d66. bend the rules around it. If there
isn’t a rule for what you want to
do, it’s okay to make one up.

Always be strict with yourself,


and lenient with your opponent.
6
BUNKER & COMBAT UNIT

Your Bunker is where you stash all your loot, Mechs, extra Upgrades and Credits be-
tween battles. You may have up to 10 units in your bunker at any time. Keep track of
your territories, platforms, credits, and extra units here.

During a game you will field between 4-10 models, this is called your Combat Unit.
By default, a Combat Unit consists of 4 Mechs, but you may choose to swap a Mech
or two for multiple smaller ground units (see page 27).

STATS

HULL POINTS (HP) HEAT LIMIT (HL)


HP is how much damage a model can Throughout the game, your models will
take before it is destroyed. When a model gain HEAT. HEAT represents the amount
reaches 0 HP, they must roll an Explode of strain a model can withstand, and its
Check. Regardless of the results, the ability to continue performing. If a
model is then removed from the field. model reaches or exceeds its HEAT Limit,
it is removed from the field as if it had
ARMOR (AR) reached 0 HP, and must make an Explode
AR is the model’s ability to ignore dam- Check.
age. For each 1 damage that a unit
suffers, make a separate armor save. Roll PLATFORMS (PF)
equal to or exceed your AR value to ig- PF is the number of weapons & upgrades
nore the point of damage. that can be equipped to a model. All
Mechs begin with 4 PF slots. There are
COMBAT SKILL (CS) two types of Platforms, weapons and up-
CS is your model’s ability to target and grades.
attack enemy units with Melee and • Weapon Platforms - The weapons
Ranged attacks. Roll equal to or exceed equipped to a model. There are two
your CS value to deal damage. types: Ranged, and Melee.

SPEED (S) • Upgrade Platforms - Items that


S is the distance your model can move, affect a model’s abilities & Stats
measured in inches.

7
MECH STATS

All Mechs start with the following stats, but may be improved with upgrades &
weapons from the Black Market.

Mechs cost 50c.

SPEED (S) 6
COMBAT SKILL (CS) 4+
ARMOR (AR) 6+
HULL POINTS (HP) 6
HEAT LIMIT (HL) 10
PLATFORMS (PF) 4

8
GAME STRUCTURE
A game of Flames of Orion is broken down into Phases and Rounds.

1: INITIATIVE PHASE 3: HEAT PHASE


During this phase, at the start of the After all Models have finished activating,
game and the beginning of each Round, each model on the field must make a
all players roll a D6 to determine who ac- HEAT Check as described on page 16.
tivates the first Model. The highest roll Starting in Initiative order, alternate
wins the Initiative, then next highest, and rolling a d6 and consult the HEAT Chart
so on. In case of ties, roll off. for each Model, then remove the model’s
Whoever activates their final model first Activation Token.
adds +1 to their Initiative next Round.
RETREAT & SURRENDER
2: ACTIVATION PHASE At the start of a player’s turn, they may
Players take turns activating their models retreat from battle and concede the game.
to perform Actions. When a model is cho- If only one player remains, they are de-
sen to activate, they may perform up to 2 clared the winner.
Actions. When that player finishes, the
next player in initiative order does the
same. This continues until all models
have been activated and the next Phase
begins.
If a player has no models left, the rest of
the players continue activating in initia-
tive order until all their Models have acti-
vated.

ROUNDS PHASES
A game lasts 5 Rounds, and every Rounds are split into 3 phases,
Round is split into three Phases. which must be performed in order:
the Initiative Phase, Activation
Once all three Phases have been Phase and HEAT Phase. After they
completed, the next Round begins. have been completed a new Round
The game ends at the comple- begins, starting again with the Ini-
tion of the 5th Round. tiative Phase.

9
ACTIONS
There are four basic Actions a unit may make in a turn: Move, Attack (Ranged or
Melee), Disengage, or Heat Purge.

• Each model may perform up to 2 • Apply HEAT after resolving all of that
Actions per turn. models Actions for that turn.
• You may perform actions in any Example: Your Mech Activates and makes
order, and you may perform the a Bolstered Move Action, it follows up with
same action twice. a second Move Action.
• Performing a second Action After resolving the movement, the model
generates 1 HEAT. gains 1 HEAT for performing a Bolstered
• You may perform a Bolstered Actions Action, and 1 HEAT for performing a
in place of a standard Action. second Action, for a total of 2 HEAT.
Bolstered Actions generate an
additional 1 HEAT. This is in
addition to 1 HEAT gained if you
performed a second Action.

MOVE
Move the model a number of inches
equal to its Speed (S). Models may
move through friendly units, but must go
around enemy units.

BOLSTERED MOVE
Move your Model up to its Speed value.
Then choose one:
• Make a free Melee Action, or RAM
within 1”.
• Move your model an additional 3”.
• Pause at any time during the move
to make a Ranged attack, at -1 to CS
roll. After resolving the attack, the
model completes its movement. This
attack does not count as a second
action.

10
RANGED ATTACK MELEE ATTACK
Target a model with a Ranged weapon not Target a model within 1” with a Melee
previously fired this turn. Roll equal to or weapon not previously used this turn. Roll
over your Combat Skill (CS).Apply weapon equal to or over your Combat Skill(CS).
damage on a hit. Apply weapon damage on a hit

BOLSTERED RANGED BOLSTERED MELEE


Choose One: Choose One:
• Shoot all Ranged weapons equipped • Attack with all Melee Weapons not
to the model that have not previously used this turn.
previously fired this turn. Roll each • Make an attack with a single Melee
attack separately. weapon and add +1 to your CS roll.
• Make an attack with a single Ranged • If you have no Melee Weapons
weapon and add +1 your CS roll. equipped; Perform a RAM: deal 1d3
Damage to yourself, and 1d3 Damage
to a target within 1”.

PURGE HEAT DISENGAGE


• Remove d3 HEAT. You may only • You may Move out of combat at ½
perform this Action with the model Speed. The enemy may make a free
once per turn. You never gain HEAT Melee attack with a Melee Weapon.
for this Action. The model gains
Position Compromised (see pg 22).
BOLSTERED DISENGAGE
• You may Move out of combat at ½
BOLSTERED PURGE Speed. The enemy Mech does not get
• Remove 2d3 HEAT. This must be the a free Melee attack when you use a
Mechs only Action for the turn. You Bolstered Disengage.
do not gain any HEAT for this Action.

11
GAME MECHANICS

MOVEMENT LONG RANGE LONG R


Vertical Movement: Mechs may move If firing a Ranged Weapon 10” or more,
vertically onto or over terrain with their modify your CS rolls by -1. Measure this
Move Action at no additional move cost. using true line of sight between models.

