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Embryo Machine Boardgame

Embryo Machine Boardgame Rulebook

Table of Contents

Table of Contents

  • Game Introduction + Objectives
  • Components
  • Game Setup
  • Your Unit Board
  • Your Unit Deck
  • Your Cards
  • Gameplay
    • Overview
    • Phase Rules
  • Detailed Rules
    • Action Initiative
    • Movement Rules
    • Difficult Terrain
    • Elevation
    • Line of Sight
    • Weapon Range
    • Damage
    • Shooting Damage
    • Melee Damage
    • Energy Weapons
    • Ammo Explosion Check
    • Defeated Units
    • Combat Move
  • Custom Embryo Machine Units
    • Customize a Pre-Built Embryo Machine
    • Create a New Embryo Machine
  • Card Details
    • Standard Cards (Normally Included in a Unit's Deck)
    • B Rank Cards (Basic)
    • A Rank Cards (Advanced)
    • Promo Cards

Game Introduction + Objectives

In Embryo Machine, players are divided into teams, and each player controls a single Embryo Machine unit with a unique 17-25 card unit deck. During each round, you'll plot 2 cards face down to perform actions: move your unit, activate Melee and Shooting attacks, aim, plant mines, or enable armor for increased protection.

To achieve victory, you'll need to defeat at least half of all opposing teams' units or have the least-damaged unit after 10 rounds of combat.

Components

  • 2 Double-sided Battlefield boards
  • 1 Double-sided Map Joint board (6 squares)
  • 2 Double-sided Map Bar boards (3 squares with rules summary)
  • 9 Unit boards
  • 189 Cards (9 unit decks containing 17 to 25 cards each)
  • 50 Support cards
  • 9 Unit standees with plastic stands
  • 80 Tokens (20 basic mine tokens, 20 advanced mine tokens, 40 dummy mine tokens)
  • 4 Cancel markers (back: Except Shooting)
  • 2 "1" markers
  • 6 "1/2" markers
  • 6 "+6" markers
  • 8 Team tokens (3 for Red, 3 for Blue, 2 for Yellow)
  • 8 Team markers for unit standees
  • 1 Round counter dial
  • 1 Round marker

Game Setup

  1. Create the battlefield. You may use either 1 or both game boards as your battlefield. Place your battlefield board(s) in the center of the table. If using both, connect them by adding the map joint board between them.

    Add the 2 map flank boards on either side in the appropriate slots for both single and double board battlefields.

  2. Divide into teams. Teams are indicated by team tokens, which have a team symbol and initiative value.

    Decide which players will be on each team and give 1 team chit to each player, starting with the lowest numbered chit for each color. All players with the same color chit are on the same team.

    Use red and blue chits for a 2-team match (2, 4, or 6 players) or all 3 colors for a 3-team match (6 players).

    With 3-6 players, you may also choose to play a "Free for All" match with each player being a separate team. In this case, the colors do not matter - assign 1 team chit to each player randomly.

    Recommended examples:

    PlayersTeamsTeam TokensWinning Condition# of Map Boards
    21 vs 1Red 1, Blue 2Enemy unit defeated1
    42 vs 2Red 1, Blue 2, Blue 5, Red 4

WINNING THE GAME

At the end of each timing (see Gameplay on pg. 6), all units must verify whether they are still operational or have been defeated. If you have 3 or less cards in your Hull (all cards except for destroyed cards), or if you have no more attack cards remaining, then your unit has been defeated.

A winner is declared if at least half of all enemy units have been defeated. If units are defeated at the same time, then the match is considered a draw.

You may also win the game by having the most operational unit after 10 rounds of play. Once the 10th round has been completed, the game ends and the team with the least number of destroyed cards is declared the winner. If tied, the match is a draw.

When playing a Free for All match, the last remaining unit on the board or the least-destroyed unit after 10 rounds is declared the winner.

COMMONLY OVERLOOKED RULES (READ THIS SECTION AFTER READING ALL RULES)

  • Cards in your hand are discarded during the Clean-up phase.
  • When you move to or through squares with difficult terrain or elevation, your movement costs are increased.
  • When performing an Ammo Explosion Check, cards without the bomb icon (Ammo Explosion Check) are discarded, not destroyed.
  • Cards with the bomb icon (Ammo Explosion Check) that are destroyed during an Ammo Explosion Check do not cause additional Ammo Explosion Checks.
  • If your deck runs out while resolving an action, shuffle your discards to create a new deck.
  • B22 Vernier Thruster may NOT be used with Charge actions.
  • B25 Motion Sensor MAY be used with Charge actions.
  • When determining range, count squares in the shortest route possible, ignoring terrain and elevation.
  • If the elevation of any square between the attacker and target is higher than the squares occupied by the attacker and target, then line of sight is blocked.
  • If any damage or other value results in a fraction, always round up.

NOTE: During the game, you may NOT search through your discards or destroyed area unless a card specifically provides this ability.

Your Unit Board

The unit board is labelled with the following areas:

  • A. Unit Name: Your unit may either be basic (●) or advanced (♦).
  • B. Unit Initials: Cards marked with your unit's initials are part of its unit deck.
  • C. Team Chit: The team chit is placed here to show which team you're on and your initiative order within the team.
  • D. Support Area: Your Support cards are played face up in this area.
  • E. Discard Area: Move your discarded cards face up here.
  • F. Plotting Area: This is where you'll play 2 cards face down each round.
  • G. Plotting Area - First Segment: The card you play here will be revealed during the 1st segment. Revealed cards stay face up until the end of the round.
  • H. Plotting Area - Second Segment: The played card will be revealed during the 2nd segment.
  • I. Deck Area: Your face down draw deck goes here.
  • J. Destroyed Area: This is where any destroyed cards will be placed face up.
  • K. Unit Initiative: (1-15): When multiple players perform an action at the same timing, the unit with the higher initiative is resolved first.
  • L. Move: The maximum number of squares your unit may move during a Move or Charge Attack action. This value also determines the number of Move cards in your deck.

Your Unit Deck

Your unit deck consists of 5 different types of cards:

  1. Move cards allow your unit to move. In your deck, you have 1 Move card for each point of Move value (L.) on your unit board. For example, if your Move value is 4, you have the following cards: N01 Move 1, N02 Move 2, N03 Move 3, N04 Move 4.
  2. Armor cards prevent damage from attacks. You have a number of Armor cards according to your Armor class (T.): Light Armor (0 cards), Medium Armor (3), and Heavy Armor (6).
  3. Aim cards enhance Shooting attacks. Each unit deck has 1 Aim card.
  4. Charge cards combine forward movement and an attack. Your deck's Charge cards are based on your unit's size (S.): 1 card for SS, S, M, and L, 2 cards for LL.
  5. Weapon cards and Support cards are equipped on your available unit part slots (O.). B rank are basic weapons and A rank are advanced weapons.

