TEXT: CORE RULEBOOK REVISED
  FIELD MANUAL
  DP9-9997
  
  TABLE OF CONTENTS
  1
  FIELD MANUAL
  1
  INTRODUCTION
  Resources. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 02
  RULES OF ENGAGEMENT
  Core Concepts  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 04
  Models, Characteristics and Skills  . . . . . . . . . . . . . . 05
  Game Overview. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06
  The Game Round . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06
  Game Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 06
  Movement Types and Moving  . . . . . . . . . . . . . . . . . . . 07
  Movement Modes  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 08
  Terrain and Movement  . . . . . . . . . . . . . . . . . . . . . . . . 09
  Model Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
  Combat Lock and Active Lock  . . . . . . . . . . . . . . . . . . 10
  Concealment. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
  Cover. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Arcs of Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
  Ranged Attacks. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Crossfire  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
  Indirect Attacks  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
  Thrown and Placed Weapons  . . . . . . . . . . . . . . . . . . . 15
  Rate of Fire Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Ammo Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Ranged Defense  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
  Melee Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
  Damage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
  Special Actions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
  Combined Models  . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Infantry  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Transports  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
  Communication Events. . . . . . . . . . . . . . . . . . . . . . . . 21
  Command Points. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
  SCENARIOS
  Step 1: Building an Army. . . . . . . . . . . . . . . . . . . . . . . 23
  Priority Levels  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
  Step 2: Setting up the Table . . . . . . . . . . . . . . . . . . . . 25
  Table Effects  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Unusual Events. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
  Step 3: Deployment Zones  . . . . . . . . . . . . . . . . . . . . . 26
  Step 4: Mission Generation. . . . . . . . . . . . . . . . . . . . . 27
  Standard Objectives. . . . . . . . . . . . . . . . . . . . . . . . . . 27
  Defensive Objectives . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Offensive Objectives  . . . . . . . . . . . . . . . . . . . . . . . . . 28
  Step 5: Choose Support Options . . . . . . . . . . . . . . . . . 29
  Step 6: Deployment. . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Step 7: Battle!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
  Step 8: Victory Conditions  . . . . . . . . . . . . . . . . . . . . . 32
  RESOURCES
  Errata  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
  Blitz! Options  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  New Unit Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
  Field Manual TV Adjustments  . . . . . . . . . . . . . . . . . . . 35
  Model Perks & Flaws. . . . . . . . . . . . . . . . . . . . . . . . . . 36
  Weapon Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
  Weapon Tables  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
  Weapon Recognition . . . . . . . . . . . . . . . . . . . . . . . . . . 42
  Datacards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
  FIELD MANUAL TABLE OF CONTENTS
  PROJECT MANAGER / SENIOR EDITOR 
  Robert Dubois
  LINE DEVELOPER 
  Jason Dickerson
  ASSISTANT LINE DEVELOPERS
  Saleem Rasul Abdul Aziz
  Brad Bellows
  Hughe Browne Jr.
  Michael Onsrud
  FIELD MANUAL CONCEPT
  Jason Dickerson
  SILHOUETTE BLITZ! DESIGNERS 
  John Buckmaster 
  Nick Pilon
  SILHOUETTE SYSTEM DESIGNERS 
  Marc-Alexandre Vezina 
  Gene Marcil 
  Stephane I. Matis
  WRITING
  Jason Dickerson
  COPY EDITOR 
  Dimitri Achminov
  Saleem Rasul Abdul Aziz
  Gerrit Kitts
  Jeremy Ortiz
  Bryan Rombaugh 
  Brad Bellows
  ADDITIONAL EDITING 
  Jason Dickerson 
  Dimitri Achminov
  Greg Perkins 
  Daniel Hinds-Bond
  Étienne Drolet-Blouin
  LAYOUT  
  James Paquette
       Daniel Hinds-Bond
  Étienne Drolet-Blouin
  COVER ARTWORK 
  Avelardo Paredes
  Mariko Shimamoto 
  Greg Perkins
  TECHNICAL DESIGN
  Avelardo Paredes
  ADDITIONAL ARTWORK 
  Mariko Kuwahara 
  Greg Perkins
  Avelardo Paredes 
  Daniel Hinds-Bond 
  Ghislain Barbe 
  MINIATURE SCULPTING 
  Phillipe F. LeClerc 
  Alain Gadbois
  Michael Lovejoy 
  MINIATURE PAINTING 
  Phillip F. LeClerc 
  Alain Gadbois 
  Greg Perkins
  John Nguyen
  John Prins
  GEAR GARAGE SOFTWARE 
  Samuli Aura
  CREDITS
  Produced and Published by
  Dream Pod 9
  5000 Iberville, Suite 328
  Montréal, Québec, H2H 2S6
  CANADA
  Legal Deposit: November 2011
  BIBLIOTHÈQUE NATIONALE DU QUÉBEC
  NATIONAL LIBRARY OF CANADA
  STOCK NUMBER DP9-9997
  ISBN 978-1-926790-54-1
  PRINTED IN USA
  MINIATURE TERRAIN 
  David Cormier
  John Nguyen
  Robert Dubois
  Paul Workoff
  Corey Tamas
  PHOTOS AND PHOTO EDITING 
  Étienne Drolet
  Robert Dubois 
  Greg Perkins
  John Nguyen 
  PLAYTESTERS 
  Brad Bellows 
  Hugh Browne, Jr. 
  Jeremy Ortiz
  Saleem  Rasul Abdul Aziz 
  Marcus Lindner 
  Paul Workoff
  This book is dedicated to the memory 
  of those that lost their lives in the 
  Tohoku Earthquake and those that 
  serve to protect the people of the 
  region. Our thoughts and prayers 
  go out to the people of Japan.
  SPECIAL THANKS: 
  Urban buildings in photos are courtesy
  of Old Crow Models. Visit them at
  http://www.oldcrowmodels.co.uk/ 
  STAFF APPRECIATION:
  Jason: Thanks for all of the great 
  feedback from our Pod Squad,  Gear 
  UP subscribership and members of 
  the DP9 Forums. You guys rock!
  John Nguyen: To all our dedicated 
  Gear Heads, Thank you!
  Art & Designs copyright 2011 DREAM POD 9, INC.
  DREAM POD 9, HEAVY GEAR BLITZ! and other names, specific game terms, and logos 
  are copyright 2011, DREAM POD 9, INC. All rights reserved. No part of this book may be 
  reproduced without written permission from the publisher, except for datacards and gaming 
  resource sheets for game play and short excerpts for review purposes. Any similarities to 
  actual characters, situations, institutions, corporations, etc. (without satirical intent) are 
  strictly coincidental.
  DREAM POD 9 can be reached online at out web site: www.dp9.com or the DP9 Forum at 
  www.dp9forum.com, for game and rules questions.
  ADDITIONAL CREDITS
  
  2
  INTRODUCTION
  INTRODUCTION
  Gear UP magazine was originally the fan club magazine of Heavy 
  Gear during the late nineties. The publication was small, and it was 
  filled to the brim with interesting pieces of information as well as 
  news about upcoming products and developments in other media. 
  When the discussion came up in early January of 2010 to produce a 
  free official e-zine for the fans of Heavy Gear, the choice for a name 
  was an easy one. Gear UP’s current format is a quarterly publication 
  with material covering Heavy Gear Blitz!, Heavy Gear RPG (2ed), and 
  general story material for the setting. One key component to the 
  magazine was the Field Testing articles for Heavy Gear Blitz, which 
  generated the greatest amount of buzz.
  Field testing presented players with alternative ways of playing 
  our popular wargaming line. Changes were made to range bands, 
  defense and movement, while still retaining the deep and tactical 
  gameplay Heavy Gear is well-known for in the community. This book 
  is not only a compilation of the rules presented in Gear UP issues 1-4, 
  but also includes the core rules from Locked and Loaded rewritten 
  to incorporate the new mechanics. All the perks, flaws, and weapon 
  tables along with updated datacards are included in the book for 
  ease of use. This book represents the most current form of the 
  Heavy Gear Blitz! rules and replaces Locked & Loaded for all official 
  tournaments sponsored or hosted by Dream Pod 9. While this book 
  contains all of the game mechanics for playing the game, Locked & 
  Loaded is still used for army constructing and setting information. 
  New players can opt to forgo Locked and Loaded if they wish to use 
  the army lists from Return to Cats Eye, Terra Nova Gambit, or any of 
  our other upcoming books containing complete army lists.
  RESOURCES
  Getting into Heavy Gear Blitz! offers a player a tremendous host of 
  possibilities, so much so, that new players may feel intimidated by 
  the array of army build available. Fear not ! To help with making 
  these choices the following tools are available for the player. 
  The Gear Garage Army Builder made by Samuli Aura
  Also available for purchase are official Heavy Gear Blitz 
  Movement Dice and Tokens (DP9-998)
  Additional game aids such as the token sheets pictured 
  above are available for free on www.dp9.com.
  ... Letting you make your own dice and counters !
  Gear Garage (www.DP9.com/GEAR-GARAGE)
  A free army builder utility designed by Samuli Aura, this utility 
  incorporates all of the material from all of the books released to 
  date, including Gear UP. The easy-to-use program lets players 
  create army lists quickly and allows for a variety of print options 
  including datacard or compact army list layouts. Gear Garage can 
  be found on the DP9 Forums (www.DP9forum.com)
  Game Aids (www.DP9.com/FIELD-MANUAL)
  A variety of free game aids such as token sheets are available for 
  download on the DP9 website.
  Dream Pod 9 Forums (www.DP9forum.com)
  The Dream Pod 9 Forums are are easy to access, with a friendly 
  and helpful community of gamers. Registering is free and quick ! 
  
  3
  INTRODUCTION
  Gear Up Magazine
  Datacards (www.DP9.com/FIELD-MANUAL)
  Fieldmanual versions of the Datacards are available in the 
  downloads section of the web site. 
  Paper Terrain (www.DP9.com/FIELD-MANUAL)
  If you are looking to add some flavor to your table, the DP9 website 
  has an excellent selection of free downloadable paper terrain in the 
  Downloads section of www.DP9.com.
  Playing with Paper terrain is easy and adds realism!
  GEAR UP MAGAZINE 
  (www.DP9.com/GEAR-UP)
  Found exclusively on Drivethru RPG, Dream Pod 9’s e-zine is a free 
  magazine featuring articles on modeling, terrain building, official 
  rules, and field-testing rules. Check it out!
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  JAGUAR
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  R
  LRP/32
  F
  -1
   6 / 24 / ∞
  x12
  4
  IF
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  Thunder Jaguar: Add Satellite Uplink, Auto Comm to 5
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  2
  1
  0
  OVERKILL 48
  Airdroppable, Arms
  ARC
  ACC
  MAC
  F
  LRP/32
  F
  APGL
  FF
  HG
  F
  VB
  F
  PHYSICAL
  VARIANTS
  G 7 / 13
  -1
  ATTACK
  2
  1
  0
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  F6-16 BATTLE FRAME
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Airdroppable, Arms
  FLAWS Sensor Dependent
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  MB1
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  0
  OVERKILL
  SIZE
  DETECT
  SENSORS
  COMM
  AUTOCOMM
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  F6-16 BATTLE FRAME
  ROUNDS
  H
  CBT
  TOP
  ARMOR 32
  OVERKILL 96
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  SAGITTARIUS
  Miniature pictured may include optional weapons loadout.
  PERKS Amphibious, Imp. Off-road, Weapon Link (VLRPs)
  FLAWS
  AUX
  ECM (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF, LINK
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF, LINK
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF, LINK
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  HMG
  F
  0
   6 / 24 / --
  x4
  3
  AI, M
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  OOOOO
  PHYSICAL
  S
  DAMAGE
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  -3
  -2
  -1
  ATTACK
  1
  0
  -1
  Playing with Paper terrain is easy and adds realism!
  ARMOR 32
  OVERKILL 96
  SIZE
  9
  Miniature pictured may include optional weapons loadout.
  Amphibious, Imp. Off-road, Weapon Link (VLRPs)
  ECM (2)
  ARC
  ACC
  RANGE
  FF
  -1
  6 / 24 /
  FF
  -1
  6 / 24 /
  FF
  -1
  6 / 24
  F
  0
  12 / 48
  F
  0
  6 / 24
  F
  -1
  6 / 24
  PHYSICAL
  ATTACK
  1
  0
  -1
  ARMOR 13
  OVERKILL 52
  ACTIONS
  2
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  RAVEN SCOUT
  Miniature pictured may include optional weapons loadout.
  PERKS Rugged Movement, Airdroppable, Arms, Sensor Boom
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (3), Stealth (4), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x14
  SNP, R
  VB
  F
  0
  S+2
  M
  PHYSICAL
  0
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W 5 / 11
  1
  2
  3
  G 8 / 16
  0
  2
  3
  ATTACK
  1
  0
  -1
  FIELD GUIDE LIST
  While the Heavy Gear Field Manual contains all of the 
  rules necessary to play the game, this book does not 
  contain faction army lists. The following list has all 
  of the factions available for play currently as well as 
  upcoming factions coming out later.
  Heavy Gear Locked & Loaded
  Terra Nova: Northern Leagues
  Terra Nova: Southern Leagues
  Terra Nova: Peace River
  Terra Nova: Port Arthur Korps
  Heavy Gear Black Talons: Return To Cat’s Eye
  Earth: Colonial Expeditionary Force 
  Caprice
  Terra Nova: Black Talons
  Heavy Gear Terra Nova Gambit
  Utopia
  Heavy Gear Perfect Storm: NuCoal Field Guide)
  NuCoal
  Port Arthur Korps (Updated)
  
  4
  CORE CONCEPTS
  SPORTSMANSHIP
  As with any game, sportsmanship is key. We recommend being 
  open with your opponent regarding the status of Models in-game 
  as well as army list options. Being open and friendly generally   
  prevents rules arguments and makes your game much more 
  pleasant. Unsportsmanlike behavior should not be tolerated and 
  it is acceptable to find other opponents. Poor attitudes do nothing 
  but harm wargaming in general and ruin the fun for everyone. 
  Official Dream Pod 9 events include a sportsmanship component 
  and reward those who treat their opponents with respect.
  THRESHOLDS AND OPPOSED TESTS
  Once a roll has been made and all appropriate modifiers added, 
  the outcome of the roll must be determined. Rolls are always made 
  against either a pre-determined number, called a Threshold, or in 
  an opposed test against another model’s skill roll. When rolling 
  against a Threshold, the roll is a success if the final result with 
  any modifiers is higher than the Threshold and a failure if the final 
  result including any modifiers is less than or equal to the Threshold.
  When making an opposed test, one Model will be the “acting 
  model” or “attacker” and the other will be the “defender”. Both 
  players roll the designated skill for each Model and the results of 
  the rolls are compared. If the attacking Model’s result is higher 
  than the defender’s result, it has succeeded. If it is less than or 
  equal to the defender’s result, the attack has failed. In some rare 
  cases, such as armor piercing weapons, an equal result might still 
  generate an effect.
  DICE ROLLING
  Heavy Gear Blitz uses ordinary six-sided dice to add a random 
  element to the game. The number of dice to be used in a roll is 
  either specified in the rules or based on one of a Model’s Skills.
  SCALE
  All models in Heavy Gear Blitz! are 1/144 scale (10-12mm figure 
  scale). All terrain should be scaled accordingly. Homemade terrain 
  is quite easy to build in this scale, and terrain building articles can 
  be found at no cost to the customer on Dream Pod 9’s website 
  (www.dp9.com) as well as in the company’s quarterly e-zine Gear UP.
  While the scale of the miniatures and terrain is fixed on the table, 
  the timescale and table scale are not. Liberty must be taken with 
  these, otherwise odd situations regarding movement, terrain 
  effects and similar crop up. As such, weapon ranges are scaled to 
  the average table size and the “real-time” length of a game round 
  is dramatic, or “just long enough for everything going on in that 
  round to be resolved.”
  TABLE SIZE
  Heavy Gear Blitz! works best on a playing surface of 48 by 72 
  inches or smaller with at least half the amount of the table covered 
  terrain, although the game can be played on as small or large of 
  a surface as you have room to accommodate. Generally, three to 
  five terrain pieces per square foot of table are enough. Cover is an 
  important factor in the game so ample terrain should be available 
  to all players. The Scenarios section on pages 23 to 32 has more 
  information on terrain.
  MEASUREMENT
  All distance values in the game (movement, ranges, areas) are 
  in inches. Measurements are taken to and from the edge of a 
  model’s base. In the case of Models with multiple bases, measure 
  from the nearest base. For Models without bases, measure from 
  the closest point on the body or hull of the miniature. You are 
  allowed to measure anything at any time during the game, but all 
  measurements must be shared with your opponent.
  If you wish to use metric measurements simply multiply all game 
  distances by 2.5 to get the distances in centimeters. Round any 
  decimal values up to the nearest centimeter for ease of use.
  MARGIN OF SUCCESS / MARGIN OF FAILURE
  How much a roll succeeded or failed by is often important when 
  determining its effects. If a roll is a success, the roll minus the 
  Threshold or the defender’s roll is known as the Margin of Success 
  (MoS). If a roll is a failure, the Threshold or defender’s roll minus 
  the roll is the Margin of Failure (MoF).
  A NOTE ON ROUNDING
  When rounding fractional  numbers, unless otherwise specified, 
  values of 0.5 and higher round up and anything lower rounds 
  down.
  Rolling 2D6
  Example
            +                = 5 
  When two or more dice are rolled 
  together, the result of the roll is the 
  highest face value of any single dice.
            +                = 7 
  If more than one “6”is rolled, each 
  extra “6” adds 1 to the result. For 
  instance, rolling 2D6 and getting face 
  values of 6 and 6 would count as a 
  result of 7.
            +                = 0 
  If every dice shows a “1”, the dice roll 
  is a Fumble, and always counts as a 
  final result of 0.
            +                = 3 
  When rolling 0D6 (if the Skill is 0, or 
  modifiers reduce the Skill to 0), roll 
  2D6 and take the lowest face value. If 
  either dice shows a 1, count the result 
  as a Fumble.
            +          +2 = 7 
  Modifiers to the result of a roll are 
  listed as +x (for a bonus) or -x (for a 
  penalty). Add the modifier to the result of 
  the roll, using the sum as the final result.
    
  If the dice roll number is reduced below 
  zero, count the final result as 0.
            +           -3 = 0  
  Fumble
  Unskilled Roll
  Unless otherwise specified, all rolls should be made in this fashion. 
  Various game effects will alter the result of a roll. Some effects will 
  alter the number of dice rolled.  Simply add or subtract the relevant 
  number of dice from the roll.  If a negative modifier would lower 
  the final result below, count it as 0 instead. Modifiers never alter a 
  Fumble result, which always counts as 0. Note that all dice and roll 
  modifiers are cumulative unless stated otherwise.
  (+ Mod)
  (- Mod)
            +                = 
            +                = 
            +                = 
            +                = 
    
            +           -3 = 
            +                = 
            +                = 
  Fumble
            +                = 
            +                = 
            +          +2 = 
            +          +2 = 
            +           -3 = 
  (- Mod)
  
  5
  MODELS, CHARACTERISTICS AND SKILLS
  PERKS / FLAWS 8
  Miscellaneous abilities or limitations of the Model are listed as 
  perks or flaws. Individual perks and flaws are listed in the appendix 
  on pages 36 to 38.
  WEAPONS 7
  Most Models will have one or more weapons, listed as rows in 
  this area.  The columns define the stats for each weapon.  ARC 
  specifies the direction the weapon fires in. Accuracy (ACC) is a 
  modifier for any Attack roll with the weapon. DM is the weapon’s 
  Damage Multiplier. Traits are perks or flaws that modify the 
  weapon’s operation – for example, Guided (G), Indirect Fire (IF), 
  Rate of Fire (ROF), or Reloads (R).
  RANGE lists the three range bands of weapons. Combat Optimal 
  is the first value listed in the RANGE brackets. Any shots fired 
  up to the range listed in this bracket suffer no penalties. Beyond 
  Combat Optimal, is the Suboptimal range band. While shooting 
  at this range is feasible, shots tend to be less accurate. Attacks 
  fired at this range band suffer a -1 penalty. Attacks fired beyond 
  Suboptimal are considered to be in the Extreme range band and 
  suffer a -2 penalty. Weapons with a ∞ have no limit to their Extreme 
  range, which encompasses the entire board. Weapons with a -- in 
  their Extreme range may not be fired beyond Suboptimal range. 
  Thrown weapons have a Combat Optimal range equal to their Size 
  attribute, and Suboptimal range equal to twice their Size attribute. 
  Thrown weapons have a - for their Extreme range band and may 
  not be fired beyond their Suboptimal range.
  SKILLS 6
  These specify how good the Model’s crew is at different tasks. The 
  four skills are Attack (Att), Defense (Def), Electronic Warfare (EW), 
  and Leadership (LD). Attack measures the ability of the crew to strike 
  against opponents with both ranged attacks. Defense measures the 
  crew’s ability to defend themselves against attacks, and to determine 
  melee attacks. EW is used for sensors and communication based 
  skill rolls. Finally, the LD skill is used to determine initiative and 
  maximum command points issuable in a turn.
  ARMOR AND DAMAGE 5
  The Model’s Armor rating specifies how well it resists damage. 
  When a Model takes damage, one or more damage boxes are 
  crossed off. There are several levels of damage, and hard-to-
  damage or reliable Models will have more levels compared to 
  fragile units. The Overkill Rating is the amount of damage required 
  to completely destroy the vehicle in a single attack.
  Any Perks and Flaws that modify how a Model takes damage are 
  also listed below 8 . These can improve or worsen its armor or 
  prevent certain damage effects. No model may have more than 
  five damage boxes.
  ELECTRONICS AND SENSORS 4
  The Detection (DETECT) rating represents the ability to passively 
  detect other Models. Sensor is the modifier used when the pilot 
  actively rolls his Electronics Warfare (EW) skill to try and find an 
  enemy. Comm is the modifier used for Active Comm rolls, usually 
  during jamming attempts. AutoComm specifies how good the 
  model’s automated or automatic communications are.
  SIZE 3
  The Model’s size is simply how large or heavy the vehicle is. Size 
  is important for melee and detection purposes.
  MODIFIERS 2
  Models have different modifiers depending on their current 
  movement mode and speed.  The first one or two rows in this 
  area correspond to a Movement Mode.  Most Gears will have 
  Walker (W) and Ground (G) Movement Modes in these rows.  Other 
  Models such as tanks will have a single row, typically the Ground 
  (G) Movement Mode. The last row lists the modifiers used by the 
  Model when making an Attack Skill roll.
  The first column (SPD) lists the maximum number of Movement Points 
  (MPs) the Model can spend for the given Movement Mode. These 
  values tend to vary between Movement Modes. The next three columns 
  corresponds to a movement speed, which ranges from Stationary 
  (STOP), Combat (CBT) and Top (TOP). These list the modifiers used for 
  Defense Skill rolls when the model is being attacked.
  ACTIONS 1
  The number of actions a model has available to it in a single round. 
  Actions include a variety of attacks, and special actions. For more 
  information on actions look on pg 10.
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  HUNTER
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
   Headhunter: Upgrade Comm to +1 and Auto Comm 5
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  1
  8
  7
  3
  2
  6
  4
  5
  
  6
  GAME OVERVIEW
  THE GAME ROUND
  In a game of Heavy Gear Blitz, the battle is broken down into 
  sections of time called Rounds. A Round is divided  into four steps, 
  that must be resolved in sequence, then the next rounds begin
  STRAIGHT UP BRAWL
  Players build their armies at Priority Level 2 at 500-1000 Threat 
  Value (TV) without any Support Points. It is recommended that 
  players start on a surface no larger than 48” x 72”. The player with 
  the most Combat Groups chooses one of the long table edges as 
  his home edge, if both players have the same number of combat 
  groups, roll a die to determine who chooses their own edge. Both 
  sides alternate placing one Combat Group within 12” of their table 
  edge but at least 12” away from any enemy Combat Group. Once 
  both sides have finished setting up, the game begins as normal. 
  The Game ends after 5 Rounds or when one side is eliminated. The 
  player with the fewest crippled or destroyed Models at the end of 
  the game wins.
  As you become familiar with the rules, you may add in the rules 
  from pages 27 to 32 and change the Priority Levels or size of your 
  forces and add Support Points.
  SCENARIO AND SET UP
  Each game follows a scenario that specifies the setup instructions, 
  specific objectives and victory conditions. Scenarios rules for this 
  can be found on pages 23 to 32. For your first few games we 
  recommend playing the ‘Straight Up Brawl’ described bellow, 
  without using Optional or Advanced Rules.
  BEFORE THE GAME
  Each player prepares an army to preset Priority Levels (PL) and 
  Threat Value (TV) limits before the battle starts, using the Field 
  Guides (see pages 54 to 170 of Locked & Loaded as well as 
  additional supplements for Field Guides). The table must then be 
  set up and terrain effects agreed on. (See Scenarios, on page 36 
  of Locked & Loaded for more information on terrain setup.) Decide 
  which, if any, of the Advanced and/or Optional Rules you wish to 
  use and do any additional set-up work they require. Both players 
  must agree on an Optional Rule for it to be used.
  GAME OVERVIEW
  A game of Heavy Gear Blitz covers a single battle during which 
  each player will have multiple objectives to complete. The game 
  will last until a set condition is met, be it a time limit, a certain 
  number of game rounds or your opponent being wiped out. Once 
  the game has ended, both players total their Victory Points to 
  determine the winner.
  STEP THREE: SUPPORT EVENTS
  Once all Combat Groups on the table are Used, Step Three begins. 
  Step Three is divided into the Reserves, Airstrike and Artillery 
  phases, with each phase proceeding in the given order. During 
  each phase, alternate activating as in Steps One and Two, with the 
  same player order. If only one player has options for one of these 
  phases, all options for that phase are resolved in the order the 
  player wishes at which point the next phase begins. Full details 
  for Airstrikes, Artillery, and Reserves are detailed in Scenarios on 
  pages 42 to 45 of Locked & Loaded.
  STEP FOUR: MISCELLANEOUS EVENTS
  Once all Support Events have been resolved, Step Four begins. 
  Remove any unused Actions from Models that are still in play. 
  During this phase, any unusual events such as the special effects 
  of some weapon traits are resolved. All unusual events are 
  considered to be simultaneous; their effects do not apply until the 
  end of the Miscellaneous Events phase. At the end of this step, 
  remove the Used status from all Combat Groups.
  STEP TWO: ACTIVATION
  Players alternate choosing Combat Groups to activate, starting with 
  the player chosen in Step One. When a Combat Group is activated, 
  its Models activate one at a time. The Models may be activated in 
  any order, but one Model must complete its activation before the 
  next model begins. Models can use Actions freely only when they 
  are activated, but certain circumstances may allow them limited 
  use of Actions during another Model’s activation. For example, a 
  Model may save its Actions for Reaction Fire or Electronic Warfare. 
  See Model Actions on page 10 for more details.
  Once it has completed its activation, a Model is considered Used 
  and may not activate again until the next Combat Round. To show 
  that a Model is Used, note this on its Blitz! Datacard, or by turning 
  sideways whatever marker you use for Movement Mode or Speed. 
  Make sure you have the correct speed noted if the Model changed 
  speed band during its activation.
  Once every Model in the Combat Group has activated, the 
  opposing player activates one of their Combat Groups. If one player 
  no longer has any Combat Groups to activate, the other player 
  activates their remaining Combat Groups one by one until they 
  have all been activated. If a player ever has fewer than half their 
  opponents Unactivated Combat Groups left to activate, then the 
  player may “pass” and require their opponent to Activate another 
  Combat Group.
  STEP ONE: PLAYER ORDER
  Each player rolls 1d6. You add +1 to your roll if your current Army 
  Commander has a higher Leadership than your opponent’s Army 
  Commander. You also add +1 to your roll if you have the fewest 
  Combat Groups on the Table. Do not count Combat Groups in 
  Reserve or any remaining Airstrikes, Artillery Strikes or Defensive 
  Options towards this total. The player with the highest result has 
  the choice of going first or deferring first activation to the opposing 
  player. In case of a tie, the players roll again.
  
  7
  MOVEMENT TYPES & MOVEMENT
  SUB SQUADS
  For small games of one to two Combat Groups, it is 
  recommended you create Sub-squads to use instead of Combat 
  Groups. To do this, split your Combat Groups in half as evenly 
  as possible. If one sub-squad has no Combat Group Leader 
  (CGL) Model, nominate one to act as the Combat Group Leader 
  for the rest of the game. Players then take turns alternating 
  activation of Sub-squads rather than Combat Groups, but must 
  activate both Sub-squads in a Combat Group before activating 
  a second Combat Group. Each Sub-squad acts as its own 
  squad for all other purposes. 
  As an option, players may create Sub-squads when their 
  number of Combat Groups is 1/3 or less of their opponent’s 
  total Combat Groups. This must be done at the start of a Round 
  and the Sub-squads may not be changed for the rest of the 
  game. If this option is used, then it is particularly useful for 
  heavily damaged forces.
  STEP 1: PLAYER ORDER
   
   All Models regain their Actions.
   
   Players roll 1d6 each to determine player order.
   
   If player has fewer combat groups add +1.
   
   If player has the highest Leadership Skill add +1.
   
   Winner decides player order
   
   Reroll any tied results
  STEP 2: COMBAT GROUP ACTIVATION
   
   Each Player takes turns activating a Combat Group
   
   During activation, every Model in the Combat Group is 
  activated
   
   Once all Combat Groups are Used moved to Step 3.
  STEP 3: SUPPORT EVENTS
   
   Using the same player order, players alternate turns 
  during each phase.
   
   Reserves (1st): Players resolve any reserve rolls.
   
   Airstrikes (2nd): Players resolve any airstrikes.
   