You may move through friendly models, COVER


but not enemy models. If model is behind cover or line of sight
is obscured, modify its AR roll by +1.
COMBAT
Attackers must have true line of sight to ENGAGED
target a unit or terrain. Ranged & Melee If you are within 1” of an enemy model,
attacks are resolved with a d6 roll. Meet you are considered Engaged. You may not
or exceed your unit’s Combat Skill(CS) fire Ranged Weapons while Engaged.
to strike a target, dealing damage listed You must use the Disengage Action to get
for the weapon. away. The enemy model may make 1 free
A roll of a 1 is always a miss. Attack Action unless you used the
A roll of 6 is always a Critical Hit. Bolstered Disengage Action.
The target then attempts an Armor (AR) CRITICAL HITS
roll to prevent some or all of the damage. When you use the Attack Action, a die roll
Roll a separate d6 for each point of of 6 is always a Critical Hit. The damage
damage received. For each die that meets is increased by +1. Before the game
or exceeds the victim’s AR value, ignore starts, decide with your opponent if you
one point of damage. By default, every will use the optional Critical Hit Table.
model has an AR save of 6+ unless
specified otherwise.
You may never use the same weapon twice
in a turn.

CRITICAL HIT TABLE


When you make a Critical Hit, roll another d6. If you meet or exceed your model’s CS,
roll 2d6 on the Critical Hit table. This is in addition to the +1 damage. All modifiers last
until the game ends.

Deal d3 additional 7 Close Call Normal Critical damage.


Ammo
2 Explodes damage. If the model has
special ammo, it is lost. 8 Leaking -1 S
Hydraulics
Platform A random platform is All models firing against
3 Destroyed destroyed. Armor
9 Compromised this target gain Armor
Penetration.
Targeting
4 System -1 CS. Target HEAT Threshold
Disrupted 10 Oil Burn reduced by 1.

Cracked Target HEAT Threshold 11 Weapon Remove a random weapon.


5 Reactor Core reduced by 1. Destroyed

Cockpit Your pilot manages to pull


Deal 1 damage to a 12 the eject switch. Mech is
6 Ricochet random model within 3” Destroyed out of action.
13
OUT OF ACTION, HEAT & EXPLODING

OUT OF ACTION EXPLODE CHECK


When a model loses its last HP, or it After a Mech performs an action that
reaches or exceeds its HEAT Limit, it is causes it to meet or exceed its HEAT
taken Out of Action. Limit, OR if it loses its last HP, make an
Explode Check.
When a Mech is taken Out of Action,
perform an Explode Check. Explode Check - Roll a d6. On a roll of 1-
2, the Mech simply shuts down and can no
Mechs taken Out of Action are removed
longer function. Remove the model from
from the game after resolving their
the game. On a roll of 3-6, the Mech
Explode Check, regardless of the results.
Explodes.
The range of the explosion is equal to
HEAT your current HEAT.
Mechs generate immense HEAT while The damage of the explosion depends
performing their duties in battle. This can on the HEAT level of the exploding Mech.
occur when performing certain actions, Terrain blocks Explosion Damage.
and also when making HEAT checks at the Destructible Terrain takes damage from
end of a Round. Explosions as normal.

HEAT 1-3 4-7 8-9 10


Damage 1 1d3 3 2d3

Performing a second Action or any


Bolstered Action accrues +1 HEAT.
HEAT is applied After all actions are
resolved. If a unit reaches its Heat Limit
after resolving its actions, immediately
make an Explode check.
HEAT Check - At the end of each round
roll a d6 for each Mech. Consult the chart. Emergency flares torch the sky.
HEAT levels spiking. The heat
HEAT Check roll 1 2-4 5-6 from the engine is melting the
durasteel right off the frame.
HEAT Generated 2 1 0 Only one shot left. Thrusters at
full blast. Deploy all pods.
If a Mech reaches its HEAT Limit, the Unleash a payload to make god
reactor overheats and they are removed rethink his creations.
from the game immediately. The unit
must also roll to see if it explodes.

14
WAYS TO PLAY
Here are two ways to pick up and play Flames of Orion.

QUICK PLAY VETERAN MODE


Each player starts with 4 free Mechs* in Each player starts with 4 free Mechs in
their Bunker, and 25 credits to spend on their bunker, and 200 credits to spend on
rerolls or save until later. equipment and extra units.
To make a quick play Combat Unit:
To make your Combat Unit:
For each mech do the following:
1. For each of the four Platform slots, 1. Choose a Faction (p.10)
choose between Ranged Weapon,
Melee Weapon, or Upgrade. Then roll 2. Purchase Platforms & Ammo for
on the appropriate table on pages your Combat Unit.
22-26. You may spend 10 credits to 3. Shop for extra Ground Forces.
reroll one of the Platforms, but Swapping out a mech for Ground
otherwise the Mech’s equipment Forces is not free.
cannot be swapped until after the
4. Give each model a Call Sign.
first game.
5. Name your Combat Unit.
2. Roll randomly or choose a call sign
to assign each unit.

*You may swap 1 Mech for 2 Ground


Forces without paying any cost.

15
MERCS MEGA CORPS
COMBAT UNIT

Weapons for hire. Soldiers of for- The Megacorps are what humanity out-
tune. Dogs of war. They wear many side Orion depends on. Having nearly re-
titles, but it’s all the same. Tactical, placed all governments, they control ma-
but no real regime to back them up. jor resources and provide nearly every
Their gear varies from pilot to pilot, service—including private military
and Mech to Mech. Former soldiers forces. Armed with the best gear and fac-
trying to carve a living out of this tory-fresh Mechs, they are pushing into
universe by the tip of their buck Orion to strip-mine its planets for profit.
knife. Times are hard and you gotta They “recruit” new employees during
be harder. A job is a job. Who do you their expansion and force them into ex-
work for? ploitative contracts. Despite their power,
the corporations lack of local knowledge
Listening: and oversight leaves them at a disadvan-
Marauder “Master Killer” tage in the struggle for control of the
Bolt Thrower “Zeroed” sector.

Listening:
Frank Klepacki “Hell March II”
Eyes of the Lord “Call It War”

FACTION BONUS FACTION BONUS

No More Heroes FORCED LABOR


Starting Combat Units gain Starting Combat Units gain a free
a free random Platform Infantry unit with a Light Weapon to
from a category of their deploy every game, in addition to
choice. their regular units. This infatnry
does not count towards their army
size limit. You may purchase
different equipment for it.

