MechWarrior: Solaris VII
MechWarrior: Solaris VII Rulebook
Table of Contents
Table of Contents
- Welcome to the Arena
- BattleMechs
- Combat Values
- Let the Games Begin!
- Important Combat Concepts
- Prepare the Arena
- The Match
- Terrain
- Special Attack Rules
- Targets and Reputation
- Combat Enhancement Cards
- Gear and Pilots
- Ending the Match
- Special Equipment Reference
- Heat Effects
- Glossary
- Reference: Ranged Combat Modifiers
- Reference: Close Combat Modifiers
- Reference: Movement
- Transcription Notes
Welcome to the Arena
MechWarrior: Solaris VII gives you a different way to play with your MechWarrior miniatures. Solaris VII uses many--but not all--of the concepts and components common to MechWarrior: Age of Destruction; it even introduces some new mechanics and game play options.
Solaris VII is an exciting and fast-paced miniatures combat game set in a 32nd-century universe, where war is dominated by three-story-high humanoid vehicles called BattleMechs (or 'Mechs). Using collectable MechWarrior: Age of Destruction miniatures on the planet of Solaris VII, you and your MechWarriors ('Mech pilots) compete against other players for fame and fortune.
When you and your friends get together for a Solaris VII match, you each customize a 'Mech from your own collection of 'Mechs. You can customize your 'Mechs hundreds of different ways, using pilots and gear.
You can play Solaris VII with as many people as you like, but the game plays best when there are two, three, or four players, each with his or her own 'Mech. You can also play with a team of 'Mechs, with two or more teammates allied on each team.
BattleMechs
Each BattleMech unit has four main components: the figure (the three-dimensional representation of the unit), the base, the combat dial, and the heat dial. The base, combat dial, and heat dial are described below. In these rules, the terms 'Mech and unit are interchangeable. In addition, the term figure is used on some combat enhancement cards (see p. 29) to indicate an opposing unit.
The Base
Each unit's base contains important game information, like its rank and variant name.
Hint: Some units look the same at first glance but have different ranks, paint schemes, names, and combat dials to identify them. Each unit's base has a collector's number on it so that you can keep track of your collection.
Rank: Many units have different versions, or ranks; a unit's rank usually indicates its power level relative to its other versions. Chevrons indicate unit rank: 1 chevron = Green; 2 chevrons = Veteran; 3 chevrons = Elite. A star indicates a Unique unit.
The Combat Dial
The combat dial is the unique feature that sets MechWarrior apart from all other futuristic miniatures games. The combat dial is the rotating disk found under each unit's base. It is printed with numerical combat values that are viewed through the unit's stat slot. For each 1 damage your unit is dealt, turn its combat dial once clockwise to the next set of numbers; this usually reduces the unit's effectiveness. When your unit is repaired of damage, turn its combat dial counterclockwise; this usually improves the unit's effectiveness.
The Heat Dial
The heat dial is a tumbler dial adjacent to a unit's stat slot. As a unit operates, it "heats up" and often becomes harder to pilot. The heat dial is printed with colored squares and numbers that tell you how the unit's accumulated heat is affecting it. For each 1 heat a unit gains, turn its heat dial once counterclockwise; when it loses heat, turn its heat dial clockwise.
Combat Values
Combat values are numbers that tell you how well your unit does certain things. They appear in a unit's stat slot and on its base.
Units each have ten combat values. Five of these values appear in the stat slot: primary damage, secondary damage, speed, attack, and defense. The other five values are printed on each unit's base: minimum range and maximum range (for the primary damage value and secondary damage value each) and vent rating.
Each unit also has a green starting marker and may have one or more black repair markers on its combat dial. Starting markers show the starting position of each unit's combat dial (how the dial should be oriented to begin the game), and repair markers restrict how much damage a unit may be repaired of.
Let the Games Begin!
On the planet of Solaris VII, battle is waged not necessarily to decide the fate of planets, but for the entertainment of the crowds. One-on-one combat is the norm, not the exception, and fame and fortune are the rewards instead of a job well done. This is MechWarrior: Solaris VII!
Items Required for Play
In addition to your MechWarrior units and these rules, you will need the following items to play: a Solaris VII arena map, three six-sided attack dice (3d6--two white dice and one black die), and six target tokens. These items are supplied in the Solaris VII Action Packs. In addition, you will need a few coins or beads to use as tokens during the game and some additional d6.
Building Your Combatant
Before playing a MechWarrior: Solaris VII match, all players must agree on the match's weight class and build total. The weight class indicates which units players can choose from for their combatant or their team of combatants. A unit's weight class is indicated by the last letter of its variant name: L = light, M = medium, H = heavy, and A = assault. Choose a unit whose weight class fits the weight class chosen for the match. The build total indicates the point value your unit can meet, but not exceed. Suggested build totals for each weight class follow:
- Light (Featherweight): up to 160 points per unit
- Medium (Lightweight): up to 210 points per unit
- Heavy (Middleweight): up to 280 points per unit
- Assault (Heavyweight): up to 350 points per unit
Solaris VII matches generally feature a single unit pitted against another, though you can also play team battles. When agreeing on a match's weight class, also agree on how many units each player will play. Each player should have the same number of units on his or her team. A recommended team contains anywhere from one to five units, though teams can be larger.
Additionally, some matches can have more than two players, in which players vie to have the last unit standing. When you're first learning Solaris VII, we recommend you use single-unit teams. Over time, you may increase the number of units on a team.
Standard match. The standard match is single unit versus a single unit. Some units can be equipped with optional pilots and gear combat enhancement cards (see Gear and Pilots, p. 30) to improve their combat values and abilities.
Example: Trevor and Brian have decided to play a medium-class, 210-point match. Trevor selects "Yen-lo-Wang," a medium Centurion, while Brian selects "Jack," a medium Night Stalker. Trevor and Brian can equip their units with pilots and gear as they like, as long as neither unit (including the point values of any pilots and/or gear) exceeds 210 total points.
If you play a team match, your team may contain multiple copies of the same unit, unless that unit has the Unique rank. The same Unique may, however, appear more than once in your team as long as the collector's numbers of the Unique units are different. The same Unique may appear in opposing teams during the same match.
Note: 'Mechs released before the Age of Destruction expansion do not have variant names that indicate their weight class and can't be assigned optional pilots and gear. For 'Mechs without a variant name, use their point values when determining which weight class they fall into. Additionally, after playing a few games, you may decide to play based on build total only; this allows for cross-weight class matches.
The Standard Match
There are a few ways that a MechWarrior: Solaris VII match can be set up. After agreeing on a weight class and/or build total, we suggest the following standard match:
- Each player should have only one combatant.
- Each player should bring three target tokens (see p. 27) that provide a total of 30 reputation points.
- The time limit for the game is 20 minutes.
Important Combat Concepts
The following general concepts are important to understanding the MechWarrior: Solaris VII game. For greatest success, you should familiarize yourself with them before you enter the arena!
Resolving an Attack
A unit making an attack is called the attacker. A unit being attacked is called the target. To resolve an attack, roll 3d6--called the attack roll--and add the attacker's attack value to the result; this total is the attack result. If the attack result is equal to or greater than the target's defense value, the attack succeeds and your unit scores damage to the target. The 3d6 making up your attack dice should include 2d6 of the same color and one d6 of another color.
Modifiers
Some game effects modify--add to or subtract from--a unit's combat value or die roll. Most modifiers apply only for the duration of an attack, though some can also apply continuously or for the duration of a phase, round, or match. Modifiers are cumulative.