The total number of cards in your deck, discards, Support area, and plotted on your unit board is your Hull (P.) (destroyed cards are ignored).

Your Cards

  • A. Card Type: This icon shows you the card type: Move (green double arrow), Shooting (blue), Combat (pink slash, the Melee card type), Charge (orange), Mine (teal), Aim (purple), Armor (brown), Etc. (black star), Support (gray plus).
  • B. Card Name: Cards with an orange background in the card name box are A rank weapons.
  • C. Energy Weapons / Ammo Explosion Check: A card with the energy (lightning bolt) icon is an "Energy Weapon" and a card with the bomb icon requires an "Ammo Explosion Check" when destroyed.
  • D. Background Color: Cards with a gray background are Support cards. All other cards have a yellow background.
  • E. Type: A text description of the card type (matches the A. field).
  • F. Range: This is the range of the weapon.
  • G. Damage: The amount and type of damage inflicted on the target in a successful hit: Shooting damage (blue) or Melee damage (pink).
  • H. Effects Box: Additional description of card effects or conditions.
  • I. Card Series Number. NOTE: See Card Details on pg. 16 for a full description of each card.
  • J. Unit Part: The part of your unit where the weapon is attached.
  • K. Required Copies: Some weapons and Support cards require multiple copies of the card to be equipped. If the number is circled (②), the copies may be attached on different parts.

Gameplay

Overview

A match of Embryo Machine consists of a series of rounds, with each round representing 1 minute of the fight. During a round, 4 phases are performed in the following order:

I. Draw Phase

II. Plotting Phase

III. Action Phase

  • 1st Segment: Timings 1 → 2 → 3 → 4
    1. Move Timing (Move cards)
    2. Shooting Timing (Shooting cards)
    3. Melee Timing (Melee cards)
    4. Special Timing (Charge, Mine, Aim, Etc., Armor)
  • 2nd Segment: Timings 1 → 2 → 3 → 4
    1. Move Timing
    2. Shooting Timing
    3. Melee Timing
    4. Special Timing (Charge, Mine, Etc., Armor)

IV. Clean-up Phase

Rounds continue until a player has achieved victory (defeated at least half of all enemy teams) or until 10 rounds have been completed.

Phase Rules

1. Draw Phase

During the Draw phase, each player draws cards from their deck into their hand. Your hand size is equal to the Evade value on your unit board.

Your Evade value may be lowered during the course of the game. When that happens, you must discard cards of your choice immediately to match your new hand size.

NOTE: If your deck is ever empty, shuffle your discards to create a new deck.

2. Plotting Phase

During the Plotting phase, each player secretly plays 1 card from their hand face down in the 1st segment area and 1 card face down in the 2nd segment area.

You must plot cards on both segments unless you have less than 2 cards in your hand. If you only have 1 card, you may choose to play it on either the 1st or 2nd segment.

Aim cards (purple icon) may only be plotted in the 1st segment area.

NOTE: Players on the same team may NOT discuss strategy or reveal cards to their teammates.

3. Action Phase

The Action phase consists of 2 segments, and each segment has a series of 4 timings. These timings are always resolved in the same order:

  1. MOVE TIMING, 2. SHOOTING TIMING, 3. MELEE TIMING, 4. SPECIAL TIMING

In each segment timing, players simultaneously reveal their plotted card if it matches the timing (Ex. Shooting cards are revealed during the Shooting timing). The cards are then resolved in order of the Unit initiative from highest to lowest (except for Move cards - see Move timing below).

Once revealed, you MUST resolve the card during the correct timing. Other players may not cancel your revealed card's effect, but may be able to destroy cards before they are revealed - a destroyed card is NOT resolved.

At the end of each timing, resolve any Mine reactions (see Mine Cards, pg. 12) and check to see if any units have been defeated.

NOTE: Cards with "performed at the start of X timing" are resolved BEFORE other cards in the same timing without considering the Unit Initiative.

RESOLVING THE 1ST SEGMENT

① Move Timing. All players reveal Move cards plotted in the 1st segment area. Cards are resolved in order of the value on the card. If tied, Unit Initiative determines the resolution order, from highest to lowest.

To resolve your Move card, spend the FULL movement value (if possible) to move your unit, and then decide which direction your unit will face.

② Shooting Timing. All players reveal Shooting cards plotted in the 1st segment area. Cards are resolved in Unit Initiative order.

To resolve your Shooting card, choose the target(s) and determine the damage dealt. Apply the Shooting damage and any other effects of the card.

③ Melee Timing. All players reveal Melee cards plotted in the 1st segment area. Cards are resolved in Unit Initiative order.

Before resolving a Melee card, you may first change the direction your unit is facing. In addition, some cards also allow you to move your unit during the Melee timing.

To resolve your Melee card, choose the target and determine the damage dealt. Apply the Melee damage and any specific effects of the card.

④ Special Timing. All players reveal any remaining face down cards plotted in the 1st segment area. These cards are resolved in the following order:

Charge → Mine → Aim → Etc.

If more than one player has plotted the same type of card, Unit Initiative determines the resolution order. An Armor card revealed during the Special timing has no resolution, but may be used to prevent damage as normal.

Damage type dealt by Charge and Mine cards is Melee damage.

NOTE: Armor cards may be revealed ANY time a unit will suffer damage, regardless of the segment (Ex. You may reveal a plotted Armor card in your 2nd segment area to prevent damage during a 1st segment resolution).

RESOLVING THE 2ND SEGMENT

Once all timings of the 1st segment are resolved, resolve the 2nd segment in the same manner (there will be no Aim cards in the 2nd segment).

4. Clean-up Phase

After the 2nd segment has been fully resolved, players move ALL cards in their hands and plotted areas face up to the discards. You may choose the order in which you discard cards.

Move the round marker to the next round on the dial. If 10 rounds have been played, then the match is over.

Detailed Rules

Action Initiative

When cards are revealed during segment timings, Unit Initiative determines the order in which they are resolved, from highest to lowest.

If units have the same initiative, the number on the team token indicates which card is resolved first (from highest to lowest).

For Move timings, the value of the Move cards determines the order of resolution, from highest to lowest. In case of ties, Unit Initiative and then team token decide the order.

Movement Rules

When you resolve a Move card, each movement to an orthogonally adjacent square (not diagonal) has a value of 1.

Your unit may NOT:

  • Move into a square with another unit.
  • Cross the same square twice.
  • End on the same square where the movement was started.