16
RELIGIOUS SECTS & THE LOST &
NOBLE HOUSES THE DAMNED

Many groups exist in Orion. Nearly each Remnants of a sector that refused to
pocket of humanity that is scraping by abandon their home in a portion of
has a hierarchy, such as the Death Cult of space known as the Driftless. Their
Clandathu, the Nobles of House Jakar, or gear and Mechs are well-worn and
the Church of the Dying Sun. They wage tattered, standing on their last legs.
their political & moral wars against those Fueled by determination and re-
that oppose their laws. They don’t prom- sourcefulness, they have become
ise hope or salvation. What they offer is formidable opponents. Asymmetric
simple: survival. It may be brutal, ruth- warfare tactics abound in the Drift-
less, and devoid of mercy—but in a dying less, where they have made their
universe, it’s the closest thing to a stand. Orion is their home, and they
heaven most will see. have no intention of leaving. They
adapt to survive, embodying the sec-
Listening: tor’s essence as both nationalists
Vein “Rebirth Protocol” and eco-terrorists.
The Acacia Strain “Angry Mob Justice”
Listening:
Foundation “Never Stops Raining“
Gods Hate “Be Harder”

FACTION BONUS FACTION BONUS

ANOTHER HEAVEN Strength Through


Suffering
Starting Combat Units gain 30
additional Credits. The first time a model from this
Combat Unit is destroyed, give one
model a +1 CS for its next
activation.

17
CALL SIGN GENERATOR
Every Mech needs a call sign.
The galaxy is a big place and
there are thousands of Mechs,
but this one is yours. Roll on the
table to generate its call sign, or
come up with your own.

Roll once on chart A and once on


chart B and put the names in
whichever order sounds best to
you. Combine the names, swap
the numbers around or use the
same number twice. You may re-
roll or substitute results, keeping
any combination of the names.

Adding conjunctions,
pluralization or numerals can
add a nice touch to a name.

A 1 2 3 4 5 6
1 A color Iron Fury Death Steel Rust
2 Heavy Divine Alpha Infernal Vengeful Eternal
3 Dark Hell Phantom Heavens An animal Gloom
4 Hard Wraith War Cold Havoc Dread
5 Sin Void Night Siege Relentless Acid
6 Pain Sacred Frenzied Chrono Wayward Grim

B 1 2 3 4 5 6
1 A number Blade Talon Demon Reaver Battery
2 Frame Armor Wraith Steel Sentinel Unit
3 Herald Tank Machine Angel Wyvern Walker
4 Titan Shadow Gear Core Engine Gun
5 Hound Scout Master Devil Stalker Ghost
6 Flame Saber Strider Dragon Spirit Javelin

18
BLACK MARKET
Small pockets of civilization still exist in the sector. They typically dot planet sides, but
are few and far between. A guild of merchants and looters known as The Graveyard have
made their mark in the sector by buying and selling salvaged weapons and equipment.
Sell your scraps to them, and maybe get yourself something to keep the dogs at bay.

CREDITS SCRAPYARD
Credits (c) are the universal currency. You Upgrades, Weapons, and even Mechs can
may spend Credits in the Blackmarket on be sold to the Scrapyard. All items can be
Upgrades & Weapon Platforms, Specialty sold at 1⁄2 the purchase price.
Ammunition, Ground Forces and Mechs.

KEYWORDS
POSITION
COMPROMISED
• Any model gains +1 CS on
it’s next activation if
targeting a model affected
by Position Compromised.

ARMOR
PENETRATION (AP)
• Reduce target’s AR save
value by 1 for that weapons
Attack Action. If a unit
gains AP from platforms
or ammo, the effects
stack.

19
WEAPONS
RANGED WEAPONS (D8) MELEE WEAPONS (D8)
1. FLAME THROWER – 10c 1. BASIC COMBAT ATTACHMENT – 5c
Max Range 10” 1 Damage
1 Damage
Special: On a successful Hit, increase target 2. CLOSE COMBAT WEAPON – 10c
units HEAT by 1d2. May not be equipped with 2 Damage
Specialty Ammunition.
BLACK MARKET

3. CABLE WHIP – 15c


2. LIGHT WEAPON – 10c Range 3”
1 Damage 2 Damage
Machine gun, laser, grenade launcher, etc Special: This weapon has an Engagement
range of 3” and treats enemies as if they are
3. MEDIUM WEAPON – 15c within 1”.
2 Damage
Pulse laser array, missile array, 4. LANCE – 20c
gauss rifle, etc 1 Damage
Special: If this model made a Move Action
4. HEAVY WEAPON – 25c this turn, increase this weapon’s Damage by
4 Damage +2, and gains AP (1) for this Action.
Plasma cannon, artillery, heavy mortar, etc
Special: Model may only move at half speed 5. POWER WEAPON – 15c
if it fires this weapon this turn. Takes up 2 Damage
2 PFs AP (1)
Special: On a Melee Action roll of a 1 with
5. RAIL WEAPON – 45c this weapon, the fusion core burns out, losing
d3 Damage AP for the rest of the match.
Special: Pick a point on the battlefield. Draw
a straight line across the board from the 6. ELECTRIC FIELD – 10c
firing Mech to the target. Roll one attack for 1 Damage
each model and destructible terrain the line Special: Make an attack against all other
passes over. This attack hits friendly models. models within 2” of you. Each model that
The firing Model gains +1 HEAT when this takes damage is pushed back 1”.
weapon is used.
7. PISTON GAUNTLET – 10c
6. A.I. MISSILE SYSTEM – 15c 2 Damage
Max Range 20” Special: When this weapon deals damage,
1 Damage you may move an enemy model 1” directly
Special: When making a Ranged Attack, this away from you.
weapon does not require line of sight. Ignore
any cover bonus.
8. ENERGY SWORD – 15c
2 Damage
7. LONG RANGE SYSTEMS – 25c
2 Damage Special: Causes Critical Hits on attack rolls
AP (1) of 5+. On an attack roll of 1, power core burns
Special: Ignore the -1 CS from firing at long out and this weapon becomes a 1 Damage
range. melee weapon for the rest of the game.

8. LARGE MISSILE BATTERY – 30c


d2 damage
Special: When targeting a model, roll to hit
with this weapon against all enemy models
within 2” of the original target.
20
AMMO
Ammo is optional and does not take up a PF.

At the start of the game, you may purchase


an Ammo and assign it to a single Ranged
Weapon. If you want to use the Ammo on
multiple weapons, you must purchase it
multiple times.

A Weapon may only be equipped with 1


Special Ammo during a game.

At the end of a game roll a d6 for each


Ammo you have equipped. On a 1-3 you run
out, and will have to purchase it again in
order to continue its use.