   Artillery (3rd): Players resolve any artillery strikes.
   
   Move onto Step 4.
  STEP 4: MISCELLANEOUS EVENTS
   
   Events occur simultaneously
   
   All unused Actions are lost
   
   Stand By tokens are lost.
   
   Resolve any special weapon traits
   
   Resolve any unusual events
   
   Step 4 Ends, New Round Begins from Step 1
  MOVEMENT TYPES AND MOVING
  Models activate one at a time during their Combat Group’s 
  activation. Each Model has a current Speed, which specifies the 
  minimum and maximum number of Movement Points (MPs) they 
  have to use during a round. Spending one MP normally moves the 
  Model one inch, provided that the terrain is easily traversed. Rough 
  or Difficult terrain and a vehicle’s Movement Mode can alter this 
  (see page 8).
  Each Model has one or more Movement Modes, which determine 
  how they interact with terrain and how often they may turn. Some 
  Models will only have a single Movement Mode, while others may 
  have two or more. A Model may only use one Movement Mode at 
  any time, and it should be clear what Movement Mode is being 
  used at all times. Normally, a Model may switch Movement Modes 
  once during Movement. This may be done while Stationary or at 
  Combat speed and must be declared before it spends any MPs 
  or uses any Actions. If any terrain has multiple effects, always 
  take the worst possible cost for that terrain type given the Model’s 
  current Movement Mode. See Terrain and Movement on page 9 for 
  more information.
  All Models are moving at one of three speeds (also known as 
  Speed Bands): Stationary, Combat  Speed or Top Speed.
  A Model can change its Speed by one band per round before it 
  spends any MPs or uses any actions. The Model uses the new 
  Speed Band’s MP limits, Defense modifiers and Attack modifiers 
  as soon as the change is made. Models may also shift from 
  Stationary to Reverse Speed, which is identical to Combat Speed 
  movement except that the Model’s front and back are swapped for 
  the purpose of movement. Models must switch back to Stationary 
  before resuming forward movement.
   
   Models at Stationary Speed can move up to 1” and can turn 
  at any point during their movement.
   
   Models at Combat Speed can move up to their Combat 
  Speed MP limit and must move at least 1”.
   
   Models at Top Speed must spend MPs equal to or greater 
  than their Combat Speed limit and may spend up to their 
  Top Speed in MPs. A Model must spend an Action to select 
  Top Speed, as its pilot concentrates on speed and evasion. 
  If a Model at Top Speed has no Actions remaining prior to its 
  Activation, it immediately slows to Combat Speed upon the 
  expenditure of its last Action. Single action Models at top 
  speed may still make a single melee attack if they move into 
  Melee Range with an enemy. See ‘Melee Combat’ on page 
  17 for more information.
   
   A Turn is a single 60 degree facing change (one hex facing), 
  and Turns are governed by Movement Modes (page 20). 
  Since movement on the table is assumed to be simultaneous, a 
  Model may “move through” another Model only if it cannot turn 
  and there would be enough space for the Model to move past 
  the other Model normally.  If the Model can not move through 
  another Model, its movement ends at the point of contact with 
  the other model; a Model may not end its movement ‘on top’ of 
  another Model.  If the Model cannot stop (because it is required 
  to spend more MPs or for some other reason) and is forced into a 
  cliff or another Model, resolve an Unintentional Impact attack (see 
  Ramming, pg 17.
  
  8
  MOVEMENT TYPES AND MOVING
  RAPID DECELERATION & QUICK TURNS
  Models may wish or need to turn or decelerate rapidly. At any 
  time during their activation, a Model may give itself a Stun 
  Counter at which point it may immediately switch to the next 
  lower Speed Band and make up to a 60 degree turn or turn 
  up to 120 degrees without a speed change. Models already 
  possessing a Stun Counter may not do this.
  KEEPING IT FAST AND FRIENDLY
  Measuring every 2 or so inches and being exact about Turns 
  can end up taking a very long time and slow game play to a 
  crawl. A measuring tape laid out beforehand and estimating the 
  turns is fine as long as all players agree to the arrangement. 
  Unless the terrain is very tight, or something very important 
  hinges on a model’s turn, try to be friendly and use common 
  sense.
  STATIC
  Static Models are Models that do not move, such as buildings, 
  bunkers, ammo dumps, automated turrets etc. When setting up 
  terrain, make sure to note which items on the table are treated as 
  Static Models. Static Models cannot ever move during the game 
  and always count as Stationary. By default, Static Models can be 
  targeted but do not take damage. This is simply for ease of play, 
  as most people do not have the models or resources necessary to 
  represent a building in various stages of damage.
  Some Defensive Models allowed in armies are Static models, in 
  which case they will have listed stats and take damage as usual. 
  Static Models are always considered to have rolled a 3 for Defense. 
  Compare all attacks against this for purposes of damage and 
  mark Damage on them as you would an ordinary Model. See the 
  Scenario Rules on page 31 for more detail on this type of Model 
  and their use in-game.
  HOVER
  Hovercrafts ride on cushions of air, allowing them to skim over the 
  ground. Units equipped with Hover systems treat Soft, Rough, Very 
  Rough, and all Water types as Open. Dense and Very Dense Terrain 
  is treated as Impassable.
  Hover vehicles may make up to 3 turns while Stationary, 1 turn per 
  2 inches of forward or reverse movement while at Combat Speed 
  and 1 turn per 4 inches of forward movement at Top Speed.
  WALKER
  Walker movement indicates the Model moves using two or more 
  legs, and is the most basic motive system for Gears. The legs on 
  a Gear provide the unit a unique ability to overcome a multitude 
  of difficult terrain types, making the Gear a dominant force on 
  the battlefield with difficult terrain. To represent this capability 
  while in Walker Mode, Rough and Very Rough terrain have their 
  MP requirements lowered by 1, while Soft Terrain has the MP 
  requirements increased by 1. Walkers at Combat Speed can move 
  in any direction, even sideways or backwards but must still move 
  forward at Top Speed. As a result of this ability, Walkers do not use 
  the standard Reverse Speed rules while at Top Speed. Walkers may 
  turn freely at Stationary or Combat Speed, but may only make 1 
  turn for every two inches of forward movement while at Top Speed.
  GROUND
  Ground Movement represents wheeled or tracked propulsion. Most 
  Gears utilize Ground movement as their Secondary Movement 
  System to cover distance quickly, sacrifying their ability to navigate 
  around extreme corners. While in  Ground Movement, the model 
  is allowed 2 turns while Stationary, 1 turn for every 2 inches of 
  forward or reverse movement while at Combat Speed and 1 turn 
  per 3 inches of forward movement while at Top Speed. Ground 
  movement also presents a reduced capacity to avoid attacks while 
  stationary. Models with this movement may move at double speed 
  along roads, but treat Very Dense Terrain as Impassible.
  MOVEMENT MODES
  (FIELD MANUAL CHANGE)
  BLITZ MOVEMENT TOKEN/DICE GUIDE
  Primary Movement 
  Combat Speed
  Secondary Movement 
  Combat Speed
  Primary Movement 
  Stationnary
  Primary Movement 
  Top Speed
  Secondary Movement 
  Top Speed
  Stationary Secondary 
  or Hull Down
  
  9
  TERRAIN AND MOVEMENT
  TERRAIN AND MOVEMENT
  Terrain is generally made up of bases or clumps of features which 
  should be classified by the players before play begins. If terrain 
  counts as multiple types,  take the worst for your movement mode.
  CLEAR / OPEN
  Standard open terrain, hard dirt, packed snow, thick ice, grass, etc. 
  Movement is normal.
  SOFT
  Sand, snow, mud, or other soft surface that impedes moving. 
  Movement costs 2 MP per inch.
  ROUGH / DENSE
  Rubble, gravel pits, rocky areas, trees clumps, bushes, etc. 
  Movement costs 3 MP per inch. Note whether the type is Dense, 
  rough or both as certain Movement Modes will treat each 
  differently.
  VERY ROUGH / VERY DENSE
  Heavy rubble, large boulders, metal girders, heavy undergrowth, 
  dense trees, etc. Movement costs 4 MP per inch. Note whether 
  the type is Very Dense, Very Rough or both as certain Movement 
  Modes will treat each differently.
  IMPASSABLE
  Cliffs, crevasses, etc that prevent movement altogether. Models 
  may not move through this terrain.
  STRUCTURES
  These are Static Models that count as Impassible terrain. Some 
  may allow entry to specific types of Models, which will treat the 
  structure as clear terrain unless otherwise noted.
  ROADS
  Roads are a type of Open terrain that Models with Ground 
  Movement can increase speed on.
  SHALLOW WATER
  Shallow water is water that is less than 1” deep. Moving costs 2 
  MP per inch over this terrain.
  DEEP WATER
  Deep water is Impassible and any Model without appropriate Perks 
  will be destroyed if it enters this terrain. Models with these Perks 
  treat this as Open Terrain unless otherwise noted.
  ROUGH WATER
  Rapids or other rough water. This is not a type in and of itself, but 
  modifies the way Models interact with Shallow and Deep Water. 
  Add 1 to the MP cost per inch of any model moving though the 
  water, including Models using Hover movement.
  OPTION: REPRESENTATIONAL TERRAIN AND MOVEMENT
  Not all terrain on the battlefield can be accurately modeled on 
  the tabletop. Thick areas of vegetation or rocks that Models 
  are expected  to navigate can be particularly difficult to build 
  in ways that allow models to be placed inside while still 
  granting appropriate visual and game effects. To handle this 
  kind of terrain, mark off an area on the tabletop and place a 
  few samples of the desired terrain type inside it. The entire 
  area, base or stand should then be treated as the desired 
  type of terrain for Movement. For information on the effects 
  of Representational Terrain on Concealment and Cover see 
  pages 11 and 12. If your terrain is more abstracted, please see 
  Abstracted Terrain on page 39 of Locked & Loaded.
  ELEVATION LEVELS
  Travelling 1” or less up an incline or elevation change adds 1 to 
  the MP cost of the terrain, while travelling down adds nothing. Any 
  sheer elevation change of 2” or more is considered a cliff and is 
  Impassable. If a Model is unable to turn or otherwise would go over 
  the cliff, make an unmodified Defense roll against a Threshold of 4. 
  If failed, it becomes an Unintentional Impact (see Ramming, page 
  17). If successful, the Model halts movement at the top of the cliff.
  Some Models may be able to climb cliffs, see Arms and Climbing 
  Equipment in Perks and Flaws on pages 36 to 38.
  DIFFICULT AND DANGEROUS TERRAIN
  Any Type of terrain may be considered Difficult or Dangerous. 
  This again is up to players but should be used to represent ice, 
  quicksand, lava, cave-ins, tank traps, and chances to fall and 
  similar. Difficult terrain requires an unmodified Defense Skill 
  test against a Threshold of 3 by each Model entering or starting 
  their movement inside of said terrain. Dangerous requires an 
  unmodified  Defense Skill roll versus a Threshold of 5. If the Model 
  fails the test, it takes one box of damage then halts all movement, 
  and immediately changes its speed band to Stationary.
  1” Elevation
  2”+ Elevation (Must Climb)
  
  10
  MODEL ACTIONS
  MODEL ACTIONS
  Every Model has a number of Actions listed in its characteristics. 
  This represents the maximum number of Actions a Model may 
  perform during a Round. Actions include (but are not limited to) 
  Attacking, Forward Observing and using Perks. Actions may be 
  performed at any time during a Model’s Activation, although some 
  Special Actions allow you to act outside of this or have particular 
  requirements. These are dealt with on page 19.
  The following require the expenditure of an Action:
   
   Attacking with a weapon. (pg 13 to 17)
   
   Attempting Active Lock or Forward Observation. (pg 10)
   
   Using a Perk noted as requiring an Action. (pg 36 to 38)
   
   Most Special Actions. (pg 19)
   
   Movement at Top Speed (pg 8)
  The following do not require the expenditure of an Action:
   
   Defending against a Ranged Attack. (pg 16)
   
   Defending against a Melee Attack or Ram. (pg 17)
   
   Movement at Stationary or Combat Speed. (pg 8)
  COMBAT LOCK
  For many Actions, most importantly Attacking, the player will need 
  to know if a Model can sense or detect another model. In game 
  terms, this is known as getting “Lock” as in “lock-on.” Lock can 
  be affected by many things including terrain, Model Perks & Flaws, 
  special Actions and battlefield conditions. Please note that while 
  a Model cannot Attack a target that it does not have Lock to, 
  Lock does not automatically mean the player may Attack a Model 
  without penalty. In practice, a model is able to Lock onto multiple 
  Models without being able to Attack them due to the enemy Model 
  being behind Cover (see Cover on page 12 for more information).
   
   If a Model can detect another Model without using Actions 
  to actively search for the other Model, it has Combat Lock. 
  Combat Lock is achieved if one or more of the following is 
  true:
   
   If there is no Concealment between the detecting Model and 
  the target.
   
   If the attacking Model is within the defending Model’s size 
  rating in inches, unless blocked by Solid concealment.
   
   If the attacking Model’s Detect rating is greater than the 
  Concealment value to the defending Model (see page 11 for 
  Concealment).
  ACTIVE LOCK
  If a Model cannot achieve Combat Lock, it may attempt to gain 
  Active Lock. Active Lock may also be attempted by a Model that has 
  Combat Lock, in which case it is automatically succesful. The Model 
  attempting to lock must spend an Action and then roll its EW Skill 
  plus Sensor rating versus a Threshold equal to the total Concealment 
  to the Target Model (see pg. 11 for more on Concealment). If the 
  EW roll to detect is successful, the detecting Model has Active Lock 
  and gains a free Action which may be spent on one of the following 
  Actions or using ECM (pg 21):
   
   Attacking the target with an Indirect or Thrown Weapon 
  (Model has Forward Observed for itself).
   
   Designate a target for Coordinated Attacks (see Special 
  Actions on page 13)
   
   Forward Observing the Target for Indirect Fire from other 
  Models in its own force (see Indirect Attacks page 14 for 
  more information) or Artillery (see page 31).
  Active Lock lasts until the end of the round or the target model moves.
  Active Lock is a Communication Event. For more information on 
  Communications events see page 21.
  FORWARD OBSERVATION
  Forward Observation is a Communication Event and some Models 
  may be able to block the Forward Observation by utilizing ECM. 
  See page 21 for more information on Communication Events. 
  When a Target is successfully Forward Observed, place a FO token 
  next to it. Only Models or predetermined objective points may 
  be Forward Observed. In the case of Building models or similar 
  large objects, the FO token is placed on a specific point such as a 
  window, corner or similar.
  Forward Observations last until the Miscellaneous Events phase of 
  the Round or the object moves, as with Active Lock. 
  COMBAT LOCK
  TARGET CONCEALED
  Determine Concealment
  Detect rating of attacker greater 
  than concealment value of target?
  TARGET IN OPEN
  Combat Lock achieved.
  ATTACK!
  YES
  Combat Lock achieved.
  YES
  Combat Lock achieved.
  ATTACK!
  ATTACK!
  ACTIVE LOCK
  Spend an action to attempt 
  Active Lock.
  Roll EW + Sensor bonus against 
  concealment rating of the target. 
  SUCCESS
  Gain a free action that can be 
  used to do one of the following:
  • Forward Observe the target
  • Indirectly Fire at the target
  • Attack with a thrown weapon
  NO
  NO
  Distance from the attacker to 
  target in inches equal or less than 
  the size rating of the target?
  CHOOSE ANOTHER TARGET
  Repeat the steps for Combat Lock 
  for the next target.
  FAILURE
   ACTION CONCLUDED
  Unless your unit has additional 
  Actions, it may only complete its 
  movement before its activation is 
  concluded.
  
  11
  CONCEALMENT AND COVER
  CONCEALMENT
  Concealment is the term for anything that interferes with the ability 
  of a Model to detect and gain Lock on another Model. Concealment 
  is usually created by terrain, but certain Model Perks, Flaws or 
  game effects can raise or lower this value. Terrain between two 
  Models provides Concealment if it covers at least half the height 
  of the miniature. Solid terrain always add its concealment value 
  if more than the base of the miniature is obscured by the terrain. 
  If using representational terrain, remember to use the assigned 
  height when calculating concealment.
  Total the distance of each type of terrain that applies before 
  consulting the chart below:
   
   Light: Light Woods, Swamp, Heavy bushes, etc. grant +1 
  Concealment per full 4”, and provide +1 if at least 2” is 
  present.
   
   Medium: Heavy Jungle, soft structures, light fortifications, 
  etc. grant a +1 Concealment per full 2”, and provide +1 if at 
  least 1” is present.
   
   Heavy: Hard Buildings, rocks, trenches, vehicle wrecks, etc. 
  +1 grant per full inch present.
   
   Models give +1 per Model in between Attacker and Target. 
  At least half of the Target Model must be concealed by the 
  intervening model for this to apply.
   
   For Solid Objects or Terrain like Hills, Bunkers, etc. See the 
  rules below.
  If Solid Objects hide the entire miniature, a detecting model cannot 
  achieve Active or Combat Lock. Direct Attacks may not be made, 
  but a Model which can achieve Lock may Forward Observe for an 
  allied Model and allow an Indirect Attack.
  The modifiers for different types of terrain are cumulative, and all 
  count towards the Concealment total.  Some modifiers are applied 
  on a per-Model basis, as listed in the chart below: 
  Movement Type
  Concealment Points
  Stationary
  0
  Combat Speed
  -1
  Top Speed
  -2
  Used Ranged Attack in the turn
  -1
  Using/possessing a Perk or Flaw
  As Perk/Flaw, normally 0
  Some Battlefield conditions will also affect Concealment. These are 
  detailed in Scenarios on pg 25 and Perks and Flaws on pg 36 to 38.
  Light Concealment
  Medium Concealment
  Heavy Concealment
  Heavy Solid Concealment
  
  12
  CONCEALMENT AND COVER
  ARCS OF ATTACK
  Each weapon listed on a Model’s Datacard will have an Arc listed. 
  Right, Left, Forward and Rear arcs (R, L, F, Rr) are each 180 degree 
  arcs measured from the centre of the model in the direction 
  indicated. Fixed Right, Left, Forward and Rear arcs (FRt, FL, FF, 
  FRr) are 90 degree arcs measured from the center of the model 
  also in the direction noted. Fixed Forward, for example, would be 
  a 90 degree arc extending out from the front of the model. Turret 
  Arcs cover 360 degrees.
  You may find it helpful to place a dot or other identifying marker on 
  Models without a base to aid in determining Arcs.
  COVER
  IIf a Model either has Lock on, or has forward observed another 
  Target Model, it may attack that target as long as one or more 
  of its weapons are in range of the target. Sometimes Cover may 
  prevent direct attacks from being made, although Indirect Attacks 
  may avoid the intervening objects.
  Cover is measured from a “Model’s-eye view.” If the Target is 
  not obscured at all, it is considered to be an Open Target and the 
  Attacker gains a +1 modifier to its Attack roll. If the target Model is 
  up to half covered, but can still can be seen easily, it is considered 
  to have some Cover and the attacker receives no Cover Modifier 
  to its attack rolls. If the Model is more than half hidden but the 
  main body is visible, the Target is considered to have Partial Cover. 
  There is a -1 modifier to all attacks against the against Targets in 
  Partial Cover. If the Target is fully hidden, it is considered to have 
  Full Cover and there is a -2 modifier to all attacks against Targets 
  in Full Cover. A Model with only a weapon or part of a limb showing 
  is still considered fully hidden.
  If the Cover is provided in part by Solid Terrain as described in 
  the Concealment section (pg 11) , there is a additional -1 Cover 
  modifier. Models with full Cover from Solid Terrain may not be fired 
  at directly, as described in the Concealment rules.
  Full Cover
  Some Cover
  Partial Cover
  No Cover
  REPRESENTATIONAL TERRAIN AND CONCEALMENT
  If you are using Representational or Abstracted Terrain, assign 
  a type of concealment to each zone. To determine how much 
  of a Model the Representational Terrain obscures, assign each 
  zone of representational terrain a height, and assume it covers 
  any Model in the zone all the across up to that height. The 
  actual height of the items inside matters less than game effect, 
  so pick heights that work best for your table and games.
  
  13
  RANGED COMBAT
  A + B Cannot get Crossfire
  B + C Cannot get Crossfire
  A + C can get Crossfire
  RANGED ATTACKS / DIRECT FIRE 
  (FIELD MANUAL CHANGE)
  When attacking with a ranged weapon, the Attacking Model must 
  have Combat Lock to the Target Model and the Target Model must 
  be within the Arc and Range limit of the weapon in question. The 
  Attack is an opposed Skill test versus the Target’s Defense skill. 
  The Attack roll is made with the Attack Skill, modified by Range, 
  Cover and other effects as described in the following table. See 
  Ranged Defense on page 16 for more information on Defending.
  Modifier (all ranges measured in inches)
  Effect
  Range
  Target is up to end of Combat Optimal
  0
  Target is up to the end of Sub Optimal
  -1
  Target is up to the end of Extreme
  -2
  Cover
  Open Target
  +1
  Target has some Cover
  0
  Target is in Partial Cover
  -1
  Target is in Full Cover
  -2
  Target is behind any Solid Cover
  additional -1
  Scenario Effects, Perks or Flaws
  Variable
  Accuracy of Weapon
  Variable
  Vehicle Attack Rating at Current Speed
  On Datacard
  Non-Melee Weapon within 3 inches
  -1
  Unless stated otherwise by a Weapon Trait, no ranged weapon may 
  fire more than once per Round, regardless of Actions. Weapons 
  fired with a Command Point may ignore this restriction.  If a Model 
  has more than one Action, they may spend up to their Attack Skill 
  rating in additional Actions when firing a single Weapon or set of 
  Linked Weapons. Each additional Action spent like this adds an 
  1D6 to the number of dice rolled for that Attack.
  Ranged Attacks made against a Target in Melee range of friendly 
  Models will not necessarily hit the intended target and should be 
  randomized in a mutually acceptable manner between the initial 
  Target Model and all friendly Models in Melee Range of it(except 
  the Attacker). Indirect ranged attacks are not randomized and act 
  normally.
  DIRECT FIRE
  To fire directly at an opposing unit, your attacking Model must first 
  achieve Combat Lock to the Target Model
  DETERMINE MODIFIERS
  ATTACK
  The attacker applies modifiers to their roll
  Defender applies modifiers to their roll (pg. 16)
  Did the attacker roll exceed the defender roll?
  (Note that weapons with the AP Trait still succeed on a MoF0 and 
  are exceptions to this rule. See Page 39.)
  YES
  Proceed to calculate Damage.
  NO
  Unless your Model has additional 
  actions, it may only complete its 
  movement before its activation 
  is concluded.
  CROSSFIRE (FIELD MANUAL CHANGE)
  A Target Model that is subjected to multiple ranged Attacks may 
  experience Crossfire, and suffer a -1 penalty to its Defense roll. 
  Attacking Models (beyond the first) that make ranged Attacks 
  along a line that is more than 90 degrees distant from prior Attacks 
  generate the Crossfire penalty. Only ranged Attacks made from 
  within Sub Optimal range or less count towards Crossfire.  
  Indirect Fire and Thrown weapons count toward Crossfire, while 
  Melee Attacks and Placed weapons do not. A weapon whose DM 
  is less than one-third the Target’s Armor does not count toward 
  Crossfire.
  If a Target Model moved between Attacks, use the current positions 
  of the Attacking Models to determine if Crossfire applies. Thus, a 
  Command Point may allow a Targeted Model to escape Crossfire if 
  it moves a sufficient amount.
  • Cover modifier
  • RANGE modifier
  • ACC modifier
  • ATTACK modifier
  • Stun penalty
  • Damage penalty
  
  14
  RANGED COMBAT
  INDIRECT ATTACKS
  Indirect Attacks are a specialized form of Attack used when the 
  Attacker cannot gain Lock to a Target or thinks that an Indirect 
  Attack would be of better tactical use. Indirect Attacks work as 
  normal Attacks, but use the Cover Modifiers from the Forward 
  Observer’s perspective, rather than the Attacking Model’s 
  perspective. Indirect Attacks may only be made with weapons with 
  the Indirect Attack [IF] Trait, and require a Forward Observation. 
  If a Forward Observation is not present, weapons with the IF trait 
  follow the rules for Direct Fire on page 10.
  To make an Indirect Attack, the Attacking Model makes an Attack 
  roll against a Threshold of 4. Note the unmodified (raw) roll, 
  including extra sixes, even if the attack fails. If the Attack roll fails 
  (MoF 0+), the shot will deviate.
  To determine the direction of deviation, roll 1D6.  Starting with 1, 
  which is directly behind the Target Model in a straight line path 
  from the Attacking Model (not the Forward Observer). For each 
  point above one, count clock-wise in 60 degree increments from 
  the 1 position. The Attack will travel 1d6+MoF inches in that 
  direction. Subtract the Attacking Model’s Sensor rating from the 
  deviation distance (a negative Sensor rating adds to the distance).
  Any Model under the Attack’s landing point must Defend as normal 
  against the unmodified (raw) roll, ignoring any Attack modifiers.
  FREQUENTLY ASKED QUESTION:
  DIRECT FIRE AND AREA OF EFFECT
   
  Q When using a weapon with the AE [AE] Trait for a Direct 
  Fire Attack, are the effects of the AE Trait applied if the 
  Attack against the Target Model fails (MoF 0+)?
   
  A Direct Fire Attacks that miss go into the void that all other 
  missed Direct Fire shots go. Do not apply the effects of 
  the AE Trait.
  INDIRECT FIRE
  A Model that achieves Active Lock receives a free action that allows 
  it to use Indirect Fire.
  Any Model may also use Indirect Fire if there is an available Forward 
  Observation from a friendly Model. 
  Only weapons with the Indirect Fire trait [IF] may be fired indirectly.
  ROLL AGAINST THRESHOLD OF 4 [5+]
  - Apply the movement modifiers to attacker.
  - Target Designated Forward Observation gives a +1 to attacks
     with weapons having the Guided trait [G].
  - cover modifier from forward observation
  - range modifier
  - stun modifier
  - damage modifier
  - ACC modifiers of weapon
  ATTACK DEVIATION
  The Attack deviates 1D6”+the 
  Margin of Failure of the miss in 
  random direction determined 
  in 60º increments around the 
  intended target.
  MISS
  NO
  Target Model rolls Defense 
  against the raw attack result.
  MISS
  Unless your Model has 
  additional actions, it may only 
  complete its movement before 
  its activation is concluded.
  BLAST RADIUS
  Additional Models within the blast radius [The AE radius rating in 
  inches] rolls Defense against the raw attack result.
  AREA OF EFFECT
  Does the Attack possess the Area of Effect trait [AE]?
  HIT
  YES
  Target Model rolls Defense 
  against the raw attack result.
  HIT
  Proceed to calculate Damage
  Deviation Chart
  Arrow indicates 
  direction of attack
  
  15
  RANGED COMBAT
  THROWN AND PLACED WEAPONS
  (FIELD MANUAL CHANGE)
  Weapons with the Thrown [T] Trait follow slightly different rules 
  than other weapons.  A Model with the Arms Trait may use Thrown 
  weapons in a Thrown Attack. Otherwise, Thrown weapons may 
  only be used in a Placed Attack, or in a Self-Detonation Attack.
  Thrown weapons are resolved similarly to Indirect Fire weapons, 
  but may be fired with or without a Forward Observer. Either Lock 
  to the Target or a Forward Observation is required, but halve the 
  deviation distance on a failed Attack roll. Thrown weapons have a 
  Combat Optimal Range equal to the Attacking Model’s Size, and 
  a Sub-Optimal Range of twice the Size. Thrown weapons do not 
  count as Indirect Fire for Defense purposes.
  To make a Placed Attack, the Attacking Model chooses any point 
  within its path during its movement. This point is marked with a 
  spare piece of paper or a token and the weapon detonates during 
  the Miscellaneous phase of the current Round. The Attacker rolls 
  2D6 for the Attack, and ignores all modifiers. Any Model over the 
  marked spot (or within the area generated by Traits) make an 
  opposed Defense roll. The Attack comes from below the model, 
  applying a -1 penalty for being ‘Attacked from Below’, but no other 
  Arc modifiers apply. Note that while you may place the spot on a 
  Static Model such as a building, you may not place the weapon on 
  another Model.
  A Self-detonation Attack is when the Attacking Model chooses to 
  Detonate a placed or thrown weapon without placing or throwing 
  it. The Attacking Model makes an Attack roll, ignoring all Attack 
  modifiers. The Attacking Model is considered to have Fumbled its 
  Defense roll against the Attack.  Any Model in base to base contact 
  with the Attacking Model (or affected by the weapon’s Traits) must 
  make a Defense roll against the Attack roll as normal.
  THROWN WEAPONS
  To use a thrown weapon at an opposing unit, the Attacking 
  Model must fhave Lock to the Target Model. Only weapons with 
  the Thrown Weapon trait [T] may be thrown.
  ROLL AGAINST THRESHOLD OF 4 [5+]
  ATTACK DEVIATION
  The center of the attack deviates [1D6+the Margin of Failure 
  of the miss + Attacking Model’s Sensor rating]÷2 in a random 
  direction determined in 60º increments around the intended 
  target.
  MISS
  MISS
  Unless your Model has 
  additional actions, it may only 
  complete its movement before 
  its activation is concluded.
  AREA OF EFFECT
  Additional models under the blast radius must roll against the 
  unmodified result of the previous threshold roll.
  HIT
  Proceed to Damage
  HIT
  Proceed to Damage
  • Cover modifier
  • RANGE modifier
  • ACC modifier
  • ATTACK modifier
  • Stun penalty
  • Damage penalty
  FREQUENTLY ASKED QUESTION
  Placed Grenades and Hovertanks
  Q: Can a grenade be placed under a model like 
  a hovertank?
  A: No, but a player can attempt to guess the 
  direction a Model is moving and place a grenade 
  in the path of that Model.
  