Damage Scored and Dealt
When an attacker succeeds at an attack, the damage scored to the target is equal to the unit's damage value, affected by any modifiers.
The amount of damage scored can be affected by special equipment and/or combat enhancement cards. After all special equipment and combat enhancement card effects have been applied to the damage scored, the resulting damage is the damage dealt to the target. Sometimes the damage dealt can also be affected by special equipment and/or combat enhancement cards.
Note: Some attacks deal damage to a target instead of scoring damage to it.
Damage die. Place a d6 next to a unit that has had damage dealt to it on a turn to record how much total damage will be dealt during that round's clean-up phase. This d6 is the damage die. Always apply all special equipment and combat enhancement card effects before recording damage dealt on the damage die.
Range Types
There are three range types: ballistic, energy, and melee. A unit's range type is printed next to its damage value. Primary and secondary damage values might have different range types.
A ranged combat attack has either the ballistic or energy range type; a damage value with the melee range type will have range values of 0, and so can't ever be used to resolve a ranged combat attack.
Hexes and Hexsides
A Solaris VII arena is made up of hexagons, or hexes. Units in the arena occupy these hexes during the course of a match. Hexes represent different terrain types and can also represent different elevations. Each hex is made up of six hexsides. Note that adjacent hexes share hexsides. Hexsides are used to measure range for ranged combat attacks, check line of fire, and determine if attackers may benefit from rear arc modifiers when making attacks against targets.
Rounding
Some game effects tell you to divide (usually halve) a number. Before doing so, apply modifiers (if applicable) and then divide the result. If such division results in a fraction, always round up.
Special Equipment
Colored areas might appear in a unit's stat slot, associated with a particular combat value. These colored areas represent special equipment that your unit possesses. These areas are usually shaped like squares, though they may also be shaped like circles (see below). Special equipment is lost or comes into operation as your unit is dealt or repaired of damage. Special equipment rules are printed on the MechWarrior special equipment card (SEC), starting on page 33. Special equipment rules take precedence over game rules, except where noted.
Single-use special equipment. Special equipment colors shaped like circles (single-use special equipment) are the same as squares, except that the unit using that special equipment is dealt 1 unpreventable damage after the order to use that special equipment resolves. After a unit resolves an order using single-use special equipment, ensure that that unit's damage die reflects the 1 damage dealt for using that special equipment.
Special equipment affects game play only while it appears in a unit's stat slot. If special equipment is described as optional, it is assumed to be in effect unless it is canceled. A player can cancel any of his or her unit's special equipment at any time prior to rolling dice to resolve an order given to that unit. The special equipment remains canceled until the end of that turn. At the beginning of the next turn, it is in effect again.
Optional special equipment is used when a player elects to use it or does not cancel it and the requirements for that special equipment are met. Special equipment that is not optional is used when the requirements for that special equipment are met.
Unless stated otherwise, special equipment that appears on a unit's primary or secondary damage values may be used only when resolving attacks using the unit's primary or secondary damage value, respectively.
Targeting Friendly Units
Friendly units can't target each other with damaging attacks. Additionally, a unit can't target itself with any attack or special equipment that scores or repairs damage.
Eliminating Units
As soon as three bullet hole symbols appear in a unit's stat slot, it is eliminated and must be removed from the match.
Critical Hits and Critical Misses
When you make an attack roll, and each die of the same color comes up with a result of 6, the attack automatically succeeds; this is a critical hit.
If the attack was meant to score damage, check each target that has damage scored against it. If the target has a pilot, remove the pilot from the heat dial slot and place it on the target's base. The pilot has been knocked unconscious (see page 10).
If the attack was meant to repair a target of damage, the repair attempt automatically succeeds and the amount of damage the target is repaired of increases by +1.
If each die of the same color comes up with a result of 1, the attack automatically fails; this is a critical miss. The attacker is dealt 1 unpreventable damage after a critical miss.
If you roll a critical miss when trying to repair a target of damage, the repair attempt automatically fails and the target is dealt 1 unpreventable damage.
Unconscious Pilots
A unit with an unconscious pilot can't be given orders, and can't use the modifiers provided by that pilot unless specifically stated. If you have a unit with an unconscious pilot, however, you can attempt to revive that pilot at the beginning of each phase and each time that unit is declared the target of an attack. If the attempt is at the beginning of a phase, this attempt happens before any other actions, game effects, or orders. Roll a d6 and add any defense modifiers provided by the pilot. If the result is 4 or more, the pilot regains consciousness. Return the pilot to the heat dial slot and continue with the phase or attack.
Gaining Heat
As units fight in the Solaris VII arenas, they gain heat. As most units gain heat, their performance decreases. Units gain 1 heat each time they are given any of the following orders, which are described later in these rules:
- Move using the run option
- Ranged combat
- Close combat
- Dodge
- Defend
- Dig in
- Assault
In addition, if a ranged combat attack using the energy range type deals at least 1 damage to a unit, that unit also gains 1 heat. A unit can gain only 1 heat in this way each round, regardless of how many successful ranged combat attacks with the energy range type damage it during a round.
Heat die. When you give a unit an order that will cause it to gain heat, place a d6 near it to record the amount of heat the unit will gain; this is the unit's heat die. As a unit gains or loses heat during a round, adjust the heat die accordingly. Then, during the clean-up phase, refer to the heat die to determine how much heat the unit will gain and turn the unit's heat dial counterclockwise once for each 1 heat gained.
Heat effects. As a unit gains or loses heat, numbers or colored squares might appear on its heat dial. These numbers and squares are called heat effects. You can find descriptions of all heat effects on the SEC. If a unit's heat dial shows a number or heat effect in a location corresponding to its primary damage value, secondary damage value, or speed value, that combat value is modified by that number or affected by that heat effect.
Example: Jonas' Catapult has seen a lot of action in this battle! Its heat dial shows two -1 modifiers: one applying to the Catapult's secondary damage value and one applying to its speed value. If Jonas needs to refer to the secondary damage or speed values for this 'Mech, each will be reduced by 1.
During the clean-up phase, when a unit gains heat, apply the total amount of heat gained before making any die rolls required as a result of that heat gain. Some die rolls may result in additional heat gain. Apply any new heat gain immediately, and then make any new die rolls required as a result of these heat effects. Continue this process until the unit either does not gain additional heat or becomes shutdown. Heat effects that do not require a die roll always apply while they appear on the heat dial.
Example: This round Ethan's Malice used the run option during its move order in the move phase (1 heat) and was given a dodge order during the combat phase (1 heat). The Malice gains 2 heat during the clean-up phase. Ethan applies the 2 heat to his Malice BEFORE he checks to see if any heat effects require him to make heat effect rolls, and removes the heat die reminding him of how much heat to apply to his Malice.
In some cases, multiple heat effects might appear on the dial at the same time; if they do, roll a separate die for each heat effect and apply the results to the unit at the same time. For example, if a unit gains heat and both the Avoid Shutdown and Avoid Ammunition Explosion heat effects appear on the heat dial, you must roll for both effects and apply the results separately. Thus, it is possible to have the unit shut down from a failed Avoid Shutdown roll and also be dealt damage from a failed Avoid Ammunition Explosion roll.
Losing heat. See "Vent" on page 22, "Clean-up Phase" on page 23, and "Water Terrain" on page 24 for ways units can lose heat during the game. A unit can lose heat through more than one of these ways in a round.