AMMO (D6)
1. FLECHETTE ROUNDS – 5c
Weapons with this Ammo gain AP (1).

2. HELLFIRE ROUNDS – 10c


Increase Weapon Damage by 1.

3. EMF ROUNDS – 5c
The model damaged by a weapon with this
Ammo has its Speed reduced by 2 until the
end of the target’s next turn.

4. CONCUSSIVE ROUNDS – 5c
When a weapon equipped with this Ammo
hits an enemy model, the target is
immediately moved 2” directly away from
the firing Model. If this causes the Model to
make contact with another Model, or Terrain,
apply 1 Damage to each of them.

5. RAPID FIRE ROUNDS – 20c


When a weapon loaded with this Ammo rolls
a 6 to hit, apply critical damage normally,
then you may roll another Ranged Attack
with this weapon.

6. TRACER ROUNDS – 5c
Apply Position Compromised to the model
hit with this Ammo. The firing model also
gains Position Compromised.

21
UPGRADES

UPGRADES (D20)

1. ARMOR MK I - 10c 13. NUCLEAR CORE - 10c


AR becomes 5+. When this Mech Explodes, it does it as though
it has HEAT 10.
2. ARMOR MK II - 25c
AR becomes 4+. 14. TARGETING SYSTEM - 45c
BLACK MARKET

This Model improves their CS rolls by +1.


3. REACTIVE ARMOR - 50c
Ignore the first 1 point of Damage this Model 15. UP-LINK - 15c
takes per turn. You may spend an Action and target an
enemy model in Line of Sight; the target
4. VTOL - 25c model gains Position Compromised.
Ignore terrain when making a Move Action.
16. LONG RANGE TARGETING - 15c
5. THRUSTERS* - 10c When making Ranged Actions, ignore the
Gain +1 Speed. Long Range rule.

6. HEATSINK - 10c 17. DEFENSE ARRAY - 10c


New HEAT Check values; Any time an enemy model gets within 1”, roll
1=2 HEAT, 2=1 HEAT, 3-6=0 HEAT a d6. On a 4+ the enemy model instead is
placed just outside 1”.
7. SENSOR ARRAY - 25c
Critical Hits deal an extra +1 damage. 18. THERMAL IMAGING - 20c
When targeting a model with 5 or more HEAT,
8. HEAVY PLATING* - 20c gain +1 to your CS roll.
Increase HP by 1.
19. COUNTER MISSILES - 10c
9. CORE STABILIZERS* - 10c When hit with a ranged critical hit, negate the
Increase your HEAT limit by 2. extra damage from the critical hit.

10. EXTRA PLATFORMS* - 15c 20. VIRUS PROGRAM - 20c


Increase your Model’s Platforms by 1. This Once per game: When you activate the
does not take up a PF slot. model equipped with this Upgrade, you may
select an enemy model to infect. The infected
model may take only one action this turn.
11. SELF DESTRUCT - 10c That action cannot be bolstered.
During your turn if you have 7 or more HEAT,
you may make a <Self Destruct Action>. * May be taken more than once on a model.
Your model explodes.

12. CAMOUFLAGE - 30c


You may make an <Active Camo Action>,
reducing enemy Ranged Attack rolls against
this Model by 1 until the next time this model
makes an Action.

22
GROUND FORCES
Combat Units on occasion call for the expertise of smaller forces like infantry, aircraft,
tanks, and other armored vehicles
• A Combat Unit must contain at minimum 2 Mechs.
• You may take 2 Ground Forces in place of 1 Mech in a Combat Unit. *
• Ground Forces may not be equipped with Melee Weapons.

INFANTRY GROUND UNIT


Cost: 10 Credits Cost: 30 Credits
S: 4 S: 5
CS: 5+ CS: 4+
AR: 6+ AR: 6+
HP: 2 HP: 4
HL: 5 HL: 7
F: 2 PF: 3
Special:
• You may take up to 3 Infantry in
place of 1 Mech. * AIR UNIT
• Infantry may not RAM.
• Infantry do not Explode. Cost: 30 Credits
S: 8
• When Enemy Mech or Ground Units CS: 4+
perform Move Actions and pass over AR: 6+
this unit, roll a d6. On a roll of 1-3, HP: 2
the Infantry unit is flattened and is HL: 6
removed from the game as a PF: 2
casualty.
Special:
Garrison: Infantry may enter This model ignores terrain when making
Destructible Terrain as an Action. You may Move actions.
fire the Infantry’s weapons from the
Terrain. If the Terrain is destroyed with
the Infantry in it, roll a d6. On a roll of a
1-4, they are destroyed in the wreckage.

“Bounty hunters, soldiers of fortune, and veterans of the Corporation war tread
through the worlds bound by conflict. Beyond the grasp of true authority, they roam
untethered, sculpting their destinies in defiance of the realms of law & man. Their
only law is made by who pays the most credits. In Orion, these men & women of
war find purpose amidst the debris of civilizations. The sector, strewn with ancient
technology, contains countless outlaws, exiles and defectors. It is a breeding
ground for the black market trade, and vocations where one’s survival is sculpted
by the edge of their blade. In a realm of shadows and steel, making a livelihood
means embracing the darkness.”
23
STARTING A GAME

MISSION FIRST INITIATIVE


Pick or roll to determine which mission to All players roll a D6 and the highest roll
play. Each player picks a Special Objective gains the Initiative. The player with
and secretly writes it down. Initiative chooses a Model to activate,
which begins the game. For the rest of the
game, Initiative is rolled at the start of
TERRAIN every Round.
You and your opponent(s) take turns After they have finished their actions with
STARTING A GAME

placing and designating destructible and that model, the next player in the
non destructible terrain on the map that initiative order takes their turn by
suits your mission and game. We choosing a model to activate.
recommend lots of line of sight blocking
terrain evenly placed across the board.
TURN ORDER
After the first Initiative Phase, the game
DEPLOYMENT ZONE continues using standard turn order
If the Mission does not have a described on page 12.
Deployment requirement, players roll off
to determine who picks their Deployment
Zones. The winner chooses a board edge
or corner and deploys their first model.
Then players alternate placing models.
Models may be placed anywhere within 3” UNDERDOG
from their table edge or 8” from a corner.
Alternate placing your models until all If one player starts the game with
models have been placed. fewer models than their opponent,
the Underdog player gains 1 <Pass
Activation> for each extra model
3 OR MORE PLAYERS that their opponent has fielded.
If playing with multiple opponents, Instead of activating a model, a
players pick a board edge and deploy as player may instead <Pass
normal, but may not place a model within Activation>, and the turn goes to
8” of an enemy model. Roll off to the next player to activate a model.
determine who picks the first deployment
zone, then continue in initiative order or The Underdog player loses a <Pass
an order that makes sense. Activation> whenever their
opponent with more models loses a
model. The number of <Pass
Activations> is always equal to the
difference between army sizes.