  16
  RANGED COMBAT
  RATE OF FIRE (ROF) ATTACKS
  (FIELD MANUAL CHANGE)
  Before resolving an attack, the Attacking model may choose to 
  use RoF if the weapon used has the RoF trait. If you do, you must 
  specify how much RoF will be used, from nothing, up to the RoF 
  rating of the weapon. 
  If RoF 1 or more is used, the Attack generates a Spray, a Burst, or 
  a combination of the two.  
  If any RoF is used for Spray, the Attack may target any point on 
  the board within Sub-Optimal Range or less that the Attacking 
  Model has a Lock to. The Spray Attack affects any Models within 
  a radius equal to the RoF used from the Target Point; a LAC using 
  RoF 2 would generate a Spray with a 2” radius from the Target 
  Point. Spray Attacks cannot “bend” around cover; Models that 
  have Full, Solid Cover between themselves and the Target Point 
  are not effected by the Spray Attack. Defending Models that the 
  Attacking Model does not have a Lock to are similarly unaffected 
  by the Spray Attack. The Attacking Model is never affected by a 
  Spray Attack.
  The Attacking Model makes a single Attack roll, but applies Cover 
  modifiers to each Target Model individually.  Use the Cover modifier 
  from the Attacking Model to a specific Defending Model (not from 
  the Target Point to the Defending Model).
  If a Spray Attack is made during an Indirect Attack, the Spray 
  affects all Models within the radius of effect, even if there is Solid 
  Cover between them and the Target Point, or the Attacker does not 
  have Lock to the Model. In the case of a weapon having both RoF 
  and the AE or Blast Traits, RoF used for Spray simply adds to the 
  relevant Trait.
  If any RoF is used for Burst Fire, each point of RoF adds one point 
  to the Damage [DM] of the weapon.
  AMMO TRACKING
  To keep the game simple, the system does not normally track every 
  bullet or missile fired. Instead, the ammunition load of a weapon is 
  abstracted and considered to be sufficient to last the entire battle. 
  No attempt is made for most weapons to count ammo after every 
  shot. When an Attack roll generates a Fumble, the weapon runs 
  Out of Ammo, jams or otherwise needs attention.  If the weapon 
  does not have the Reload [R] Trait, simply cross it off the datacard 
  - it can’t be fired again for the remainder of the game. Otherwise, 
  place an Out of Ammo counter next to the miniature or datacard 
  as a reminder - while this counter is in place, the Model cannot 
  fire the weapon that ran Out of Ammo. Weapons with the Limited 
  Ammo Trait (Ammo Circles) cross out a circle each time they are 
  used to Attack and once all circles are filled in, may no longer 
  Attack and cannot be reloaded. Weapons with Limited Ammo are 
  never subject to Out of Ammo. They are out of ammo when the last 
  round is marked.
  Rate of Fire attacks eat up ammunition rather quickly. When using 
  RoF, the weapon will run Out of Ammunition if all the dice rolled for 
  the Attack are equal to or less than the number shown on the chart 
  below, not including any modifiers. In this case, the Attack may still 
  hit, but the weapon gains an Out of Ammo counter after the current 
  Attack. Wise commanders will note that a re-roll might prevent a 
  weapon from running Out of Ammo at an inopportune moment.
  RoF Used
  Ammo Check 
  (unmodified Attack roll)
  None (RoF 0)
  Fumble
  Less than half
  2 or less 
  Half or more
  3 or less
  Full RoF with RoF 1 weapon
  3 or less
  Full RoF
  4 or less
  If the raw dice result from the attack roll display the indicated value 
  or less, the Weapon runs Out of Ammo. Note this on the Model’s 
  datacard or with an Out of Ammo counter.
  RANGED DEFENSE
  Defending against a Ranged Attack does not require the expenditure 
  of an Action. When targeted by an Attack, the Defending Model 
  rolls its Defense Skill plus the Modifiers listed on the chart below.  
  Attacks are always assumed to come from the direction of the 
  Attacking Model’s Weapon Arc.
  The “Attacked from above” Modifier applies only if the attack was 
  from an Airstrike, Indirect Fire (Attack using Forward Observation, 
  including Artillery) or an elevation higher than two inches from the 
  top of a Target Model. Thrown Weapons do not benefit from the 
  Attack from Above modifier.
  Combat Variable
  Defense Modifier
  Current Speed and Movement Mode
  Indicated on datacard
  Attack directed at Defender’s Rear Arc 
  (Rear 180º)
  -1
  Defender does not have Lock to Attacker
  -1
  Attacked from above
  -1
  Spray Fire Diagram
  
  17
  MELEE COMBAT
  MELEE COMBAT
  Melee Combat occurs when a Model attempts to Attack another 
  Model using a melee weapon. For this purpose, Ranged weapons 
  with the Melee [M] trait are not considered Melee weapons. The 
  Attacking Model must be within Melee Range, which is 3” or less, 
  to perform a Melee Attack.
  Melee Attacks can be either a standard Attack, or a Ram - see 
  Ramming (below) for details about the second option. To perform 
  a Melee Attack, both the Attacking and Defending Models make a 
  Defense roll using only the following modifier (ignore the normal 
  Defense modifiers):
  Attacker
  Attack Modifier
  Attacker is of Greater Size
  +1
  Weapon
  Accuracy of weapon
  Attacker at Higher speed Band than Defender 
  +1
  Defender
  Defense Modifier
  Defender is of Greater Size
  +1 to Def. Skill 
  Attack directed at Rear Arc (180º)
  -1
  If a Defending Model has a Melee weapon other than PHYSICAL, 
  it may choose to defend using the weapon. When using a melee 
  weapon to Defend, add the weapon’s Accuracy to the Defense Roll. 
  Note that Melee is solely based on piloting ability and as such has 
  no modifiers for range.
  If a Melee Attack results in at least one box of damage, and the 
  total DM of the weapon is greater than the Size of the Target 
  Model, the Attacking Model may choose to inflict a Stun Counter 
  on the Target Model rather than inflicting damage.
  FREE STRIKES
  Free strikes are free actions awarded under certain circumstances 
  to a Defending Model, that may only be used to make a standard 
  Melee Attack against the Attacking Model. Free Strikes occur 
  occur against a specific Model under the following circumstances:
   
   Model Fumbled a Melee Attack or Ram against the Defending 
  Model.
   
   Model in melee combat with the Defending Model leaves 
  Melee Range.
   
   A Model makes a Ranged Attack while in Melee Range.  
  Ranged Weapons with the Melee [M] Trait do not generate 
  a Free Strike.
   
   A Fumble on a Free Strike generates a Free Strike against 
  the Defending Model.
  Free Strikes must be made immediately after the triggering event 
  is resolved. The Defending Model may not Ram as a Free Strike.
  RAMMING
  A Ram occurs when a Model attempts to deliberately smash itself 
  into another one. Rams are a specialized form of Melee Attack 
  and may only be performed if the Attacking Model is at Combat 
  or Top Speed, and in base to base contact with the Target Model. 
  Rams are resolved as a Melee Attack, but if the Attacker is of a 
  larger Size, it gains +1D6 instead of the standard +1 modifier. 
  If the Attack is successful, the Attacking Model takes damage 
  equal to the MoS times the Defending Model’s PHYSICAL DM.  
  The Defending Model takes damage equal to the MoS times the 
  Attacking Model’s PHYSICAL DM.
  If the Ram is successful and both Models are within 4 sizes of 
  each other, they will drop one speed band and gain a Stun counter. 
  Stationary Models will remain Stationary. 
  Rams are considered to have the Armor Crushing [AC] Trait.
  UNINTENTIONAL IMPACTS
  Unintentional Impacts are treated as a Ram, except that whichever 
  Model wins the roll may choose to use the result of the roll as a 
  Ram Attack they initiated.
  If the Unintentional Impact was against a terrain feature, the 
  feature is assumed to roll a 5 and will always Ram the impacted 
  Model with a DM equal to the Model’s size. Impacts against terrain 
  features are always “head on” and cause double damage.
  OPTION: HUMANOID COMBAT
  Models with the Arms Trait may grapple block, knock around 
  or otherwise prevent the use of weapons while in base-to-base 
  contact with an enemy Model. When a Model with the Arms 
  Trait moves into contact with an enemy Model, it may prevent 
  one of the enemy Model’s weapons from being used. If the 
  Model it moves into contact also has Arms, that Model may 
  do the same to the Attacking Model. A Model may only do this 
  to one Model at any given time. The effect ends when either 
  Model moves out of contact with the other. Models preventing 
  weapons from being used may not Ram, nor can Ramming be 
  prevented by this option.
  MARGIN OF SUCCESS
  Proceed to Damage or 
  apply Stun Counter
  MoF OF 0 OR LESS
  Attack Failed
  DETERMINE MODIFIERS
  • Speed Band
  • Weapon Accuracy
  • Size
  ROLL OPPOSED DEFENSE SKILL
  MELEE ATTACK
  Target must be within Unit’s Melee Range. 
  (3 inches)
  Model Movement Direction
  Damage Modification
  Both Models moving toward each other
  2x  Damage
  Defender Moving away from Attacker
  ½x Damage
  
  18
  DAMAGE
  FRAGILE MODELS
  Weak structures, exposed systems or elementary flaws make 
  some Models easier to destroy. Fragile Models do not have a 
  Critical damage box. Any damage received beyond Heavy counts 
  as a result of Dead. Note that it is possible for a Model to have 
  Sturdy Boxes and still have no Critical Box.
  STUN (FIELD MANUAL CHANGE)
  Certain Traits or situations will indicate that a Model gains a Stun 
  Counter. While it has a Stun Counter, it suffers a -1 penalty to all 
  Skill Rolls. However, Stun Modifiers will not affect Defense Rolls if 
  the Model’s Movement Speed Modifier was 0 or less before other 
  Modifiers.
  Stun counter are removed in two ways: 
  When a Model is activated, it removes any Stun Token acquired 
  prior to its activation. A Model may also remove a Stun Counter 
  at any time by spending an Action. A Model may only ever have 
  one Stun Counter at any time and they are not cumulative. Once 
  removed, the Model may once again be given a Stun Counter. It 
  is recommended that Stun Counters be placed on the datacard to 
  avoid cluttering the table.
  OPTION: WALKER KNOCKDOWN
  With this option, any time a two-legged Model would gain a 
  Stun Counter while it already has one, the walker removes 
  the original Stun counter and falls down. It takes one action to 
  stand back up, and the Model counts as Stationary until such 
  time as it stands back up.
  DAMAGE (FIELD MANUAL CHANGE)
  If an Attack hits (MoS of 1 or more), it may cause damage to the 
  Target Model. Damage is calculated by multiplying the Damage 
  Multiplier [DM] of the weapon by the MoS and comparing the 
  result to the Armor Rating on the Target Model. If the damage dealt 
  equals or exceeds the Model’s Armor Rating, one box is filled in on 
  the Target Model’s damage track. If the damage dealt equals or 
  exceeds twice the Armor Value, two boxes are dealt to the Target 
  Models damage track. the Target model continues to receive boxes 
  of damage in multiples of their Base Armor value. Once all boxes 
  are marked out, the model is considered Dead if it receives any 
  further box of damage. If the Target Model’s Overkill threshold is 
  met in a single attack then the Model is considered Destroyed. 
  Destroyed Models no longer count as Models and are removed 
  from the board.
  DAMAGE BOX ADD-ONS AND OVERKILL
  (FIELD MANUAL CHANGE)
  On some occasions, Models may purchase an additional Sturdy 
  box of damage. On the army lists this is usually called a Field 
  Armor upgrade, but other options will also add Sturdy boxes to a 
  Model. Adding a Field Armor upgrade does not affect the armor 
  rating, but does add an extra box of damage which does affect the 
  Overkill threshold of the model. To recalculate the Overkill value 
  when a Sturdy box of damage is added simply take the base armor 
  value and multiply it by the total number of boxes of damage the 
  model has. No model may ever have more than five damage boxes. 
  If a Model already has five boxes of damage, it may not take any 
  further upgrades to improve the amount. In some cases upgrades 
  provide an additional benefit besides the added damage box. 
  The Model can benefit from the non-damage box portion of the 
  upgrade, but the cost of the upgrade does not change.
  DAMAGE LEVELS
  As damage boxes are filled in, the Model will be affected based on 
  the level indicated in the last damage box filled.. Damage boxes 
  are always filled in left to right. Below are the damage levels and 
  their effects, please note that the effects replace each other, rather 
  than “stack” on top of each other:
  Sturdy: These ablative boxes represent backup systems, sturdy 
  builds or similar. The Model suffers no penalties when suffering 
  this damage level.
  Light: When a Model takes Light Damage, it is slightly damaged, 
  but still functional. The Model suffers -1 penalty to all Tests for 
  Difficult or Dangerous Terrain (see pg 9).
  Heavy: When a Model takes Heavy Damage, it is seriously 
  damaged, with significant loss of performance. The Model suffers 
  a -1 penalty to all Skill rolls. Furthermore, the Model may no longer 
  select top speed, and immediately drops down to Combat Speed if 
  it was moving at Top Speed when hit.
  Critical: Critical Damage indicates a model is severely damaged, 
  and in dire straits.  The Model loses all Aux Perks, while also 
  suffering a -2 penalty to all Skill rolls.Furthermore, the Model 
  may no longer select top speed, and immediately drops down to 
  Combat Speed if it was moving at Top Speed when hit.
  Dead: Any Damage beyond Critical means the Model is considered 
  Dead. Cross through all damage boxes horizontally and place 
  the Model on its side or otherwise mark it as such (cotton balls 
  stretched to look like smoke works wonderfully for tanks). For the 
  remainder of this game the Model is treated as Very Rough Terrain 
  and may provide Concealment and Cover as normal.
  OPTION: EJECTION
  If a Model is killed through accumulated damage (Dead not 
  Destroyed), there is a chance the crew can escape. Roll 1d6, and 
  on a 6, the crew has escaped to fight another day. This is mostly 
  useful in Campaigns or home scenarios and as such is optional.
  
  19
  SPECIAL ACTIONS
  HIDING
  Every Model in the game is assumed to have camouflage, foliage 
  netting or similar items that can be used to hide on the battlefield. 
  Models who wish to Hide must be touching terrain that covers at 
  least half of the model and spend an Action while at Stationary 
  or at Combat Speed. Place a Hidden token for the Model. While 
  Hiding, the Model receives a +1 bonus to its Concealment if it is 
  moving at Combat Speed and a +2 bonus if Stationary. Hiding will 
  last until the Model accelerates to Top Speed or moves away from 
  the terrain it is Hiding in, or was Hiding behind.
  Unless otherwise noted in a specific scenario, Models may not 
  begin the game in Hiding.
  REACTION FIRE
  Any Model may perform a Reaction Fire Attack against the Model 
  being currently activated if it has unused Actions and Lock to it. The 
  Attacking Model declares that it is using Reaction Fire and spends 
  an Action, and makes a Direct Fire or Thrown Attack against the 
  Model currently activated. The Reaction Fire Attack occurs after 
  the Model currently activated next’s inch of movement, or the 
  point at which its movement ends if it stops before a full inch of 
  movement. Reaction Fire may also be declared in response to the 
  Model currently activated spending an Action; in this case, resolve 
  the Action and then immediately resolve the Reaction Fire Attack. 
  Reaction Fire attacks do not generate Crossfire, nor do they benefit 
  from Coordinated Attacks. 
  A Model may retain any Actions during its Activation to be used for 
  Reaction Fire later in the Round.
  STAND BY FOR COORDINATES
  A Model may choose to wait for a Forward Observation of a Target 
  later in the Round before firing. During its Activation, a Model may 
  spend an Action on any weapon with the Indirect Fire [IF] Trait to 
  generate a Stand-by token for that weapon. Only a single Action 
  may spent per weapon, and that weapon may not be used for an 
  Attack during the Model’s Activation.
  When a friendly Model succeeds with a Forward Observation, 
  Models may spend Stand-by tokens to immediately make an 
  Indirect Fire or Thrown Attack on the Target Model of the Forward 
  Observation. The total number of Stand-by tokens spent to fire 
  on any Forward Observed Target may not exceed the Forward 
  Observer’s Electronic Warfare Skill rating.
  Stand-by tokens are removed during the Miscellaneous Phase of 
  the Round.
  WE’RE IN TROUBLE
  During its Activation, after declaring Movement Speed and Mode, a 
  Model may spend Actions to offset any negative Defense modifier. 
  Each Action spent will decrease the penalty by one, but may not 
  raise the Defense modifier above zero. Note the new Defense 
  modifier.
  The new Defense modifier applies until the Model is Activated 
  again, or changes Movement Speed or Mode.
  ACTIONS ALLOWED BY PERKS
  Perks that allow Models to perform Special Actions will have the 
  rules for those Special Actions listed in the Perk text on pg. 36 to 38
  COORDINATED ATTACKS
  A Combat Group Leader may spend an Action to nominate a 
  Target Model for its Combat Group to concentrate fire against. 
  The Combat Group Leader must have Lock to the Target Model. 
  Nominating a Target counts as a Comm Event, and if successful, all 
  Models in the Combat Group benefit from this effect. If the Comm 
  Event is blocked, then only members within the Auto Comm Radius 
  of the Combat Group Leader gain the benefit. The Target Model 
  will suffer -1 Defense to any Defense roll caused by this Combat 
  Group. Only one Model may be nominated by the Combat Group 
  Leader per Round and if the Leader has multiple Actions, it may 
  benefit from the Special Action as well.
  HULL DOWN
  Going “Hull Down” refers to using terrain to shield yourself from 
  incoming fire. Going Hull Down creates a minimum Defense value 
  for the Model based on the terrain type that it is in contact. A Model 
  may go Hull Down by spending an Action at Stationary Speed while 
  in or touching terrain that covers are least half of the Model. Place 
  a Hull Down token for the Model.  
  See the chart for the minimum Hull Down Defense Values.
  Hull Down Chart
  Light                       
  1
  Medium                   
  2
  Heavy                      
  3
  Solid                        
  4
  The Model Defends as normal, but if the Defense total is less than 
  the minimum Defense value, use the minimum Defense value 
  instead.
  Hull Down lasts until the Model accelerates to Combat Speed or 
  moves from the terrain. Note that a Model may count as “behind” 
  terrain for some Models and not others. The direction of Attacking 
  models is used to determine if the model is covered enough by the 
  terrain to benefit from the Hull Down.
  Unless otherwise noted in a specific scenario, Models may not 
  begin the game in Hull Down.
  SPECIAL ACTIONS
  Special Actions are Actions that require special circumstances 
  or have special rules outside of the normal set of Actions. Some 
  require the Model to have particular Perks, while others are 
  available to any Model.
  
  20
  COMBINED MODELS
  COMBINED MODELS
  Smaller Models are often organized into groups that act together. The 
  most common is Infantry, which is detailed in the Infantry section. 
  These Models are referred to as Combined Models. Individual Models 
  within the Combined Model are called Bases and act as one Model 
  when spending Actions, although they are treated as separate Models 
  for purposes of Locks and Attacks directed against them. Each Base 
  of a Combined Model is a 1” hex or circle unless otherwise noted.
  Bases within a Combined Model must remain within Cohesion. 
  Cohesion is when the bases form an unbroken chain with at most 2” 
  between any two consecutive Bases in the chain. If at any point a Base 
  ends up out of Cohesion with the majority of the Combined Model, it 
  must move into Cohesion on its next Activation or it is removed from 
  play and treated as Destroyed.
  Each Base of a Combined Model moves individually, but all must 
  use the same Movement Speed and Mode. Combined Models have 
  no facing. They ignore Rear Arc Defense penalties and all of their 
  weaponry have the Turret [T} Arc. Measure the range for all Attacks 
  by the Combined Model from the closest Base to the Target Model.
  The Combined Model has a single Action total, representing the 
  activity of all Bases in the Combined Model. When making an Attack 
  with a Combined Model, each Base beyond the first equipped with the 
  weapon used in the Attack adds +1 RoF.  
  Attacks against Combined Models are made against individual Bases, 
  though multiple Bases may be affected by weapons with the Area 
  Effect [AE] Trait or Spray Attacks. If multiple Bases are affected by 
  an Attack, add 1D6 to the Combined Model’s Defense for each Base 
  covered beyond the first. The Base with the best Cover will use the 
  modified roll for Defense. Drop the highest die and apply the new 
  value for the Base with the next highest amount of Cover and so on 
  until all Bases have Defended. If two Bases have equal Cover, the 
  defending player gets to chose which one is affected next. If multiple 
  sixes appear, a Base may only count a number of sixes equal to their 
  Defense Skill when Defending.
  If a Base’s Armor Value is met or exceeded by an Attack, that Base 
  is simply removed. Any other effects that can inflict boxes of damage 
  will simply remove one Base per box of damage inflicted. If no Bases 
  remain in play, the Combined Model counts as Destroyed. Each Base 
  takes damage individually based on the results of their Defense roll. 
  In the event of unusual effects that continue to cause damage to a 
  Model, Combined Models are not subject to continued Damage. Stun 
  Counters apply to the entire Combined Model, and are removed from 
  all Bases upon activation or by the expenditure of an Action. 
  If any Scenario conditions require a Model to be damaged or 
  eliminated, the following rules apply to Combined Models. Light 
  Damage results in the removal of one Base, Heavy Damage removes 
  two Bases and Critical damage removes three Bases.
  INFANTRY (FIELD MANUAL CHANGE)
  Models with the Infantry [Inf] trait represent smaller mobile Models 
  such as a person on foot, all-terrain vehicles, hovercycles, Jeeps 
  and other off-road vehicles or cavalry. Infantry follows the rules for 
  Combined Models in addition to the rules below.
  For simplicity, Infantry are given a single Skill rating they use for all 
  tests. This Skill rating is also used for their Auto Comm and Detect 
  Ratings, and their Sensors and Comms are considered 0.
  Infantry Models have a Walker movement of 2/4 and have the 
  Improved Off-road [Imp Off] Trait. ATVs, ORVs, Hovercycles, 
  become the Infantry’s secondary Movement Type and don’t benefit 
  from the Imp OR perk. 
  Infantry have an Attack profile of +1 at Stationary, +0 at Combat 
  Speed and -1 at Top Speed. Infantry have a Defense Modifier of 
  +1, at all Movement Types and Speeds, unless stated otherwise.
  Infantry never suffer from Out of Ammo, but may be affected by 
  Limited Ammo.
  Infantry are considered size 2 for a single base, unless increased 
  by an upgrade. All the bases in a squad are equipped with small 
  arms, as specified in their unit entry. One base in the squad may be 
  upgraded with a heavy weapon in addition to its small arms; unless 
  specified otherwise those heavy weapons automatically have the 
  Stabilizer trait.
  As Infantry Combat Group Leaders and heavy weapon upgrades 
  are not designated as being on any particular Base, they are 
  assumed to be in the last Base removed.
  When Infantry makes a Ranged Attack, all Bases resolve  an Attack 
  against the Target Model with their basic weapon.  In addition, any 
  Bases with a heavy weapon upgrade resolve an additional Attack 
  with those weapons against the Target Model.
  Infantry who do not have movement upgrades may enter Buildings, 
  Bunkers or other Static models as if they were a Transport, unless 
  otherwise noted. This should be discussed before the game begins 
  to ensure fairness. If moving through Static Models, they treat 
  the Static Model as Rough Terrain, although Infantry movement 
  upgrades may cause the Static Model to be considered impassible 
  or Very Rough. Infantry may make Ranged Attacks out of any Static 
  Model they enter, including Defensive Assets and Bunkers. In this 
  case, the Static Model does not block the Infantry’s Attacks and 
  Line of Sight. Determine Concealment and Range for Attacks to the 
  edge of the Static Model that the Infantry are within. If Infantry take 
  Hull Down Special Action while inside a Static Model, they count 
  as being Hull Down and having Partial Cover from all directions.
  TRANSPORTS
  Transports are Models with the Transport Trait. Each Model will 
  list what its Transport capacity is and what types of Models it 
  may Transport on the table. To embark or disembark Models, the 
  Transport must be Stationary.
  Embarkation simply requires a Model to move into contact with 
  the Transport and spend an Action. Remove the Embarking Model 
  and note that it is carried. Disembarking allows Models inside the 
  Transport to be placed in contact with the Model. Models must 
  then spend an Action to move, meaning single Action Models 
  disembarking may take an Action or Move, but not both. 
  Models carried inside a Transport do not suffer Damage unless the 
  Transport is reduced to Dead or Destroyed. In this case, roll 1D6 for 
  Model carried inside the Transport, adding +1 if the Transport was 
  Destroyed.. On a 1-3, the Model takes no Damage but receives a 
  Stun Counter, on a 4-5, the Model takes one box of Damage, on 
  a 6, the Model takes two boxes of Damage and on a 7, the Model 
  is Destroyed. Models that survive the destruction of their Transport 
  are placed at Stationary Speed and in contact with the Transport 
  Model before it is removed or becomes terrain.
  
  21
  COMMUNICATION EVENTS
  COMMUNICATION EVENTS
  Communication Events (Comm Events) occur when a Model 
  attempts to communicate with another Model. Anything noted as 
  being a Comm Event will be affected by these rules. The two most 
  common Comm Events are the transferring of Command Points 
  and Forward Observation. 
  By default, the rules assume basic Electronic Warfare is practiced 
  by all sides and results in a stalemate. The options below represent 
  Models taking time to fine-tune or otherwise adapt their electronic 
  equipment in order to disrupt specific enemy command and 
  control elements. Any Model with the ECM or ECCM Trait may use 
  any unspent Actions on the relevant Special Action, and Models 
  may save Actions during their Activation for these Special Actions.
  ECM
  A Model with the ECM Trait may attempt to block a Comm Event 
  by spending an Action.
  The Blocking Model must have Lock to the Defending Model that 
  generated the Comm Event. This turns the Comm Event into an 
  opposed roll. Both sides roll EW Skill + Comm rating, and the 
  Model with ECM adds in the ECM Rating. If The Blocking Model 
  succeeds (MoS 1+), the Comm event does not take place. Any 
  Actions used on the Comm Event will still be spent.
  Only one ECM attempt may be made per Comm Event, but two or 
  more Blocking Models with ECM may work in concert by spending 
  Actions at the same time. Only the first Model needs Lock to the 
  Enemy, all others need Lock to the Model attempting ECM. The 
  Model attempting ECM gains +1d6 to its skill for each additional 
  participating Model.
  A Model with ECM may also attempt to block an Active Lock attempt 
  against itself or a friendly Model it has Lock to. The Blocking Model 
  must spend an Action and rolls its EW Skill + Comm Rating + ECM 
  Trait Rating. If this is equal to or higher than the Active Lock result, 
  the Active Lock attempt fails.
  ECCM
  A Model with the ECCM Trait may attempt to aid a friendly Model 
  in overcoming ECM. If a Model with ECCM has Lock to a friendly 
  Model affected by ECM, it may spend an Action to attempt to aid. 
  Roll EW Skill + Comm Rating + ECCM Trait Rating. The result of 
  this roll may be used in place of the friendly Model’s result. Only 
  one ECCM attempt may be made per ECM attempt.
  Models with ECCM always add their ECCM rating to their EW skill 
  rolls if they are the target of an ECM Special Action.
  AUTOMATIC COMMUNICATIONS
  Automatic Communications represents the ability of a Model to 
  communicate directly with hand signals, laser communications or 
  other means. 
  When a Model generates a Comm Event, any Model within the 
  first Model’s Auto Comm rating in inches that has Lock to the first 
  Model benefits from the Comm Event, even if ECM defeated the 
  Comm Event. 
  Note that Auto Comm radiuses cannot be ‘chained’ to let a Model 
  outside of the originator’s Auto Comm radius benefit if ECM blocks 
  the Comm Event.
  1. Attempting to issue CP to 
  Friendly Model (Not Pictured)
  2. Attempts to use ECM to 
  Block Target.
  3. Provides ECCM Support to 
  Friendly Model.
  
  22
  COMMUNICATION EVENTS
  COMMAND POINTS
  Command Points (CPs) are an abstract method of representing 
  tactical awareness, pre-battle planning and the Army Commander’s 
  [AC} capabilities on the table. Command Points can be issued 
  at any time by both forces. The effects of the Command Points 
  are resolved as they were declared. In the event of both players 
  declaring the useage of a Command Point at the same time, both 
  players should roll their Army Commander’s LD to determine which 
  Command Point effect has gone into play first.
  Command Points are “spent” by your Army Commander on any 
  Model within your army. It does not take an Action to spend a 
  CP on a Model, nor does the Army Commander need Lock to the 
  Model, but the Army Commander is limited to a maximum number 
  of attempts equal to his Leadership Skill Rating per round. Combat 
  Group Leaders who are not the Army Commander may also 
  “spend” Command Points in this manner, but may only attempt to 
  spend a number up to half their Leadership Skill rounded down per 
  Round and only amongst their own Squad.
  Each Model (including Army Commanders) may receive only one 
  CP attempt per Round. Each attempt counts as a Comm Event. 
  If the Comm Event is blocked, the CP remains unspent and the 
  Model it was intended to affect does not gain any benefit. Army 
  Commanders and any Combat Group Leader with Leadership 2 
  or higher may give themselves Command Points without being 
  blocked by ECM.
  Spending a Command Point allows one of the following effects:
   
   Re-roll any Skill tests. The second roll stands, even if it is 
  lower or worse than the first.
   
   Activate a Model out of sequence, as long as the Model is 
  not Used. This can interrupt any Movement currently taking 
  place, but may not interrupt Actions currently being resolved 
  or any effect granted by a Command Point.
   