In addition, you must spend the full value indicated by the card. If you are unable to do so, your unit may stay on the last square it moved to and all remaining movement value is lost. You are not forced to choose a specific route in order to spend all your movement value.

At the end of your movement action, you may choose which direction your unit faces.

Your unit may never move more squares than the Move value on its unit board. If this number is lowered during the game, any Move cards played with a higher value are resolved with a maximum movement equal to your unit board's Move value.

Some squares have difficult terrain or elevation, which makes them harder to move to and affects how much movement value is spent.

Difficult Terrain

Squares with Trees, Rubble, Sandy Soil, and Water are considered difficult terrain. Moving into one of these terrain squares costs +1 movement value.

Certain Add-on cards decrease the cost to enter specific terrain types.

Elevation

Some squares have [+1], [+2], or [-1]. This indicates the elevation of the square.

When you move your unit into a square with a different elevation, you must spend +1 movement value for each point of elevation difference between the square you move from and the square you arrive at. Moving to both higher and lower elevations incur the same additional movement value costs.

Ex. You move your unit from a normal elevation square to a [+2] square. The total cost for the movement is 3 (1 for the normal movement cost and +2 for the elevation). Moving from a [+2] square to [+1] square would cost 2 total movement value.

If a square has both elevation and difficult terrain, both of these additional costs are added into the total movement value you spend.

As with difficult terrain, certain Support cards decrease the cost to enter squares of different elevations.

Line of Sight

To determine line of sight, assume a straight line from the center of your attacking unit's square to the center of the target unit's square.

If this line crosses any squares with a higher elevation than the squares occupied by BOTH units, then line of sight is blocked and an attack may not be performed (see Image 1).

When the line of sight passes through the vertex of a square with higher elevation (a direct diagonal line), the elevated square does not block the line of sight (see Image 2).

To resolve a Shooting or Melee card, you must choose a target that occupies a square in front of your unit's facing or to its left or right - you may NOT attack a unit behind you (see Image 3).

To perform an attack, the target unit MUST be in the correct direction and within line of sight. You may choose a unit in line of sight as your target, even if that target is out of range.

NOTE: Units in squares do NOT block your line of sight.

Weapon Range

There are 2 types of weapon range: Constant Range and Variable Range. To determine if the target is in range, count squares in the same manner as movement rules (orthogonal, not diagonal). Elevation and terrain do not matter in determining range.

Constant Range: Cards with range written in plain numbers (Ex. "1~3") have Constant Range.

Variable Range A: Cards with range written in circled numbers (Ex. "①~③") have Variable Range A. This is used with Shooting attacks.

You may also use a Variable Range A card to attack a target that is out of range, but within line of sight. However, it is an ineffective hit. The damage dealt is reduced by 1 for every extra square required for the target to be in range. A Variable Range A attack with damage of 0 is a miss.

Variable Range B: Cards with range written in black-highlighted numbers (Ex. "5~6") have Variable Range B. Missiles are the only cards with Variable Range B.

Similar to Variable Range A, you may use a Variable Range B card to attack a target that is out of range, but within line of sight. The damage dealt is reduced by 2 for every extra square required for the target to be in range. A Variable Range B attack with damage of 0 is a miss.

An attack is considered a hit if it inflicts damage.

Damage

There are 2 types of damage: Shooting damage and Melee damage. Each weapon card is marked with a symbol showing its damage type. The type of damage determines where the damage is dealt:

  • Shooting damage - The target chooses where the damage is dealt.
  • Melee damage - Damage is dealt to the deck.

1 point of damage destroys exactly 1 card.

To apply damage, each destroyed card is resolved individually. One by one, the destroyed cards are placed face up in the destroyed area.

Destroyed Armor cards from the target's hand or deck have no effect. However, you may use Armor cards at any time to prevent any type of damage:

  • Armor cards in your hand: may be activated to prevent Shooting damage.
  • Plotted Armor cards: may be activated to prevent Shooting damage or Melee damage.

A target must decide whether to use an Armor card BEFORE choosing which area will suffer damage.

When a weapon card with the bomb icon (Ammo Explosion Check) is destroyed by damage, an Ammo Explosion Check must be done (see Ammo Explosion Check on pg. 11). However, cards that are destroyed by card effects instead of damage do not require the check.

NOTE: Some attacking cards have special effects that are applied after damage is inflicted. If the damage is 0, the attack is a miss and the effects are NOT applied.

Shooting Damage

Shooting damage is normally inflicted with Shooting attacks.

The target decides which areas are damaged (cards in their hand, Plotting area, Add-on area, or their deck) and may choose different areas to resolve each point of damage.

When the target is on a square with Trees, damage is decreased by 1.

  • Exception 1: Damage inflicted with A12 Grenade Launcher or A13 Long-range Grappling Gun (Anker) is NOT decreased by Trees.
  • Exception 2: Damage inflicted with A03 Flame Thrower is INCREASED when attacking a unit on Trees.

Melee Damage

Melee damage is normally inflicted by Melee cards, Charge cards, and Mine cards.

In this case, damage is dealt directly to the target's deck. If no cards are left in the deck, the discards are shuffled to create a new deck and the remaining damage is applied. If both the deck and discards have been exhausted, the target chooses where the damage occurs (cards in the player's hand, Plotting area, or Support area).

NOTE: All Melee cards allow a unit to change its facing before inflicting damage.

Energy Weapons

Weapon cards with the energy (lightning bolt) icon are energy weapons. When attacking a unit on Water, damage is decreased by 1.

Ammo Explosion Check

Weapon cards with the bomb icon require an Ammo Explosion Check when destroyed by damage.

To resolve an Ammo Explosion Check, look at the damage value of the card. Then reveal cards from your deck equal to this value. If the deck runs out, shuffle the discards and continue drawing. If no more cards are left in the deck or discards, the Ammo Explosion Check is ignored.

Any revealed cards that also have the bomb icon are placed in your destroyed area, and all other revealed cards are placed in your discards. Destroyed cards with the bomb icon do not trigger additional Ammo Explosion Checks.

NOTE: Cards with "on hit, destroy this card" do NOT trigger Ammo Explosion Checks when activated.

Defeated Units

At the end of every timing, you must check to see if your unit has been defeated.

Count the total number of cards you have except for destroyed cards (this includes cards in your hand, deck, discards, plotted areas, and Support area). If you have 3 or less cards, then your unit is defeated.

In addition, if you have no cards that inflict damage (including Charge and Mine cards), then your unit is defeated.

Remove your defeated unit standee from the game board and determine if a player has achieved victory.

If 10 rounds have been played without a victory, then the team with the lowest number of destroyed cards is declared the winner.