24
TERRAIN

A unit may traverse onto terrain vertically,


but you must end your turn on a flat
level. Some terrain in a game can be
targeted, damaged & destroyed. If terrain
is destroyed, remove it from the board.
Before the game begins, designate what
is Indestructible Terrain and what is
Destructible Terrain with your opponents.
If a disagreement arises, roll a die to
decide.

DESTRUCTIBLE
TERRAIN
Special: If terrain is dealt any damage
from an Action, place a counter on it.
When a piece of terrain receives a second
counter that turn, OR if it is dealt 3 or
more damage in one Action, it is
destroyed. Remove the terrain from the
table, and deal 1 damage to all models
within 2”.
At the end of the Round, remove all
counters from all destructible terrain.

INDESTRUCTIBLE
TERRAIN
Special: Indestructible Terrain cannot be
destroyed.
Rail Weapons may not fire through
Indestructible terrain.
SPECIAL OBJECTIVES
Before a game begins, but after missions are selected, choose in secret one Special
Objective and write it down. Completing a Special Objective rewards a roll on the
Random Rewards table.

SYSTEMS HOT FILL THE COFFERS


Gain 10 HEAT & then Explode with a Mech. End the game with the most Loot tokens.

NOTHING IN OUR WAY NEVER LET THEM


Destroy 2 pieces of terrain. SEE YOU BURN
Purge 6 or more total HEAT over the
STARTING A GAME

DEATH BY A course of the game.


THOUSAND CUTS
Deal at minimum 1 damage to each COOL, CALM & COLLECTED
enemy model on the field. Finish a game with at least one Mech at 3
or less HEAT.
DEADLY GRUDGE
Land the killing blow on at least two LAST ONE STANDING
enemy models, removing their last HP End the game with one and only one Mech
with an Attack Action.. remaining.

LOOT TOKENS
Some missions instruct the players to place Loot
Tokens on the table. Loot Tokens represent useful
scrap or supplies for you to recover from the
battlefield.

A model that is within 1” of the token may


spend an Action to pick it up. Remove the
Token from the field when it has been picked up. A
model may hold multiple Loot Tokens. If a model
holding Loot Tokens is destroyed, place the tokens
where the model was destroyed.

Players may optionally add D3+2 Loot


Tokens to any map or scenario. Roll off
to determine who places the first
token. Take turns placing them, at
least 6” from one another.

26
MISSIONS

1. WARZONE 2. CAPTURE THE CARGO

The foes emerge, a spectral procession in In the forsaken recesses, a trove of ancient
the looming horizon. The choice resonates technology lies untouched. Though, you are
within these halls of inevitability – a dance not alone.. Beware, for other twisted souls
of missile fire where one of you shall draw near, summoned by the allure of
become barely a whisper in this eternal scrap and salvage..
conflict.
OBJECTIVE
OBJECTIVE Move your Model within 1” of the Cargo
Turn the other Mechs into shrapnel. to pick it up. Picking up the Cargo is a
Free Action.
• Set Up - Take turns placing D3+2
Loot Tokens. • Set Up - Place a piece of Cargo in the
center of the map.
• Winner - The player who has the
most Models standing by the end of • The Cargo - If you pick the Cargo up,
the 5th round. the model may not use VTOL. If you
perform more than 1 Action, or
• Reward - 10 Credits per Loot Token
Bolster an Action in a turn, it
• Bonus Reward - Each player rolls 1 generates +1 HEAT for each, in
additional time on the Discovery addition to the normal HEAT
table for each enemy Mech taken Out increases. Once you pick up the
of Action. Cargo, it may not be dropped until
the model carrying it is destroyed.
SPECIAL RULES
• Winner - The player whose Model is
Flee Action – During a game Mechs may carrying the Cargo by the end of
flee from battle to avoid being destroyed the game.
or secure Loot. To do so, move within 1” of
a board edge and perform a Flee Action to • Reward - 25 Credits and
move off the board at the end of this 1 Random Reward.
models turn.
SPECIAL RULES
Flee Action – During a game any unit may
flee from battle to avoid being destroyed
or secure Loot. To do so, move within 1” of
a board edge and perform a Flee Action to
move off the board at the end of this
models turn.

27
3. SCAVENGE 4. BURNED TO A CRISP
Navigate the twisted ruins and crumbling In the realm of fading light, the sun’s dying
cities in search of forgotten treasures. convulsions reap discord. Among a fierce skirmish
over ancient relics, eruptions of solar flares
Relics of a bygone era of plenty, before war unleash their wrath upon the planet’s surface. In
and conquest were the only currency of the midst of this turmoil, you strive to escape the
power. impending radiation, desperately seeking the
sanctuary of a bunker. The shadows lengthen, and
time dwindles – reach shelter before it’s too late.
OBJECTIVE
Each player is attempting to scavenge the OBJECTIVE
ruins of the old city. Each player is attempting to escape the
sun’s radiation by entering Bunkers while
• Set Up - Each player alternate also securing supplies to ride out the
placing 5 Ruins outside of storm. Mechs outside the bunkers at the
deployment zones. The Ruins count end of the 5th round are considered a
as Destructible Terrain. Casualty.
• Winner - The player who obtains the • Set Up - Place 5 Loot Tokens along the
most Loot tokens by the end of turn 5 center of the board. Place them
is the winner. horizontal from players’ deployments
in equal distance from each other,
MISSIONS