   Grant a Model an additional Action to be used immediately, 
  even if it has spent all of its Actions and is Used. This Action 
  may interrupt another Activation, but may not interrupt 
  Actions currently being resolved or any effect granted by a 
  CP. This may be used to fire a weapon which has already 
  been fired this round.
   
   Allow a Model to take a “Parting Shot” if reduced to Dead or 
  Destroyed. The Model does not gain any movement, but may 
  Attack with one weapon or set of weapons with the Linked 
  Weapon Trait using the modifiers that were affecting it prior 
  to the attack that reduced it to Dead or Destroyed. This may 
  be a weapon that has already fired once this round.
   
   Re-roll any non-Skill die or dice roll such as scatter direction 
  or distance, round play order, etc. This counts as an 
  expenditure by your Army Commander, but does not count 
  as a transfer to a Model and may not be Blocked.
  If the Army Commander is Dead or Destroyed, the Army loses one 
  Command Point and the Model with the next highest Leadership 
  Skill becomes the Army Commander. If there is a tie, you may 
  choose which Model gains this ability.
  Each Force has a number of Command Points equal to their Army 
  Commander’s Leadership Score plus 1 for every 500TV or portion 
  thereof of your Army. The side with the least number of Combat 
  Groups gains a bonus number of CP equal to the difference in 
  Combat Group numbers.
  YES
  Proceed to the next step
  YES
  Proceed to the next step
  NO
  Proceed to the next step
  YES
  Add +1D6 for each contributing 
  Model and proceed to the next step.
  NO
  The Communication Event is successful
  NO
  The Communication Event is successful
  YES
  Roll EW Skill + Comm Rating + ECCM rating
  NO
  Proceed to the next step
  NO
  Roll EW Skill + Comm rating
  NO
  Defending Model rolls 
  EW + Comm rating.
  YES
  Proceed to the next step
  YES
  Friendly model rolls its EW Skill + Comm 
  Rating + ECCM rating. This roll is in 
  addition to the defending model. Use the 
  higher result.
  Enemy Model attempting to ECM?
  Are there any other Blocking models that have a 
  Lock to the Model, have ECM, and a free ACTION?
  Does the enemy model have Lock to the target it is attempting to block?
  Attacking Model rolls Roll EW Skill + Comm rating + ECM rating
  Are there any friendly Models with a 
  lock on Defending model with ECCM?
  COMMUNICATION EVENT
  Model attempts a Comm Event
  • Forward Observation
  • Issuing a Command Point
  • Airstrike
  • Artillery
  • Coordinated attack
  Does the Defender have ECCM?
  Compare results. The highest result wins. 
  In the event of a tie defender wins.
  Does the friendly model have a free ACTION?
  
  23
  COMMUNICATION EVENTS
  SCENARIOS
  STEP 1: BUILDING AN ARMY
  THREAT VALUE
  PRIORITY LEVEL
  COMBAT GROUP TYPES
  UPGRADES AND OPTIONS
  While playing a quick “Straight up Brawl” is always good fun, it does limit your choices and tactics on the table. The following Scenario Generator 
  will allow you to play a variety of missions while keeping the various priority levels of armies balanced. Feel free to disregard this for custom-
  made scenarios. It can sometimes be fun to play unbalanced games. After all, they happen in real life and quite often end up being the most 
  well-remembered battles. 
  When building an army, you will have to determine both the total Threat Value and Priority Level of your 
  force. These two factors will influence both your army selection and the scenarios you play.
  Unless restricted by tournament scenarios or by mutual agreement, you are free to choose any army 
  you wish. Each army will play differently and require different tactics to win. The North and South have 
  multiple armies that play similarly but with a variation or two that changes the specifics of their play 
  style. Experiment with army compositions and tactics to find one that you like.
  Note that for home-made scenarios, Priority Levels and Threat Value may be ignored to represent 
  unique situations or unbalanced conditions.
  When building an army for a game or tournament, there will be a preset or agreed-upon Threat Value 
  cap. Each player may choose Models and Combat Groups as dictated by their chosen Priority Level (see 
  below) with a cost up to the Threat Value cap. Threat Value and Priority Level are not linked in any way. 
  It is possible to have a 500TV PL 4 force or a 5,000 TV PL 1 force.
  In general, the game will last 30 minutes or so per 500 TV. This may, however, vary based on number of 
  Combat Groups, specific table events, table layout, table size, player experience and so on. The number 
  of Objectives you will need to generate will depend upon your total Threat Value. See Step 4, Mission 
  Generation for more information on this.
  Priority Levels are a an indication of how important your force is to high command. The Priority Level (PL) 
  of a force may be freely chosen by a player, although it may be restricted by army choice, tournament 
  rules or by mutual agreement. Generally, the higher the Priority Level, the more access to elite squads, 
  veteran options and Support Assets you will have. However, the advanced forces available at higher PLs 
  come at a price: High Command deems them capable of more complex and important tasks, therefore, 
  you will need to complete more objectives in order to win the game. A force may be the entirety of the 
  Combat Groups sent to battle or part of a larger army, consisting of multiple forces each with their own 
  Priority Level as explained in the relevant army lists.
  Each Combat Group may be rated as Core, Auxiliary, Specialist or Elite, depending on the Army 
  chosen.. Core Groups are the backbone of the Army, Auxiliary Groups provide support for the Core, 
  while Specialist Groups provide specialist duties. Elite Groups are the cream of that particular army’s 
  organization. Veterans are experienced or otherwise well trained and equipped Groups.
  For a Model to be eligible for an upgrade or option, it must meet the criteria noted. If an option lists 
  a specific vehicle, only that vehicle or variants with the vehicle’s name may take that option. Thus a 
  Headhunter or Command Jäger could take Hunter or Jäger options, but a Hippeis could not take an 
  option noted for a Hoplite. Note that Warriors and Warrior IVs are separate names as are the (Spitting) 
  Cobra and King Cobra. Veteran upgrades become available if the Combat Group is made Veteran. You 
  may choose any Group in your force to become Veteran, but the number of Veteran Groups you may 
  take is dictated by your Priority Level. Unless otherwise stated in the Army rules, the Army Command 
  Group can be any of the Groups you buy.
  
  24
  COMMUNICATION EVENTS
  PRIORITY LEVELS
  PRIORITY LEVEL 1
  PRIORITY LEVEL 2
  PRIORITY LEVEL 3
  PRIORITY LEVEL 4
  This is the lowest priority level you may choose and represents a force deployed to a back-
  water area, on a perceived “useless” patrol or otherwise deemed a low priority by command.
  Core
  Minimum of one Core Combat Group, maximum is unlimited
  Auxiliary
  Up to two Auxiliary Combat Groups may be taken
  Specialist
  Up to one Specialist Combat Group may be taken, but you must first have 
  two  or more Core Combat Groups
  Elite
  No Elite Combat Group may be taken at this Priority level
  Veterans
  Any one Combat Group may be made Veterans
  From garrisoning an area to patrols in a contested area, to taking a moderately important 
  objective, this Priority Level represents a standard deployment in the field.
  Core
  Minimum of two Core Combat Groups, maximum is unlimited
  Auxiliary
  Up to three Auxiliary Combat Groups may be taken
  Specialist
  Up to two Specialist Combat Groups may be taken
  Elite
  One Elite Combat Group may be taken at this Priority level, but you must 
  first have three or more Core Combat Groups
  Veterans
  Up to two Combat Groups may be made Veteran
  As the importance of missions increases, so do the options made available by command. 
  This Priority Level is your standard Hollywood movie-level military force with specialized 
  squads and fairly important objectives.
  Core
  One Core Combat Group may be taken for each Auxiliary bought
  Auxiliary
  An unlimited number of Auxiliary Combat Groups may be taken
  Specialist
  One Specialist Combat Group must be taken, and there is a maximum of 
  three Specialist Combat Groups
  Elite
  Up to two Elite Combat Groups may be taken
  Veterans
  Up to three Combat Groups may be made Veteran
  At this Priority Level, the objectives are simply too important to ignore or require the 
  utmost skill to complete. Quite often, Special Ops commando raids and other “deniable 
  actions” take place with forces such as these, as do top-priority missions that general 
  troops normally cannot perform.
  Core
  One Core Combat Group may be taken for each Specialist bought
  Auxiliary
  Unlimited Auxiliary Combat Groups may be taken
  Specialist
  Up to four Specialist Combat Groups may be taken
  Elite
  One Elite Combat Group Must be taken, and there is a maximum of three 
  Elite Combat Groups
  Veterans
  Up to four Combat Groups may be made Veteran
  The above represent “hard” values. In any given force, there are only so many of any type of 
  squad. Just as high command would not waste a stealth commando squad on a routine patrol, 
  they will not send average grunts after an important objective unless absolutely necessary.
  
  25
  COMMUNICATION EVENTS
  STEP 2: SETTING UP THE TABLE
  TABLE EFFECTS
  UNUSUAL EVENTS
  You may wish to roll for table effects before setting up terrain, or adjust placement of some pieces after rolling to make the game 
  more fun. One player should be nominated to roll for table effects.
  To determine how many table effects will be occurring in the game, roll 1 die: on a 1-3, no effects take place, it is an average day. 
  On a 4, roll once for table effects below. On a 5, roll twice, re-rolling doubled non-stacking effects. On a 6, roll once for unusual 
  effects and roll again for table effects, counting a 6 as none.
  1-2: NIGHT
  1-2: VARIABLE TIME LIMIT
  3: DAWN OR DUSK
  3: EM “STORM”
  4: FOG OR SMOKE
  4: WHITE SAND BATTLE
  5-6: DUST STORM, RAIN OR SNOW
  5: EXTREME TEMPERATURES
  6: FRIENDLY FIRE
  The Battle takes place at Night. The Stealth Perk always applies and is 
  increased by 1 point. Concealment granted by terrain is doubled, with 
  a minimum of 1 when in the Open.
  Time is not a luxury you have on this mission. You don’t know when 
  hostile reinforcements will arrive, if that volcano will blow or simply if 
  command will recall you. In any case, rather than the normal game 
  length, roll 1 die at the end of round 4 and each round thereafter. On a 
  4 or higher, the next round will be the last round of the game.
  The battle takes place during the Dawn or Dusk. The game is treated 
  as occurring at Night, however, rather than doubling Concealment as 
  noted above, simply add 1 to Concealment or Stealth at all times (even 
  when in the open). If combined with Night, roll one die. On an 1-3, the 
  first two rounds are Dusk and the remaining rounds are Night. On an 
  4-6, rounds 1-2 are Dawn and any subsequent rounds are normal 
  daylight. If this is rolled twice, there is fog or other such interference, 
  both this and Fog or Smoke apply.
  A solar flare or the planetary magnetic field is affecting communications. 
  All Comm events are contested by the “storm” which rolls 1 die for its 
  effect. Enemy Models may still use ECM as normal, in which case take 
  the “Storm’s” result or the enemy Model’s, whichever is higher.
  A heavy fog, mist or smoke is drifting across the Battlefield 
  providing 1 point of Concealment for every 6 full inches 
  between Models. Any Model firing a weapon with the MB trait 
  is counted as having 1 point less Concealment until the end 
  of the Round.
  The battle takes place in the White Desert or nearby. The sand there 
  is extremely corrosive. Choose 1d6 terrain pieces other than Static 
  models. These areas have a fair amount of the corrosive sand and are 
  considered dangerous terrain. You may include open or clear terrain 
  areas for this, in which case mark off a diameter of 6” for the “terrain.”
  A dust storm, heavy rain shower, or moderate snow is falling. The 
  effects are as Fog or Smoke, but if combined, double Concealment 
  losses and weapons with MB will add one to their MB rating.  If rolled 
  twice, the dust storm has become a sandstorm, the rain a torrent or 
  the snowfall a blizzard. Combine these effects with Fog or Smoke, but 
  additionally, no Model will ever count as being “Fully in the Open” for 
  Cover purposes and all Indirect Attacks (IF, Artillery, thrown, etc) and 
  Airstrikes suffer a -1 modifier.
  The planet of Terra Nova is known for extreme temperature variation, 
  which can interfere with battlefield performance. Roll 1 die for every 
  Model at the start of the game. On a 1, that Model begins the game 
  with a Stun Counter, representing the effects of prolonged heat or cold 
  on men and machines.  
  Someone got the coordinates wrong and heavy shelling is coming your 
  way, threatening friend and foes alike. In the artillery phase of Step 
  3 roll 1d6 before any other artillery is used. On a 1 to 3, things are 
  clear, on a 4 or higher, 1 SP worth of Artillery is on its way. The player 
  with the lowest VP total at this time in the game may choose the 
  target point(s), which otherwise use the normal Artillery rules. Since 
  the Strike is not called in, there is no Leadership Roll to lower Scatter.
  
  26
  COMMUNICATION EVENTS
  STEP 3: DEPLOYMENT ZONES
  Each player will have a Deployment zone and a Home Edge. The table edge your force is deployed from matters not just for setup, but also for 
  game effects. The term Table Edge can actually refer to multiple edges or parts of edges of a table setup. To determine which deployment setup 
  you will be using, roll a single die and reference below. If you are using a square table, designate one set of parallel edges as Wide Edge. Home 
  Edge will refer to any table edge that falls within the player’s Deployment Zone.
  TABLE EDGE AND DEPLOYMENT ZONES
  PLAYER 2
  PLAYER 1
  PLAYER 1
  PLAYER 2
  PLAYER 2
  PLAYER 1
  1-2: Narrow Edge
  Players may deploy up to 1/3 of the way onto the table, measured from the narrow edge on opposite 
  sides of the table.
  3-4: Wide edge
  Players may deploy up to 1/3 of the way onto the table, measured from the wide edge on opposite 
  sides of the table.
  5: Diagonal
  The table is divided into ninths (Divide as wide and Narrow, above). One player may deploy in the 
  two leftmost ninths on one narrow edge. The other deployment zone is created the same way on the 
  exact opposite corner.
  6: Surrounded.
  Roll again for table setup, re-rolling any further sixes. The table is set up as per that deployment, 
  but one player takes both deployment zones (black zones) and the other player is deployed in the 
  center (grey zone). In Surrounded, you may not place a Combat Group within 12” of an enemy unless 
  infiltrating.
  Players count the edges of the table that touch their deployment zone as their “home edge.” If you 
  are Surrounded, your Home Edge is any edge not occupied by your opponent’s deployment zones.
  Players count the edges of the table that touch their deployment zone as their “home edge.” If you 
  are Surrounded, your Home Edge is any edge not occupied by your opponent’s deployment zones.
  1-2: Narrow Edge
  3-4: Wide edge
  5: Diagonal
  
  27
  COMMUNICATION EVENTS
  STEP 4: MISSION GENERATION
  STANDARD OBJECTIVES
  When generating the mission, the Priority Level and the Threat Value of the forces will come into play. Each player must roll to determine their 
  mission type. Roll one die and compare it to the table below to determine your mission type.
  Die Roll
  Priority Level 1
  Priority Level 2
  Priority Level 3
  Priority Level 4
  1
  Standard
  Standard
  Standard
  Standard
  2
  Standard
  Standard
  Defense
  Defense
  3
  Standard
  Defense
  Defense
  Offense
  4
  Defense
  Defense
  Offense
  Offense
  5
  Defense
  Offense
  Offense
  Offense
  6
  Offense
  Offense
  Offense
  Offense
  TYPES OF MISSIONS AND OBJECTIVES
  OBJECTIVES AND VICTORY POINTS
   
   Standard Missions are everyday routine missions such as patrols, returning from deployment and so on. 
   
   Defensive Missions are missions with the primary goal of defending a place or group, or simply staying alive.
   
   Offensive Missions are missions with the primary goal of engaging the enemy, seizing ground or destroying a target.
  Objectives are listed by the Type of Mission they are generally part of. You must select 2 Objective Points (OP) plus 2 extra points per 750 TV 
  or part thereof of your force. You must choose exactly this many OP worth of mission Objectives, you may not choose more or less. Completing 
  Objectives will earn you Victory Points (VPs), which will determine the winner of the battle. See Victory Conditions on Page 32 for information on 
  using VPs to determine the victor.
  At least half of your OP must be selected from the Objectives list corresponding with your Mission, the others may be freely chosen. Some 
  objectives may be taken only once, others may be taken multiple times, but if this is done, the target of the objectives may not overlap. For 
  example, you cannot have two separate Wipe Them Out objectives for the same enemy Combat Group. Write down your chosen objectives and 
  their associated targets and reveal them to your opponent after both of you have finished choosing. Each Objective lists the possible Victory Points 
  it can grant if you succeed. For the purposes of all Objectives, any Model that leaves the battfields or does not reach it before the end of the battle 
  counts as Destroyed. Some objectives require you to randomize squads or terrain pieces to determine the target of the objective. In this case, use 
  a die, chits from a hat, or any other mutually agreeable method.
  ESCAPE! (3 OP):
  RECON (2 OP):
  SCOUT (1 OP):
  On your way back to base, you are ambushed! You must get back to base as quickly as possible, but to get there, you must go through the enemy. 
  One randomly determined Combat Group from your force must attempt to exit your opponent’s table Edge. Do not include Infantry Groups without 
  transport options when determining the Group chosen, but do count Combat groups held in Reserve. You gain 2 VP if ½ or more of the Combat 
  Group manages to leave the Table, and an additional 1 VP if no member of the Combat Group has been killed, Destoyed or Critically Damaged. 
  On larger tables, choose a point 25" or more down one edge. Any Model that moves off that edge farther down than that point counts as having 
  Escaped. Models Escaping do not count as Destroyed.
  An enemy Model is of interest to Command, but just which one is unclear. Randomly choose a Combat Group with 3 or more Models not held 
  in Reserve. If no Combat Group with 3 or more Models is available, randomize between all Combat Groups. If at the end of the Battle, you have 
  gained Active Lock on all members of the designated Combat Group, you gain 2 VPs. If you have gained Active Lock on at least half the designated 
  Combat Group, you gain 1 VP.  Active Lock must be achieved on any Model within the objectives combat group before it can be attack. If a player  
  somehow destroys his own Models, the opponent is considered to have achieved an Active Lock prior to its destruction.
  A Randomly chosen Terrain piece or Static Model in your opponent’s deployment area needs to be scouted. If a Model from your force is able 
  to successfully Forward Observe the Target two rounds in succession from within its Detect Rating in inches, you gain 1 VP. The Target may be 
  Observed by any Model in your force, but Models may not combine efforts.
  
  28
  COMMUNICATION EVENTS
  OFFENSIVE OBJECTIVES
  DEFENSIVE OBJECTIVES
  ASSASSINATION (1 OP):
  BLOCKADE (3 OP):
  PROTECT (1 OP): 
  SURVIVE (2 OP):
  HOLD (2 OP): 
  One randomly chosen enemy Squad leader or special Character (including Army Commander) has been targeted for assassination, either due to 
  a grudge or army command deeming them a high priority target. You gain 1 VP if the Model is destroyed or outright killed. The Target may share 
  a Combat Group with a Wipe Them Out Objective, below.
  BREAKTHROUGH (2 OP): 
  You must break through enemy lines to gain ground by seizing your opponent’s deployment zone. If at the end of the game, you have Models in 
  Enemy Deployment zone, gain 1 VP. Additionally, if there are no enemy models within the deployment zone, you gain 1 VP. On larger tables, this 
  may prove difficult. In which case, choose a 9” by 9” zone 20” or more outside of your Deployment Zone to counts as the objective zone.
  SEIZE (2 OP):
  A Randomly chosen Terrain piece or Static Model outside of your deployment area is deemed of strategic value and must be taken at all costs. 
  If you have more Models within 6” of the Target at the end of the game than your opponent, you gain 1 VP. If you discount your own Models that 
  are Heavily Damaged or worse, and still outnumber your opponent, you gain an additional 1 VP. Static Models that can be destroyed are not valid 
  choices for this objective.
  WIPE THEM OUT (2 OP):
  One randomly chosen enemy Combat Group consisting of 3 or more Models must be destroyed, regardless of the consequences. If no Combat Group 
  with 3 or more Models is available, randomize between all Combat Groups. You gain 1 VP if ½ or more of the Combat Group is Destroyed or Critically 
  Damaged, and an additional 1 VP if the whole Combat Group is Killed or Destroyed. The Target of this Objective may not be one held in Reserve.
  You must stop your opponents from entering your deployment zone. If at the end of the game, there are no enemy models within your deployment 
  zone (Models Critically Damaged or worse do not count), you gain 2 VP. If there are no enemy Models in your deployment zone at all, gain an 
  additional 1 VP. Remember that Models that are Dead or Destroyed do not count as models anymore.
  One randomly chosen Squad leader or special character from your force is considered important to high command. You gain 1 VP if the Model is 
  not destroyed at the end of the game.
  One randomly chosen Combat Group from your force is particularly valuable to high command. You gain 1 VP if ½ or more of the Combat Group 
  is not Critically Damaged or Destroyed, and an additional 1 VP if all members of the Combat Group are neither. The Combat Group may not be 
  held in Reserve.
  You must keep and hold a randomly chosen Static Model or terrain piece outside of your opponent’s Deployment Zone.  If you have more Models 
  within 6” of the Target at the end of the game than your opponent, you gain 1 VP. If there are no enemy Models within 6” of the Target, you gain 
  an additional 1 VP. Static Models that can be destroyed are not valid choices for this objective.
  
  29
  COMMUNICATION EVENTS
  STEP 5: CHOOSE SUPPORT OPTIONS
  You gain a number of Support Points (SP) equal to your Priority Level plus 1 additional point for every full 500 TV 
  of your force. Support points may be spent on any Support Options, although some may be restricted by PL or your 
  army, for example a PL 3 force at 1000 TV would have 5 SP.
  When spending Support Points, both players allocate half (rounding up) or more of their SP and spend them secretly, 
  writing down their choices on paper. Both players then reveal their choices to their opponent and then spend the 
  rest of their SP in the same manner. The choices made during the second allocation do not need to be shown, only 
  written down. Note that all players receive Command Points, but may purchase more, with Support Points. Support 
  Points must be spent before deployment starts, or they are lost.
  AIRSTRIKES
  CALLING AIRSTRIKES
  USING AIRSTRIKES
  AIRSTRIKES & ATTACKS
  Airstrikes, if available, may be called in by Combat Group Leaders and Army Commanders, and will arrive in the 
  Airstrike Phase of the same Round.
  If you have uncalled Airstrikes during your turn, your Army Commander or a Combat group Leader may attempt to 
  call in an Airstrike. The Model must spend an Action and performs a Comm Event. If the Comm Event is Blocked, the 
  Airstrike is not called and remains available for later attempts. Multiple attempts to call in air strikes are possible if 
  an attempt fails. If the Event is successful, one Airstrike of the player’s choice is ready for use in the Support Phase 
  of this Round. The Model must then make a Leadership Skill test against a Threshold of 5. If the Leadership roll is 
  successful (MoS of 1 or higher), the Airstrike may enter from any non-enemy table edge of the player's choice during 
  the Support Phase, otherwise it may only enter from the player's home edge.
  At the beginning of the Airstrike Phase, both players alternate placing counters or models representing their 
  Airstrikes. Once this is done, players alternate moving their Airstrikes. Each Airstrike will move multiple times during 
  the phase, but only has a fixed, limited number of Turns based on its type. Once the Airstrike has expended all these 
  Turns, it may not change its facing again and must continue to move in a straight line until it leaves the board.
  When moving an Airstrike, you must move at least the minimum number of inches and at most the maximum 
  number of inches. Airstrikes may make Attacks at any point during their movement, but may only use a Turn at the 
  end of a move. A Turn allows an Airstrike to change its facing by up to sixty degrees left or right. Once all Airstrikes 
  have moved once, repeat the process from the beginning until all Airstrikes have moved off the table or been 
  destroyed. Airstrikes that have successfully left the Table are no longer available for any use. Airstrikes have a Skill 
  of 2 in Attack and Defense, and 1 in Electronic Warfare.
  All Airstrike weaponry is assumed to be Fixed Forward Arc unless stated otherwise. Airstrikes attacking Ground 
  Models only count Cover and Concealment within 4" of the Ground Model. Ground Models attacking Airstrikes 
  likewise only count cover and concealment within 4" of themselves. Airstrikes may attack other airstrikes without 
  needing the AA trait. Models on the ground may only attack Airstrikes with weapons with the AA trait, and do so 
  using the normal Reaction Fire rules. Table effects that affect all Models on the table also affect Airstrikes. When 
  measuring to and from Airstrikes, use only the Base or hex-counter, not the model. Models defending from Airstrikes 
  suffer the Attack from Above penalty.
  CNCS Redjacket
  PAK Transatmospheric 
  Attack Fighter [T.A.A.F.]
  AST Quetzal
  PRDF Black Wind
  
  30
  COMMUNICATION EVENTS
  AIRSTRIKES & DAMAGE
  ANTI-AIR ASSETS
  Airstrikes take Damage like other models, but due to their simplified nature do not suffer the same penalties. Rather, they take a 
  -1 modifier to all skill rolls for each box of damage they have taken, excluding Sturdy Boxes (if any). If an Airstrike is destroyed 
  outright, simply remove it from the table. If it is killed due to cumulative damage, it will crash. Move it directly forward its 
  Maximum Movement, then apply deviation as if it were an IF attack that had missed. Direction 1 is directly forward of the 
  Airstrike and it will deviate 1d6 plus its Minimum Move in inches. A crash is treated as a Blast (3) attack with a DM equal to the 
  Armor of the Airstrike and an unmodified Attack Skill of 2. Airstrikes may never benefit from CPs unless granted by the calling 
  Model.
  Airstrikes Forward Observe like any other Model, and any Model on Stand-By may fire as normal if a friendly Airstrike Observes 
  a Target. Note that the Actions listed are for the Airstrike's entire time on the table. Weapons with Limited Ammo may only fire 
  the weapon in question a number of times equal to the number of ammo circles listed beside the weapon. This is an exception 
  to the single attack per weapon per turn restriction in the Ranged Attacks section on Page 25.
  Fighter
  Fighter-bomber
  Bomber
  Min/Max Move
  6/18
  8/16
  10/15
  Turns
  2
  1
  0
  Defense
  +1
  0
  -1
  Armor
  11
  17
  21
  Damage
  LH
  LH
  LHC
  Detect
  3
  3
  3
  Sensors
  +1
  0
  0
  Auto Comm
  5
  3
  4
  Comm
  0
  +1
  +1
  Actions
  2
  2
  3
  Weapons
  2xLAC (Linked)
  LAC, AGM OO
  AGM OO, ATM OO
  Perks and Flaws
  AMS, TD1
  TD1, AMS
  TD2, AMS
  Cost
  3 SP
  4 SP
  6 SP
  Bombers may only be taken in Forces of PL 3 or higher. 
  Anti-Air assets come in two forms. The first one is the AA drone, which grants each model in the Combat Group the AA ability on 
  their longest ranged machine gun, pack gun, autocannon, rifle, LRG or laser weapon as long as it is not docked. The drone costs 
  1 SP and only one AA drone may be bought per Combat Group. It must be assigned to a single Model (which may not already be 
  equipped with a drone) and follows it as per the Hunter-Killer Drone rules.
  The second one is the AA turret, with the same profile as a HAC turret (see Defensive Assets, below), but armed with a pair of 
  linked LAACs instead of HACs. The AA Turret costs 2 SP.
  COMMAND POINTS
  INFILTRATORS
  Support Points may be used to buy additional CPs, at a cost of one CP per SP.
  A Combat group may be upgraded to Infiltrators at the cost of 2 SP per Combat Group. You may only have a maximum number of 
  Infiltrating Combat Groups equal to your Priority Level. Infiltrators are not deployed with the rest of your forces, but are instead 
  deployed after all non-infiltrating units have been placed on the table. If both sides have Infiltrators, normal order applies at 
  that point. Infiltrators may be placed anywhere outside of your opponent’s Deployment zone as long as no enemy model may 
  gain Lock to them without using Active Lock. Obviously, Models with Stealth make good Infiltrators and terrain placement will 
  factor in greatly.
  
  31
  COMMUNICATION EVENTS
  ARTILLERY
  DEFENSIVE ASSETS
  CALLING IN ARTILLERY
  Artillery, if available, may be called in by any Model, and will arrive in the Artillery Phase 
  of the same Round.
  Defensive Assets represent emplacements or similar that have been erected or co-opted 
  by a force. Defensive Assets are considered Structures and may be damaged as normal 
  for Static Models. Defensive assets are deployed as individual Combat Groups within your 
  Deployment Zone during setup, unless you buy Infiltration for them. Each asset counts as 
  a single Combat Group for Deployment and infiltration, but must allocate its action prior to 
  the start of each turn to either Reaction Fire or Stand-by for Coordinates. Defensive Assets 
  may receive CPs as normal. Bunkers and Turrets always count as rolling a 3 for Defense.
  Name
  HAC Turret
  HRP Turret
  Observation 
  Bunker
  Heavy 
  Bunker
  Blind
  Armor
  25
  25
  25
  45
  n/a (terrain)
  Damage
  SLHC
  SLHC
  SSLHC
  SSLHC
  n/a (terrain)
  Size
  5
  5
  8
  (2”x2”x1”)◆
  8 
  (2”x2”x1”)◆
  ❖
  Actions
  1
  1
  0
  0
  0
  Detect/Sensors:
  3/0
  3/0
  n/a
  n/a
  n/a
  Weapons
  2xHAC (T), 
  Linked, 
  Reloads
  2x HRP/48 
  (T)RoF3
  Linked, 
  Reloads
  n/a
  n/a
  n/a
  Perks/Flaws
  n/a
  n/a
  Rf(5),
  Stealth (2)
  Rf (10)
  n/a
  Cost
  2 SP
  3SP
  1 SP
  2 SP
  2 SP
  ◆ A bunker may hold two squads or Infantry as if it were a Transport. Infantry may fire out 
  of the bunker using the height of the bunker when determining Cover. Bunkers count their 
  Stealth, if any, at all times.
  ❖ Blinds are open on one side,allowing one model of size 14 max to enter. Any model 
  inside the blind that goes Hull Down will get a Hull Down value of 4, but tank with turreted 
  guns will only be able to fire them in a FF arc. The Blind will only protect the Front Arc of 
  the Model.
  Calling Artillery is a special form of Forward Observation. It may be on a table location 
  rather than a Model, but if this is done the FO only applies to artillery. If the FO is successful, 
  the FOing model may spend an Action (normally the free one granted by the FO) to roll 
  Leadership versus a Threshold of 4. If there is a MoS, it will subtract from the scatter 
  distance (min 0 Scatter) and if there is a MoF, it will subtract from the Artillery Attack Roll.
  The Attack is resolved as a standard IF attack with an unmodified Attack Skill of 2, but 
  against a Threshold of 5 rather than 4 and in the Artillery Phase of Step 3. If both players 
  have Artillery strikes in the Phase, alternate attacks. If the Artillery Strike scatters, roll for 
  scatter exactly as described in the Indirect Fire section (page 14). Treat direction 1 as being 
  directly away from the Target in a straight line from the center of the attacking player’s 
  home edge.
  Type
  DM
  Traits
  Cost
  Light
  x12
  Blast (2)
  1 SP for 2 Strikes
  Medium
  x18
  Blast (3)
  1 SP
  Heavy
  x22
  Blast (4)
  2 SP
  By spending one additional SP, you may grant all Artillery strikes in a single choice the 
  Guided Trait.
  