Combat Move

Using the B25 Motion Sensor card, you may move your unit during the Melee timing.

In the same manner as normal movement, spend the full value to move your unit (no more than your unit's Move value), including any difficult terrain or elevation movement costs. At the end of your movement action, choose which direction your unit will face.

You may use certain Add-on cards to reduce your movement cost.

Armor Cards

Armor cards may be used at any time, regardless of the segment and timing being resolved (Ex. you may use an Armor card plotted in the 2nd segment area during a 1st segment timing resolution). If not used, plotted Armor cards are revealed during the Special timing of their respective segment and may still be activated to prevent damage.

If activated to prevent damage, Armor cards are destroyed and moved to your destroyed area.

NOTE: Armor cards in your deck that are destroyed due to damage have no effect - they are moved directly to your destroyed area.

Charge Cards

Plotted Charge cards are revealed and activated during the Special timing.

When you activate a charge, move your unit forward in its facing direction equal to its Move value. Elevation and terrain costs affect the movement as in a normal move action. If your unit encounters another unit while charging, it stops on the square directly in front of the other unit and there is no further movement.

After moving, if there is a unit in the square directly in front of your unit's facing (including friendly units), perform a Charge attack.

In a charge attack, your unit and the target unit BOTH suffer damage. To resolve the attack, apply damage to the target equal to your Charge damage value. Then, apply damage to your unit equal to the target's Counter Charge damage value.

All damage from charges is considered to be Melee damage and is dealt to the unit's deck (see Melee damage on pg. 11).

Mine Cards

Plotted Mine cards are revealed and activated during the Special timing.

To resolve a Mine card, place 4 tokens with the green side face up in the 8 squares that surround your unit (each token occupies 2 squares). 2 of these are mine tokens (basic or advanced) and 2 are dummy tokens. In placing these tokens:

  • You may NOT overlap these tokens with each other (sharing the same square).
  • You MAY overlap these tokens with previously placed tokens.
  • You may NOT place tokens completely outside the game board. A token placed at the edge of the board must occupy at least one square on the board.

Activated Mines

At the end of each timing, any unit that occupies a square with a token activates the token. If there are multiple tokens on a single square occupied by a unit, all are activated. In addition, tokens may cause a chain reaction. Any token that shares a square with an activated token is also activated.

To resolve a token, flip the token face up to reveal whether it is a mine or dummy. Dummy tokens are returned to the supply without effect while mine tokens inflict damage (basic mines inflict 3 damage and advanced mines inflict 5 damage). If there are 2 units on a mine token (each occupying one square of the token), both suffer damage.

All damage from mines is considered to be Melee damage and is dealt to the unit's deck. After resolving a mine token, return it to the supply.

NOTE: Dummy mines do not cause chain reactions.

Aim Cards

Aim cards allow you to change your unit facing, increase your Shooting attack damage, and choose where damage is inflicted. An Aim card may only be plotted in the 1st segment area and is revealed and activated during the Special timing. Once revealed, the effects of the Aim card are activated and will enhance a Shooting attack plotted in the 2nd segment, even if the Aim card is destroyed.

To resolve an Aim card, you may first choose to change your unit's facing.

If you have plotted a Shooting attack in your 2nd segment area, this attack will now have +1 damage (including attacks that deal 0 damage). This only applies to direct Shooting damage and not damage dealt by other card effects.

In addition, the target unit must reveal their hand and you may choose where the damage is dealt for every point of damage (cards in the target's hand, Plotting area, Support area, or deck).

When you choose to deal damage to an unrevealed plotted card or the deck, you may not look at the cards first. If a plotted card is destroyed, it is immediately moved to the destroyed area - the target does not activate the card during its timing.

If the target has plotted an Armor card, they may choose to activate it and reduce the damage inflicted. Also, if you choose to attack an Armor card that is plotted or in the target's hand, damage is reduced by the Armor cards first before the remaining damage is dealt to other target areas.

NOTE: Units without Shooting attacks will still have an Aim card in their deck. You may choose to plot an Aim card on your 1st segment and a non-Shooting attack card on your 2nd segment, but your 2nd segment card will not be enhanced.

Etc. Cards

Etc. cards are special weapons and have their effects listed on the cards. They are revealed and activated during the Special timing.

Add-On Cards

Support cards give your unit special benefits. During the game setup, units place all their gray Support cards face up in the Support area of their unit board, and they are not discarded during the Clean-Up phase.

Some Support card abilities require a set of 2 cards and are only effective when both of these cards are equipped. If one of the 2 cards is destroyed, you no longer receive the benefits, but the remaining card may still be targeted and destroyed.

You may use your Support abilities whenever you want, but the effect is only applied once, even when there are multiple copies of the same card. In addition, some cards have specific text:

  • "Does NOT stack" cards may not be used to provide additional effects at the same time.
  • "May NOT be used with" cards limit what Supports you may use for a single action (although they may be equipped at the same time).

Custom Embryo Machine Units

Embryo Machine comes with 9 pre-built units, but you may also customize your own unit.

Customize a Pre-Built Embryo Machine

To customize a pre-built unit, each player selects the equipped weapons they want to use in the game and adds the cards to their deck (all non-weapon cards remain the same).

The total number of cards in your deck must match your unit's Hull value. In addition, check to make sure that all weapons have the correct number of required copies and do not exceed the number of available slots on each part of your unit.

Create a New Embryo Machine

You may also create a new Embryo Machine without using a pre-built unit. Using a copy of the custom unit board below, perform the following steps:

  1. Give your unit a name. Write your unit's name (A.) on the board.

  2. Choose your unit's size and armor class. For size (S.), select one of the 5 options (SS, S, M, L, LL). For armor class (T.), select one of the 3 options (Light, Medium, Heavy).

    Using the tables below, add the following values to your unit board: Initiative (K.), Move (L.), Evade (M), Armor (N.), Slot (O.), Hull (P), Charge Damage (Q.), Counter Charge Damage (R.).

    You may also cross out any unit part slots (V.) that will not be used according to the tables.

    NOTE: The custom unit board can also be found at our website (lionwingpublishing.com).

  3. Assemble your unit deck. To build the core of your unit deck, start by adding the following cards according to the values on your unit board:

    • Move cards (3-7): Add 1 Move card for each point of Move value (L.) on your unit board. For example, if your Move value is 4, you add the following cards: N01 Move 1, N02 Move 2, N03 Move 3, N04 Move 4.
    • Armor cards (0, 3, 6): Add a number of Armor cards according to your Armor value (N.): Light Armor (0 cards), Medium Armor (3), and Heavy Armor (6).
    • Aim card (1): Add 1 Aim card to your deck.
    • Charge cards (1-2): Add Charge cards based on your unit's size (S.): 1 card for SS, S, M, and L or 2 cards for LL.
  4. Select your unit's weapons and Support cards. Subtract the current number of deck cards from your Hull value. This is the exact number of weapon and Support cards you may add to your deck.