• Reward - At the end of the game, with one on the center point of the
each player may roll once on the board. The player who won Deployment
Random Rewards table for each Token roll places a Bunker token on the map,
followed by their opponent.
they captured.
• Winner - The first player to get all
SPECIAL RULES their surviving models inside the
bunker, with the most loot tokens
Scavenging – Once per a models wins.
Activation, if it is within 1” of a Ruin, it
• Reward - The bunker is equipped with
can use an Action to search the Ruins. Roll abandoned equipment and tools. Gain
a d6. 1 Random Reward, and +1 Discovery
1: The ancient building crumbles, dealing Dice for each Model in the Bunker.
This may surpass the normal
1 damage to all models within 3”. Remove maximum Discovery Dice.
the Ruin. Place a Loot token at the center
of where the Ruin stood. • Bonus Reward - Each player may
remove 1 Scar from each Model they
2-5: You obtain a Loot token. After the control inside the Bunker.
Ruin is searched, it cannot be searched
again. SPECIAL RULES
6: You obtain 2 Loot tokens. Bunkers – Move within 1” of a Bunker and
spend an Action to open the doors. The
Flee Action – During a game Mechs may Bunker remains open for the rest of the
flee from battle to avoid being destroyed game. Once the Bunker is opened, you
or secure Loot. To do so, move within 1” of may make a Move Action to enter the
a board edge and perform a Flee Action to Bunker. Remove the model from the
move off the board at the end of this board.
models turn. Solar Flare – At the end of each round,
the solar flares burn the HEAT systems of
all Mechs on the battlefield. Roll a d6 for
each Mech. On a roll of 1, they are hit with
a wave of radiation and gain +1 HEAT and
take 1 Damage.
28
Deployment - The Attacker deploys all of
5. HOLD THE LINE their models at once, followed by the
Defender.
Amidst the desolation of this forsaken world Reward - If the Attacker wins, they make
stands a lone outpost. Its walls, weathered a free Random Reward roll. If the
by time and battered by countless assaults, Defender wins, they gain +2 Discovery Roll
now serve as the final bastion against dice. This may surpass the normal
encroaching forces. As the air grows thick maximum Discovery Dice.
with despair, a distant hum heralds the
arrival of salvation. A drop ship descends
from the heavens, its silhouette cutting
through the smog-choked skies. Its arrival,
a beacon of hope.
6. NOBLE FIGHT

OBJECTIVE I’m ready, how about you?


The Attacker wins if they end a round
with more models within 3” of the Drop OBJECTIVE
Ship than the defender. Survive.
The Defender wins if they survive for 5 Set Up – Deployment as normal, Each
rounds, until reinforcements arrive, or player will deploy 1 model on the board.
destroy the Attacking forces. When your model is destroyed, place a new
model from your Combat Unit at a random
Set Up - The winner of the Deployment
board edge within 3”.
roll picks if they are the Attacker or
Defender. The Defender places a Drop Ship Winner – The game goes until only one
marker in their Deployment Zone. player is left.
Reward – Each player may roll on the
Random Reward table for each model
they destroy.
AFTER ACTION
The fields glow red from the ashes of battle. Cockpits deformed into melted husks. Mechs
slumped in craters where they made their final stand.
After a game ends you may swap items between your units, gain rewards and for each
unit destroyed in the game - consult the Casualties & Scars table. Then continue to
Discoveries.

CASUALTIES SCARS
If a Mech is taken Out of Action, it is On a roll of 3 - 6: the Mech is able to
considered a Casualty. Roll a d6 and refer make it back to base unscathed. On a 1 or
to Scars. 2: roll again and consult the chart. The
Scars last until repaired.
MISSIONS

2d6 Scar Effect

2-3 Totaled The model is destroyed permanently.

4 Disrupted Targeting Reduce Ranged Attack rolls by 1 (A roll of 6 always hit).

5 Fractured Core Reduce your HEAT Limit by 1 (to a minimum Heat Limit 3.)

6 Weapon Destroyed Remove a random Weapon Platform.

Model escapes with minor cosmetic damage.


7-8 Unscathed No mechanical changes.
9 Hamstring The model has -1 Speed (to a minimum of 1).

10 Damaged Reduce the models total PFs by 1 (minimum of 1).

11 Armor Degradation The model AR is reduced by 1. (Mechs can have no AR save.)

12 Critical Core Model adds +1 to all HEAT checks.

TOTALED REPAIRS
Platforms attached to the Mech are Between missions, you may spend 25
potentially lost forever. Roll a d6 for each Credits to repair 1 Scar from a unit.
Platform equipped to the Totaled model.
1-2: Platform is destroyed with
the model.
3-6: Platform is recovered for
reuse or sale.

You may scrap a Mech for 2d6 Credits after rolling a Totaled roll.

30
DISCOVERIES

At the conclusion of each match, players DISCOVERY ROLL


roll a d6 (To a maximum of 8d6) for each
You gain Credits equal to the
of the following:
combined value of the dice rolled. In
• Each model that took part in the addition, consult the tables for each
battle and were not Totaled in the individual die result. If you roll two or
After Action. more of the same number during
• Each model you destroyed during Discoveries, you have located
something of interest. An old military
the game. Any models destroyed by
bunker, a technology lab, rogue soldiers
an Explosion of your unit also count.
looking for a cause, or similar discovery.
• Any bonus dice granted from a If you roll any 2, 3, or 4 of a kind; set
mission. those dice aside and consult the table
according to the number rolled instead.
• Each Loot token held at the end of
the game. After rolling on the chart, you may move
Platforms and re-equip models.
• The winner gets +1 die.

Roll Single Rolls Two of a Kind Three of a Kind Four of a Kind

Rusted Scrap: 1d6 Spare Parts: Find Scrap Crawler: Find


1 Credits
3d6 Credits worth Gain 25 credits
1d10 x 10 Credits
of old parts.
Tech Team: A group of A unit of Infantry Tech Cache - Add a Gain a Flying
engineers offer to random Upgrade Vehicle with 1
2 upgrade one of your
1 Random Weapon
Platform to your Random Ranged
Equipped.
Mechs. +1 PF Bunker. Weapon equipped.
Repair Team: May Fully Loaded: Add
remove 1 Scar Bank: You have
Lost Cargo: Find a from a Mech you been funded for
a random Upgrade
3 cargo stash 3d6 worth
own. This may be your next mission.
& Ranged or Melee
of Credits. Weapon Platform
placed in your +50 Credits.
to your Bunker.
Bunker until used.
Ammo Cache: Find a High Tech: Add a Gain a new Mech Add a Mech to your
4 random Specialty random Upgrade with no Platforms Bunker. Roll for its
Ammo. to your Bunker. installed Platforms.
Lots of Guns: Add 1 Tonk: Gain a
random Ranged Hidden Stash: Find Ground Vehicle Payload: +75
5 Weapon Platform to 1d6 x 10 Credits. with 1 Random Credits
your Bunker. Weapon equipped.
Top of the line:
Lucky Day - Roll Gain a New Mech, Blessed by the
again on the Two of Dark Sector: Roll
Abandoned Cargo: equipped with 1x
a Kind chart. Then, once on each row
6 Roll on the Random
in addition,
random of each:
of the table. You
Reward table. perform a Single Upgrade, Ammo, cannot roll this
Ranged & Melee
Roll Discovery. option again.
Platform.

31
MISSIONS

RANDOM REWARD TABLE


When you are awarded with a Random Reward, roll on the chart below and consult the
table on the facing page.