Shutdown
Shutdown occurs when a unit's onboard systems decide its internal heat level is too high to continue operation.
Shutdown automatically occurs when three radioactive symbols appear on the heat dial. A shutdown unit can't gain more heat. Shutdown can also occur if you fail a heat effect roll that shuts down your unit. When a unit shuts down, mark it with two tokens to indicate that it is shutdown. If a unit becomes shutdown because of a failed heat effect roll, do not turn its heat dial to the three radioactive symbols; simply mark it with two tokens.
A shutdown unit can't be given orders, but still rolls for initiative. Optional special equipment on a shutdown unit is canceled until the unit restarts.
Shutdown modifier. Any unit attacking a shutdown unit modifies its attack value by +2; this is the shutdown modifier.
Restarting
A shutdown unit automatically restarts when the heat starting position appears on its heat dial. Restarting might also occur because of a successful heat effect roll. Restarting does not require an order.
When a shutdown unit restarts, remove the two tokens from it; it can be given orders starting on the next round. If the unit restarts because of a successful heat effect roll, do not turn its heat dial to the heat starting position; simply remove the two tokens from it.
A unit that restarts because of a successful heat effect roll does not roll for any other heat effects that might be present on the heat dial that turn.
Prepare the Arena
Before starting the game, each player should roll 3d6. Reroll ties. The player who rolls highest is the first player for purposes of setting up the arena. If the arena has not been predetermined, the first player chooses the arena for the match, and the player to the left of the first player chooses a starting area first. If the arena was predetermined, the first player chooses a starting area in the arena first. If there are more than two players, players choose starting areas clockwise around the arena.
If playing a one-on-one battle, use the starting areas marked "A." If you're playing a team of two against a team of two, use the starting areas marked "A" and "B." Each team should use a set of A and B starting areas that are closest to each other. If you're playing with four players, each with one unit, use the starting areas marked "A" and "C."
Before starting the game, each player should choose a damage die and a heat die. Each die should be a different color. Announce to all players which die is your heat die and which is your damage die for the duration of the match.
If you're using Target tokens (see Targets and Reputation, p. 27) in your game, place the first Target token in the arena.
The Match
Each Solaris VII match is broken down into a series of rounds, and each round is broken down into four phases:
- Initiative phase
- Move phase
- Combat phase
- Clean-up phase
Additionally, some phases have a turn order, which defines the order in which units act.
Initiative Phase
At the beginning of the initiative phase, players determine initiative for each of their units, which determines the turn order that will be used for the round's move phase, combat phase, and remainder of the initiative phase. The unit with the lowest initiative result is first in the turn order, then the next highest initiative, and so on, up to the highest result. Before determining initiative, the player of any unit with an unconscious pilot can roll to try to revive that pilot. Do not determine initiative for units with unconscious pilots: They are last in the turn order.
The initiative roll. To determine initiative, roll 2d6 for each unit you control. The player with the highest initiative result can choose to keep his or her initiative or make his or her initiative result 1 (the first possible turn in the turn sequence) for that phase. Reroll any ties.
Note: Sometimes during a match, you might want your unit to be first in the turn sequence instead of last. Getting the highest initiative gives you ultimate control over your unit's place in the turn sequence.
Special Attacks
After initiative and turn order have been determined, players can choose to have their units perform special attacks. The three special attacks options--charge, death from above, and pin--are described starting on page 26. Use the turn sequence when checking for special attacks.
Move Phase
Units move in turn order. A unit's speed value represents how many hexes it can move when given a move order.
To move a unit, you must give it a move order. When moving a unit in a Solaris arena, moving one hex subtracts 2 from the unit's speed value that phase. Moving from a hex with one terrain type (see Terrain, p. 23) to a hex with another terrain type might subtract more from a unit's speed value. A unit does not have to use its entire speed value when it moves, but any leftover speed is not carried over into the next phase.
Base contact. Units that occupy adjacent hexes of the same elevation (see Terrain, p. 23) are considered to be in base contact with each other. A unit must stop moving when it moves into base contact with an opposing unit.
Facing. A unit can move in any direction. At the end of its move, you can "face" it in any direction; that is, determine which way its front and rear arcs (printed on the unit's base) are oriented on the arena. This is important because a unit can usually attack only through its front arc, and it may be more vulnerable to being attacked through its rear arc. A unit is considered to be facing the hexsides that its front arc overlaps.
For example, a unit with a 135-degree front arc can face two or three hexsides at once. One with a 180-degree front arc can face three or four. One with a 270-degree arc can face four or five. And one with a 360-degree arc can face all six.
Free spin. Sometimes a unit is allowed to make a free spin; that is, rotate in its hex to change its facing. If a unit ends its movement in base contact with one or more opposing units, each of those opposing units can make a free spin. A free spin does not require an order.
Fig. 1: This unit has a 180-degree front arc. Its facing gives it three hexsides it can draw a line of fire from and four hexsides it can make a close combat attack through. Its facing also means that one hexside is within its rear arc for line of fire purposes, and two hexsides are within its rear arc for close combat purposes.
Fig. 2: By changing its facing, the unit now has four hexsides it can draw a line of fire from and three hexsides it can make a close combat attack through. It now has two hexsides within its rear arc for line of fire purposes, however, and three hexsides within its rear arc for close combat purposes.
Breaking away. If you give a move order to a unit that is in base contact with one or more opposing units, your unit must attempt to break away. Roll a d6. On a result of 1 or 2, the unit fails to break away, though you can still change its facing. On a result of 3-6, it has broken away from all adjacent opponents and can move as normal, though if it comes into base contact with other opposing units during its move, its movement ends.
Run option. A unit can double its speed value if it uses the run option when given a move order. If a unit uses the run option, it gains 1 heat during the clean-up phase; adjust the unit's heat die to reflect the heat gain. If a unit given a move order to run fails a break away roll, it does not gain 1 heat for the run.
Combat Phase
After all players have decided whether to move their units or have them perform a special attack, the combat phase begins. During the combat phase, you can give each of your eligible units one of seven orders:
- Close combat
- Ranged combat
- Assault
- Dig in
- Defend
- Dodge
- Vent
If you pass (do not give an order to) one of your units on your turn, you might still be able to give it an eligible order that combat phase, such as defend or dodge, which is given in response to another player's order. Combat is resolved in turn order. If a unit is declared the target of an attack, however, its player can immediately declare a dig in, defend, or dodge order, as those orders have an effect on the attack. Though the player declares his or her order at that time, any attack that might be associated with that order is not made until it is that player's turn.
Close Combat Order
To make a close combat attack against a target, a unit must be given a close combat order and the following two conditions must be true:
- The attacker must be in base contact with the target, and
- part of the attacker's front arc must overlap part of a hexside of the hex occupied by the target.
Any unit can make a close combat attack. When a unit makes a close combat attack, it usually must use its primary damage value. If, however, a unit has the melee range type on its secondary damage value, its controller may choose to use the damage value associated with the melee range type instead. This decision must be announced prior to rolling the attack dice. The ballistic and energy range types are ignored for close combat purposes. A unit given a close combat order gains 1 heat during the clean-up phase in addition to any other heat generated by the attack; adjust the unit's heat die to reflect the heat gain.
Close combat damage. When a unit succeeds at a close combat attack against a single target, if it is not using a damage value associated with the melee range type, it scores damage to the target equal to half its damage value, minimum 1 damage. If it is using a damage value associated with the melee range type, it scores damage equal to its damage value.