  32
  COMMUNICATION EVENTS
  RESERVES (FIELD MANUAL CHANGES)
  Reserves allow you to hold one Combat Group off table per SP spent, however no more than half of the Combat Groups in your Army may be 
  held in Reserve. Combat Groups held in reserve may be brought onto the table in the Reserve Phase of Step 3 of the Combat Round. Place a 
  marker next to each Combat Group you wish to bring in. When attempting to bring in a Combat Group held in Reserve, roll the Army Commander’s 
  Leadership (LD) skill against a Threshold of 4. If successful, that Combat Group may move onto the table. Combat Groups held in Reserve may 
  not enter on Round 1.
  Combat Groups may only enter from a Players Home Edge(s), must move at Combat or Top Speed, and are considered to have spent their Actions 
  for the Current Round. Measure Movement from the edge of the board.
  Combat Groups consisting entirely of Airdroppable Models can be deployed in a different manner. Choose a target point on the table and place the 
  Models within 8” of this point. The target point may not be placed within your opponent’s Deployment Zone or within 6” of an enemy Model. Make 
  an unmodified Defense skill roll against a Threshold of 4 for each Model. 
  If the Model does not gain MoS 1+, it scatters like an IF shot, counting direction 1 as being away from the front of the Model. If any Model lands in 
  terrain elements, it must also make a Difficult Terrain test. If the feature was Very Dense or Solid, this test is upgraded to a Dangerous Terrain test. 
  If a Model lands on another Model, treat it as a head-on, unintentional impact. Airdropped Models are considered to be moving at Combat Speed 
  when they land, but otherwise are treated exactly like other Reserve Groups.
  GUARANTEED RESERVE AND AIRDROP DEPLOYMENT 
  (New Support Point Option): Players may spend two Support Points per Combat Group placed into reserve and have those Combat Groups 
  arrive in a turn of their choosing which is written on a sheet prior to the game’s start. The information on the sheet does not get disclosed to the 
  opponent till the Miscellaneous Phase of the Round in which the Combat Group will arrive, or if the player wants to attempt to bring the Combat 
  Group in earlier than what is written on the sheet. The Combat Groups will arrive at the designated Miscellaneous Phase using normal reserve 
  deployment arrival rules. If the player wants to call in the reinforcements earlier than scheduled, normal reserve rules for calling in the Combat Group 
  apply; however, the Combat Group will still arrive on the designated Round if the rolls to call the Combat Group do not succeed.
  STEP 7: BATTLE! 
  STEP 6: DEPLOYMENT
  STEP 8: VICTORY CONDITIONS
  At this point, gameplay occurs as per the rules.
  Games last four rounds, plus one round for every full 1000TV of game limit. Some games may have other restrictions based on Table Events 
  generated in Step 2. For example, a game where players were capped at 2000TV would last six rounds, unless Variable Time Limit is in effect.
  To determine the winner at the end of the battle, calculate how many VPs each force has acquired. The force with the highest proportion of 
  accomplished objectives is the winner of the engagement. In the event of a tie, the player with the lower Priority Level (PL) wins.
  Both players roll their Army Commander’s Leadership Skill, re-rolling ties. The highest roll may choose their deployment zone or pass the chance to 
  their opponent. The player who chose the deployment zone places one Combat Group in their deployment zone. The opposing player then places 
  one of their Combat Groups and this alternates until all Combat Groups are placed, at which point the game may begin. Players may choose to have 
  their Combat Groups start the game at any speed, but this must be indicated and marked as they are being placed. If it is not stated, the Combat 
  Group is assumed to be at Combat Speed. Each Defensive Asset counts as a separate Combat Group for placement purposes.
  
  33
  ERRATA, OPTIONS & RESOURCES
  ERRATA
  These pages contain errata compilations to the Locked & Loaded 
  1.1 Core Rulebook, Return To Cat’s Eye, and Terra Nova Gambit. 
  Where these rules are in place in the Field Manual, the changes 
  have already been noted in their respective areas. The pages listed 
  are for the Locked & Loaded Core Rulebook, Return To Cat’s Eye, 
  and Terra Nova Gambit.
  LOCKED & LOADED CORE RULEBOOK
  Page 71
  WFPA Exchanges: WFPA Exchanges (Addendum): While the 
  downgrade swaps are mandatory in non-veteran Combat Groups, the 
  downgrade swaps are optional for veteran swaps. Veteran upgrade 
  options are available to swapped Models if they qualify for them.
  Downgraded Models for the WFPA do not qualify for any swaps that 
  the original Model had access to it, if specifically named (Bear/Grizzly; 
  and on Field Armor Mad Dog/Jaguar). They do qualify for any weapon 
  swaps that say “Any Gear equipped with xx weapon may swap it for 
  xx weapon for xx TV. For example, the Autocannon to LGL swap in the 
  vet Dragoon squads. 
  Page 74
  Strike Squad: Any Grizzly may link their MRP or IRP for +5TV.
  Page 76
  Dragoon Squad (Veteran Option): Any Cheetah may upgrade 
  their EW skill to 2 for +10TV.
  Page 85
  Cavalry Squad: Any Badger may link their MPRs or LACs for 
  +5TV is a regular option not a Veteran option.
  Page 108
  High Technology: High Technology: The Hetairoi HPLC swap 
  should be (T, no Reloads, AA).
  Page 135
  PRDF Growing pains (Skirmishers): PRDF Growing pains 
  (Skirmishers): Any Skirmisher may be swapped for a Cheetah for 
  +20 TV, a Ferret for -10TV or an Iguana for +15 TV per Model. One 
  Ferret per Combat Group may be upgraded to a Wild Ferret for -5 
  TV per model. This is increased to two Ferrets per Combat Group 
  in a  veteran  Combat Group. Any Ferrets in a veteran Combat 
  Group may be upgraded to Ferret MK IIs for +5 TV per Model. Any 
  Model with a DPG may upgrade it to a LAC (F, reloads) for +5 TV 
  per Model. No further weapon swaps or upgrades may be taken.
  Page 152
  Booby Traps: Infantry units may take the HG (Limited Ammo 3) 
  option for +5TV per squad. Note that Infantry can only place or 
  detonate their HG. While infantry have arms, they do not qualify 
  for the Arms Trait.
  Page 154
  Under Troopers Add: Dartjager 35TV (S)
  Under Troopers Add: Asp 15TV (S)
  Under Support: Bears may link their MRPs for +5TV
  Page 155
  Under Elite: If the Jaguar swaps their LRP for 2xMRPs, they may 
  link the MRPs for +5TV.
  Page 118, 142 
  Southern Tank Cadre & Peace River Light TankStrider 
  Squad: Accompanying Gear Att & DEF upgrades only cost 10TV 
  each. EW costs 5TV each.
  RETURN TO CAT’S EYE ERRATA
  Page 16
  FLAIL upgrade can be taken when the squad has two or more 
  LHT-71s instead of three. All other restrictions and changes on 
  page 16 still apply.
  Page 39
  1: Caprician Infantry platoon contains the climbing equipment 
  option twice (second and last options).
  2: The Hamath APC mounted Infantry may not take ATVs or ORVs. 
  TERRA NOVA GAMBIT ERRATA
  Page 19
  Airdroppable for N-KIDU [T] & [R] is a Veteran option on Recce 
  Troupes.
  Page 21 
  Airdroppable for N-KIDU [T] & [R] is a non-veteran option on 
  Augmented Armored Infantry Troupes. 
  Add under non-veteran options: Any golem may upgrade their EW 
  skill to 2 for +5TV.
  Page 23
  RR&P Satellite Uplink should cost +10TV.
  Page 33
  Stand and Deliver should read 1” instead of x inches.
  Datacards
  Armiger FS-101: physical Attack should be x6
  HC-3A: remove Vulnerable to Haywire.
  
  34
  ERRATA, OPTIONS & RESOURCES
  Cataphract Juggernaut Upgrade
  With access to advanced Black Talon technology, Paxton made 
  improvements on the control system inside of their new premier 
  Gear unit, the Cataphract.
  Cataphracts and Cataphract Lords may add an additional action for 
  +20tv. If this option is taken, all skill upgrades except Leadership 
  found in the combat group listing are doubled in TV cost.  
  King of the Field Upgrade
  In an attempt to improve the King Cobra’s capabilities on the field 
  the Allied Southern Territories and the Southern Republic have 
  incorporated advanced controls in their premier unit. SRA and 
  MILICIA armies may upgrade any King Cobra’s actions to 2 for +25TV. 
  ESE with SRA ties may also upgrade the King Cobra’s actions for the 
  listed TV. If this option is taken, all skill upgrades except Leadership 
  found in the combat group listing are doubled in TV cost.
  Kodiak Conqueror Upgrade
  With an eye on expanding sales of their Kodiak machines to the 
  UMFA and  Northern Guard,  Northco introduced an advanced 
  cockpit module upgrade with added automation to  Kodiaks coming 
  off the production line. UMFA and Northern Guard armies may 
  upgrade any Kodiak’s actions to 2 and add a sturdy box for +30tv. 
  WFPA and Norlight armies may upgrade a single Kodiak for every 
  1000tv in their army. If this option is taken, all skill upgrades except 
  Leadership found in the combat group listing are doubled in TV cost.
  BLITZ! OPTIONS
  The following options are new featured upgrades for a variety of 
  combat groups in Locked & Loaded. These options are official 
  upgrade additions to combat lists found in the Rulebook and are 
  used in Fieldmanual play as well.
  Post TN1940 Upgrades
  Redundant Systems: The Humanist Alliance Protectorate Forces 
  have benefited from their alliance with PAK and NuCoal. The closer 
  relationship between the forces opened up new micronization 
  technology to incorporate critical redundant systems. Hetairois 
  hover tanks may add a sturdy box for +15TV.
  PRDF Wartime Economy
  Remove ECM (1) from any Warrior or Chieftain for -5TV.
  Crusader V Upgrade
  In an effort to quickly upgrade the venerable Crusader IV to be more 
  effective against invading  CEF forces, the PRDF asked Paxton 
  engineers to fix the vulnerability to  earth’s advanced weaponry. 
  Paxton engineers found the vulnerability to haywire was traced to the 
  weapon link system of the rocket pods.  To address the problem, the 
  units weapon link system was removed and a medium field mortar 
  replaced the light field mortar to compensate the loss of fire power.
  In a veteran squad, up to two  Crusader IVs may be upgraded 
  to  Crusader  Vs for 5  TV.  This upgrade removes vulnerable to 
  Haywire and the  MRP weapon links.  Replace both  MRP/18s for a 
  single  MRP/36 (F,  RoF4,  no  reloads). The LFM is also exchanged 
  for a  MFM (F,  no  reloads).  
  Brahmin Naga Refit
  Add +1 to all defense modifiers of the Naga for +10TV.
  NEW UNIT OPTIONS
  New models are available for Heavy Gear Blitz through our Heavy 
  Gear Arena line. These models are compatible for both games and 
  the rules below represent these models in Blitz. 
  Boa (Post TN1940)
  PAK: Swap any Tiger for a Boa for +5TV. In a Veteran Squad, the 
  Boa may swap its HAC for a HGLC (F, RoF1, Reloads) for +5TV. Also 
  as a Veteran option, the Boa may swap its LGM and MRP/36 for a 
  MFM (F, no Reloads) for +20TV. 
  HAPF: Swap any Spitting Cobra for a Boa for -15TV. The Boa may 
  swap its HAC for a MBZK (F, no Reloads) for +10TV. In a Veteran 
  Squad, the Boa may swap its HAC for a HGLC (F, RoF1, Reloads) 
  for +5TV. Also as a Veteran option, the Boa may swap its LGM and 
  MRP/36 for a MFM (F, no Reloads) for +20TV. 
  MILICIA/Peacekeepers: Swap any Spitting Cobra for a Boa 
  for -15tv. the Boa may swap its HAC for a MBZK (F, no Reloads) 
  for +10TV. As a veteran option, the Boa may swap its LGM and 
  MRP/36 for a MFM (F, no Reloads) for +5TV.
  Leagueless: Boas are a Support Option (S) at 65TV.
  Gladiator (Post TN1940)
  PRDF/POC per Combat Group: Swap up to two Pit Bulls for a 
  Gladiator for +35TV each. In Veteran Squads, up to two Warriors 
  may be swapped for a Gladiator at +20TV. The Gladiator may swap 
  its MAC for a RFB (F, No Reloads) for +5TV. One Gladiator may 
  swap their MAC for a MBZK (F, No Reloads) for +10TV.
  Leagueless: Gladiators are Elite (P) options at 65TV.
  Wildcat
  WFPA per Combat Group: Swap any Hunter for a Wildcat for 
  -10TV each. Wildcats may take any options available to a Hunter in 
  the Combat Group at the listed TV cost. 
  Northern Guard (Post 1940) per Combat Group: Swap up to 
  two Hunters for a Wildcat for -10TV each. Wildcats may take any 
  options available to a Hunter in the Combat Group at the listed 
  TV cost. 
  NAF (Post 1940) per Combat Group: Swap up to four Hunters 
  for a Wildcat for -10TV each. Wildcats may take any options 
  available to a Hunter in the Combat Group at the listed TV cost. 
  PAK per Combat Group: Swap any Hunter or Jager for -10TV 
  each. Wildcats may take any options available to a Hunter or Jager 
  in the Combat Group at the listed TV costs. 
  Leagueless: Wildcats are a Trooper Option (N) at 30TV.
  Copperhead 
  MILICIA/Peacekeeper per Combat Group: Swap any Jager for 
  a Copperhead for -5TV each. Copperheads may take any options 
  available to a Jager in the Combat Group at the listed TV costs.
  Southern City Militia Forces per Combat Group: Swap any 
  Jager for a Copperhead for -5TV each. Copperheads may take 
  any options available to a Jager in the Combat Group at the listed 
  TV cost. 
  Leagueless: Copperheads are a Trooper Option (S) at 35TV.  
  
  35
  ERRATA, OPTIONS & RESOURCES
  FIELD MANUAL TV ADJUSTMENTS
  When playing with the Field Manual version of the game, certain 
  Models and Combat Groups have had their Threat Values adjusted 
  to accommodate the new variation of rules. The adjustments are 
  listed below and are referenced by the page number and book that 
  the Combat Group is found. 
  Northern Dragoon Squad (Locked & Loaded Page 76)
  In Veteran Options decrease the any Grizzly swap to a Jaguar cost 
  to -25TV each.
  Northern Infantry Platoon (Locked & Loaded Page 82)
  Increase Badger Cost to 35TV and Cavalry Badger to 65TV each.
  Northern Cavalry Squad (Locked & Loaded Page 85)
  Increase the cost of the Combat Group to 70TV.
  Increase the cost of additional Badgers to 35TV each.
  Humanist Alliance High Technology (Locked & Loaded Page 108)
  The swap from Hun to Hetarois is now -15TV. 
  Southern MP Cadre (Locked & Loaded Page 114)
  The swap from Iguana MPs to Black Adders or Desert Vipers is 
  now +15TV each. 
  Southern Infantry Platoon (Locked & Loaded Page 120)
  Increase the Caiman APC Cost to 30TV each.
  Southern Cavalry Cadre (Locked & Loaded Page 119)
  Increase the cost of the Combat Group to 60TV.
  Increase the cost of additional Caimans to +30TV each. 
  PRDF & POC Special Rules - Growing Pains (Locked & 
  Loaded Page 135)
  Increased TV cost for: Any Crusader IV may be swapped for a 
  Grizzly at  +10 TV per Model or a Spitting Cobra for +5 TV per 
  Model.
  Peace River Strike Squad (Locked & Loaded Page 139)
  In Veteran Options Two additional Warrior IVs may be upgraded to 
  Crusader IVs for +0 TV each.
  In Veteran Options One additional Crusader IV (max of two) may be 
  upgraded to a Cataphract for +25 TV.
  Peace River Cavalry Squad (Locked & Loaded Page 144)
  Increase the Cost of the Combat Group to 110TV.
  Increase the Cost of each additional Hoplite to 40TV each.
  Peace River Infantry Section (Locked & Loaded Pages 145-147)
  Increase the cost of the Hoplite APC to +45TV each.
  Mobile Gun Crew: Increase the Cost of the Combat Group to 40TV.
  Leagueless (Locked & Loaded Pages 154-155)
  Support: Increase the cost of the Caiman to 30TV.
  Heavy: Increase the Cost of the Badger to 35TV.
  PAKFieldGuide:Command,Verterns and Special Models
  (Locked & Loaded Page 163)
  Increase the Cost of the Command HPC-64 to 85TV.
  PAK Light Hover Tank Squad (Locked & Loaded Page 166)
  Increase the Cost of the Combat Group to 170TV.
  Increase the Cost of additional LHT-67s to +85TV each.
  PAK Hover Tank Squad (Locked & Loaded Page 167)
  Increase the Cost of the Combat Group to 460TV.
  Increase the Cost of additional HT-68s to +230TV each.
  PAK Infantry Platoon (Locked & Loaded Page 168)
  Increase the Cost of the Pacifier HPC-64 to +55TV.
  PAK Cavarly Squad (Locked & Loaded Page 170)
  Increase the Cost of the Combat Group to 110TV.
  Increase the Cost of additional Pacifier HPC-64 to +55TV each.
  CEF Light Hover Tank Squad (Return to Cats Eye Page 16)
  Increase the Cost of the Combat Group to 230TV.
  Increase the Cost of additional LHT-71s to +115TV each.
  CEF Hover Tank Squad (Return to Cats Eye Page 17)
  Increase the Cost of the Combat Group to 630TV.
  Increase the Cost of additional HT-72s to +315TV each.
  CEF Infantry Platoon (Return to Cats Eye Page 20)
  Increase the cost of the Pacifier HPC-64 to 65TV.
  CEF FLAILs Infantry (Return to Cats Eye Page 22)
  Increase the cost of the Pacifier HPG-64 to 105TV.
  CEF Interdiction Frame Squad (Return to Cats Eye Page 18)
  Increase the Cost of the Combat Group to 225TV.
  Increase the Cost of additional F6-16s to +40TV each.
  Increase the Cost of the GREL Squad mounted in Pacifier HPC-64 
  to +105TV.
  CEF Heavy Frame Squad (Return to Cats Eye Page 19)
  Increase the Cost of the Combat Group to 255TV.
  Increase the Cost of additional F6-16s to +40TV each.
  Increase the Cost of the GREL Squad mounted in Pacifier HPC-64 
  to +105TV.
  CEF Kommando Squad (Shattered Peace Page 9)
  Increase the Cost of the Combat Group to 255TV.
  Increase the Cost of additional SF6-16s to +35TV each.
  CEF/PAK/Utopia Rapid Reconnaissance & Patrol Squadron 
  (Terra Nova Gambit Page 23)
  Increase the Cost of the Combat Group to 130TV.
  Increase the Cost of the N-KIDU [C] to +35TV each.
  Caprice Infantry Platoon (Return to Cats Eye Page 39)
  Increase the Cost of the Hamath APC to +40TV each.
  Black Talon Infantry Section (Return to Cats Eye Page 56)
  Increase the Cost of the Dark Hoplite to +60TV. 
  Utopian Armiger Automated Control Commando Troupe 
  (Terra Nova Gambit Page 18)
  Increase the Cost of the Combat Group to 270TV.
  Increase the Cost of additional N-KIDU [C] to +35TV each.
  Utopian Armiger Automated Control Recce Troupe (Terra 
  Nova Gambit Page 19)
  Increase the Cost of the Combat Group to 260TV.
  Increase the Cost to swap to N-KIDU [C] to +5TV each.
  Utopian Armiger Automated Control Support Troupe (Terra 
  Nova Gambit Page 20)
  Increase the Cost to swap to N-KIDU [C] to +5TV each.
  Utopian Augmented Armored Infantry Troupe (Terra Nova 
  Gambit Page 21)
  Increase the Cost to swap to N-KIDU [C] to +5TV each.
  Utopian SIN Cluster (Terra Nova Gambit Page 22)
  Increase the Cost to swap to N-KIDU [C] to +5TV each.
  
  36
  MODEL PERKS & FLAWS
  MODEL PERKS & FLAWS
  The following Perks and Flaws represent the unique features that 
  some Models may possess.
  Perks marked as AUX are affected by damage results as detailed 
  in Damage on page 18.
  Advanced Neural Net [ANN]: the Model may add 1d6 to one 
  Skill test per round due to its advanced thinking computer.
  Airdroppable: This Model may be dropped from an Aircraft. If 
  every Model in a Combat Group has this Trait, the Combat Group 
  is allowed additional entry vectors when held in reserve. See 
  Support Options on pages 44 to 47 of Locked & Loaded for more 
  information.
  Amphibious: The Model is capable of entering Water terrain 
  without flooding. The Model may travel at any speed while in Water 
  terrain, but may not enter or exit Water at Top Speed. Treat Shallow 
  and Deep Water as Open.
  (AUX) Anti-Missile System [AMS]: The Model in question 
  has a system dedicated to defending itself against self-propelled 
  projectiles. Whenever this Model is Attacked with a weapon noted 
  as being a Missile, Rocket or Mortar, the Model may add two dice 
  to its Defense Roll.
  (AUX) Anti-Personnel Charges [AP Charges]: The Model has 
  an automated Infantry defense system. If a Model with the Infantry 
  Perk comes within 3” of a Model with AP Charges, either due to 
  movement of the Infantry or the Model with AP charges, the Model 
  may choose to use its AP Charges to attack the Infantry. The AP 
  Charges fire without using an Action, and have an Attack with a 
  Skill of 2, a DM of x4 and the AI trait, modified as usual for the 
  Model’s Speed.
  The Charges have an AE of 1, measuring outward from the edge 
  of the Target Model or its base. Additional movement within range 
  of the system does not trigger additional attacks, only entering or 
  being brought within the range of the system. Note that this does 
  not count as an Attack for Crossfire or Coordinated Attacks.
  Arms: The Model in question has Arms and may use them to 
  make a Thrown Weapon Attack, climb or any Action noted as using 
  Arms. Note that some older Datacards may not always list Arms on 
  Models. If the Model has arms with hands, the Model is considered 
  to have this Perk.
  Arms allow Models to ascend Cliffs. They must use their slowest 
  Combat Speed and each elevation level climbed up costs 2MP and 
  down costs 3 MP. This may be combined with Climbing Equipment. 
  If a Model cannot traverse an entire Cliff with the remainder of its 
  movement, mark its place and treat it as if it were at Combat Speed, 
  but it suffers an additional -1 Penalty to Attacks and Defense.
  (AUX) Autopilot: The Model has an automated piloting system. 
  At the beginning of the Model’s Activation, it may use the Autopilot 
  to gain an additional Action until its next activation. However, all 
  Defense and Difficult Terrain tests are done at a Skill 1 and may 
  never be increased. Additionaly, it may not voluntarily gain a Stun 
  Counter for Rapid Deceleration or Quick Turns (page 08). 
  Backup Comms: The Model’s Communications systems are very 
  tough and as such, it ignores up to one point of penalties caused 
  by Damage on any rolls involving the Comm Rating.
  Backup Sensors: The Model’s Sensor systems are rugged. As 
  such, it suffers no penalty at Heavy damage and a -1 penalty at 
  Critical damage when performing Active Lock tests.
  Climbing Equipment: This allows Models to ascend or descend 
  Cliffs. They must use their slowest Combat Speed and each elevation 
  level climbed up or down costs of 2MP. If the Model has Both Arms 
  and Climbing Equipment, this cost is reduced to 1 MP. If a Model 
  cannot ascend  or descend an entire Cliff in a single movement, 
  mark its place and treat it as if it were at Combat Speed, but it suffers 
  an additional -1 Modifier to Attacks and Defense.
  (AUX) Counter-Battery Sensors [CBS]: The Model has 
  specialized sensors used to detect long-range attacks. 
  If any Ranged Attack hits a spot or target anywhere within the Model’s 
  Auto Comm rating in Inches, it immediately gains an Active Lock to 
  the Attacking Model, but does not receive the free action from the 
  Active Detection. Only Indirect Fire Attacks or Ranged Attacks from 
  Sub-Optimal or Extreme Range generate an Active Lock. The Model 
  may immediately take a single Action using this Active Lock if it has 
  an Action to spend. Attacks made with CBS treat the Target Model as 
  having a 0 modifier for Cover regardless of the actual Cover.
  Defective Active Sensors: The Model has sensors that are 
  defective or hard to manage. Subtract the rating of this Trait 
  from the EW Skill when making Active Lock Tests. If a Model has 
  Defective Active Sensors 1 and an EW of 1, it will be rolling 2D6 
  and take the lowest for Active Lock tests. If this lowers the Skill 
  below 0, no roll may be attempted.
  Defective Fire Control: The Model has targeting systems that are 
  defective or hard to manage. Subtract the rating of this Trait from 
  the Attack Skill rating when making Ranged Attacks. A Model with 
  Defective Fire Control (1) and an Attack Skill of 2 would use 1D6 
  for Ranged Attack rolls.
  Drone (x): The Model has access to a Drone of the type listed. 
  Most of the time, this will be an army list upgrade. Drones do 
  not count as Models in their own right, but are attached to their 
  owner. As such, they may not be attacked, but if their owner is 
  destroyed or killed, the Drone is also removed. Drones in base 
  Contact with their owning model may be “docked” at the cost of 
  one Action and carried with the Model until they are Undocked. 
  Docked Drones cannot use any of their abilities. “Undocking” does 
  not cost an action and allows the Drone to act normally. Unless 
  noted otherwise, Drones may not forward observe for their owner.
  Drones are assumed to be at ground level 
  The Drone type will affect the specific movement and bonuses 
  granted:
  Demo Drone (Field Manual Change)
  Must be placed anywhere within 6 inch radius of the owner 
  after movement is completed, but must be Docked if the Owner 
  wishes to move at Top Speed. If the Owner moves at Top speed 
  without Docking the Drone, the Drone will immediatly self-
  detonate its SDG, regardless of location or friendly Models. 
  Demo Drones may be directed to Self-detonate their SDG at the 
  cost of one Action. Demo Drones count as having a Skill of 2 for 
  Self Detonation. Note that this does not benefit from Crossfire or 
  Coordinated Attack. Demo drones are destroyed and removed 
  from the table after detonation of their SDG. Demo Drones may 
  also opt to place their SDG rather than self detonate. Once the 
  Demo Drone places the SDG, the Drone is removed from the 
  board.
  