Roll 1 2 3 4 5 6

Reward 1d6x10 Specialty Melee Ranged Upgrade Unit (d6)


Credits Ammo (d6) Platform Platform (d20)
(d8) (d8)
UPGRADES, WEAPONS & UNITS
When making random rolls for post game Discoveries, use this list.

UPGRADES (D20) RANGED WEAPONS (D8)

1. Armor MK I - 10c 1. Flame Thrower - 10c


2. Armor MK II - 25c 2. Light Weapon - 10c
3. Reactive Armor - 50c 3. Medium Weapon - 15c
4. VTOL - 25c 4. Heavy Weapon - 25c
5. Thrusters - 10c 5. RAIL Weapon - 45c
6. HEATsink - 10c 6. A.I. Missile System - 15c
7. Sensor Array - 25c 7. Long Range System - 25c
8. Heavy Plating - 20c 8. Large Missile Battery - 30c
9. Stable Core - 10c
10. Extra Platforms - 15c MELEE WEAPONS (D8)
11. Self Destruct - 10c
12. Camouflage - 30c
1. Basic Combat Attachment - 5c
13. Nuclear Core - 20c
2. Close Combat Weapon - 10c
14. Targeting Systems - 45c
3. Cable Whip - 15c
15. Up-link - 15c
16. Long Range Targeting - 15c 4. Lance - 20c
17. Anti Combat System - 10c 5. Power Weapon - 15c
18. Thermal Imaging - 20c 6. Electric Field - 10c
19. Counter Missiles - 10c 7. Piston Gauntlet - 15c
20. Virus Program - 20c 8. Energy Sword - 15c

UNITS (D6) SPECIALTY AMMO (D6)


1. Mech with empty Platforms - 50c
1. Flechette Rounds - 5c
2. Mech with random Platforms- 100c
2. Hellfire Rounds - 10c
3. Infantry - 10c
4. Ground Vehicles - 30c 3. EMF Rounds - 15c
5. Air Combat Units - 30c 4. Concussive Rounds - 5c
6. Reroll 5. Rapid Assault Rounds - 20c
6. Tracer Rounds - 5c

33
OPTIONAL RULES

PILOT EJECT EXPERIENCE


Immediately following your Mech As your pilots fight more battles, they
being Destroyed or Overheating, roll a gain improved attributes as well as
d6. On a Roll of a 1 your pilot dies in skills. At the end of a game, a unit
the destruction. On a roll of 2-6, place gains 1 XP for every enemy Mech it
an Infantry unit on the battlefield destroyed by landing the killing blow.
within 2” of the Mech. They are For every 10 XP your model gains,
equipped with a anti-Mech rifle, using increase one of the following skills by
the profile of a Light Weapon +1; Speed, Combat Skill or HEAT Limit.
OR one of the following skills.
Instead of removing your models from
play after they are taken Out of Action, Calm & Collected
leave them on the battlefield laying on Add +1 to HEAT Check rolls.
their side or put a token to mark where Demolition Expert
they are located. Any building damaged by this model’s
weapons is immediately destroyed.
Running Hot
MODDED FRAMES Double the radius of this models
explosion range.
Frames do not cost extra credits. Pick a
Close Combat Expert
frame profile to assign to a mech when
+1 on CS for melee attacks.
generating them.
Ranged Expert
Medium Frame
+1 on CS for ranged attacks.
Baseline chassis, good mix of speed,
armor, and heat efficiency. *If playing with Veteran mode, start
S 6, CS 4+, AR 6+, HP 6, PF 4, HL 10 with 1 mech at 10 XP.
Light Frame
Light Frame Mechs are faster and more
heat-efficient but have lower Hull Points. SCRAPPERS
S 7, CS 4+, AR 6+, HP 5, PF 3, HL 12
Heavy Frame You may use one of your Actions to
Heavy Frame Mechs are better- scrap a random platform from a
armored, but slow and have low heat destroyed Mech within 1”. Remove the
efficiency. platform from the original Mech’s
S 5, CS 4+, AR 5+, HP 7, PF 5, HL 8 sheet. You may not use the platform
until the next game.
An Out of Action Mech cannot be
scrapped more than once. Remove the
model or token from the game
afterwards.

34
THE AGE OF LIGHT
2407: Prosperity predicted in this
sector of space. One great sun, dubbed
Orion, for which the sector is named..
2420: Most of the planets are
terraformed and colonized. The
Megacorps establish supremacy over the
sector, its people & the resources
despite outlaws and rebel factions
having footholds scattered across the
planets. Mega cities begin to rise across
the planets..

THE AGE OF FIRE


2443: The sun begins to dim.
2451: Days become increasingly dark
each year. Crops begin dying, planet
temps begin decreasing. Chaos ensues.
Splinter factions and outlaws run
rampant.
2453: The Megacorps falter in the face
of escalating anarchy. War sweeps across
the sector, leaving echoes of strife in its
wake.

THE AGE OF DARKNESS


2454: The Last Day of Light - Then came
the age of darkness. One morning, the
sun never rose again. Only a dim ball of
orange drifts across the sky, sparsely
illuminating the worlds outside those
closest to the sun. Those that can’t
survive die or flee the sector.
Outlaws, religious & noble houses stake
their claim throughout the desolate
territories.
All attempts by the Megacorps to reclaim
the sector are unsuccessful.
25**: Civilization has crumbled.
Refugees have formed small
settlements in the ruins of the old
worlds. Picking through the wreckage of
the past, in attempts to construct a
future in this forsaken realm.
FAQ
If you Bolster an Attack Action, do all the attacks resolve at once?
Yes. All the effects from a Bolstered Attack Action happen at the same time.
Any benefits provided from attacks would not apply until after all the attacks
from the Bolstered Action resolve.

Does Flamethrower apply HEAT on damage or hit?


HEAT is applied after a successful Ranged Attack, before an AR save is
made.

Do Ground Forces Explode?


Yes, but Infantry do not.

Does Explode result destroying another model count towards


enemies killed?
Yes, if a unit Explodes then any damage is treated as if it were caused by the
player who owns the Exploding unit. For example, if your Mech unit Explodes
and it results in an enemy unit losing its final HP, that counts as if you had
destroyed the enemy using an Attack Action. However, if you cause an
enemy unit to Explode and the damage destroys another of their units, you
only get credit for the one you directly caused to Explode.

Do the secondary targets from Large Missile Battery


get cover saves?
Cover only applies if there is cover between the original target and the
secondary model.

Is the Rail Gun affected by Long Range?


Yes. The Rail Gun checks for Long Range modifier on each to hit roll.

Do Ground Forces receive scars?


Yes. And to repair these units, the same Repair rules apply.

Does the Rail Weapon require LOS?