Rear arc modifier. If a hexside within an attacker's front arc is also within the target's rear arc, modify the attacker's attack value by +2; this is the rear arc modifier.
Other modifiers are discussed in other relevant sections of these rules.
Ranged Combat Order
To make a ranged combat attack, a unit must be given a ranged combat order.
Determine range. A unit has two range values separated by a slash printed on its base. The number to the left of the slash is the minimum range value; the number to the right is the maximum range value.
A unit's minimum range is the minimum number of hexsides away an opposing unit must be in order to be targeted with a ranged combat attack. A unit's maximum range value is the maximum number of hexsides it can cover with its ranged combat attack.
Line of fire. A ranged combat attack, as well as other attack types or game effects, require you to check line of fire to see if you can make the attack. To determine line of fire, count the number of hexsides from the attacking unit to the target; you must start with a hexside within your unit's front arc. You must always use the path that has the minimum number of hexsides between your unit and the target, and the target must be within your unit's maximum range in order for the attack to be made.
A line of fire is blocked (and the attack unable to be made) if:
- a hexside crosses or follows a blocking terrain boundary and neither the attacker nor the target occupy elevated terrain, or
- a hexside has units occupying the hexes on both sides of it.
Fig. 3: The Hellion (left) has a clear line of fire to the Solitaire (right). The shortest line of fire to the Solitaire is 7 hexsides, so the Hellion must use that line when counting for range. (Diagram marked YES for this line of fire; a second diagram marked NO shows a blocked line.)
Make the attack. If the line of fire is clear and the target is within your unit's maximum range but not closer than your unit's minimum range, the attack can be made. An attacker can make a ranged combat attack against a unit adjacent to it if these conditions are met.
You must announce prior to rolling the attack dice whether the primary or secondary damage value will be used. This announcement also determines the range type of the attack (ballistic or energy).
If the controller does not make this announcement, the attack uses the primary damage value and its associated range type by default. If the ranged combat attack is not possible using the primary damage value, the attack is canceled. A unit given a ranged combat order gains 1 heat during the clean-up phase in addition to any other heat generated by the attack; adjust the unit's heat die to reflect the heat gain.
Indirect-Fire Ranged Combat
When its line of fire would be blocked, a unit can make an indirect-fire ranged combat attack against a single target; the target may not be in base contact with a unit friendly to the attacker. In order to make an indirect-fire ranged combat attack, a unit must:
- have a maximum range value greater than 0,
- not be in base contact with an opposing unit,
- use a damage value with the ballistic range type, and
- have an attack value greater than 0.
Draw a line of fire just as you would for a ranged combat attack, except that the line ignores terrain boundaries and units other than the target.
Modify the attacker's attack value by -2 when making an indirect-fire ranged combat attack. This is the indirect fire modifier. If the attack succeeds, score damage to the target equal to the attacker's damage value, maximum 2 damage.
Ranged Combat Modifiers
Apply the following modifiers when making a ranged combat attack; apply each only once per attack.
Rear arc modifier. If the rear arc of the target is within a hexside that is part of the line of fire, modify the attacker's attack value by +2.
Called shot modifier. If the attacker is in base contact with any opposing units other than the target, modify the attacker's attack value by -1. This is the called shot modifier.
Friendly fire modifier. If the target is in base contact with any units friendly to the attacker, modify the attacker's attack value by -1. This is the friendly fire modifier.
An attacker can choose to ignore the friendly fire modifier. If it does, and the attack succeeds against the target, also score 1 damage against all units friendly to the attacker that are in base contact with the target. This damage does not come from the attacker's damage value.
Summary of Ranged Combat Modifiers
- Hexside in line of fire crosses or follows a hindering terrain boundary: -1 to attacker's attack
- Attacker is in base contact with opposing units other than the target: -1 to attacker's attack
- Target is in base contact with units friendly to the attacker: -1 to attacker's attack
- Attacker uses the indirect-fire ranged combat attack option: -2 to attacker's attack
- Target's rear arc is within a hexside that is part of the line of fire: +2 to attacker's attack
- Target is shutdown: +2 to attacker's attack
- Hexside in the line of fire belongs to a hex occupied by a unit other than the attacker or the target: -2 to attacker's attack
Ranged Combat Against Multiple Targets
Some units can target two or more opposing units with a single ranged combat attack. You can never, however, target a single unit more than once per ranged combat attack.
A unit might show two or more ballistic or energy range type symbols next to its range values. This number of symbols is the maximum number of different units that unit can target with a single ranged combat attack. An attacker does not have to target as many units as it has range type symbols. You must be able to draw a clear line of fire to each target you wish to attack. No target of a multiple ranged combat attack may benefit from the called-shot modifier if one of the targets is in base contact with the attacker.
Roll the attack dice once and compare the attack result to each target's defense value. It is possible for the attack to succeed against some targets but fail against others.
If a ranged combat attack succeeds against more than one target, divide the attacker's damage value and score it any way you choose among the successfully hit targets; you can choose to score 0 damage to a target. Each target of a multiple ranged combat attack applies the modifiers specific to its condition.
Example: Mindy gives a ranged combat order to her Hellion. The Hellion's secondary damage value has two energy range type symbols and a damage value of 3. Mindy targets one opposing unit and one Target token within her unit's minimum range of 0 and maximum range of 10. The lines of fire are not blocked, and the Hellion is not in base contact with an opposing unit. The Hellion's attack value is 11, and Mindy's attack roll is 10, giving her an attack result of 21. Mindy compares the 21 to the defense values of the two targets. The first is a shutdown Solitaire with a defense value of 20. Against this target, the attack result of the Hellion is 23: It gets +2 to its attack value because the target is shutdown. This is enough to succeed against the Solitaire. The second is a Target token with a defense value of 17. The line of fire to this target crosses a hindering terrain boundary. Against this target, the attack result of the Hellion is 20: It gets -1 to its attack value because the line of fire crosses a hindering terrain boundary. The Hellion's attack easily succeeds against the Target token. Mindy has a total of 3 damage to divide between the targets against which the attack succeeded. She chooses to score 2 damage to the Solitaire and 1 to the Target token.
Assault Order
A unit that is not in base contact with an opposing unit can be given an assault order, which allows it to both move and make either a close combat or ranged combat attack. All terrain modifiers apply to the move. A unit can move up to half its speed value and then make a ranged combat attack, or it can move up to its speed value and make a close combat attack. A unit given an assault order can't use the run option and gains 2 heat during the clean-up phase in addition to any other heat generated by the order; adjust the unit's heat die to reflect the heat gain.
Assault modifier. Modify the attacker's attack value by -1 when it is given an assault order; this is the assault modifier.
Dig In Order
A unit that was not given a move order during the move phase can be given a dig in order. It can be given a dig in order only if it is declared the target of an attack OR if it has not been declared the target of an attack that combat phase; a unit that has previously been declared the target of an attack that combat phase may not be given a dig in order. That combat phase, any unit attacking a unit that has been given a dig in order modifies its attack value by +1 for the attack. In addition, a unit given a dig in order can make a close combat or ranged combat attack on its turn during the combat phase; modify its attack value by +2 for the attack. A unit given a dig in order gains 1 heat during the clean-up phase; adjust the unit's heat die to reflect the heat gain.