Light Armor Class

SizeSSSMLLL
Move77654
Evade109877
Armor00000
Charge11112
Charge Dmg

Medium Armor Class

SizeSSSMLLL
Move66543
Evade87655
Armor33333
Charge11112
Charge Dmg

Heavy Armor Class

SizeSSSMLLL
Move55432
Evade65433
Armor66666
Charge11112
Charge Dmg

Card Details

This is a full listing of the cards in Embryo Machine. Do note that many of the descriptions in this section are expanded versions of what's on the cards. These expanded versions were deemed too long to fit on the cards comfortably. It's a good idea to consult these descriptions as well as those on the cards when you're first getting acclimated to the game.

Furthermore, on certain cards you will see an asterisk at the end of the card's description. These notations are used to save space on the cards and indicate that there is either an exception to the card's effects or further clarification about the card's effects. In these instances, please consult the card descriptions in the following section for the expanded details.

  • Energy weapon: a weapon card marked with the lightning bolt icon. It is written below as "Energy Weapon".
  • Weapon that requires an Ammo Explosion Check when destroyed by damage: a weapon card marked with the bomb icon. It is written below as "Ammo Explosion Check".

Standard Cards (Normally Included in a Unit's Deck)

N01-N07 : MOVE 1 TO MOVE 7 Type: Move

Move your unit a number of squares equal to the card's move value (see detailed Movement rules on pg. 8).

N08 : PLATE Type: Armor

Plate may be destroyed from your hand to reduce Shooting damage by 2. When plotted, Plate may be revealed and destroyed at any time to reduce Shooting or Melee damage by 2 (see detailed Armor rules on pg. 12).

N09 : CHARGE Type: Charge, Damage: X (Melee damage)

Move your unit in its facing direction a number of squares equal to its Move value and stop if any unit blocks your path. After moving, if there is a unit in the square directly in front of your unit's facing (including friendly units), perform a charge attack. Deal Charge damage to the target and receive Counter Charge damage (see detailed Charge rules on pg. 12).

N10 : AIM Type: Aim, Damage: +1

You may only plot Aim on your 1st segment. When resolving Aim, you may first choose to change your unit's facing. Aim adds +1 damage to a plotted Shooting attack in your 2nd segment. On hit, the target reveals their hand, and you choose where the damage of the Shooting attack is inflicted (deck, hand, plotted area, Add-on area). (see detailed Aim rules on pg. 13).

[Source note: the draft prints two different cards with the code N10 (this card and the promo N10 : AIM II below). Both are kept as printed.]

B Rank Cards (Basic)

B01 : SMALL LASER (Energy Weapon) Type: Shooting, Range: ②~③, Damage: 2 (Shooting damage), Attach: All, Required Copies: 1

B02 : MEDIUM LASER (Energy Weapon) Type: Shooting, Range: ③~④, Damage: 3 (Shooting damage), Attach: Head X, Required Copies: ②

B03 : LARGE LASER (Energy Weapon) Type: Shooting, Range: ③~④, Damage: 3 (Shooting damage), Attach: Head X, Required Copies: ②

B04 : VULCAN CANNON (Ammo Explosion Check) Type: Shooting, Range: ②, Damage: 2 (Shooting damage), Attach: Head X, Required Copies: 1

Reveal Vulcan Cannon during the Move timing and resolve it BEFORE any Move cards. Upon a successful hit, destroy this card.

B05 : MACHINE GUN (Ammo Explosion Check) Type: Shooting, Range: ②~④, Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

B06 : GATLING GUN (Ammo Explosion Check) Type: Shooting, Range: ③~⑤, Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

B07 : SNIPER RIFLE (Ammo Explosion Check) Type: Shooting, Range: ⑨~⑪, Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

B08 : SHORT-RANGE MISSILE (Ammo Explosion Check) Type: Shooting, Range: 5~6 (Variable Range B), Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

You can hit an in-range target without line of sight.

B09 : LONG-RANGE MISSILE (Ammo Explosion Check) Type: Shooting, Range: 8~9 (Variable Range B), Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

You can hit an in-range target without line of sight.

B10 : ROCKET LAUNCHER (Ammo Explosion Check) Type: Shooting, Range: 6~8, Damage: 4 (Shooting damage), Attach: All, Required Copies: 2

B11 : GRAPPLING GUN (ANCHOR) Type: Shooting, Range: 1~3, Damage: 0 (Shooting damage), Attach: All, Required Copies: 1

You may change your unit's facing before shooting. Upon a successful hit, move the target unit to the square directly in front of your unit's facing (difficult terrain and elevation do not matter). The target's facing is not changed during the movement.

B12 : CLAW Type: Melee, Range: 1, Damage: 2 (Melee damage), Attach: Arm, Leg, Required Copies: 1

You may change your unit's facing before resolving Claw. Upon a successful hit, the target must destroy 2 Armor cards (Support area, plotted, or in hand) before resolving damage. If the target only has 1 Armor card in these locations, then only the 1 card is destroyed. After the Armor cards have been destroyed, deal 2 Melee damage to the target.

B13 : BLADE Type: Melee, Range: 1~2, Damage: 3 (Melee damage), Attach: All, Required Copies: 1

You may change your unit's facing before resolving Blade.

B14 : LANCE Type: Melee, Range: 2~3, Damage: 3 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Lance.

B15 : AXE Type: Melee, Range: 2, Damage: 4 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Axe.

B16 : MACE Type: Melee, Range: 1, Damage: 4 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Mace.

B17 : HEAT SWORD (Energy Weapon) Type: Melee, Range: 1~2, Damage: 3 (Melee damage), Attach: All, Required Copies: 2

You may change your unit's facing before resolving Heat Sword. Upon a successful hit and after damage is dealt, the target must reveal the top 2 cards from their deck and resolve any applicable Ammo Explosion Checks.

B18 : PILE BUNKER (Ammo Explosion Check) Type: Melee, Range: 1, Damage: 6 (Melee damage), Attach: All, Required Copies: 1

You may change your unit's facing before resolving Pile Bunker. Upon a Successful hit, Pile Bunker is destroyed and does not trigger an Ammo Explosion Check.

B19 : MINE (Ammo Explosion Check) Type: Mine, Damage: 3 (Melee damage), Attach: All, Required Copies: 1

Plant 2 mine tokens and 2 dummy tokens on the 8 squares surrounding your unit (tokens may not overlap each other). If a unit is on a token at the end of ANY timing, reveal the token, apply any damage, and discard the token (see detailed Mine rules on pg. 12).