Only on an initial target model or Destructible Terrain. All other models not
in LOS gain a Cover Bonus.

Can I fire ranged weapons while in Melee?


No. You are considered Engaged and must use the Disengage action before
making a Ranged Attack.

Does Target Uplink require Line of Sight?


Yes.

36
RIGHTS & CREDITS Special Thanks:
Copyright © 2025 All rights reserved. All the people who have played, tested
This book, or parts thereof, may and given feedback on this project
not be reproduced in any form throughout its long development. All the
without permission. friends who created their own content and
ran games with their crews. Everyone who
Words & Rules: Stephen Hupfer believed in this project even when I would
Copy Editing: Eon Fontes-May lose steam. Terry, Gage, Paul, Tyler, Phil &
Cover: Jan Buragay the rest of the New England War Council.
Interior Art: Nico Lucido, Martin Mccoy, Everyone in the Flames of Orion Discord
Tyler Grecco, Derikersani, Tyler Russo, server. Bryan & the Arcane Sword
Eric Locke. Collective. Nico & his art that helped
Borders & Chapter Tabs: Bryan Larkin shaped the game from the beginning.
Character Sheets
& Star Logo: Dylan Melisko
Layout: Joshua Bowens
37
QUICK REFERENCE
SETUP ACTIVATING MODELS
1. Pick a scenario. Pick a model.
2. Set up the board. It may perform up to 2 Actions:

3. Designate Destructible Terrain. • Move

4. Roll for Deployment. • Attack

5. Place Loot Tokens. • Purge HEAT

6. Deploy models. Alternating • Disengage from Melee


between players. 3” from edge. Actions may be Bolstered (pg 13-14)
7. First Round begins.

EACH ROUND HEAT & ACTIONS

1. Roll for Initiative. You gain HEAT when you...


2. Players alternate activation of • Perform a second Action
single models.
• Perform a Bolstered Action
3. When ALL models finish
activating, make HEAT Checks for • Roll on HEAT Checks
each model.
HEAT Check roll 1 2-4 5-6
4. End Round.
HEAT Generated 2 1 0

EXPLODE CHECK
Make an Explode Check when: • Explode distance = HEAT level, in
inches.
• You reach/exceed your HEAT
Threshold, AFTER performing the • Terrain blocks Explode Damage,
Action. unless the Terrain is also destroyed.
• A Mech is reduced to 0HP.
Explode Damage
Explode Check
Roll a d6. HEAT 1-3 4-7 8-9 10
1–2: Nothing 3–6: Explode! Damage 1 1d3 3 2d3

40
COMBAT BOLSTERED ACTIONS
• Models within 1” of each other BOLSTERED MOVE
are in Engaged. Move your Model up to its Speed.
• Engaged models cannot use
Ranged Attacks. Then choose one:
- Make a free Melee Action within 1”
• Ranged attacks have unlimited - Move your model an additional 3”.
range, unless otherwise stated - Shoot one ranged weapon at any point
in their profile. during the Move at -1 to CS.
• Long Range - Models firing
further than 10” suffer -1 to BOLSTERED RANGED ATTACK
their CS rolls. Choose One:

- Shoot all Ranged weapons equipped to


the model that have not previously fired
RESOLVING ATTACKS this turn.
1. Check for Long Range. - Make an attack with a Ranged weapon.
(Outside 10” -1 to CS rolls.) Improve your CS roll by +1 for the
2. Check if the model is in cover. attack.
(+1 to targets AR)
BOLSTERED MELEE ATTACK
3. Roll equal to or over your CS. Choose One:
4. Successful attacks apply
weapon damage. - Attack with all Melee Weapons not
previously used this turn.
5. Target model makes one AR save
per point of damage.
- Make an attack with a Melee weapon.
6. If a model is reduced to 0HP, Improve your CS roll by +1 for the
make an Explode Check. Then attack.
remove it from the board.
• All Mechs within 2” of Destructible - If you have no Melee Weapons
Terrain when destroyed, take 1 equipped; Perform a RAM: deal 1d3
damage. Damage to yourself, and 1d3 Damage to
a target within 1”.
• A roll of a 6 is always a Critical Hit.
• Critical Hits apply +1 Damage. BOLSTERED DISENGAGE
You may Move out of combat at ½
• AR always prevents damage Speed. The enemy Mech may not make a
on a 6+. free Melee attack with a Melee Weapon.

BOLSTERED HEAT PURGE


Remove 2d3 HEAT. This must be the
Mechs only Action for the turn. You do
not gain HEAT for this Action.

IF A RULE IS UNCLEAR
ROLL A D6 TO DECIDE. 41
Amidst the echoing howls of distant winds, The clash intensified, the thunderous
the Mech pilot’s behemoth emerged from footsteps of the titans echoing like a
the shadows, its massive frame casting an heartbeat in the stillness. The pilot, a lone
imposing silhouette against the dimming figure in the cockpit, operated the controls
twilight. The words “Dark Spirit” sprawled with unwavering determination, each
themselves across its scarred hull. movement a testament to the survival
instincts forged in the crucible of this
The air crackled with tension as the horrid place.
clashing giants faced off in a desolate
arena, the remnants of a once vibrant In the haunting quiet between salvos, the
world now reduced to ghosts. The unknown enemy retaliated, unleashing a torrent of
adversary, obscured by the eerie glow of energy beams that cut through the air like
failing engines, piloted a sleek and nimble spectral blades. The battlefield became
Mech. The two colossal machines locked on, engulfed in destruction, a macabre dance
their visages devoid of emotion, focused on where every step carried the weight
just one thought: survival. of oblivion.

Rocket pods erupted in a symphony of fiery The final pod emptied. Smoke exhaled from
chaos, streaking towards the opponent in a the vents. In the end, as the dying sun cast
relentless barrage. Gun barrels turned red its final light upon the bleeding landscape,
hot, emptying shell after shell, each one only Dark Spirit remained, standing among
wrapped in malice. The enemy responded the ruins as a silent testament to the
with swift strides, gracefully dodging the relentless struggle in this darkened
onslaught, a back and forth of shadows cosmos. The pilot, obscured within the
and steel in the faded light. mechanical monolith, gazed ahead into the
abyss, knowing that the battle for existence
in this forsaken realm had only just begun.

Dark Spirit vanquishing their foe.


These models are all
kitbashes created by
Brian
@surpriseyoufoundme.
He made this combat
unit early into the alpha
playtest rules. Some of
the best bashed models
for the game yet!

Evan @itswhatevan painted the


@gardensofhecate models up in
a wonderfully grim paint
scheme. These models will fit
right into the desolate
wastelands planetside in the
Orion sector.

43

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