Defend Order
If a unit is declared the target of an attack, it can immediately be given a defend order. An attacker attacking a unit given a defend order modifies its attack value by -1 for the attack. In addition, a unit given a defend order can make a close combat or ranged combat attack on its turn during the combat phase. Modify its attack value by -1 for that combat phase; the unit also gets -1 to its initiative roll in the next round's initiative phase. A unit given a defend order gains 1 heat during the clean-up phase; adjust the unit's heat die to reflect the heat gain.
Dodge Order
If a unit is declared the target of an attack, it can immediately be given a dodge order. An attacker attacking a unit given a dodge order modifies its attack value by -2 for the attack. A unit given a dodge order can't make any attacks that combat phase, and gains 1 heat during the clean-up phase; adjust the unit's heat die to reflect the heat gain.
Vent Order
Venting allows a unit to lose heat it has accumulated during battle. Each time a unit is given a vent order, turn its heat dial clockwise a number of times equal to its vent rating. A unit given a vent order loses heat when the order resolves. A unit can't lose heat if the heat starting position is showing on its heat dial. Note that when a unit loses heat, heat effects may reappear on its heat dial. Like when a unit gains heat, when a unit loses heat apply the total amount of heat lost before making any die rolls required because of heat effects; make these rolls immediately after applying the total heat lost.
Example: Tony's Zeus occupies water terrain. During the combat phase, Tony's Zeus has damage dealt to it from an attack using the energy range type, causing it to gain 1 heat as reflected on the Zeus' heat die. When it's his turn, Tony gives the Zeus a vent order to cool. Its vent rating is 2, and its heat die shows a 1. Tony subtracts the amount shown on the unit's heat die from its vent rating (2-1) and turns the unit's heat dial clockwise once, then removes the heat die from his unit. After applying this heat loss, the Avoid Shutdown heat effect appears on the heat dial, so he rolls a d6 and succeeds. During the clean-up phase, his Zeus loses another 1 heat because it ended the round occupying water terrain. After applying this 1 heat loss, no heat effects appear on the heat dial, but if they had, Tony would have had to roll for them.
Clean-up Phase
During the clean-up phase, turn the combat dials of any units dealt damage that round clockwise a number of times equal to the number showing on their damage dice. Also turn the heat dials of any units that gained heat during that round counterclockwise a number of times equal to the number showing on their heat dice. Units gain heat before losing any heat during the clean-up phase. Any unit that wasn't given an order that round loses 1 heat.
Terrain
When fighting in the MechWarrior: Solaris VII arenas, terrain will play a very important role. You can't choose your terrain in the arena, but you can be prepared for it.
There are four types of terrain: clear, hindering, blocking, and water. Terrain has two different types of elevation: elevated (see Elevated Terrain, p. 24) and grounded (non-elevated). You can tell if a unit is occupying a certain terrain type if the hex the unit occupies has a colored dot and/or black rings in its center. The color of the dot indicates the type of terrain the hex represents. The number of black rings indicates what type of elevated terrain the hex represents. Terrain might be outlined with a boundary line, usually the same color as the center dots or rings in its hex.
Terrain impacts the game in two ways: moving and drawing lines of fire. Some terrain types affect movement and lines of fire differently.
Clear Terrain
Clear terrain represents anything from grassy plains to abandoned manufacturing complexes. Any hex without a colored dot in its center is clear terrain.
Clear grounded terrain has no effect on movement or drawing lines of fire.
Hindering Terrain
Hindering terrain represents light woods, destroyed units, and other similar terrain. Any hex with a green dot in its center is hindering terrain. Hindering terrain might be outlined with a green boundary line.
Units can move into and through hindering terrain hexes. Each hindering terrain hex a unit moves through subtracts 3 from its speed value.
Hindering terrain modifier. Hindering terrain interferes with ranged combat attacks. If a line of fire crosses or follows any number of hindering terrain boundaries, modify the attacker's attack value by -1; this is the hindering terrain modifier. Close combat attacks ignore hindering terrain.
Blocking Terrain
Some examples of blocking terrain include large boulders and ruined buildings. Any hex with a red dot in its center is blocking terrain. Blocking terrain might be outlined with a red boundary line. A unit can't occupy or move through blocking terrain.
If a line of fire crosses any number of blocking terrain boundaries, and neither the attacker nor the target occupies an elevated terrain hex, the line of fire is blocked.
Water Terrain
Water terrain could be anything from retention ponds to swamps. Any hex with a blue dot in its center is water terrain. Water terrain might be outlined with a blue boundary line. Units treat water terrain as clear terrain for movement and line of fire purposes.
A unit occupying water terrain during the clean-up phase loses 1 heat.
Elevated Terrain
Clear, hindering, blocking, and water terrain might be elevated to form hills, buildings, and low plateaus. All elevated terrain represents the same level of height above the arena. Any hex with a single black ring in its center is elevated terrain. Sometimes this black ring will surround a colored dot in the center of the hex. This shows that that particular terrain type is elevated.
Units can move into and through elevated terrain hexes. When a unit moves into an elevated terrain hex from a grounded terrain hex, subtract 3 from its speed value. If a unit moves into a hex containing more than one type of terrain that would cause it to subtract from its speed value, subtract only the largest number from its speed value.
For example, if a unit entered a hex with terrain that required it to subtract 3 from its speed value and terrain that required it to subtract 4 from its speed value, it would subtract 4 from its speed value.
If a unit moves into a hex with more than one terrain type that each require the unit to subtract the same number from its speed value, subtract that number only once.
For example, if a unit enters a hex with elevated hindering terrain from a grounded terrain hex, it would subtract only 3 from its speed value, not 6.
Units occupying hexes of different elevation can make close combat attacks against each other.
If an attacker and its target both occupy an elevated terrain hex, line of fire is not blocked by blocking terrain boundaries.
If either an attacker or its target occupies an elevated terrain hex, but the other does not, the line of fire is not blocked by blocking terrain boundaries and ignores hindering terrain boundaries.
Abrupt elevated terrain. Flat rooftops and plateaus flanked by cliffs are examples of abrupt elevated terrain. Any hex with a two black rings in its center is abrupt elevated terrain. Abrupt elevated terrain is treated like elevated terrain, with the following exceptions:
- Units without Jump Jets special equipment can't move into an abrupt elevated terrain hex unless they occupy an adjacent elevated terrain hex.
- An attacker occupying grounded terrain can't make a close combat attack against a target occupying abrupt elevated terrain.
Height-advantage modifier. When a unit not occupying elevated terrain makes a close combat or ranged combat attack against a target occupying elevated terrain, modify the attacker's attack value by -1 for the attack; this is the height-advantage modifier.
Special Attack Rules
The following special attacks occur during the initiative phase. A unit making a special attack must begin its turn with no opposing units in base contact with it.
Charge
In order to perform a charge attack, a unit must be able to take its turn before (have a lower initiative than) the intended target. If a unit makes a charge attack, it can't move again during the move phase and can't be given an order during the combat phase.
A unit must have an attack value greater than 0 in order to make a charge attack. Check the line of fire between the attacker and the target: if it crosses any non-water terrain boundary or does not start from a hexside within the attacker's front arc, modify the attacker's attack value by -2 for the attack. If the line of fire is within the target's rear arc, the target can't make a free spin during the attack. Give the attacker a move order using the run option; the attacker must end its movement in base contact with the target.
To resolve the attack, make an attack roll and add the attacker's attack value. If the line of fire was within the target's rear arc and the attacker ended its movement with part of its front arc within a hexside that is also within the target's rear arc, modify the attacker's attack value by +2 for the attack. If the attack succeeds the attacker scores impact damage to the target equal to its primary damage value +1.