B20 : SPIKE Type: Charge, Damage: 3 (Melee damage), Attach: All, Required Copies: 1

Resolved in the same manner as N08 Plate. Shield may be destroyed from your hand to reduce Shooting damage by 4. When plotted, Shield may be revealed and destroyed at any time to reduce Shooting or Combat damage by 4.

[Source note: the printed text of B20 Spike is the B21 Shield text (it refers to "Shield" and to N08 Plate), and it does not describe a Charge card. It is reproduced as printed; the intended text is not confirmed by the draft.]

B21 : SHIELD Type: Armor, Attach: All, Required Copies: 1

Resolved in the same manner as N08 Plate. Shield may be destroyed from your hand to reduce Shooting damage by 4. When plotted, Shield may be revealed and destroyed at any time to reduce Shooting or Melee damage by 4.

[Source note: the draft prints a second card with the code B21 (the promo ACTIVE SHIELD, below). Both are kept as printed.]

B22 : VERNIER THRUSTER Type: Support, Attach: Body 2 or Leg Each 1, Required Copies: ②

You must have BOTH required copies of Vernier Thruster aligned in your Support area to use its effects. Choose whether to activate it before resolving a plotted card. When activated before a movement or combat movement (including B25 Motion Sensor), your unit no longer pays additional costs for moving onto difficult terrain. Each movement cost to a different elevation is reduced by 1 (from normal elevation to +2 would only cost 1 additional point of movement). Vernier Thruster may NOT be used with Charge cards.

B23 : WHEEL Type: Support, Attach: Body 2 or Leg Each 1, Required Copies: ②

You must have BOTH required copies of Wheel aligned in your Support area to use its effects. Choose whether to activate it before resolving a plotted card. When activated, your plotted Move and Charge cards have +2 movement. You must either use all 2 movement points or choose not to activate it. Wheel may NOT be used with other Support cards, except for A29 Waterproof Cover.

B24 : CATERPILLAR TRACK Type: Support, Attach: Leg Each 1, Required Copies: ②

You must have BOTH required copies of Caterpillar Track aligned in your Support area to use its effects. Choose whether to activate it before resolving a plotted card. When activated, your plotted Move and Charge cards have +1 movement. Caterpillar Track ignores difficult terrain costs for Rubble, Sandy Soil, or Water. Caterpillar Track may NOT be used with other Support cards, except for A29 Waterproof Cover.

B25 : MOTION SENSOR Type: Support, Attach: Head 1 & Leg 1, Required Copies: ②

You must have BOTH required copies of Motion Sensor aligned in your Support area to use its effects. Choose whether to activate it before resolving a plotted card. When activated, you may move your unit to an adjacent square before resolving a combat attack. Motion Sensor may NOT be used with other Support cards, except for A29 Waterproof Cover and B22 Vernier Thruster.

A Rank Cards (Advanced)

A01 : PULSE LASER (Energy Weapon) Type: Shooting, Range: ③~⑤, Damage: 2 (Shooting damage), Attach: All, Required Copies: 1

A02 : HIGH-INTENSITY LASER (Energy Weapon) Type: Shooting, Range: ④~⑤, Damage: 4 (Shooting damage), Attach: Head X, Required Copies: ②

A03 : FLAME THROWER (Ammo Explosion Check) Type: Shooting, Range: ②~③, Damage: 2 (Shooting damage), Attach: All, Required Copies: 1

Damage to a unit on Water terrain is decreased by 1, while damage to a unit on Trees terrain is increased by 1. After damage is dealt, the target must reveal the top 4 cards from their deck and resolve any applicable Ammo Explosion Checks.

A04 : SONIC BOOM (Energy Weapon) Type: Shooting, Range: 3~4, Damage: 0, Attach: All, Required Copies: 1

Upon a successful hit, immediately reduce the target's Evade to half for the rest of the game (place a "/2" chit next to the Evade value). The target must discard cards from their hand to meet the new Evade value. Similar effects do NOT stack. Future Sonic Boom or A25 Sound Storm attacks have no effect on the target.

A05 : GATLING CANNON (Ammo Explosion Check) Type: Shooting, Range: ③~⑤, Damage: 4 (Shooting damage), Attach: All, Required Copies: 3

A06 : SHOTGUN (Ammo Explosion Check) Type: Shooting, Range: ①~③, Damage: 4 (Shooting damage), Attach: Head X, Required Copies: 2

If the target activates a plotted or hand Armor card, ALL damage from the Shotgun's attack is reduced to 0, including any Aim damage enhancements.

A07 : ADVANCED RIFLE (Ammo Explosion Check) Type: Shooting, Range: ⑨~⑪, Damage: 3 (Shooting damage), Attach: All, Required Copies: 1

A08 : LONG-RANGE MISSILE (Ammo Explosion Check) Type: Shooting, Range: 6~8 (Variable Range B), Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

You can hit an in-range target without line of sight.

A09 : MISSILE SHIELD (Ammo Explosion Check) Type: Shooting/Armor, Range: 5~6 (Variable Range B), Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

Missile Shield can be both a Shooting and Armor card. When used as an attack, you can hit an in-range target without line of sight. As Armor, it may be destroyed from your hand to reduce Shooting damage by 3. When plotted, Missile Shield may be revealed and destroyed at any time to reduce Shooting or Melee damage by 3. It may be used as Armor AFTER being resolved as a Shooting attack.

A10 : ADVANCED ROCKET LAUNCHER (Ammo Explosion Check) Type: Shooting, Range: 6~8, Damage: 4 (Shooting damage), Attach: All, Required Copies: 1

A11 : LARGE-CALIBER ROCKET LAUNCHER (Ammo Explosion Check) Type: Shooting, Range: 6~8, Damage: 4 (Shooting damage), Attach: All, Required Copies: 2

A12 : GRENADE LAUNCHER (Ammo Explosion Check) Type: Shooting, Range: 1~5, Damage: 3 (Shooting damage), Attach: All, Required Copies: 2

Target a square instead of a unit. All units occupying the target square or the 4 adjacent squares suffer damage (including friendly units and your unit). Damage from Grenade Launcher towards a unit on Trees terrain is NOT decreased.

A13 : LONG-RANGE GRAPPLING GUN (ANCHOR) Type: Shooting, Range: 1~4, Damage: 1 (Shooting damage), Attach: All, Required Copies: 1

You may change your unit's facing before resolving Grappling Gun. Upon a successful hit (in line of sight AND within range), move the target unit to the square directly in front of your unit's facing (difficult terrain and elevation do not matter). If that square is occupied or unavailable, move the target to the square nearest to your unit's forward adjacent square. If there are multiple nearest squares, the attacker chooses where the target will be placed. The target's facing is not changed during the movement.