  37
  MODEL PERKS & FLAWS
  road with ease. Models with this Trait treat Rough terrain as Clear/
  Open, and Very Rough Terrain as Rough terrain. This does not allow 
  traversing of Impassable terrain and the Model suffers normally 
  from Dangerous Terrain Tests (see pg. 9). This Trait does not help 
  against Dense or Very Dense terrain.
  Improved Rear Defense [IRD]: The Model is very well protected 
  from the Rear and does not suffer the -1 Defense penalty to 
  attacks from the Rear Arc.
  Infantry [Inf]: The Infantry perk allows a combined Model to use 
  the Infantry rules on Page 20.
  (AUX) Jump Jets (X) [JJ(x)]: A Model with Jump Jets can use 
  this perk once per Activation to move forward, to clear obstacles, 
  climb elevation levels or increase its speed in with a short burst. 
  The total forward and upward movement may be up to the rating 
  listed in inches. 
  Using Jump Jets pushes the Model’s current speed band up by 
  one level (Stationary becomes Combat. Combat becomes Top. 
  Top remains the same). The new speed band does affect Attack 
  and Defense Modifiers. Note that if the speed band is pushed to 
  Top Speed, the Model must spend an action before engaging the 
  Jump Jets to maintain control. Jump jets mouvement count as 
  movement for all purposes. 
  Large Doors: The Transport has Large doors allowing Transported 
  Models easier movement in and out of the Model. Models 
  embarking do not need to spend an Action to do so and Models 
  disembarking may Move without spending an action.
  Large Sensor Profile (X )[LSP(x)]: The Model has a large 
  sensor signature. As such, lower the Concealment for Active Lock 
  attempts against this Model by the Rating of the Perk. If no value 
  is listed, it is considered 1.
  Low Profile: The Model gains an additional point of Concealment 
  when Hiding or increases the Hull Down defense value by 1.
  Poor Off-Road Ability: The Model was not designed to go Off 
  Road. The Model treats Clear and Open terrain as Rough terrain, 
  Rough terrain is considered Very Rough terrain and Very Rough 
  terrain is considered Impassable terrain.
  Ram Plate (arc) [RP(arc)]: If this Model is the Target Model of a 
  Ram Attack or Unintentional Impact that occurs from the specified 
  Arc, the attack is weakened. Ignore the Armor Crushing Trait for 
  the Attack, and halve (1/2) the final damage of the Attack. If the 
  Model with this trait initiates a Ram Attack, the damage recieved 
  from the attack is halved.
  Reinforced Arc X [Rx X]: The Model has one arc that is 
  Reinforced. Add the value of this Perk to the Armor of the vehicle 
  against attacks made from that Arc.
  Rugged Movement: The Model’s movement systems are 
  reinforced. The Model suffers no penalty to Defense rolls at Heavy 
  damage, and a -1 penalty at Critical damage. 
  (AUX) Satellite Uplink [Sat. Uplink]: The Model has a real-time 
  feed of the battlefield or a communication uplink to HQ. The Model 
  may spend an Action to add a CP to your CP pool. This Action 
  counts as a Comm Event and the CP may not raise your CP total 
  higher than the initial starting CP pool value.
  Hunter-Killer Drone
  Must be placed anywhere within the double the Auto Comm 
  radius of the owner after movement is completed. The HK drone 
  counts as having AP Charges (see above), but with a range of 
  5”. Measure from the drone when determining which Models 
  are affected. Use the Owner’s speed modifier.
  Recon Drone
  Must be placed anywhere within the Auto Comm radius of 
  the owner after movement is completed. The owner may use 
  the Drone’s location when attempting Forward Observation or 
  determining Concealment to another Model for Combat lock or 
  Active Lock purposes. In such a case, use Detect 2, Sensors  0 
  and Target Designator (2) instead of the ratings of the owning 
  model. The Drone is considered to be Size 2 and to have the 
  same Modifiers to concealment from movement as the owning 
  Model for purposes of Detecting the Drone for EW purposes 
  only. It is possible to block any Comm Events generated by the 
  Recon Drone.
  EW Homing [EWH]: The model is adept at determining the 
  locations of electronic emissions. As such, it may spend an 
  Action to initiate an opposed Comms test with a Model that has 
  just completed a roll involving the Comm rating. If the Model with 
  EW Homing wins this test, the Target Model now counts as being 
  Forward Observed and Designated.
  (AUX) Electronic Countermeasures (X) [ECM (X)]: The Model 
  is equipped with an ECM suite that can be used to jam enemy 
  Communications. See Communication Events on Page 21 for more 
  info.
  (AUX) Electronic Counter-Countermeasures (X) [ECCM (X)]: 
  The Model is equipped with an ECCM suite that it can use to aid 
  friendly Communications. See Communication Events on Page 21 
  for more info.
  Exposed Aux: The Model’s electronics are very vulnerable 
  to damage. The Model loses any Trait marked as AUX at Heavy 
  Damage instead of Critical Damage. AUX Traits will have (AUX) 
  before their name in the ‘Model Traits’ sections on pages 36 to 
  38. Note that Auto Comms/Comms and Detect/Sensors are not 
  AUX systems.
  Exposed FireCon: The Model’s targeting systems are very 
  vulnerable to damage.  The Model suffers a -1 penalty to Attack Skill 
  rolls at Light and Heavy damage, and a -2 penalty at Critical damage.
  Exposed Movement: The Model’s movement systems are open 
  to attack. Once the Model suffers Light damage, it may no longer 
  choose Top Speed during its Activation.  If the Model is at Top 
  Speed when it suffers Light damage, it immediately drops to 
  Combat Speed.  
  Fire Resistant: The Model is built to avoid damage from incendiary 
  effects. Lower all Damage dealt by weapons with the Sustained 
  Burn [SB] trait on this model by 1 box. Models with this Perk are 
  immune to the continued effects of Sustained Burn weapons.
  Haywire Resistant: The model is shielded from Haywire effects 
  Instead of the normal effects of Haywire, it takes no damage on a 
  1-4 and a Stun counter on a 5-6.
  Improved Off-Road [Imp OR]: The Model is built to move off-
  
  38
  MODEL PERKS & FLAWS
  (AUX) Searchlight (Arc) (X) [SL (Arc) (X)]: The Model is 
  Equipped with a Searchlight. During Night Missions (see Table 
  Effects on p 36 of Locked & Loaded for more information), the 
  Model may ignore Concealment caused by Night effects against 
  one Target Model within the Arc and Range of the Searchlight 
  when attempting to gain Lock. If this is done, all other Models also 
  ignore Concealment from Night effects against the Target Model 
  and the Model using the Searchlight. This lasts until the end of 
  the Round.
  Sensor Boom: The Model may choose any point up to one inch 
  away from it’s base (or body, if there is no base) when determining 
  Lock, Cover or Concealment to a Target Model. Models with 
  multiple actions may choose different points for each instance of 
  determining Lock, Cover, or Concealment on a Target Model. 
  If the Model is completely behind Solid Concealment, it may only 
  make Indirect Fire Attacks while using the Sensor Boom Trait.
  Sensor Dependent: The Model does not gain Combat Lock to 
  Target Models that are within their Size in inches from this Model 
  normally.  It may still gain Combat Lock if the Concealment to the 
  Target Model is less than the Model’s Detect Rating.  The Model 
  may choose to ‘pop the hatch’ and gain the Weak Facing (Front) 
  Trait to ignore this restriction for the remainder of the Round. 
  Shielded Weapons: The Model suffers no penalty to Attack 
  rolls at Heavy damage, and suffers a -1 to Attack rolls at Critical 
  damage.
  (AUX) Smoke Launchers (X) [Smoke (X)]: A Model with this 
  Trait may create thick clouds of smoke on the battlefield. The 
  Model spends an Action and chooses any point within 6” of its 
  base (or body, if it has no base).  Smoke emanates from this point, 
  generating Medium Concealment in a vertical cylinder with a 2 inch 
  radius and 2 inch height.  This cylinder provides non-Solid Cover 
  for any Models behind (but not in) it. The Smoke lasts until the end 
  of the Miscellaneous Phase, when it harmlessly dissipates.  The 
  rating of the Trait indicates how many times the Model may use it 
  during the course of a game. Any Models in the smoke effects are 
  always considered to be in at least some Cover.
  (AUX) Stealth (X): The Model is designed to avoid detection and 
  be very effective when obscured.  The Stealth rating may be used 
  instead of the Model’s current Concealment value.  The Model may 
  not use Stealth if it has No Cover; but any other type of Cover 
  provides a modifier to the Stealth rating as defined in the table 
  below.  In addition the current Speed Band of the Model provides 
  an additional modifier to its Stealth rating. No other modifiers apply 
  to Stealth, especially not the concealment modifiers (see page 11) 
  Cover
  Stealth Modifier
  In the Open (no cover at all)
  No Stealth
  Some Cover (less than half)
  -1
  Partial Cover (more than half)
  0
  Full Cover (all but limb or weapon)
  +1 if Stealth allowed
  Speed Band
  Stealth Modifier
  Stationary
  +1
  Combat Speed
  0
  Top Speed
  -1
  If the Night Table Effect (see page 25) is in play, the Model may 
  use its Stealth rating even if it has No Cover.  In this case, apply the 
  ‘Some Cover’ modifier to the Model’s Stealth rating only.  
  Models may possess both the Large Sensor Profile [LSP] Trait and 
  the Stealth Trait.
  A Model with Stealth using the Hiding Special Action may add an 
  additional point to their Stealth, while in Hiding.
  (AUX) Target Designator (X) [TD (X) or TDx]: When this Model 
  uses an Action for Forward Observation of a target, the Target 
  Model is considered to be Designated for weapons with the Guided 
  [G] Trait. If the Target Model’s Concealment value is greater than 
  the rating of the TD Trait, the Target Model is not Designated, but 
  is still Forward Observed.
  Traceable Emissions: This Model always counts as Forward 
  Observed and Designated for any weapon with the Guided [G] Trait.
  Transport (X): The model is a Transport. It may transport the listed 
  number and types of Models and follows the rules for Transporting 
  Models on page 20.
  Vulnerable to Haywire: Rather than the usual effects of Haywire, 
  the Model will take a Stun Counter on a 1-2 and one box of 
  damage on 3-6.
  Weak Facing: The Model is vulnerable to attacks that come from 
  a specific Arc.  Any Attack originating from the Arc specified in 
  this Trait gains the Armor Piercing [AP] Weapon Trait.  if the Attack 
  already possesses the AP Weapon Trait, it adds +3 to the MoS total 
  rather than +2.  
  Any Attacks from more than 1” lower than the Model or Placed 
  Attacks are considered to hit the ‘Underside’ Arc.
  
  39
  WEAPON TRAITS
  WEAPON TRAITS
  While Weapons are listed with the Traits that always apply, some 
  Models may require or grant extra Traits to weapons. These will be 
  listed on the Traits column of the datacard (see page 05).
  Anti-Aircraft [AA]: The weapon may be used in Ranged Attacks 
  against Airstrikes. (see page 29)
  Anti-Infantry [AI]: These weapons are designed specifically to 
  engage small, man-sized targets.  When making an Attack against 
  a Model with the Infantry [Inf] Trait, add +2 to Attack rolls. 
  Area Effect (x) [AEx]: Weapons with this Trait affect a large 
  area with their attacks.  Any Model within the rating of this Trait 
  in inches from either the Landing Point (of an Indirect or Thrown 
  Attack) or the Target Point (of a Placed Attack) must defend against 
  the result of the Attack. The distance is measured from either the 
  center of the Model’s base, or the center of its hull. 
  If a Direct Fire Attack against the Target Model is successful (MoS 
  1+), then any Model within the rating of this Trait in inches from 
  the Target Model must defend against the Attack result for the 
  Target Model.  
  Weapons with the Area Effect Trait may cause concussion. If the 
  Armor of a Model touched by the AE is no more than twice the 
  DM of the weapon, the Model will gain a Stun Counter. Note that 
  weapons that do not have the AE Trait as a listed Trait, but generate 
  area of attack rolls, such as spray fire, do not cause concussive 
  stun effects.
  Armor Crushing [AC]: The weapon may mangle the Target 
  Model’s Armor. If the Attack causes at least one box of damage 
  to the Target Model, reduce the Target Model’s Armor rating by 
  the MoS of the Attack.  Models with the Infantry Trait are immune.
  Armor Piercing [AP]: The weapon is designed to easily penetrate 
  Armor. If the Attack results in a MoF 0 or a MoS 1+, add +2 to the 
  result before determing Damage.  For example, a MoF 0 becomes 
  a MoS 2, and a MoS 1 becomes a MoS 3.  
  Blast (x) [Bx]: Some weapons are designed to have a massive 
  shockwave. In addition to the effects of the AE Trait, all Models 
  within the radius of the Attack that are not in base to base contact 
  with a piece of Terrain suffer additional effects. These Models gain 
  a Stun Counter and resolve a MoS 1 Attack using the weapons 
  DM. Stun may still be possible regardless of terrain if the normal 
  requirements are met.
  Guided [G]: The weapon possesses an above average Guidance 
  system and gains a +1 bonus to any Attack roll against a Target 
  Model that is Designated (see the Target Designator [TD} Trait on 
  page 38).
  Haywire [H]: The weapon has an electrical charge that wreaks 
  havoc upon its targets. If an Attack is successful (MOS 1+), roll 
  1D6 even if the Attack did no boxes of damage. On a 1 or 2, the 
  Target Model suffers no additional effects. On a 3-5 the Target 
  Model receives a Stun Counter. On a 6, the Target Model takes one 
  additional box of damage (in addition to any it may have already 
  received).
  Indirect Fire [IF]: The weapon may be used for both Direct Fire 
  and Indirect Fire Attacks. See pages 14.
  Link (X): Weapons with the Link Trait may be fired simultaneously 
  during the same Attack.  Any Model affected by the Attack must 
  make one Defense roll against the original Attack roll for every 
  linked weapon that fired. For instance, if the Attacking Model has 
  three VLRP/128 weapons, and the Link (VLRP) Trait, the Attacker 
  would roll Attack once, and the Target Model would roll three 
  Defense rolls against the Attacker’s Attack result.
  Melee [M]: The weapon is designed for Melee use and may be 
  used any number of times during a Round as long as the Model 
  has Actions to do so. Some ranged weapons are designed with 
  close quarter combat in mind and have this feature. While in 
  Melee range these weapons may be used multiple times; however, 
  outside of Melee Range, these weapons follow all normal ranged 
  weapon rules.
  Minimum Range [MR]: Weapons with the Minimum Range (MR) 
  Trait cannot fire within 8” and Attacks at Combat Optimal Range 
  suffer a -1 penalty. Sub-optimal Range is treated as having a 0 
  penalty. Extreme Range still suffers from a -2 penalty.
  Minus Damage per Band (X) [MBx]: The Weapons power drops 
  over distance. Each range Band past Combat Optimal subtracts 
  the value listed from the DM of the weapon. Thus an MB2 weapon 
  would subtract 4 from its DM at Extreme Range.
  Reloads [R]: This weapon can remove an Out Of Ammo result if 
  the carrying model spends an action. 
  Sniper [Snp]: Weapons with this Trait are more accurate over 
  long ranges.  This weapon has a +0 penalty at Sub-optimal range 
  and a -1 penalty at Extreme range.
  Stabilizer/Stabilizer Mount: The Model must be Stationary to 
  use a weapon with this Trait.
  Sustained Burn [SB]: The weapon uses heat or fire to inflict 
  damage. Any Model that suffers at least one box of damage 
  from a weapon with this Trait gains a Burning token.  During the 
  Miscellaneous Phase of each Round, roll 1D6; on a 1-4 the Model 
  suffers no additional effects and the Burning token is removed. 
  On a roll of 5-6, the Model takes one box of damage and retains 
  the Burning token.  A Model may spend an Action and remove the 
  Burning token from themselves, or any Model they are in base to 
  base contact with.
  Thrown [T]: The weapon may be used to make Thrown or Placed 
  Attacks (see page 15).
  
  40
  WEAPONS TABLES
  Weapon Name
  Code
  Acc
  Optimal
  Sub-Optimal
  Extreme
  Damage
  RoF
  Notes
  Very Light Machine Gun
  VLMG
  0
  6
  24
  --
  X2
  3
  AI, M
  Light Machine Gun
  LMG
  0
  6
  24
  --
  X3
  4
  AI, M
  Heavy Machine Gun
  HMG
  0
  6
  24
  --
  X4
  3
  AI, M
  Frag Cannon
  FGC
  +1
  6
  24
  --
  X7
   2
  AI, M
  Very Light Rifle
  VLR
  0
  12
  48
  ∞ 
  X6
  0
  Light Rifle
  LRF
  0
  18
  72
  ∞ 
  X8
  0
  Medium Rifle
  MRF
  0
  24
  96
  ∞ 
  X10
  0
  Heavy Rifle
  HRF
  0
  24
  96
  ∞ 
  X12
  0
  Deployable Pack Gun
  DPG
  -1
  12
  48
  ∞ 
  X8
  2
  M
  Light Anti Air Cannon
  LAAC
  0
  12
  48
  ∞ 
  X8
  6
  AA
  Medium Anti Air Cannon
  MAAC
  0
  18
  72
  ∞ 
  X10
  4
  AA
  Heavy Anti Air Cannon
  HAAC
  0
  18
  72
  ∞ 
  X12
  3
  AA
  Very Light Autocannon
  VLAC
  0
  12
  48
  ∞ 
  X6
  2
  Light Autocannon
  LAC
  0
  12
  48
  ∞ 
  X8
  2
  Medium Autocannon
  MAC
  0
  18
  72
  ∞ 
  X10
  1
  Heavy Autocannon
  HAC
  0
  18
  72
  ∞ 
  X12
  1
  Very Heavy Autocannon
  VHAC
  0
  18
  72
  ∞ 
  X15
  1
  Very Light Field Gun
  VLFG
  -1
  30
  120
  ∞ 
  X20
  0
  IF
  Light Field Gun
  LFG
  0
  30
  120
  ∞ 
  X22
  0
  IF, AE1
  Heavy Field Gun
  HFG
  0
  48
  192
  ∞ 
  X28
  0
  IF, AE1
  Very Heavy Field Gun
  VHFG
  0
  60
  240
  ∞ 
  X33
  0
  IF, AE2
  Snub Cannon
  SC
  -1
  6
  24
  ∞ 
  X28
  0
  Light Panzerfaust
  LPZF
  -1
  6
  24
  --
  X10
  0
  M
  Medium Panzerfaust
  MPZF
  -1
  6
  24
  --
  X15
  0
  M
  Heavy Panzerfaust
  HPZF
  -1
  12
  48
  --
  X20
  0
  M
  Rapid Fire Bazooka
  RFB
  0
  6
  24
  ∞ 
  X14
  2
  Light Bazooka
  LBZK
  0
  12
  48
  ∞ 
  X15
  0
  Medium Bazooka
  MBZK
  0
  12
  48
  ∞ 
  X20
  0
  Heavy Bazooka
  HBZK
  0
  12
  48
  ∞ 
  X25
  0
  Weapon Name
  Code
  Acc
  Optimal
  Sub-Optimal
  Extreme
  Damage
  RoF
  Notes
  Very Light Rocket Pod
  VLRP
  -1
  6
  24
  ∞ 
  X8
  3-6
  IF
  Light Rocket Pod
  LRP
  -1
  6
  24
  ∞ 
  X12
  1-4
  IF
  Medium Rocket Pod
  MRP
  -1
  12
  48
  ∞ 
  X18
  1-4
  IF
  Heavy Rocket Pod
  HRP
  -1
  18
  72
  ∞ 
  X20
  3-4
  IF
  Incendiary Rocket Pod
  IRP
  -1
  6
  24
  ∞ 
  X13
  1-3
  IF, SB
  Heavy Incendiary Rocket Pod
  HIRP
  -1
  18
  72
  ∞ 
  X16
  3-4
  IF, SB
  Anti-Aircraft Missile
  AAM
  +1
  48
  192
  ∞ 
  X10
  0
  AA, IF, MR, G
  Air Burst Missile
  ABM
  0
  18
  72
  ∞ 
  X10
  0
  IF, Blast (2)
  Anti-Gear Missile
  AGM
  +1
  18
  72
  ∞ 
  X15
  0
  IF, G
  Anti-Tank Missile
  ATM
  +1
  18
  72
  ∞ 
  X25
  0
  IF, G
  Heavy Anti-Tank Missile
  HATM
  +1
  30
  120
  ∞ 
  X30
  0
  IF, G
  CANNONS AND RECOILESS WEAPONS
  ROCKETS AND MISSILES
  Fragmentation Cannons are basically giant shotguns and as such, their RoF represents the 
  choke setting rather than extra ammunition expenditure. It will only run out of ammo on a Fumble.
  
  41
  WEAPONS TABLES
  Weapon Name
  Code
  Acc
  Optimal
  Sub-Optimal
  Extreme
  Damage
  RoF
  Notes
  Light Flamer
  LFL
  +1
  3
  12
  --
  X5
  0
  IF, SB, M
  Medium Flamer
  MFL
  +1
  4
  16
  --
  X7
  1
  AE1, IF, SB, M
  Heavy Flamer
  HFL
  +1
  6
  24
  --
  X9
  2
  AE2, IF, SB, M
  Anti-Personnel Mortar
  APM
  0
  12
  48
  ∞ 
  X4
  0
  IF, AI, AE4, MR
  Light Guided Mortar
  LGM
  -1
  18
  72
  ∞ 
  X15
  0
  IF, MR, AE1,G
  Heavy Guided Mortar
  HGM
  -1
  30
  120
  ∞ 
  X20
  0
  IF, MR, AE2, G
  Light Field Mortar
  LFM
  -1
  24
  96
  ∞ 
  X15
  0
  IF, MR, AE3,
  Medium Field Mortar
  MFM
  -1
  30
  120
  ∞ 
  X20
  0
  IF, MR, AE3
  Heavy Field Mortar
  HFM
  -1
  36
  144
  ∞ 
  X25
  0
  IF, MR, AE4
  Anti-Personnel Grenade Launcher
  APGL
  -1
  6
  24
  --
  X4
  0
  IF, AI, AE3, M
  Light Grenade Launcher
  LGL
  -1
  6
  24
  ∞ 
  X15
  2
  IF, AE2
  Heavy Grenade Launcher
  HGL
  -1
  12
  48
  ∞ 
  X20
  1
  IF, AE2
  Weapon Name
  Code
  Acc
  Optimal
  Sub-Optimal
  Extreme
  Damage
  RoF
  Notes
  Anti-Gear Rifle
  +1
  18
  72
  ∞ 
  X7
  0
  Assault Rifle
  0
  6
  24
  --
  X2
  1
  AI
  Chain Gun
  0
  6
  24
  --
  X3
  4
  AI
  Grenade Rifle
  0
  6
  24
  --
  X8
  0
  AI, IF, AE2
  Heavy Rifle
  0
  6
  24
  --
  X3
  0
  AI
  Light Machinegun
  0
  12
  48
  --
  X3
  2
  AI
  Light Mortar
  -1
  18
  72
  ∞ 
  X12
  0
  AI, MR, IF, AE3
  Rifle
  0
  6
  24
  --
  X2
  0
  AI
  Rocket Launcher
  0
  6
  24
  --
  X14
  0
  AE1
  Sniper Laser Rifle
  +1
  24
  96
  ∞ 
  X4
  0
  AI
  Sniper Rifle
  +1
  12
  48
  ∞ 
  X4
  0
  AI
  Weapon Name
  Code
  Acc
  Damage
  Notes
  Combat Reinforcement
  CR
  0
  S+1
  M
  Chain Sword
  CS
  0
  S+3
  M
  Heavy Vibrosword
  HVS
  -1
  S+8
  M, AC
  Vibroaxe
  VA
  -1
  S+4
  M, AC
  Vibroblade
  VB
  0
  S+2
  M
  Vibrorapier
  VR
  +1
  S
  M, AP
  Weapon Name
  Code
  Acc
  Damage
  Notes
  Spike Gun
  SKG
  -1
  X12
  M
  Heavy Spike Gun
  HSKG
  -1
  X14
  M, AP
  Hand Grenade
  HG
  -1
  X15
  T, AI, AE2
  Heavy Hand Grenade
  HHG
  -1
  X25
  T, AE2
  Haywire Grenade
  HWG
  -1
  X10
  T, H, AE1
  Self-destruct Grenade
  SDG
  -1
  X30
  T, AE3
  Weapon Name
  Code
  Acc
  Optimal
  Sub-Optimal
  Extreme
  Damage
  RoF
  Notes
  Light Particle Accelerator
  LPA
  +1
  12
  48
  ∞ 
  X10
  0
  MB1, H
  Heavy Particle Accelerator
  HPA
  +1
  18
  72
  ∞ 
  X15
  0
  MB1, H
  Light Railgun
  LRG
  0
  30
  120
  ∞ 
  X14
  2
  Heavy Railgun
  HRG
  0
  60
  240
  ∞ 
  X35
  0
  Sniper Laser Cannon
  SLC
  +1
  30
  120
  ∞ 
  X12
  0
  MB1
  Heavy Gatling Laser Cannon
  HGLC
  +1
  12
  48
  ∞ 
  X16
  1
  MB3
  Light Laser Cannon
  LLC
  +1
  30
  120
  ∞ 
  X16
  0
  MB2
  Heavy Laser Cannon
  HLC
  +1
  30
  120
  ∞ 
  X20
  0
  MB3
  Light Pulse Laser Cannon
  LPLC
  +1
  18
  72
  ∞ 
  X20
  0
  MB3
  Heavy Pulse Laser Cannon
  HPLC
  +1
  18
  72
  ∞ 
  X24
  0
  MB4
  SUPPORT WEAPONS
  INFANTRY WEAPONS
  ADVANCED WEAPONS
  MELEE AND THROWN WEAPONS
  
  42
  WEAPONS TABLES
  [LAC] Light Autocannon
  [MAC] Medium Autocannon
  [HAC] Heavy Autocannon
  [VLAC] Very Light Autocannon
  [RFB] Rapid-Fire Bazooka
  [LBZK] Light Bazooka
  [MBZK] Medium Bazooka
  [HBZK] Heavy Bazooka
  [FGC] Fragmentation Cannon
  [DPG] Deployable Pack Gun
  [PZF] Panzerfausts
  [LRP] Light Rocket Pod
  [VR] Vibro Rapier
  [SC] Snub Cannon
  [HGL] Heavy Grenade Launcher
  [LGM] Light Guided
  [LFM] Field Mortar
  [HRP] Heavy Rocket Pod
  [ST] Staff
  [LPA] Light Particle Accelerator
  [AGM] Guided Anti-Gear Missile
  [CS] Chainsword
  [VA] Vibro Axe
  [SKG] Spike Gun
  [HSKG] Heavy Spike Gun
  [HVS] Heavy Vibro Sword
  Field Armor [SHIELD]
  [VS] Vibro Sword
  [LLC] Light Laser Cannon
  [VB] Vibro Blade
  [ATM] Anti-Tank Missile
  [MFM] Medium Field Mortar
  [HGM] Heavy Guided Mortar
  [MRP] Medium Rocket Pod
  Recon Mission Pack /FSMP 
  Sensor Boom and Mortar
  Frame Weapons
  [LLC] Light Laser Cannon
  [SLC] Sniper Laser Cannon
  [HGLC] Heavy Gatling Laser Cannon
  [AGM] Anti-Gear Missile
  [VHAC] Very Heavy Autocannon
  [VLFG] Very Light Field Gun
  [VLRP] Very Light Rocket Pod
  [FL] Medium/Heavy Flamer
  [LGL] Light Grenade Launcher
  [HAAC] Heavy Anti-Aircraft Cannon
  [LRF] Light Rifle
  [MRF] Medium Rifle
  [SLC] Sniper Laser Cannon
  [LAC]/[FGC]
  [MAC]/[FGC]
  [MAC]/[LGL]
  [HAC]/[LGL]
  [MRF]/[APGL]
  [LAC]/[APGL]
  [VLAC]/[APGL]
  [LAC] Caprice
  [MAC] Caprice
  [LPA] Caprice
  [HMG] Caprice
  [VLAC] Caprice
  [LGL] Caprice
  [HAC] Caprice
  [LRG] Light Rail Gun
  [Caprice]
  [Caprice]
  ABM
  AGM
  ATM
  MRP
  Frame Missile Packs
  [HGLC] Heavy Gatling Laser Cannon
  [Caprice]
  [Caprice]
  [HRF] Heavy Rifle
  [LAC]/[LGL]
  
  43
  DATACARDS
  43434343
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BEAR
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  MRP/36
  FF
  -1
   12 / 48 / ∞
  x18
  4
  IF
  MRP/36
  FF
  -1
   12 / 48 / ∞
  x18
  4
  IF 
  LMG
  F
  0
   6 / 24 / --
  x3
  4
  AI, M
  LGM
  F
  -1
   18 / 72 / ∞
  x15
  IF, G, AE1, MR
  VB
  F
  0
  S+2
  M
  PHYSICAL
  S
  M
  Mauler Bear: Remove HAC, LGM. Add LGL (F, Reloads), 2x HMG (FF, 
  Linked, No Reloads) APGL (F, Limited Ammo 6), AP Charges
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 10
  OVERKILL 30
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  BLACK CAT
  PERKS Arms 
  FLAWS Exposed Auxiliary
  AUX
  ECM (2), Stealth (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/16
  F
  -1
   6 / 24 / ∞
  x12
  2
  IF
   
  HG
  F 
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 6 / 11
  1
  2
  3
  G 8 / 15
  0
  2
  3
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 13
  OVERKILL 39
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  6
  BOBCAT
  PERKS Improved Off-Road (Ground Only), Arms
  FLAWS Exposed Movement
  AUX
  ECM (2), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOOO
  VB
  F
   
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  -1
  EW
  COMM
  -2
  LD
  AUTOCOMM
  3
  BRICKLAYER
  PERKS Arms
  FLAWS LSP (2)
  AUX
  SL (FF 25”)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  H
  L
  S
  ARMOR 10
  OVERKILL 30
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  CHEETAH
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS
  AUX
  ECM (3), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W 6 / 11
  1
  2
  3
  G 8 / 15
  0
  2
  3
  ATTACK
  1
  0
  -1
  ARMOR 10
  OVERKILL 30
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  CHEETAH PARATROOPER
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
  ECM (3), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF, AE2
   
  CR
  F
  0
   
  S+1
   
  M
   
  PHYSICAL
   
   
   
  S 
   
  M
   
  SPD
  STOP CBT
  TOP
  W 6 / 11
  1
  2
  3
  G 8 / 15
  0
  2
  3
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  6
  DEN MOTHER
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 1), Arms
  FLAWS LSP (1)
  AUX
  Satellite Uplink
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  MRP/36
  FF
  -1
   12 / 48 / ∞
  x18
  4
  IF
  MRP/36
  FF
  -1
   12 / 48 / ∞
  x18
  4
  IF 
  LMG
  F
  0
   6 / 24 / --
  x3
  4
  AI, M
  LGM
  F
  -1
   18 / 72 / ∞
  x15
  IF, G, AE1, MR
  VB
  F
  0
  S+2
  M
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 15
  OVERKILL 45
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  DINGO
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 1), Weapon Link (LMGs), Airdroppable, Arms
  FLAWS LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF
  MRP/9
  FF
  -1
   12 / 48 / ∞
  x18
  1
  IF 
  MRP/9
  FF
  -1
   12 / 48 / ∞
  x18
  1
  IF
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M, LINK
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M, LINK
  HSKG
  F
  -1
  x14
  M, AP
  OOOOOO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  
  44
  DATACARDS
  44444444
  ARMOR 16
  OVERKILL 64
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  -2
  EW
  COMM
  -2
  LD
  AUTOCOMM
  3
  ENGINEERING GRIZZLY
  Miniature pictured may include optional weapons loadout.
  PERKS Arms, SL (F 30’’)
  FLAWS LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  LFM
  F
  -1
   24 / 96 / ∞
  x15
  IF, AE3, MR
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOOOOO
  CS
  F
  0
   