After resolving the attack, the attacker is dealt unpreventable damage equal to half its primary damage value, minimum 1 damage, regardless of whether the attack succeeded. The attacker also gains 2 total heat from the attack.
Death from Above
In order to perform a death from above attack, a unit must be able to take its turn before (have a lower initiative than) the intended target. If a unit makes a death from above attack, it can't move again during the move phase and can't be given an order during the combat phase. If the attack succeeds, the target can't be given a move order during the move phase.
A unit must have an attack value greater than 0 and Jump Jets special equipment in order to make a death from above attack. Give the attacker a move order using Jump Jets special equipment and end the move in base contact with the target. Modify the attacker's attack value by -2 for the attack; the target can't make a free spin during the attack.
To resolve the attack, make an attack roll and add the result to the attacker's attack value. If the attack succeeds the attacker scores impact damage to the target equal to its primary damage value +2. The attacker is dealt 1 unpreventable damage after the attack resolves. If the death from above attack fails, the attacker is dealt 2 unpreventable damage, and the target can make a free spin, if able.
Pin
If a unit makes a pin attack it can't also move during the move phase. In order to make a pin attack, the attacker must begin the round in base contact with the target. A pin attack automatically succeeds.
If a unit is pinned, negative modifiers are applied to the target's roll to break away if it attempts to move during the move phase. If the pinning unit's turn is before the target's, the target gets -2 to its die roll to break away. If the pinning unit's turn is after the target's, the target gets -1 to its die roll to break away.
Targets and Reputation
The crowds on Solaris have become jaded to the simple combat of machine versus machine, and to further challenge the combatants, random targets have been introduced to the games. Combatants who can not only eliminate their opponents, but also eliminate randomly appearing targets, gain a greater reputation in the arenas by pleasing the crowds.
During a Solaris VII match, Target tokens are placed randomly in the arena from the target pool for combatants to eliminate. Target tokens are eliminated most often by targeting them with either a close combat or ranged combat attack. Eliminating a Target token gains a combatant reputation points, which can ultimately win a combatant the battle.
Placing Target Tokens in the Arena
Using Target tokens in the game is optional. When using Target tokens, each player should contribute three Target tokens worth a total of 30 reputation points to the target pool. Target tokens are placed face down and randomly sorted. After players have chosen their starting areas, the second player places a Target token in the arena. Only one Target token can be in the arena at a time.
Target tokens are placed by counting along the width (the short side) and length (the long side) of the arena. When placing the first Target token, the second player places it in one of the two center hexes of the arena: Starting at one corner of the arena, the second player counts 6 hexes along the width and then 7 or 8 (his or her choice) along its length. The Target token is placed face up in the chosen hex.
Destroying Targets
To destroy a Target token, you must target it with a close combat or ranged combat attack, just as you would target a unit. Target tokens can have up to five stats on them:
- Defense value of the target. The defense value of a target might appear in a colored square; this indicates the target has armor special equipment. Colors in this location correspond to colors on the SEC.
- Method: Indicates the range type that the crowd prefers the Target token be destroyed with. Though most Target tokens can be destroyed by any attack, an attack using the preferred range type will gain more reputation points than an attack using a different range type.
- RP: Reputation points gained by destroying the target with an attack using the target's preferred method.
- Else: Reputation points gained (if any) if the target is eliminated in a way other than the preferred method.
Damage scored to a Target token is dealt immediately after the attack is resolved; Target tokens do not use a damage dice. If a Target token is dealt 1 or more damage, it is destroyed; the player who destroyed it removes it from the arena and keeps it, revealed, on his or her side of the arena until the game ends.
Replacing Target Tokens
At the end of the clean-up phase, if there are no Target tokens in the arena, one must be placed in the arena. The player to the left of the player who destroyed the last Target token randomly chooses a Target token from the target pool, chooses a corner of the arena, and rolls 2d6. Reroll results of 12. Beginning from the chosen corner of the arena, the player who destroyed the last Target token then counts hexes equal to the result along the width of the arena. The player to the left of that player then rolls 3d6. Reroll results of 16-18. The player who destroyed the last Target token then counts a number of hexes equal to the result along the length of the arena. The player to the left of the player who destroyed the last Target token then places the chosen Target token face up in the resulting hex. If a Target token would placed so that it can't be attacked, reroll the 3d6 for length placement until the result places the token so that it can be attacked.
Combat Enhancement Cards
Combat enhancement cards (CECs) affect many aspects of game play, from unit performance to team performance. Using CECs in your games is optional.
Besides its name, a CEC is also printed with other game play information, including its collector's number, point value, and rules text. Some CECs are printed with more information than others, depending on their type.
CEC Types
There are many CEC types used in MechWarrior: Age of Destruction. Currently, these CECs include faction pride, gear, mercenary contract, mission, pilots, planetary conditions, and situational alliance CECs. The only CEC types compatible with the Solaris VII rules, however, are gear CECs without "R.I.S.C." in the name and pilot CECs.
Point Values
CECs have point values associated with them, just like units do. Gear and pilots add to a unit's point value.
Some CECs have alternative point values; these are printed after the point value and the symbol. A CEC's alternative point value might be more or less than its point value. If you meet the requirements for an alternative point value, you must use that value when building your combatant (see Pilots, p. 31).
Rule of precedence. Because there are different types of CECs, some CEC effects occur before others in the game. The player whose turn it is decides the order in which CEC effects resolve.
Gear and Pilots
Gear and pilots allow players to further personalize and enhance their units. A unit may be assigned either up to two pieces of gear or one piece of gear and one pilot.
Besides the usual CEC information, a gear/pilot card is also printed with its point value, requirements, modifiers, special equipment, and/or special game effects it provides when assigned to a unit.
Units have two slots on their heat dials that can accommodate the removable "paddles" included on gear and/or pilot CECs; these paddles represent the gear or pilot assigned to the unit. Before the match begins, each gear/pilot paddle to be used is removed from its card and put into a unit's slot. After a game, the gear/pilot paddle can be snapped back into its card for convenient storage.
Gear
The collector's number of a gear CEC begins with "G." Gear modifies the combat values of the unit to which it is assigned; the gear CEC will indicate which combat values it modifies. Requirements indicate which traits a unit must possess in order to be assigned that gear. The first requirement listed is the class requirement. Other requirements may include items such as range type.
For example, in order to assign the Inferno Ammunition gear to a unit, the unit's class must be light and it must have the ballistic range type.
A unit can't be assigned more than one piece of gear with the same combat value requirement unless one states that it may be used on a combat value along with other gear, or the gear is applied to a different combat value.
Gear that applies to a unit's primary damage value is labeled "PRI." Gear that applies to a unit's secondary damage value is labeled "SEC." Gear that can apply to either damage value is labeled "PRI" on one side and "SEC" on the other. When putting these pieces of gear in a unit's slot, ensure that the letter corresponding to the damage value the gear will apply to faces toward the unit's set symbol, so that it can be seen by all players.
A gear CEC might also provide special equipment to a unit's combat value. If a combat value would receive special equipment from two different sources (for example, one from the combat dial and one from gear), only one may apply at a time, unless the gear states otherwise.
For example, a unit with Evade showing on its combat dial that is also assigned Evade gear does not modify its defense value by +4 against ranged combat attacks: It gets only +2 because only one Evade can be in effect at a time. If the unit loses Evade on its combat dial, however, the Evade from the gear can be used.