A14 : BOLAS LAUNCHER Type: Shooting, Range: 1~4, Damage: 0 (Shooting damage), Attach: All, Required Copies: 1

Bolas Launcher does not inflict damage. Upon a successful hit, destroy this card, and place "Cancel" chits on both of the target's plotted areas. During the next round, the target's plotted cards will be immediately discarded instead of resolved during the Action phase. After the cards are discarded, remove the "Cancel" chits.

A15 : NET LAUNCHER Type: Shooting, Range: 1~5, Damage: 0 (Shooting damage), Attach: All, Required Copies: 1

Net Launcher does not inflict damage. Upon a successful hit, place "1" chits next to the target's Move and Evade values. During the next round, these values are reduced to 1. If a unit has multiple chits on a single value, they are calculated from left to right. After the affected round is over, remove the chits.

A16 : HEAT CLAW (Energy Weapon) Type: Melee, Range: 1, Damage: 2 (Melee damage), Attach: Arm, Leg, Required Copies: 1

You may change your unit's facing before resolving Heat Claw. Upon a successful hit, the target must destroy 2 Armor cards. They may choose to destroy plotted Armor cards or those in the hand. If the target only has 1 Armor card in these locations, then only the 1 card is destroyed. After the Armor cards have been destroyed, deal 2 Melee damage to the target. In addition, the target must reveal the top 2 cards of the deck and resolve any applicable Ammo Explosion Checks.

A17 : CHAIN BLADE Type: Melee, Range: 1~2, Damage: 4 (Melee damage), Attach: All, Required Copies: 1

You may change your unit's facing before resolving Chain Blade.

A18 : CORSEQUE Type: Melee, Range: 2~3, Damage: 4 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Corseque.

A19 : BARDICHE Type: Melee, Range: 2, Damage: 5 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Bardiche.

A20 : WAR HAMMER Type: Melee, Range: 1, Damage: 5 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving War Hammer.

A21 : GIANT SCISSORS Type: Melee, Range: 1, Damage: 5 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Giant Scissors. Upon a successful hit, first deal 1 Melee damage to the target. The target must then reveal and discard cards from their deck one-by-one until a Weapon card is revealed. Using the target's unit board as a reference, locate and destroy all OTHER Weapon cards that are attached on the same part (from the target's deck, hand, discards, and Support area). If the revealed Weapon card is attached on multiple parts, the target chooses which part is affected. After Giant Scissors is resolved, the target then must reshuffle their deck.

A22 : STUN WHIP Type: Melee, Range: 2, Damage: 1 (Melee damage), Attach: Arm, Required Copies: 1

You may change your unit's facing before resolving Stun Whip. Upon a successful hit, place a "Cancel: Except Shooting" chit on the target's plotted card for the next segment. Unless the plotted card is a Shooting card, it is discarded at the beginning of the next segment. If Stun Whip is plotted in the 2nd segment, the effect is applied to the target's 1st segment plotted card in the next round.

A23 : REVOLVING PILE BUNKER (Ammo Explosion Check) Type: Melee, Range: 1, Damage: 6 (Melee damage), Attach: All, Required Copies: 2

You may change your unit's facing before resolving Revolving Pile Bunker.

A24 : ADVANCED MINE (Ammo Explosion Check) Type: Mine, Damage: 3 (Melee damage), Attach: All, Required Copies: 1

Plant 2 mine tokens and 2 dummy tokens on the 8 squares surrounding your unit (tokens may not overlap each other). If a unit is on a token at the end of ANY timing, reveal the token, apply any damage, and discard the token. (See detailed Mine rules on pg. 12).

[Source note: the card prints Damage: 3, while the detailed Mine rules on pg. 12 say that advanced mines inflict 5 damage. Both are kept as printed; the draft does not reconcile them.]

A25 : SOUND STORM Type: Etc., Damage: 0, Attach: All, Required Copies: 1

Sound Storm does not inflict damage. The target's Evade value is reduced by half during the next round (round up). Place a "/2" chit next to the Evade value on the target's unit board. At the end of the next round, remove the chit. Similar effects do NOT stack. Once a unit's Evade has been decreased by half, it may not be reduced again with another Sound Storm or A04 Sonic Weapon.

[Source note: the printed text refers to "A04 Sonic Weapon"; the card with that code is A04 SONIC BOOM. Printed as written.]

A26 : SELF-DESTRUCTION DEVICE (Ammo Explosion Check) Type: Etc., Damage: X, Attach: All, Required Copies: 1

Your unit's current square and its surrounding 8 squares are the target. All units (including yours) on the target suffer damage equal to half your current Hull (total number of cards in your hand and on your unit board, except for destroyed cards). If there are any mine tokens on the target area, they are revealed and resolved. After being used, destroy this card. When Self-Destruction Device is destroyed by an Ammo Explosion Check, you may choose to activate it immediately before destroying it.

A27 : SMOKE MISSILE (Ammo Explosion Check) Type: Etc., Range: 0~5, Damage: 0, Attach: All, Required Copies: 1

Choose a square within range as a target. All units on the target square or its 4 adjacent squares receive +6 Evade for the next round. Place a "+6" chit on the unit board of each affected unit and remove it at the end of the next round. If a unit affected by Smoke Missile already has a chit that modifies their Evade value, evaluate all others first and then add the +6. The effect of Smoke Missile does NOT stack.

A28 : HOVER Type: Support, Attach: Leg Each 1, Required Copies: ②

You must have BOTH required copies of Hover aligned in your Support area to use its effects. Choose whether to activate it before resolving a plotted card. When activated, your plotted Move and Charge cards have +2 movement. You must either use all 2 movement points or choose not to activate it. Hover ignores difficult terrain costs for Rubble, Sandy Soil, or Water, and ignores elevation costs when on Water or at +0 elevation. Hover may NOT be used with other Support cards, except for A29 Waterproof Cover.

A29 : WATERPROOF COVER Type: Support, Attach: Body, Required Copies: 1

Waterproof Cover ignores difficult terrain costs for Water terrain squares. MAY be used with other Support cards.

A30 : HEAVY ARMOR Type: Armor, Attach: Body, Required Copies: 1

Heavy Armor may be played from your hand to reduce Shooting damage to 0. When plotted, Heavy Armor may be revealed and destroyed at any time during the round to reduce Shooting or Melee damage to 0 (see detailed Armor rules on pg. 12).