  S+3
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 12
  OVERKILL 36
  ACTIONS
  1
  SIZE
  5
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  FERRET
  Miniature pictured may include optional weapons loadout.
  PERKS Low Profile (Ground Only), Arms
  FLAWS Exposed Movement
  AUX
  TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  O
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  Wild Ferret: Remove LRP & Target Designator. Add ECM (2), ECCM 
  (2), Sat. Uplink, Exposed Aux, Vulnerable to Haywire. 
  Ferret MK 2: Remove DPG, Add LAC (F, Reloads), Upgrade Sensors to +2, 
  Increase Ground Speed to 8/16.
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 7 / 13
  -1
  1
  2
  ATTACK
  1
  0
  -1
  ARMOR 18
  OVERKILL 72
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  GRIZZLY
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 2), Arms
  FLAWS LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
  HGM
  F
  -1
  30 / 120 / ∞
  x20
  IF, G, AE2, MR
  HMG
  FF
  0
     6 / 24 / --
  x4
  3
  AI, M
  VB
  F
  0
  S+2
  M
  PHYSICAL F
   
  S
  M
  Thunder Grizzly: Remove HGM, Add LGM (F, No Reloads), Sat. 
  Uplink, Sturdy Box. Upgrade Comm to +2 and Auto Comm to 5
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  HUNTER
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
   Headhunter: Upgrade Comm to +1 and Auto Comm 5
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  HUNTER COMMANDO
  PERKS Reinforced Armor (Front 2), Airdroppable, Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LBZK
  F
  0
   12 / 48 / ∞
  x15
   
  R
   
  MPR/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  SKG
  F
  -1
   
  x12
   
  M
  OOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  HUNTER PARATROOPER
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF, AE2
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M    OOOOO
  APGL
  FFr
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M    OOOOO
  CR
  F
  0
   
  S+1
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  JAGUAR
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  R
  LRP/32
  F
  -1
   6 / 24 / ∞
  x12
  4
  IF
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  Thunder Jaguar: Add Satellite Uplink, Auto Comm to 5
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  2
  1
  0
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  KOALA
  Miniature pictured may include optional weapons loadout.
  PERKS Improved Off-road, Reinforced Armor (Front 1), Airdroppable, Arms
  FLAWS LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF
  MRP/18
  FF
  -1
   12 / 48 / ∞
  x18
  3
  IF
  MRP/18
  FF
  -1
   12 / 48 / ∞
  x18
  3
  IF 
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
  VB
  F
  -1
  x14
  M, AP
  OOOOOO
  PHYSICAL
  S
  M
  Command Koala: Remove LGL, Add Sniper to HAC, Add Sat. Uplink, 
  Upgrade Auto Comm to 4, Comm +1, Add ECCM (3)
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  
  45
  DATACARDS
  454545454545
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  KILLER KOALA
  PERKS
  Improved Off-road, Reinforced Armor (Front 1), Airdroppable, Arms, Weapon Link (HMG)
  FLAWS LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
   
  HFL
  F
  1
   6 / 24 / --
  x9
  2
  AE2, IF, SB, M
   
  IRP/20
  FF
  -1
   6 / 24 / ∞
  x13
  2
  IF, SB
   
  IRP/20
  FF
  -1
   6 / 24 / ∞
  x13
  2
  IF, SB
   
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, LINK, M
   
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, LINK, M
   
  HSKG
  F
   
   
  x14
   
  M, AP
  OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 20
  OVERKILL 80
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  KODIAK
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 3), Imp. Rear Def., Arms
  FLAWS LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LPA
  F
  1
   12 / 48 / ∞
  x10
   
  MB1, H
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  AGM
  F
  1
   18 / 72 / ∞
  x15
   
  IF, G
   
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOOOOO
  HHG
  F
  -1
  THROWN
  x25
   
  T, AE2
  OOOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
  S
   
  M
   
  DAMAGE
  C
  H
  L
  S
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  -2
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  MAD DOG R
  PERKS Arms
  FLAWS LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
   
  MPR/9 
  FF
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  MRP/9 
  FF
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
    
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  PANTHER
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Stealth (5), TD (4)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRF
  F
  0
   24 / 96 / ∞
  x12
   
  SNP, R
   
  LRP/16
  F
  -1
   6 / 24 / ∞
  x12
  2
  IF
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 18
  OVERKILL 72
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  RABID GRIZZLY
  PERKS Reinforced Armor (Front 3), Arms
  FLAWS LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF, AE2, R
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  MFM
  F
  -1
   3 / 120 / ∞
  x20
   
  IF, AE3, MR
   
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
   
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 20
  OVERKILL 60
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  RAZORBACK
  PERKS Arms
  FLAWS Defective Active Sensors (1), LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SC
  F
  -1
   6 / 24 / ∞
  x28
   
   
   
  MRP/9
  F
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Peacemaker Razorback: Remove SC and MRP. Add VHAC (F, 
  Reloads), HRP/24 (F, ROF3, No Reloads), CR (F).
  VARIANTS
  DAMAGE
  C
  H
  L
  ARMOR 12
  OVERKILL 36
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  STRIKE CHEETAH
  PERKS Airdroppable, Arms
  FLAWS  
  AUX
  ECM (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  RFB
  F
  0
   6 / 24 / ∞
  x14
  2
  R
   
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
   
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 6 / 11
  1
  2
  3
  G 8 / 15
  0
  2
  3
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 15
  OVERKILL 45
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  STRIPPED DOWN HUNTER
  PERKS Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  
  46
  DATACARDS
  46464646
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  TIGER
  PERKS Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  R
   
  MPR/9 
  F
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  Sabertooth: Add DPG (F, No Reloads), VB, ECCM (2), Sturdy Box, 
  Upgrade Comm +1
  VARIANTS
  DAMAGE
  C
  H
  L
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  10
  DEF
  SENSORS
  0
  EW
  COMM
  2
  LD
  AUTOCOMM
  7
  WEASEL
  PERKS Arms
  FLAWS Exposed Auxiliary, Vulnerable to Haywire
  AUX
  ECM (4), ECCM (4), Sat Uplink
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  O
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  0
  -1
  -2
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 10
  OVERKILL 30
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  7
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  WHITE CAT
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS
  AUX
  ECM (4), ECCM (2), TD (2), SL (F, 30’’), Sat Uplink.
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
  LRP/8
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W 6 / 11
  1
  2
  3
  G 8 / 15
  0
  2
  3
  ATTACK
  1
  0
  -1
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  WILDCAT
  Miniature pictured may include optional weapons loadout.
  PERKS Improved Off-road, Arms
  FLAWS Exposed Movement
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 25
  OVERKILL 125
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  6
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  COMMAND MAMMOTH
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Improved Off-road, Arms
  FLAWS LSP (2)
  AUX
  TD (1), ECM (2), AMS
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  SC
  F
  -1
   6 / 24 / ∞
  x28
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  PHYSICAL
   
  S
  M
   The Command Mammoth allows the crew to add 1 to their 
  leadership roll results.
  SPECIAL
  DAMAGE
  C
  H
  L
  S
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -3
  -2
  -1
  ATTACK
  1
  0
  -1
  ARMOR 25
  OVERKILL 125
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  MAMMOTH
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 2), Backup Sensors, Imp. Off-road, Arms
  FLAWS LSP (2), Sensor Dependent
  AUX
  TD (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  SC
  F
  -1
   6 / 24 / ∞
  x28
  ATM
  F
  1
   18 / 72 / ∞
  x25
  IF, G
  OOOOOOOOO
  LMG
  FF
   6 / 24 / --
  x3
  4
  AI,M
  LMG
  FF
   6 / 24 / --
  x3
  4
  AI,M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -3
  -2
  -1
  ATTACK
  1
  0
  -1
  ARMOR 35
  OVERKILL 140
  ACTIONS
  3
  SIZE
  12
  ATT
  DETECT
  5
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  THUNDERHAMMER
  PERKS Improved Rear Defense, Backup Sensors, Imp. Off-road
  FLAWS LSP (2), Sensor Dependent
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
   
   
  LFG
  T
  0
   30 / 120 / ∞
  x22
   
  IF, AE1
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  APGL
  T
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -3
  -2
  -1
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 40
  OVERKILL 200
  ACTIONS
  3
  SIZE
  14
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  ALLER
  PERKS Reinforced Armor (Front 5), Backup Sensors, Rugged Movement
  FLAWS LSP (2), Sensor Dependent
  AUX
  Autopilot, Smoke (10)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRG
  T
  0
   60 / 240 / ∞
  x35
   
  SNP, R
   
  LPLC
  T
  1
   18 / 72 / ∞
  x20
   
  MB3, AA
   
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
   
   
  LMG
  T
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  LMG
  T
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 5 / 10
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  
  47
  DATACARDS
  47474747
  ARMOR 12
  OVERKILL 36
  ACTIONS
  2
  SIZE
  8
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BADGER APC
  Miniature pictured may include optional weapons loadout.
  PERKS Transport (2 Squads)
  FLAWS Exposed Firecontrol
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  T
  0
   12 / 48 / ∞
  x8
  2
  R
  LAC
  T
  0
   12 / 48 / ∞
  x8
  2
  R
  RAM
   12 / 48 / ∞
  S
  M 
  Command Badger: Add ECCM (2), Upgrade Comm to +1.
  Cavalry Badger: Lower Top Speed to 19, Remove Transport.Replace both LACS 
  with 2xMRP/36 (T, ROF 4, Reloads)
  VARIANTS
  DAMAGE
  H
  L
  S
  SPD
  STOP CBT
  TOP
  G 10 / 20
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 25
  OVERKILL 100
  ACTIONS
  3
  SIZE
  10
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  BANDIT HUNTER KLEMM
  PERKS Reinforced Armor (Front 5), Backup Sensors 
  FLAWS  
  AUX
  Autopilot, Smoke (10)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRF
  T
  0
   24 / 96 / ∞
  x12
   
   
   
  MRP/36
  T
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  APGL
  T
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  HMG
  F
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 40
  OVERKILL 200
  ACTIONS
  3
  SIZE
  14
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  HARDY ALLER
  PERKS Reinforced Armor (Front 5), Backup Sensors, Rugged Movement
  FLAWS LSP (2), Sensor Dependent
  AUX
  Autopilot, Smoke (10)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VHFG
  T
  0
   60 / 240 / ∞
  x33
   
  IF, AE2, R
   
  HAAC
  T
  0
   18 / 72 / ∞
  x12
  3
  AA
   
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
   
   
  LMG
  T
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  LMG
  T
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G
  4 / 8
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 25
  OVERKILL 100
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  1
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  JAXON SUPPORT TANK
  PERKS Reinforced Armor (Front 5), Backup Sensors
  FLAWS  
  AUX
  Autopilot 
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRP/48
  T
  -1
   18 / 72 / ∞
  x20
  4
  IF 
   
  HRP/48
  T
  -1
   18 / 72 / ∞
  x20
  4
  IF
   
  APGL
  T
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 25
  OVERKILL 100
  ACTIONS
  3
  SIZE
  10
  ATT
  DETECT
  1
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  KLEMM
  PERKS Reinforced Armor (Front 5), Backup Sensors
  FLAWS  
  AUX
  Autopilot
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  ATM
  T
  1
   18 / 72 / ∞
  x25
   
  IF, G
  OOOOOO
  LAC
  T
  0
   12 / 48 / ∞
  x8
  2
   
   
  APGL
  T
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Master Klemm: Add ECCM (2), Exposed Aux, Upgrade Comm to 
  +1, Auto Comm 5.
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 45
  OVERKILL 225
  ACTIONS
  3
  SIZE
  14
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  NAVAL SUPPORT ALLER
  PERKS Backup Sensors, Rugged Movement, Shielded Weapons
  FLAWS LSP (2), Sensor Dependent
  AUX
  Autopilot, TD (5)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRG
  T
  0
   60 / 240 / ∞
  x35
   
  SNP, R
   
  LPLC
  T
  1
   18 / 72 / ∞
  x20
   
  MB3, AA
   
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
   
   
  HATM
  T
  1
   30 / 120 / ∞
  x30
   
  IF, G
  OOOOOO
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  HAAC
  T
  0
   18 / 72 / ∞
  x12
  3
  AA
   
  RAM
   
    
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G
  4 / 8
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 25
  OVERKILL 100
  ACTIONS
  3
  SIZE
  10
  ATT
  DETECT
  1
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  TYBURR
  PERKS Reinforced Armor (Front 5), Backup Sensors
  FLAWS  
  AUX
  Autopilot
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LFG
  T
  0
   30 / 120 / ∞
  x22
   
  IF, AE1 
   
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 5 / 10
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 11
  OVERKILL 33
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  ANOLIS REFIT
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS Defective Active Sensors (1)
  AUX
  TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  2
  R
  LRP/16
  F
  -1
   6 / 24 / ∞
  x12
  2
  IF
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  O
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  1
  0
  -1
  
  48
  DATACARDS
  48484848
  ARMOR 13
  OVERKILL 39
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  ASP
  PERKS Reinforced Armor (Front 3), Arms
  FLAWS Weak Rear, Exposed Auxiliary
  AUX
  SL (F, 25”)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HMG
  F
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, A
   OOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 15
  OVERKILL 45
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  -1
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  BASILISK
  PERKS Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 16
  OVERKILL 80
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BLACK ADDER
  PERKS Arms
  FLAWS Sensor Dependent
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SC
  F
  -1
   6 / 24 / ∞
  x28
   
   
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  BLACK MAMBA
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS Weak Facing (Rr)
  AUX
  Autopilot
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  R
   
  LRP/32
  F
  -1
   6 / 24 / ∞
  x12
  4
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  APGL
  FFr
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOO 
  VB
  F
  0
   
  S+2
  M
   
  PHYSICAL
   
  S
   
  M
   
  Razor Fang: Add Satellite Uplink 
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  2
  1
  0
  ARMOR 17
  OVERKILL 68
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  BLACK MAMBA MP
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Backup Sensors, Arms
  FLAWS Weak Facing (Rr)
  AUX
  Autopilot
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  FGC
  F
  0
   6 / 24 / --
  x7
  2
  AI, R, M
  MPZF
  F
  -1
   6 / 24 / --
  x15
  M
  OO
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  Razor Fang MP: Add Satellite Uplink 
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  2
  1
  0
  ARMOR 22
  OVERKILL 110
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BOA
  PERKS Reinforced Armor (Front 1), Rugged Movement, Arms
  FLAWS LSP (1), Defective Active Sensors (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  LGM
  F
  -1
   18 / 72 / ∞
  x15
   
  IF, G, AE1, MR
   
  HMG
  FFr
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VA
  F
  -1
   
  S+4
   
  M, AC
   
  PHYSICAL
   
    
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  CHAMELEON
  PERKS Arms
  FLAWS Exposed Auxiliary
  AUX
  Stealth (5), TD (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 21
  OVERKILL 84
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  -1
  EW
  COMM
  -1
  LD
  AUTOCOMM
  3
  COBRA MP
  PERKS Arms
  FLAWS LSP(1)
  AUX
  SL (F, 25”)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  HPZF
  F
  -1
   12 / 48 / --
  x20
   
  M
  OO
  APM
  F
  0
   12 / 48 / ∞
  x4
   
  IF, AI, AE4, MR
   
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  CR
  F
  0
   
  S+1
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  
  49
  DATACARDS
  49494949
  ARMOR 13
  OVERKILL 52
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  COPPERHEAD
  PERKS Arms
  FLAWS Defective Active Sensors (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF 
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M 
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 12
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  DART JAGER
  PERKS Improved Off-road, Arms
  FLAWS Exposed Movement
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/16
  F
  -1
   6 / 24 / ∞
  x12
  2
  IF
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  O
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  G 7 / 14
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  DESERT VIPER
  PERKS Reinforced Armor (Front 2), Rugged Movement, Imp. Off-road, Arms
  FLAWS LSP(1), Defective Active Sensors (2)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HGL
  F
  -1
   12 / 48 / ∞
  x20
  1
  IF, AE2
   
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  O
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 19
  OVERKILL 76
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  -2
  EW
  COMM
  -2
  LD
  AUTOCOMM
  3
  ENGINEERING COBRA
  Miniature pictured may include optional weapons loadout.
  PERKS Arms, SL (F 30’’)
  FLAWS LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  LFM
  F
  -1
   24 / 96 / ∞
  x15
  IF, AE3, MR
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
   THROWN
  x15
  T, AI, AE2 
  OOOOOO
  CS
  F
  0
   
  S+3
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  GREEN MAMBA
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  ECM (2), Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  R
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  IGUANA COMMANDO
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
  ECM (2), Smoke (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LBZK
  F
  0
   12 / 48 / ∞
  x15
   
   
   
  SKG
  F
  -1
   
  x12
   
  M
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 14
  OVERKILL 56
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  IGUANA MP
  PERKS Backup Sensors, Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  FGC
  F
  1
   6 / 24 / --
  x7
  2
  AI, R, M
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  IGUANA PARATROOPER
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
  ECM (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF, AE2
   
  CR
  F
  0
   
  S+1
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  
  50
  DATACARDS
  50505050
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  IGUANA
  PERKS Backup Sensors, Arms
  FLAWS  
  AUX
  ECM (2), TD (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  DPG
  F
  -1
   12 / 48 / ∞
  x8
  2
  M
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  JAGER PARATROOPER
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LGL
  F
  -1
   6 / 24 / ∞
  x15
  2
  IF, AE2
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  APGL
  FFr
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  CR
  F
  0
   
  S+1
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  JAGER
  PERKS Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F 
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Command Jager: Upgrade Comm to +1, Auto Comm to 4
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 21
  OVERKILL 105
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  KING COBRA
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  PERKS Improved Rear Defense, Reinforced Armor (Front 2), Arms
  FLAWS LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LPA
  F
  1
   12 / 48 / ∞
  x10
   
  MB1, H
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  HRP/24
  F
  -1
   18 / 72 / ∞
  x20
  3
  IF
   
  LGM
  F
  -1
   18 / 72 / ∞
  x15
   
  IF, G, AE1, MR
   
  LAC
  FF
  0
   12 / 48 / ∞
  x8
  2
   
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  CR
  F
  0
   
  S+1
   
  M
   
  PHYSICAL
   
   
  S
   
  M
   
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 19
  OVERKILL 57
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  PYTHON
  Miniature pictured may include optional weapons loadout.
  PERKS Arms)
  FLAWS Defective Active Sensors (1), LSP (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  LGM
  F
  -1
   18 / 72 / ∞
  x15
  IF, G, AE1, MR
  HRP/24
  FF
  -1
   18 / 72 / ∞
  x20
  3
  IF
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 13
  OVERKILL 39
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  -1
  EW
  COMM
  -1
  LD
  AUTOCOMM
  3
  RATTLESNAKE
  PERKS Arms
  FLAWS Defective Fire Control (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  MRP/9
  F
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 11
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 16
  OVERKILL 64
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  SIDEWINDER
  PERKS Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  R
   
  MRP/36
  FF
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  SILVERSCALE
  PERKS Sensor Boom, Arms
  FLAWS  
  AUX
  ECM (2), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/8
  F
  -1
   6 / 24 / ∞
  x12
  1
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  
  51
  DATACARDS
  5151
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  SNAKEYE BLACK MAMBA
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Autopilot, Stealth (5)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
   
  MB1 
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  APGL
  FFr
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 21
  OVERKILL 84
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  SPITTING COBRA
  PERKS Arms
  FLAWS LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
   
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
   
  HRP/48
  F
  -1
   18 / 72 / ∞
  x20
  4
  IF
   
  LGM
  F
  -1
   18 / 72 / ∞
  x15
   
  IF, G, AE1, MR
   
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Razor Fang: Remove MRP/18, Add Sat Uplink, Exposed Aux, 
  Upgrade Detect to 4, Sensors to +1, Comm to +2, Auto Comm to 5.
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  -1
  EW
  COMM
  -2
  LD
  AUTOCOMM
  3
  STONE MASON
  PERKS Arms
  FLAWS LSP (2) 
  AUX
  SL (FF 25”)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  H
  L
  S
  ARMOR 15
  OVERKILL 45
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  STRIPPED DOWN JAGER
  PERKS Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S 
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  G 7 / 13
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 28
  OVERKILL 112
  ACTIONS
  3
  SIZE
  11
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  FIRE DRAGON
  PERKS Backup Sensors, Improved Off-road 
  FLAWS LSP (2), Sensor Dependent
  AUX
  AMS
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  L
  0
   12 / 48 / ∞
  x8
  2
   
   
  LAC
  R
  0
   12 / 48 / ∞
  x8
  2
   
   
  MFL
  F
  1
   4 / 16 / --
  x8
  2
  M
   
  HRP/48
  T
  -1
   18 / 72 / ∞
  x20
  4
  SNP, IF
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -3
  -2
  -1
  G
  5 / 9
  -4
  -2
  -1
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 23
  OVERKILL 92
  ACTIONS
  3
  SIZE
  8
  ATT
  DETECT
  4
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  NAGA
  Miniature pictured may include optional weapons loadout.
  PERKS Sensor Boom
  FLAWS LSP (1)
  AUX
  TD (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  ATM
  F
  1
   18 / 72 / ∞
  x25
  IF,G
  OOOO
  ATM
  F
  1
   18 / 72 / ∞
  x25
  IF,G
  OOOO
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  PHYSICAL
  S
  M
  Command Naga: Remove one ATM , Add ECM (2), ECCM (3), 
  Backup Comm., Sat. Uplink, Upgrade Comm to +1, Auto Comm to 5
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -3
  -2
  -1
  G 6 / 12
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  ARMOR 32
  OVERKILL 96
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  SAGITTARIUS
  Miniature pictured may include optional weapons loadout.
  PERKS Amphibious, Imp. Off-road, Weapon Link (VLRPs)
  FLAWS
  AUX
  ECM (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF, LINK
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF, LINK
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF, LINK
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  HMG
  F
  0
   6 / 24 / --
  x4
  3
  AI, M
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  OOOOO
  PHYSICAL
  S
  DAMAGE
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  -3
  -2
  -1
  ATTACK
  1
  0
  -1
  ARMOR 13
  OVERKILL 52
  ACTIONS
  2
  SIZE
  8
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  2
  CAIMAN APC
  PERKS Shielded Weapons, Transport (1 Squad)
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
   
   
  LMG
  T
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 8 / 16
  -3
  -1
  0
  ATTACK
  0
  -1
  -2
  Miniature pictured may include optional weapons loadout.
  Caiman Command: Add ECM (2), ECCM (2), Upgrade Comm +1
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  
  52
  DATACARDS
  52525252
  ARMOR 29
  OVERKILL 87
  ACTIONS
  3
  SIZE
  11
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HETAIROI
  Miniature pictured may include optional weapons loadout.
  PERKS Ram Plate (F)
  FLAWS Exposed Movement, Weak Facing (Underside), LSP (3) 
  AUX
  Autopilot, Jump Jets (6), Smoke (10)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VHAC
  T
  1
   18 / 72 / ∞
  x15
  1
  MRP/18
  F
  1
   12 / 48 / ∞
  x18
  3
  IF
  HMG
  T
  1
   6 / 24 / --
  x4
  AI, M
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  H 10 / 19
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 25
  OVERKILL 100
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  HITTITE
  PERKS Reinforced Armor (Front 3), Amphibious, Transport (1 Squad)
  FLAWS  
  AUX
  Autopilot 
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HFL
  T
  1
   6 / 24 / --
  x9
  2
  AE2, SB, IF, M
   
  HMG
  L
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  HMG
  L
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  HMG
  R
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  HMG
  R
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 25
  OVERKILL 100
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  HUN
  PERKS Reinforced Armor (Front 3), Amphibious, Shielded Weapons 
  FLAWS  
  AUX
  Autopilot
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRF
  T
  0
   24 / 96 / ∞
  x12
   
   
   
  LLC
  T
  1
   30 / 120 / ∞
  x16
   
  MB2, AA
   
  MRP/36
  F
  -1
   12 / 48 / ∞
  x18
  4
  IF
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 6 / 12
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Recon Hun: Remove MRP/36, Add Smoke (10), Transport (3 
  Drones). 
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 40
  OVERKILL 160
  ACTIONS
  3
  SIZE
  13
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  VISIGOTH
  PERKS Reinforced Armor (Front 5), Backup Sensors, Rugged Movement
  FLAWS LSP (2), Sensor Dependent
  AUX
  Autopilot, Smoke (10)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HFG
  T
  0
   48 / 192 / ∞
  x28
   
  IF, AE1
   
  HAC
  T
  0
   18 / 72 / ∞
  x12
  1
   
   
  LLC
  T
  1
   30 / 120 / ∞
  x16
   
  MB2, AA
   
  MRP/9
  F
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  MRP/9
  F
  -1
   12 / 48 / ∞
  x18
  1
  IF
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G 5 / 10
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Visigoth Khan: Add ECM (2), ECCM (2), Upgrade Comm to +1, 
  Downgrade LSP to 1.
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 23
  OVERKILL 115
  ACTIONS
  1
  SIZE
  8
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  CATAPHRACT
  PERKS Improved Rear Defense, Link (LMGs), Arms
  FLAWS LSP (1)
  AUX
  ECM (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LRG
  F
  0
   30 / 120 / ∞
  x14
  2
  R
   
  MFM
  F
  -1
   30 / 120 / ∞
  x20
   
  IF, AE3, MR
   
  LMG
  F
  0
   6 / 24 / --
  x3
  4
  AI, M, LINK
   
  LMG
  F
  0
   6 / 24 / --
  x3
  4
  AI, M, LINK
   
  HWG
  F
  -1
  THROWN
  x10
   
  T, H, AE1
  OOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  HVS
  F
  -1
   
  S+8
   
  M, AC
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 6 / 12
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Cataphract Lord: Add ECCM (1), Upgrade Comm to +1, Auto Comm 
  to 4.
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 19
  OVERKILL 95
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  CRUSADER IV
  Miniature pictured may include optional weapons loadout.
  PERKS Weapon Link (MRPs), Arms
  FLAWS Vulnerable to Haywire, LSP (1)
  AUX
  ECM (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   18 / 72 / ∞
  x12
  1
  R
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF, LINK
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF, LINK 
  LFM
  F
  -1
   24 / 96 / ∞
  x15
  IF, G, AE1, MR
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3,M
  OOOOOO
  APGL
  Rr
  -1
   6 / 24 / --
  x4
  IF, AI, AE3,M
  OOOOOO
  VA
  F
  -1
  S+4
  M, AC
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  1
  ARMOR 15
  OVERKILL 75
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  GLADIATOR
  PERKS Ram Plate (F), Arms
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  F
  0
   18 / 72 / --
  x10
  1
  R
   
  APGL
  F
  -1
   6 / 24 / 
  x4
   
  IF, AI, AE3
  OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  SKG
  F
  -1
   
  S+4
   
  M
   
  VA
  F
  -1
   
  S+4
   
  M, AC
   
  PHYSICAL  
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 6 / 12
  -1
  1
  2
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 12
  OVERKILL 36
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  PIT BULL
  PERKS Backup Sensors, Arms
  FLAWS  
  AUX
  ECM (1), SL (FF 30”)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LMG
  F
  0
   6 / 24 / --
  x3
  4
  AI, M
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  APGL
  FFr
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  VB
  F
  0
   
  S+2
   
  M 
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  0
  1
  2
  G 8 / 15
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  
  53
  DATACARDS
  53535353
  ARMOR 13
  OVERKILL 39
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  SHINOBI
  PERKS Airdroppable, Arms
  FLAWS  
  AUX
  ECM (3), Stealth (4)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R, SNP
   
  LRP/16
  F
  -1
   6 / 24 / ∞
  x12
  2
  IF
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 5 / 10
  0
  1
  2
  G 8 / 15
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 13
  OVERKILL 39
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  SKIRMISHER
  PERKS Airdroppable, Arms
  FLAWS  
  AUX
  ECM (3) 
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LRF
  F
  0
   18 / 72 / ∞
  x8
   
  R
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 5 / 10
  0
  1
  2
  G 8 / 15
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  WARRIOR MK IV
  Miniature pictured may include optional weapons loadout.
  PERKS Ram Plate (F), Airdroppable, Arms
  FLAWS
  AUX
  ECM (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3,M
  OOOOOO
  HG
  F
  -1
  THROWN
  x15
  T, AI, AE2
  OOO
  VB
  F
  0
  S+2
  M
  PHYSICAL
  S
  M
  Chieftain IV: Add ECCM (1), Upgrade Comm To +1
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  -1
  0
  1
  G 7 / 14
  -2
  0
  1
  ATTACK
  2
  1
  0
  ARMOR 15
  OVERKILL 60
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  WARRIOR
  PERKS Arms
  FLAWS  
  AUX
  ECM (1) 
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  LRP/24
  F
  -1
   6 / 24 / ∞
  x12
  3
  IF
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  HG
  F
  -1
  THROWN
  x15
   
  T, AI, AE2
  OOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 12
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Chieftan: Add ECCM (1), Upgrade Comm to +1
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  -1
  EW
  COMM
  -1
  LD
  AUTOCOMM
  3
  VALENCE
  PERKS Arms
  FLAWS Exposed Movement
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
   