Unless its gear CEC states otherwise, if a unit with gear gains the Salvage special equipment on its combat dial, the gear is ignored.
Pilots
Most pilot requirements show which unit class or classes those pilots can be assigned to. For example, the Robinson Battle Academy Graduate can pilot only light units. Some pilots have additional requirements. There are three types of pilots: common pilots, legendary pilots, and gunslinger pilots.
Common pilots, whose collector's numbers begin with "P," can be assigned to any unit as long as the unit meets the pilot's requirements. The unit gets the modifiers printed on the pilot's card.
Legendary pilots and gunslinger pilots, whose collector's numbers begin with "L" and "GS," respectively, are Unique. A Unique pilot can appear only once on a team, just like a unit. Like common pilots, legendary pilots and gunslinger pilots can be assigned to any unit as long as the unit meets the legendary or gunslinger pilot's requirements. The unit gets the modifiers printed on the pilot's card--but not the benefits of the pilot's rules text, as described below.
Each legendary pilot and gunslinger pilot has an alternative point cost. This cost is associated with that pilot's preferred unit, which is identified by its set symbol and collector's number. If you assign a legendary pilot or gunslinger pilot to his or her preferred unit, you may then--and only then--use the special ability described on the pilot CEC rules text. This special ability represents a specialty the pilot has picked up from experience with his or her preferred unit.
Note: Some MechWarrior: Age of Destruction pilots have abilities that do not seem to have a use in the Solaris arenas. For example, an ability dependent on the number of order tokens a unit has would not be useful on Solaris, as order tokens are not a game component used in the Solaris VII rules. In cases like these, do not use the pilot's alternative point cost. These pilots are not that well-suited to the rigors of the Solaris arenas. If any part of a pilot's ability has a use in the Solaris arenas, use the pilot's alternative point cost when that pilot is assigned to its preferred unit. Before beginning the match, players should agree on the usefulness of pilot abilities, if any.
Recruiting pilots. Note that some pilots have a recruit cost; this cost is not used in the MechWarrior: Solaris VII rules.
Ending the Match
The match ends at the end of any phase when any one of the following conditions is met:
- Only one player has a unit in the arena; OR
- A predetermined time limit for the match is reached; OR
- All remaining players agree to end the match.
Victory!
In MechWarrior: Solaris VII, eliminating the opponent is what matters most to the crowds. If a player eliminates a unit with a total point value (including any gear or pilots) less than that of his or her own unit, that player gains 70 reputation points. If a player eliminates a unit with a total point value (including any gear or pilots) equal to or greater than that of his or her own unit, that player gains 80 reputation points instead.
Additionally, players tally the amount of reputation points gained from destroying Target tokens and determine their total amount of reputation points earned during the match. If there is a tie in reputation points, the winner is the player with the combatant that has the lowest total point value. If there is still a tie, roll a d6. The player with the highest result wins, as the fickle crowds make their own choice.
Campaign Play
After becoming familiar with the MechWarrior: Solaris VII rules, you and your may friends may wish to create your own Solaris VII stable of MechWarriors and units to compete against each other in ongoing campaigns. Watch the WizKids website at www.wizkidsgames.com/mechwarrior for campaign rules.
Source note: the campaign rules are a separate WizKids supplement (campaign-rules.pdf, 2008), which this transcription does not include.
Special Equipment Reference
Special equipment rules are printed on the MechWarrior special equipment card (SEC), starting on page 33. Each entry below is headed by the color of its stat-slot square or circle as printed on the card (purple, green, red, blue, black, or gray), followed by the special equipment name and whether it is optional.
Damage Special Equipment
- [purple] Artemis V Fire-Control System (optional). When this unit succeeds at a ranged combat attack targeting a single opposing figure, roll a d6. On a result of 3-5, modify this unit's damage value by +1 for the attack; on a 6, modify it by +2 instead.
- [green] Homing Beacon (optional). Give this unit a ranged combat order targeting a single opposing figure; modify this unit's attack value by +1 for the attack. If the attack succeeds, until the end of the combat phase any line of fire for a ranged combat attack using the range type drawn to the target is clear, and the target ignores hindering terrain when it is the target of ranged combat attacks using the range type.
- [red] Armor Piercing (optional). This unit's ranged combat attacks ignore other units' defense special equipment with "armor" in the name.
- [blue] Anti-Personnel (optional). This special equipment is not used in the MechWarrior: Solaris VII rules.
- [black] Streak Missiles (optional). When this unit makes a ranged combat attack targeting a single opposing figure, it ignores other figures, terrain, and terrain boundaries for line of fire purposes. If the attack succeeds, modify this unit's damage value by -1, minimum 1. The attack can't target a shutdown unit or a unit with Electronic Camouflage special equipment.
- [gray] Point Defense System (optional). Any friendly figure in base contact with this unit can use this unit's unmodified defense value instead of its own.
- [purple] PPC Capacitor (optional). This unit's damage value can't be replaced. When this unit succeeds at a ranged combat attack, increase its damage value (which may be modified only by heat effects) by one-half for the attack. It gains 1 heat in addition to any other heat generated by the attack.
- [green] TSEMP (Tight-Stream Electromagnetic Pulse) (optional). Give this unit a ranged combat order targeting a single opposing figure. If the attack succeeds and the target is not shutdown, the target's controller rolls a d6. On a result of 1 or 2, the target is shutdown; mark it so that it has two tokens.
Speed Special Equipment
- [purple] Reconnaissance (optional). When this unit moves, it subtracts only 2 from its speed value when moving from one hex to another, regardless of terrain type.
- [green] Camouflage (optional). When this unit occupies hindering terrain, modify its defense value by +2 against ranged combat attacks.
- [red] Evade (optional). Modify this unit's defense value by +2 against ranged combat attacks. It fails to break away only on a result of 1. It does not gain 1 heat when it uses the run option.
- [blue] Jump Jets (optional). This unit ignores figure bases and terrain for movement purposes, though it still can't occupy blocking terrain or a hex occupied by another figure at the end of its move. This unit fails to break away only on a result of 1. It can't use the run option, but it can attempt a death from above special attack.
- [black] Electronic Camouflage (optional). This unit ignores indirect fire ranged combat attacks and other figures' Streak Missiles special equipment.
- [gray] Infiltrate (optional). This special equipment is not used in the MechWarrior: Solaris VII rules.
Attack Special Equipment
- [purple] Coolant Flush (optional). Give this unit a close combat order targeting a single friendly figure not in base contact with an opposing figure. The attack does not score damage, and it ignores all non-heat effect close combat modifiers. This unit may move up to its speed value before making the attack. If the attack succeeds, the target loses 4 heat if this unit didn't move before making the attack, or 2 heat if it did move. The target does not lose additional heat on a critical hit and is not dealt 1 pushing damage on a critical miss.
- [green] Repair (optional). Make a close combat attack targeting a single friendly figure; neither this unit nor the target may be in base contact with an opposing figure. Ignore all non-heat effect close combat modifiers. If the attack succeeds, repair the target of damage equal to either this unit's damage value or the result of a d6 roll. If this unit has the attack symbol, it can repair all figures except those with the speed mode. If this unit has the attack symbol, it can repair any figure.
- [red] Bypass (optional). This special equipment is not used in the MechWarrior: Solaris VII rules.