Promo Cards

B21 : ACTIVE SHIELD Type: Armor/Support, Attach: All, Required Copies: 1

This card may be destroyed at any time to reduce Shooting or Melee damage by 1.

N10 : AIM II Type: Aim, Damage: +1

When resolving this card, you may change your unit's facing. May only be plotted on your 2nd segment. Place this card in your Support area and discard it at the beginning of the next round's 1st segment. Adds +1 damage to a plotted Shooting attack in the next round's 1st segment. Upon a successful hit, the target reveals their hand, and you choose where the damage is inflicted (deck, hand, plotted area, Support area).

B14 : BEC DE CORBIN Type: Melee, Range: 3, Damage: 4 (Melee damage), Attach: Arm Each 1, Required Copies: 2

You may change your unit's facing before resolving this card. Upon a successful hit, first deal 4 Melee damage to the target. You may then deal 1 Melee damage to a unit in a square adjacent to your unit.

??? : VULCAN CANNON II Type: Shooting/Support, Range: 1, Damage: 2 (Shooting damage), Attach: All, Required Copies: 1

You may activate this card any time your unit moves. It may be resolved from any square traversed during the move, including the starting and ending squares. Upon being used, destroy this card.

[Source note: this card has no card number in the draft ("???"). Printed as written.]

  • Armor Cards
  • Charge Cards
  • Mine Cards
  • Aim Cards
  • Etc. Cards
  • Add-On Cards
  • 1 Enemy unit defeated
    1
    63 vs 3Red 1, Blue 2, Blue 5, Red 4, Red 7, Blue 82 Enemy units defeated2
    62 vs 2 vs 2Red 1, Blue 2, Yellow 3, Yellow 4, Blue 5, Red 4Both enemy teams lose 1 or more unit2
  • Choose your unit. Each Embryo Machine unit has both a basic and advanced version. Basic units use B rank weapons and advanced units use A rank weapons. Before selecting units, players should decide whether the basic (● in the upper right corner) or advanced (♦) side of the unit boards will be used for the match. Using basic units for your first few games is recommended. For your first few games, we recommend using the basic versions of Argyros, Zimmer, Tortohan, Orage, or Garou.

    The player with the lowest numbered team token chooses their unit first. They take the matching unit board and its standee. Once all players have chosen units, attach the team markers and plastic stands to the standee.

    Each unit has its own serial code composed of 2 letters and a symbol (● or ♦) for assembling your unit deck. Take all cards with the matching serial code for your unit.

    NOTE: Some cards are used for both basic and advanced units (Ex. a card with the AR●♦ code is used for the basic and advanced Arachne unit).

  • Prepare your unit board. Place your unit board directly in front of you, and add your team token in the indicated circle (C., see diagram on pg. 4).

    If your unit deck has any Support cards (gray background), place them face up in the board's Support area (D.). Some Support cards are only enabled when multiple copies of the card are present. Place them together in the Support area.

    Shuffle all your remaining cards and place the deck face down in the deck area (I.).

  • Pick a starting square. On the battlefield, you'll find several squares marked with a starting-point symbol (a dark block). These are the available starting points.

    Starting with the player who has the lowest numbered team token and proceeding in low-to-high order, each player selects their unit's starting square.

    Units on the same team must be placed in adjacent squares, and enemy units must be placed on different sides of the board. For 2-team matches, placing units face-to-face on the short sides of the battlefield is recommended.

    Place the round counter dial next to the battlefield and put the round marker on "1."

  • M. Evade: (3-10): The number of cards in your hand at the beginning of each round.
  • N. Armor: (0,3,6): The number of Armor cards in your deck.
  • O. Slot: (8-14): The number of cards that may be equipped on your unit.
  • P. Hull: (17-25): The total number of cards in your unit's deck.
  • Q. Charge Damage: (5-7). The amount of damage your unit inflicts when using a Charge Attack.
  • R. Counter Charge Damage: (2-3): The amount of damage your unit inflicts when defending against a Charge Attack.
  • S. Size: There are 5 unit sizes: SS, S, M, L, and LL.
  • T. Armor Class: There are 3 types of armor class: Light, Medium, and Heavy.
  • U. Counter Boxes: Chits may be placed in these dashed boxes during the game.
  • V. Parts Slots: Your unit has 6 part areas for equipping cards - Head, Body, Arm (L), Arm (R), Leg (L), and Leg (R).
  • L. Unit Initials: This tells you which unit deck the card belongs to and whether it is used with the basic version (●), the advanced version (♦), or both (●♦).
  • As you select cards to add, write the name of each card in its respective part slot on your custom unit board. Every card has an attachment part and the required number of copies listed on the card. Be sure to check the text area for details:

    • Cards with "Attach: [part name] X" indicate that you may NOT equip the weapon on the listed part.
    • Some cards have multiple parts available. In this case, you may choose one of the options for equipping the weapon (Ex. "Body 2 or Leg Each 1" may have 2 cards equipped on the body or 1 card on each leg).
    • Cards with a circled number of required copies (Ex. "②") may have each card equipped on a different part.
    • Some weapons may only be equipped once, even if you have other slots available. This will be noted in the card's text area.

    In general, weapons that use ammunition are required to be equipped on the same part, and energy weapons may be equipped on different parts.

    A Ranked Weapons. When equipping A rank weapons to a custom unit, all players should decide together how many "sets" of A rank weapons each player will use. A set is composed of weapon cards equal to the number of required copies (Ex. if the required number is ②, then 2 copies of the weapon would be considered a "set" and added to the deck).

    If you have enough space for the cards in your deck, you may use multiple sets of A rank weapons. For customizing pre-built units, 4 sets of A rank weapons should be used.

    5
    5
    5
    5
    6
    Counter Ch Dmg22222
    Aim11111
    Slot - Total89111314
    Slot - Head11112
    Slot - Body12222
    Slot - Arm (R)22233
    Slot - Arm (L)22233
    Slot - Leg (R)11222
    Slot - Leg (L)11222
    Hull1718192021
    Initiative123610
    5
    5
    6
    6
    6
    Counter Ch Dmg22333
    Aim11111
    Slot - Total89111314
    Slot - Head11112
    Slot - Body55666
    Slot - Arm (R)22233
    Slot - Arm (L)22233
    Slot - Leg (R)11222
    Slot - Leg (L)11222
    Hull1920212223
    Initiative4571113
    6
    6
    6
    6
    7
    Counter Ch Dmg33333
    Aim11111
    Slot - Total89111314
    Slot - Head11112
    Slot - Body12222
    Slot - Arm (R)22233
    Slot - Arm (L)22233
    Slot - Leg (R)11222
    Slot - Leg (L)11222
    Hull2122232425
    Initiative89121415