  APGL
  FF
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  H
  L
  S
  ARMOR 12
  OVERKILL 36
  ACTIONS
  2
  SIZE
  8
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  HOPLITE APC
  Miniature pictured may include optional weapons loadout.
  PERKS Rugged Movement, Transport (2 Squads), Ram Plate (F)
  FLAWS
  AUX
  SL (50”, T)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LRF
  T
  0
   18 / 72 / ∞
  x8
  APGL
  T
  1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  RAM
  S
  M
  Hoplite Command: Add ECM (2), ECCM (2), Exposed Aux, Sat Uplink. 
  Hippeis: Remove all weapons and transport perk. Add LFM (F, Reloads).
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  G 9 / 18
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 25
  OVERKILL 75
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  COYOTE
  Miniature pictured may include optional weapons loadout.
  PERKS Imp. Off-road, Low Profile (Ground Only)
  FLAWS LSP (1 Walker Only)
  AUX
  ECM (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LRG
  T
  0
   30 / 120 / ∞
  x14
  2
  MAAC
  T
  0
   18 / 72 / ∞
  x10
  4
  AA
  APGL
  T
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  PHYSICAL
   
  S
  M
  Wild Coyote: Add ECCM (3), Upgrade ECM to 3, Comm to +1, Auto 
  Comm to 5. Alpha Dog: As Wild Coyote, Add Sat Uplink.
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 11
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 40
  OVERKILL 160
  ACTIONS
  2
  SIZE
  12
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  RED BULL MK II
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Weapon Link (LFGs), Imp. Off-road
  FLAWS LSP (3), Sensor Dependent
  AUX
  AP Charges
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LFG
  T
  0
   30 / 120 / ∞
  x22
  IF, AE1, LINK
  LFG
  T
  0
   18 / 72 / ∞
  x22
  IF, AE1, LINK
  MAAC
  T
  0
   6 / 24 / --
  x10
  4
  AA
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -3
  -2
  -1
  G
  5 / 9
  -4
  -2
  -1
  ATTACK
  1
  0
  -1
  
  54
  DATACARDS
  54545454
  ARMOR 12
  OVERKILL 36
  ACTIONS
  2
  SIZE
  4
  ATT
  DETECT
  6
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  HC-3A RECON HOVERCAR
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable
  FLAWS Exposed Auxiliary, Exposed Movement
  AUX
  Jump Jets (6), ECM (3), ECCM (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  MB1
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  H 13 / 25
  -1
  1
  2
  ATTACK
  1
  0
  -1
  ARMOR 12
  OVERKILL 48
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HPC-64 APC
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Ram Plate (F), Transport (1 Squad)
  FLAWS Exposed Movement, Weak Facing (Underside), LSP (3)
  AUX
  Autopilot, Jump Jets (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
  RAM
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 12 / 24
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 32
  OVERKILL 128
  ACTIONS
  3
  SIZE
  11
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HT-68 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 3), Ram Plate (F)
  FLAWS Exposed Movement, Weak Facing (Underside), LSP (3), Sensor Dependent 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VHAC
  T
  0
   18 / 72 / ∞
  x15
  1
  SNP
  AGM
  T
  1
   18 / 72 / ∞
  x15
  IF, G
  OOOO
  ATM
  T
  1
   18 / 72 / ∞
  x25
  IF, G
  OOOO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 10 / 20
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 34
  OVERKILL 136
  ACTIONS
  3
  SIZE
  11
  ATT
  DETECT
  4
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HT-72 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Ram Plate (F), Improved Rear Defense
  FLAWS Exposed Movement, Weak Facing (Underside), Sensor Dependent, LSP (3) 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VHAC
  T
  0
   18 / 72 / ∞
  x15
  1
  SNP
  AGM
  T
  1
   18 / 72 / ∞
  x15
  IF, G
  OOOO
  ATM
  T
  1
   18 / 72 / ∞
  x25
  IF, G
  OOOO
  ABM
  T
  0
   18 / 72 / ∞
  x10
  IF, AE3
  OO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 11 / 21
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 22
  OVERKILL 88
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  LHT-67 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 3), Ram Plate (F), Airdroppable
  FLAWS Exposed Movement, Weak Facing (Underside), Sensor Dependent, LSP (2) 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  T
  0
   18 / 72 / ∞
  x12
  1
  MRP/9
  T
  -1
   12 / 48 / ∞
  x18
  1
  IF
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 13 / 26
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 24
  OVERKILL 96
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  4
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  LHT-71 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Improved Rear Defense, Airdroppable, Ram Plate (F)
  FLAWS Exposed Movement, Weak Facing (Underside), Sensor Dependent, LSP (3) 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  T
  1
   18 / 72 / ∞
  x12
  1
  MRP/18
  T
  -1
   12 / 48 / ∞
  x18
  3
  IF
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 14 / 27
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 18
  OVERKILL 54
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BADLANDS PYTHON
  Miniature pictured may include optional weapons loadout.
  PERKS Arms
  FLAWS LSP (1), Defective Active Sensors (1)
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  F
  0
   12 / 48 / ∞
  x8
  2
  R
  MFM
  F
  -1
   30 / 120 / ∞
  x20
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
  APGL
  FF
  -1
   6 / 24 / --
  x4
  IF, AI, AE3,M
  OOOOOO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -2
  -1
  0
  G 5 / 10
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 8
  OVERKILL 16
  ACTIONS
  1
  SIZE
  5
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  2
  FIELD GUN
  PERKS Reinforced Armor (Front 1), Shielded Weapons
  FLAWS Exposed Movement
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LFG
  F
  0
   30 / 120 / ∞
  x22
   
  IF, AE1
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  G
  0 / 1
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  H
  L
  
  55
  DATACARDS
  55555555
  ARMOR 18
  OVERKILL 54
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BF2-19 BATTLE FRAME
  PERKS Back Up Sensors, ANN, Airdroppable, Arms
  FLAWS LSP (1), Sensor Dependent
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
   
  MB1
   
  MRP/18
  F
  -1
   12 / 48 / ∞
  x18
  3
  IF
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  H 8 / 17
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  BF2-21 BATTLE FRAME
  PERKS Back Up Sensors, ANN, Airdroppable, Arms
  FLAWS Sensor Dependent
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
   
  MB1
   
  PHYSICAL   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  BF2-25 BATTLE FRAME
  PERKS ANN, Airdroppable, Arms
  FLAWS Sensor Dependent
  AUX
  Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
   
  MB1
   
  SKG
  F
  -1
   
  x12
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  F6-16 BATTLE FRAME
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Airdroppable, Arms
  FLAWS Sensor Dependent
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  MB1
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  0
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  SF6-16 BATTLE FRAME
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Airdroppable, Arms
  FLAWS Sensor Dependent
  AUX
  Stealth (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  MB1
  PHYSICAL
  S
  M
  SCF6-16: Upgrade Sensors to +1, Comm to +1, Auto Comm to 4.
  VARIANTS
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  0
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  CF6-16 COMMAND FRAME
  PERKS Backup Sensors, Airdroppable, Arms
  FLAWS Sensor Dependent
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
   
  MB1
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 12
  OVERKILL 48
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HPC-64 APC
  PERKS Airdroppable, Ram Plate (F), Transport (1 Squad)
  FLAWS Exposed Movement System, Weak Facing (Underside), LSP (3)
  AUX
  Autopilot, Jump Jets (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  T
  1
   30 / 120 / ∞
  x12
   
  MB1
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  H 12 / 24
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  Command Option: Add ECM (3), ECCM (3), Sat Uplink
  VARIANT  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 32
  OVERKILL 128
  ACTIONS
  3
  SIZE
  11
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HT-68 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 3), Ram Plate (F)
  FLAWS Exposed Movement, Weak Facing (Underside), LSP (3), Sensor Dependent 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HPA
  T
  1
   18 / 72 / ∞
  x15
  SNP, MB1, H
  AGM
  T
  1
   18 / 72 / ∞
  x15
  IF, G
  OOOO
  ATM
  T
  1
   18 / 72 / ∞
  x25
  IF, G
  OOOO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 10 / 20
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  
  56
  DATACARDS
  56565656
  ARMOR 34
  OVERKILL 136
  ACTIONS
  3
  SIZE
  11
  ATT
  DETECT
  4
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HT-72 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Ram Plate (F), Improved Rear Defense
  FLAWS Exposed Movement, Weak Facing (Underside), Sensor Dependent, LSP (3) 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HPA
  T
  1
   18 / 72 / ∞
  x15
  1
  SNP, MB1, H
  AGM
  T
  1
   18 / 72 / ∞
  x15
  IF, G
  OOOO
  ATM
  T
  1
   18 / 72 / ∞
  x25
  IF, G
  OOOO
  ABM
  T
  0
   18 / 72 / ∞
  x10
  IF, AE3
  OO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 11 / 21
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 22
  OVERKILL 88
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  LHT-67 HOVERTANK
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 3), Ram Plate (F), Airdroppable
  FLAWS Exposed Movement, Weak Facing (Underside), Sensor Dependent, LSP (2) 
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LPA
  T
  1
   12 / 48 / ∞
  x10
  MB1, H
  MRP/9
  T
  -1
   12 / 48 / ∞
  x18
  1
  IF
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  H 13 / 26
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 24
  OVERKILL 96
  ACTIONS
  2
  SIZE
  10
  ATT
  DETECT
  4
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  LHT-71 HOVERTANK
  PERKS Improved Rear Defense, Ram Plate (F), Airdroppable
  FLAWS Exposed Movement, Weak Facing (Underside), LSP (3), Sensor Dependent
  AUX
  Autopilot, Jump Jets (6), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LPA
  T
  1
   12 / 48 / ∞
  x10
   
  MB1, H
   
  MRP/18
  T
  -1
   12 / 48 / ∞
  x18
  3
  IF
   
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  H 14 / 27
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 12
  OVERKILL 36
  ACTIONS
  2
  SIZE
  4
  ATT
  DETECT
  6
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  HC-3A RECON HOVERCAR
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable
  FLAWS Exposed Auxiliary, Exposed Movement
  AUX
  Jump Jets (6), ECM (3), ECCM (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  MB1
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  H 13 / 25
  -1
  1
  2
  ATTACK
  1
  0
  -1
  ARMOR 12
  OVERKILL 36
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  DARK CHEETAH
  Miniature pictured may include optional weapons loadout.
  PERKS Rugged Movement, Airdroppable, Arms, Sensor Boom
  FLAWS Exposed Auxiliary
  AUX
  ECM (3), Stealth (4), TD (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x10
  SNP, R
  VB
  F
  0
   
  S+2
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W 6 / 11
  1
  2
  3
  G 8 / 15
  0
  2
  3
  ATTACK
  1
  0
  -1
  ARMOR 21
  OVERKILL 84
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  DARK COBRA
  Miniature pictured may include optional weapons loadout.
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS LSP (1)
  AUX
  Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAAC
  F
  0
   18 / 72 / ∞
  x12
  3
  AA, R
  HRP/48
  F
  -1
   18 / 72 / ∞
  x20
  4
  IF
  VA
  F
  -1
   
  S+4
  M, AC
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  G 5 / 10
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  DARK JAGUAR
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
  Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRF
  F
  0
   24 / 96 / ∞
  x12
   
  SNP, R
   
  CS
  F
  0
   
  S+3
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 23
  OVERKILL 92
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  DARK KODIAK
  Miniature pictured may include optional weapons loadout.
  PERKS Improved Rear Defense, Rugged Movement, Airdroppable, Arms
  FLAWS LSP (1)
  AUX
  Stealth (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LPA
  F
  1
   12 / 48 / ∞
  x10
  MB1, H, R
  AGM
  FF
  1
   18 / 72 / ∞
  x15
  IF, G
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, M
  HMG
  FF
  0
   6 / 24 / --
  x4
  3
  AI, M
  VA
  F
  -1
   
  S+4
  M, AC
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  3 / 6
  -1
  0
  1
  G 6 / 11
  -2
  0
  1
  ATTACK
  1
  0
  -1
  
  57
  DATACARDS
  57575757
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  DARK MAMBA
  Miniature pictured may include optional weapons loadout.
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS
  AUX
  Stealth (5)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  1
  SNP, MB1, R
  APGL
  FF
  -1
   6 / 24 / --
  x4
  6
  IF, AI, AE3, M
  APGL
  FFr
  -1
   6 / 24 / --
  x4
  4
  IF, AI, AE3, M
  CS
  F
  0
   
  S+3
  M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 14
  -1
  1
  2
  ATTACK
  2
  1
  0
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  DARK SKIRMISHER
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  ECM (2), ECCM (3), Stealth (4)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x10
   
  SNP, R
   
  VR
  F
  1
   
  S
   
  M, AP
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 5 / 10
  0
  1
  2
  G 8 / 15
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 17
  OVERKILL 68
  ACTIONS
  2
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  EAGLE TROOPER
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS  
  AUX
  Jump Jets (3), Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HGLC
  F
  1
   12 / 48 / ∞
  x16
  1
  MB3, R
   
  CS
  F
  0
   
  S+3
   
  M
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 7 / 13
  -1
  1
  2
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 15
  OVERKILL 60
  ACTIONS
  2
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  OWL C3
  PERKS Backup Comms, Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  ECM (1), ECCM (3), Jump Jets (3), Stealth (4)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x10
   
  SNP, R
   
  VR
  F
  1
   
  S
   
  M, AP
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 8 / 15
  -1
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 18
  OVERKILL 72
  ACTIONS
  2
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  RAPTOR COMMANDO
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (3), Stealth (4)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VHAC
  F
  0
   18 / 72 / ∞
  x15
  1
  R
  VLRP/128 FF
  -1
   6 / 24 / ∞
  x8
  6
  IF
  LMG
  FF
  0
   6 / 24 / --
  x3
  4
  AI, M
  VA
  F
  -1
   
  S+4
  M, AC
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  5 / 9
  0
  1
  2
  G 6 / 12
  -1
  1
  2
  ATTACK
  2
  1
  0
  ARMOR 13
  OVERKILL 52
  ACTIONS
  2
  SIZE
  6
  ATT
  DETECT
  5
  DEF
  SENSORS
  2
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  RAVEN SCOUT
  Miniature pictured may include optional weapons loadout.
  PERKS Rugged Movement, Airdroppable, Arms, Sensor Boom
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (3), Stealth (4), TD (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x14
  SNP, R
  VB
  F
  0
  S+2
  M
  PHYSICAL
  0
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W 5 / 11
  1
  2
  3
  G 8 / 16
  0
  2
  3
  ATTACK
  1
  0
  -1
  ARMOR 23
  OVERKILL 115
  ACTIONS
  2
  SIZE
  7
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  VULTURE
  PERKS Rugged Movement, Airdroppable, Arms
  FLAWS LSP (1)
  AUX
  Jump Jets (3), Stealth (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  FGC
  FF
  1
   6 / 24 / --
  x7
  2
  AI, M
   
  VLFG
  F
  -1
   30 / 120 / ∞
  x20
   
  IF
   
  AGM
  FF
  1
   18 / 72 / ∞
  x15
   
  IF, G
   
  HVS
  F
  -1
   
  S+8
   
  M, AC
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  G 6 / 11
  -2
  0
  1
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  S
  ARMOR 12
  OVERKILL 36
  ACTIONS
  2
  SIZE
  8
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  3
  DARK HOPLITE
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Ram Plate (F), Transport (2 Squads)
  FLAWS
  AUX
  SL (50”, T), Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  T
  0
   24 / 96 / ∞
  x10
  APGL
  T
  -1
   6 / 24 / --
  x4
  IF, AI, AE3, M
  RAM
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  G 9 / 18
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  
  58
  DATACARDS
  58585858
  ARMOR 25
  OVERKILL 100
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  DARK COYOTE
  PERKS Improved Off-road (Walker Only), Airdroppable, Low Profile (Ground Only)
  FLAWS LSP (1 Walker Only)
  AUX
  ECM (1), Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LRG
  T
  0
   30 / 120 / ∞
  x14
  2
   
   
  APGL
  T
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M
   
  MAAC
  T
  0
   18 / 72 / ∞
  x10
  4
  AA
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -1
  0
  1
  G 6 / 11
  -3
  -1
  0
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  Dark Alpha Dog: Increase ECM to 3, Add ECCM 3, Increase Auto 
  Comm to 5.
  VARIANTS
  DAMAGE
  C
  H
  L
  S
  ARMOR 26
  OVERKILL 104
  ACTIONS
  3
  SIZE
  8
  ATT
  DETECT
  4
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  DARK NAGA
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Airdroppable, Sensor Boom, Low Profile (Ground Only)
  FLAWS LSP (1), Sensor Dependent
  AUX
  Stealth (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRP/48
  F
  -1
   18 / 72 / ∞
  x20
  4
  IF
  HRP/48
  F
  -1
   18 / 72 / ∞
  x20
  4
  IF
  MAC
  F
  0
   18 / 72 / ∞
  x10
  1
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  4 / 7
  -2
  -1
  0
  G 6 / 12
  -3
  -1
  0
  ATTACK
  1
  0
  -1
  ARMOR 21
  OVERKILL 84
  ACTIONS
  2
  SIZE
  9
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  AMMON MOUNT
  PERKS Backup Sensors, Climbing Equip, Imp. Off-road, Arms
  FLAWS Sensor Dependent. LSP (2)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HRP/24
  T
  -1
   18 / 72 / ∞
  x20
  3
  IF
   
  HRP/24
  T
  -1
   18 / 72 / ∞
  x20
  3
  IF
   
  APGL
  T
  -1
   6 / 24 / --
  x4 
   
  IF, AI, AE3, M
   
  HSKG
  T
  -1
   
  x14
   
  M, AP, R
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 5 / 10
  -2
  -1
  0
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 16
  OVERKILL 48
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  APHEK MOUNT
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Climbing Equip, Imp. Off-road, Arms
  FLAWS Sensor Dependent
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
  LRP/24
  T
  -1
   6 / 24 / ∞
  x12
  3
  IF
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
  SKG
  T
  -1
   
  x12
  M, R
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W 7 / 13
  -1
  0
  +1
  ATTACK
  1
  0
  -1
  ARMOR 14
  OVERKILL 42
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  4
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  BASHAN MOUNT
  PERKS Backup Sensors, Climbing Equip, Imp. Off-road, Arms
  FLAWS Sensor Dependent
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LAC
  T
  0
   12 / 48 / ∞
  x8
  2
   
   
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
   
  SKG
  T
  -1
   
  x12
   
  M, R
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 7 / 13
  0
  1
  2
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 19
  OVERKILL 76
  ACTIONS
  2
  SIZE
  6
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  HAMATH APC
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Climb Equip, Imp. Off-road, Arms, Transport (1 Squad), Large Doors
  FLAWS Sensor Dependent, LSP (1)
  AUX
  SL (FF, 25’’)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W 8 / 15
  -1
  0
  +1
  ATTACK
  1
  0
  -1
  ARMOR 15
  OVERKILL 45
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  5
  KADESH MOUNT
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Climbing Equip, Imp. Off-road, Arms
  FLAWS Sensor Dependent
  AUX
  Jump Jets (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MAC
  T
  0
   18 / 72 / ∞
  x10
  1
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
  HSKG
  T
  -1
   
  x14
  M, AP, R
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W 6 / 11
  -1
  0
  +1
  ATTACK
  1
  0
  -1
  ARMOR 17
  OVERKILL 51
  ACTIONS
  1
  SIZE
  7
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  MEGGIDO MOUNT
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Climbing Equip, Imp. Off-road, Arms
  FLAWS Sensor Dependent
  AUX
  Jump Jets (3)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HAC
  T
  0
   18 / 72 / ∞
  x12
  1
  LGL
  T
  -1
   6 / 24 / ∞
  x15
  2
  IF, AE2
  HMG
  T
  0
   6 / 24 / --
  x4
  3
  AI, M
  HSKG
  T
  -1
   
  x14
  M, AP, R
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W 6 / 11
  -1
  0
  +1
  ATTACK
  1
  0
  -1
  
  59
  DATACARDS
  59595959
  ARMOR 19
  OVERKILL 76
  ACTIONS
  2
  SIZE
  8
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  MOAB MOUNT
  PERKS Backup Sensors, Climbing Equip, Imp. Off-road, Arms
  FLAWS Sensor Dependent, LSP (1)
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HGLC
  T
  1
   12 / 48 / ∞
  x16
  1
  MB3
   
  HGLC
  T
  1
   12 / 48 / ∞
  x16
  1
  MB3
   
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -2
  -1
  0
  ATTACK
  2
  1
  0
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  S
  ARMOR 7
  OVERKILL 21
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  -1
  LD
  AUTOCOMM
  3
  CONSTABLE GOLEM
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  2
  R
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M    OOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL  
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 11
  OVERKILL 33
  ACTIONS
  1
  SIZE
  5
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  -1
  LD
  AUTOCOMM
  4
  MAN AT ARMS GOLEM
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x10
  VLRP/128
  F
  -1
   6 / 24 / ∞
  x8
  6
  IF
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3 M
  OOOOO
  VB
  F
  S+2
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  0
  ATTACK
  1
  0
  -1
  ARMOR 9
  OVERKILL 27
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  MARSHALL GOLEM
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (6), ECM (1), ECCM (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  R
  VLRP/32
  F
  -1
   6 / 24 / ∞
  x8
  4
  IF
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3 M
  OOOOO
  VB
  F
  S+2
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  0
  ATTACK
  1
  0
  -1
  ARMOR 14
  OVERKILL 56
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  ARMIGER CO-101
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Airdroppable, Arms
  FLAWS Sensor Dependent, Exposed Auxiliary
  AUX
  Jump Jets (6), NAI Matrix (Rrr)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  HGLC
  F
  1
   12 / 48 / ∞
  x16
  1
  AA, MB3, R
  MRP/9
  F
  -1  12 / 48 / ∞
  x18
  1
  IF
  APGL
  F
  -1  6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HHG
  F
  -1 THROWN
  x25
  T, AE2
  OO
  VB
  F
  0
  S+2
  M
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 16
  OVERKILL 64
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  ARMIGER FS-101
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Arms
  FLAWS Sensor Dependent, Exposed Auxiliary
  AUX
  NAI Matrix (Rrrr)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VHAC
  F
  0
   18 / 72 / ∞
  x15
  1
  MB1, R
  HGM
  F
  -1  30 / 120 / ∞
  x20
  IF, G, AE2, MR
  APGL
  F
  -1  6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  VB
  F
  0
  S+2
  M
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  G 6 / 12
  -1
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 14
  OVERKILL 56
  ACTIONS
  1
  SIZE
  6
  ATT
  DETECT
  3
  DEF
  SENSORS
  1
  EW
  COMM
  2
  LD
  AUTOCOMM
  5
  ARMIGER RE-101
  Miniature pictured may include optional weapons loadout.
  PERKS Backup Sensors, Arms
  FLAWS Sensor Dependent, Exposed Auxiliary
  AUX
  ECM (3), ECCM (3), NAI Matrix (Rrr)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  SLC
  F
  1
   30 / 120 / ∞
  x12
  1
  MB1, R
  MRP/9
  F
  -1  12 / 48 / ∞
  x18
  1
  IF
  APGL
  F
  -1  6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  HHG
  F
  -1 THROWN
  x25
  T, AE2
  OO
  VB
  F
  0
  S+2
  M
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  S
  SPD
  STOP CBT
  TOP
  W
  4 / 8
  -1
  0
  1
  H 7 / 14
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  3
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  N-KIDU C
  PERKS Reinforced Armor (Front 1), Utopian NAI, Airdroppable
  FLAWS  
  AUX
  Jump Jets (6) 
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LBZK
  F
  0
   12 / 48 / ∞
  x15
   
   
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  RAM
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  H 9 / 18
  -2
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  
  60
  DATACARDS
  60606060
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  3
  N-KIDU F
  Miniature pictured may include optional weapons loadout.
  PERKS Reinforced Armor (Front 1), Utopian NAI, Improved Offroad
  FLAWS
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRP/9
  F
  -1
   12 / 48 / ∞
  x18
  1
  IF
  APGL
  F
  -1  6 / 24 / --
  x4
  IF, AI, AE3, M OOOOOO
  PHYSICAL
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  G 7 / 14
  -2
  0
  1
  ATTACK
  1
  0
  -1
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  N-KIDU R
  PERKS Reinforced Armor (Front 1), Utopian NAI, Improved Offroad
  FLAWS Vulnerable to Haywire
  AUX
  ECM (2), ECCM (2)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  LRF
  F
  0
   18 / 72 / ∞
  x8
   
   
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL
   
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 6 / 11
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 8
  OVERKILL 24
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  5
  DEF
  SENSORS
  1
  EW
  COMM
  1
  LD
  AUTOCOMM
  4
  N-KIDU T
  PERKS
  Reinforced Armor (Front 1), Utopian NAI, Improved Offroad, Weapon Link (VLAC)
  FLAWS  
  AUX
   
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  2
  R, LINK
   
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  2
  R, LINK
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M OOOOOO
  PHYSICAL  
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W 6 / 11
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 7
  OVERKILL 21
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  -1
  LD
  AUTOCOMM
  3
  CONSTABLE GOLEM
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  2
  R
   
  APGL
  F
  -1
   6 / 24 / --
  x4
   
  IF, AI, AE3, M    OOOOO
  VB
  F
  0
   
  S+2
   
  M
   
  PHYSICAL  
   
   
  S
   
  M
   
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  1
  ATTACK
  1
  0
  -1
  Miniature pictured may include optional weapons loadout.
  DAMAGE
  C
  H
  L
  ARMOR 11
  OVERKILL 33
  ACTIONS
  1
  SIZE
  5
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  -1
  LD
  AUTOCOMM
  4
  MAN AT ARMS GOLEM
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (6)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  MRF
  F
  0
   24 / 96 / ∞
  x10
  VLRP/128
  F
  -1
   6 / 24 / ∞
  x8
  6
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3 M
  OOOOO
  VB
  F
  S+2
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  0
  ATTACK
  1
  0
  -1
  ARMOR 9
  OVERKILL 27
  ACTIONS
  1
  SIZE
  4
  ATT
  DETECT
  2
  DEF
  SENSORS
  0
  EW
  COMM
  0
  LD
  AUTOCOMM
  4
  MARSHALL GOLEM
  Miniature pictured may include optional weapons loadout.
  PERKS Airdroppable, Arms
  FLAWS Exposed Auxiliary
  AUX
  Jump Jets (6), ECM (1), ECCM (1)
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  VLAC
  F
  0
   12 / 48 / ∞
  x6
  R
  VLRP/32
  F
  -1
   6 / 24 / ∞
  x8
  4
  IF
  APGL
  F
  -1
   6 / 24 / --
  x4
  IF, AI, AE3 M
  OOOOO
  VB
  F
  S+2
  PHYSICAL
   
  S
  M
  DAMAGE
  C
  H
  L
  SPD
  STOP CBT
  TOP
  W
  3 / 5
  -1
  0
  0
  ATTACK
  1
  0
  -1
  ARMOR
  OVERKILL
  ACTIONS
  SIZE
  ATT
  DETECT
  DEF
  SENSORS
  EW
  COMM
  LD
  AUTOCOMM
  PERKS
  FLAWS
  AUX
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
  DAMAGE
  C
  H
  L
  S
  S
  SPD
  STOP CBT
  TOP
  W
   / 
  G
   / 
  ATTACK
  COMBINED MODELS
  DETECT
  SENSORS
  COMM
  AUTOCOMM
  ARMOR
  # BASES
  SKILLS
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
   
   /  /
   
   /  /
  NAME
  PERKS
  FLAWS
  SPD
  STOP CBT
  TOP
  M
   / 
  M
   / 
  ATTACK
  TYPE
  DETECT
  SENSORS
  COMM
  AUTOCOMM
  ARMOR
  # BASES
  SKILLS
  NAME
  ARC
  ACC
  RANGE
  DAM
  ROF
  TRAITS
  ROUNDS
   
   /  /
   
   /  /
  NAME
  PERKS
  FLAWS
  SPD
  STOP CBT
  TOP
  M
   / 
  M
   / 
  ATTACK
  TYPE
  
  N
  500m
  750m
  The Heavy Gear Blitz Field Manual is a compilation of the popular Gear Up ﬁeld-test rules which have been integrated into the Heavy Gear 
  Blitz ruleset for quicker play and expanded weapon ranges. Easy to reference ﬂowcharts, updated datacards, and new options takes this 
  ofﬁcial update to the Heavy Gear Blitz ruleset to a whole new level.
  The Field Manual includes the following:
   
  ◆ New rules layout with ﬂowcharts for faster game-play!
   
  ◆ Scenario generator with army priority levels, terrain, deployment, objectives and support options.
   
  ◆ New Army Combat Group Options, Blitz Options, and Field Manual point adjustments for pre 2011 releases.
    
  ◆ New Heavy Gears: Wildcat, Copperhead, Gladiator, and Boa.
   
  ◆ Model Perks & Flaws, Weapon Traits & Tables, plus a Weapon Recognition Chart.
   
  ◆ Updated datacards from Heavy Gear Blitz Locked & Loaded, Return to Cat’s Eye, Shattered Peace, 
   
   
  Terra Nova Gambit, Operation Drop Bears Dive, and Gear Up issues 1-4.
  CORE RULEBOOK REVISED
  Produced and published by Dream Pod 9, Inc.
  5000 Iberville, Suite 328
  Montreal, Quebec, H2H 2S6, Canada
  All artwork and designs ©2001 Dream Pod 9, Inc.
  Heavy Gear Blitz is a trademark of Dream Pod 9, Inc.
  All rights reserved
  Printed in USA 
  Printed in USA 
  DP9-9997
  
SOURCE: textdata/thevault/Dream Pod 9/Heavy Gear/9997 - Heavy Gear Blitz Field Manual.pdf