- [blue] Improved Targeting. When this unit makes a close combat or ranged combat attack, you can reroll one attack die; if you do, you must use the rerolled result. If you roll a critical hit with the rerolled die, it is not a critical hit; calculate the attack result normally. If you reroll a die from a critical miss and the new result is not a critical miss, this unit is not dealt critical miss damage.
- [black] Salvage. This unit can be given only move or vent orders and can't make a death from above special attack.
- [gray] Command (optional). Add 1 to initiative rolls made for this unit.
Defense Special Equipment
- [purple] Advanced Anti-Missile System (optional). You can cancel this special equipment prior to an opponent's attack roll. When this unit or a friendly figure within 1 or 2 hexes of this unit is the target of a successful ranged combat attack using the range type, roll a d6. On a result of 3-5, reduce the damage scored to the target by 1, minimum 1 damage. On a 6, reduce the damage scored by 2 instead, minimum 0 damage. Apply the effect of this special equipment after applying the effects of all other special equipment.
- [green] Decoy (optional). When this unit is the target of a successful ranged combat attack that is not a critical hit, the attacker must make a second attack roll. If the second attack roll fails, this unit ignores the successful attack. The second attack roll does not count as an additional attack for the attacker and does not require an order.
- [red] Reflective Armor. Decrease by 2 any damage scored to this unit by ranged combat attacks using the range type.
- [blue] Reactive Armor. Decrease by 2 any damage scored to this unit by ranged combat attacks using the range type.
- [black] Hardened Armor. Decrease by 2 any damage scored to this unit by close combat or ranged combat attacks. Hardened Armor does not reduce impact damage or unpreventable damage.
- [gray] Heavy Armor. Decrease by 1 any damage scored to this unit by close combat or ranged combat attacks. Heavy Armor does not reduce impact damage or unpreventable damage.
Heat Effects
The heat dial shows the following heat effects. Each entry is headed by the color of its square as printed on the card, followed by the heat effect name.
- [green] Starting Position. At the beginning of the game, this unit must have this green square showing on its heat dial.
- [red] Avoid Ammunition Explosion: Critical. If this unit is not shutdown, roll a d6. On a result of 1-3, this unit is dealt unpreventable damage equal to its damage value with the range type +1.
- [yellow] Avoid Ammunition Explosion. If this unit is not shutdown, roll a d6. On a result of 1 or 2, this unit is dealt unpreventable damage equal to its damage value with the range type -1, minimum 0 damage.
- [black] Ammunition Jam. This unit can't use special equipment with the ballistic range type or make ranged combat attacks using the range type.
- [green] Starting Position. At the beginning of the game, this unit must have this green square showing on its heat dial.
- [red] Avoid Heat Sink Overload: Critical. If this unit is not shutdown, roll a d6. On a result of 1-3, this unit gains 2 heat.
- [yellow] Avoid Heat Sink Overload. If this unit is not shutdown, roll a d6. On a result of 1 or 2, this unit gains 1 heat.
- [black] Weapons Offline. This unit can't use special equipment with the range type or make ranged combat attacks using the range type.
- [green] Starting Position. At the beginning of the game, this unit must have this green square showing on the heat dial.
- [red] Avoid Shutdown: Critical. If this unit is not shutdown, roll a d6. On a result of 1-3, this unit is shutdown; mark it so that it has two tokens. (Optional) If this unit is shutdown, roll a d6. On a result of 4-6, this unit restarts.
Note: the heat effect entries are printed in three panels in the source (pp. 38-39); the starting position square is printed on each panel.
Glossary
Terms are listed as printed in the source glossary.
- Abrupt elevated terrain: An elevated terrain type that can usually be occupied only by units with Jump Jets special equipment.
- Alternative point value: A different point value that might be used to pay for a CEC. If the requirements for the alternative point value are met, the alternative point value must be paid instead of the point value.
- Assault order: An order that allows a unit to move half its speed value and make a ranged combat attack or move its entire speed value and make a close combat attack. A unit given an assault order gains 2 heat after the order resolves.
- Attack dice: 3d6 used to determine if an attack succeeds. Includes 2d6 of the same color and a d6 of another color.
- Attack result: The result of an attack roll plus the attacker's attack value and any modifiers that apply to the attack roll or the attacker's attack value.
- Attack roll: The combined result of rolling the attack dice.
- Attack value: A number an attacker adds to its attack rolls.
- Attacker: The unit making a close, ranged, or special attack.
- Base contact: Units that occupy adjacent hexes of the same elevation are considered to be in base contact with each other.
- Blocking terrain: A terrain type represented by a red dot in the center of a hex. Units can't occupy or move through blocking terrain.
- Boundary line: A colored line on the arena map. A line of fire that crosses a boundary line might be affected by it. There are three types of boundary lines: blocking, which are red; hindering, which are green; and water, which are blue.
Reference: Ranged Combat Modifiers
- Hexside crosses or follows a hindering terrain boundary: -1 to attacker's attack
- Attacker is in base contact with opposing units other than the target: -1 to attacker's attack
- Target is in base contact with units friendly to the attacker: -1 to attacker's attack
- Target has been given a defend order: -1 to attacker's attack
- Target occupies elevated terrain, attacker does not: -1 to attacker's attack
- Assault modifier: -1 to attacker's attack
- Attacker has been given a defend order: -1 to attacker's attack
- Attacker uses the indirect-fire ranged combat attack option: -2 to attacker's attack
- Target has been given a dodge order: -2 to attacker's attack
- Hexside in the line of fire belongs to a hex occupied by a unit other than the attacker or the target: -2 to attacker's attack
- Target has been given a dig in order: +1 to attacker's attack
- Hexside is within a target's rear arc: +2 to attacker's attack
- Attacker has been given a dig in order: +2 to attacker's attack
- Target is shutdown: +2 to attacker's attack
Reference: Close Combat Modifiers
- Target has been given a defend order: -1 to attacker's attack
- Attacker has been given a defend order: -1 to attacker's attack
- Target has been given a dodge order: -2 to attacker's attack
- Hexside is within a target's rear arc: +2 to attacker's attack
- Target is shutdown: +2 to attacker's attack
- Attacker has been given a dig in order: +2 to attacker's attack
- Target has been given a dig in order: +1 to attacker's attack
Reference: Movement
- Into a hindering terrain hex: -3 to speed value
- Into an elevated terrain hex from a grounded hex: -3 to speed value
Transcription Notes
- The source's minus sign is not reliably present in the text layer of the PDF; where it appears as a broken character it is transcribed as "-". Signs that are printed as a plus sign are transcribed as "+".
- The source gives a dig in order modifier of "+1" to an attacker attacking a unit given a dig in order (Dig In Order section and the Ranged Combat Modifiers reference table), while the Glossary entry for "dig in order" gives "-1". The body and reference table are transcribed as printed; the Glossary is transcribed as printed. The source does not resolve the conflict.
- The Defend Order initiative modifier is printed with the same broken minus character as the other defend modifiers; it is transcribed as "-1" to match the Glossary entry. This is a reading of the broken character, not a printed plus sign.
- Source page references ("p. NN") refer to the printed rulebook page numbers.
- The campaign rules referenced in the Campaign Play section are a separate supplement and are not included.
- Credits and the blank "Notes" page of the source are omitted.
- Diagrams (Figs. 1-3, the YES/NO line-of-fire diagrams) are described by their captions only.
- Icons in the source (bullet-hole and radioactive symbols, range type symbols, chevrons and stars) are rendered in words.