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MERCS 2.0

MERCS 2.0 Rulebook

Table of Contents

Table of Contents

  • What You Need
    • Miniatures
    • Reference Cards
    • Dice
  • Choosing Your Team
  • Counters
  • Playing Area
    • Creating a Competitive Table
  • Goal
  • Game Rules
  • What's New in 2.0?
    • Reference Cards
    • Initiative Modifier
    • Moving Within the Card
    • ER Rating
    • Moving Up or Down Elevation Ratings
    • Firing Numbers
    • Flank
    • Keywords
    • Medium Range
    • Melee Combat
    • Suppression and Overwatch
  • Reference Cards
    • Reference Column
    • Kit Area
    • Back of the Card
    • Movement Card
  • Phases
  • Initiative Phase
    • Placing MERCS
    • Assigning Initiative
    • Reaction and Simultaneous Actions
  • Action Phase
  • Move
    • Snap-to-Cover
    • Facing and Turning
    • Backpedaling
    • Movement in 2D Terrain
    • Movement in 3D Terrain
  • Elevation
    • Moving Up and Down Elevation
    • Falling
  • Involuntary Movement
  • Traps
    • Placed Traps
    • Texico Traps
  • Combat
    • Measuring Range
  • Melee Combat
    • Melee Combat Progression
    • Move and Attack
    • Special Melee Rules
  • Ranged Combat
    • Line-of-Sight: 2D & 3D
    • Save the Debate for Later
    • Template Weapons
    • Elevation Rating
  • Attack
    • Reading the Dice Pool
    • Firing Number
    • Weapon Strength vs. Armor Value
    • Armor Failure
    • Blood
    • Keywords
    • Hold
  • Modifiers
    • Range Modifiers
    • Positional Modifiers
    • Elevation Modifiers
    • Cover Modifiers
    • Elevation and Cover
    • Movement Modifiers
    • Keyword Modifiers
    • Melee Modifiers
    • Personal Abilities and Corporate Traits
  • Modifier Table
  • Keywords
  • Advanced Rules
    • Bounding
    • Chain of Occurrence
    • Overwatch
    • Suppression
    • Simultaneous Actions
    • More on Simultaneous Actions
  • Templates
    • Templates and Overwatch
  • Non-Combat Actions
    • Using Equipment
    • Using Interact
  • Status Effects
  • Refresh Phase
  • MegaCons
    • CCC
      • CCC Leader
      • CCC Heavy
      • CCC Sniper
      • CCC Incinerator
      • CCC Demo
      • CCC Medic
      • CCC Breacher
      • CCC Spotter
      • CCC Booster
      • CCC Gunner
    • EIC
      • EIC Leader
  • Personal Abilities
  • Quick Reference
    • Phase Order
    • Range Diagrams
    • Chain of Occurrence
    • Suppression and Overwatch
    • Status Effects, Modifier Table, and Keyword Table

What You Need

To play any tabletop miniature game, players need stuff. With some games, lots, and lots, and lots of stuff. MERCS tries to limit the stuff players need. Players need some MERCS miniatures, reference cards, d10s, and the rules. From the beginning, MERCS was created so that players could pick it up and play it at any table with minimum investment.

That does not mean we don't like terrain, and counters, and books, and dice, and all that other cool stuff. On the contrary, we love miniature gaming and everything that goes along with it. MERCS can be played with 3D terrain as easily as it can be played on one of our 2D mats.

Miniatures

MERCS miniatures are dynamic, highly detailed, and award-winning. MERCS was originally, and will always be, detailed miniatures with a cool factor that is off the charts. Our miniatures come in a variety of poses, sizes, styles, and genders.

Reference Cards

MERCS uses reference cards to provide players with stats and abilities for the MERCS they are using in a skirmish. The reference cards are used in all aspects of the game.

Reference cards include:

  • MERC stats
  • Movement
  • Rule reference
  • Range measurement
  • Keyword explanation
  • Templates
  • Modifier reference

The corporate trait card has a unique shape. Around the border of the card are four die-cut semi-circles. These circles are the same circumference as the 30mm bases on which all MERCS miniatures stand. These circles are used to measure the movement of the miniatures across the tabletop. For a comprehensive breakdown of the reference card, see the Reference Cards section below.

Dice

MERCS miniatures are categorized as 28mm heroic scale miniatures. Any terrain compatible with this scale can be used without issue.

MERCS uses 10-sided dice, referred to as d10s. MERCS requires players to use one d10 per MERC. If players use MERCS dice, the 10 is represented by the MERCS helmet icon. If players use generic d10s, the 10 is represented by a zero in most cases.

Your FLGS (friendly local game store) probably carries MERCS already. If they don't, tell them to. You can also find a plethora of cool MERCS goodness on the MegaCon Games website, www.megacongames.com.

Choosing Your Team

A MERCS team includes five members. Each faction has 10 distinct archetypes players choose from to create their team. Players select their MERCS team based on play style, terrain, opposing faction, and fun. There are no right answers, but there is one restriction.

A team can field only one of any particular archetype. For example, a CCC player cannot take two Medics or two Incinerators. However, this is the only restriction, and there are no team requirements. Players can, for example, choose to not take a Leader.

In MERCS, success is always defined as rolling equal to or greater than the required target number.

Counters

Counters are used to track status effects. This rule book comes with a full sheet of counter tokens. These tokens have icons on them that represent various status effects. The counters are: Blood, 2 Blood, Armor Failure, Grenade, Bounding, Toxin, Move, +2, Pinned, Action, Aim, +1, Burning, Attack, Load, Trap, Breach, Suppression, 1 Credit, No Trap, Stun, Suppression Off, 2 Credits, Tech, Smoke, Overwatch, Repulsor Tag, Trident, Frozen, Overwatch Off, Hack, and Boosted, ETA, Hold, Act.

Counters are placed either on the play area or on the card of the MERC. For example, every blood a MERC suffers in damage is marked with a counter either next to the miniature in the playing area (and must be moved every time the MERC relocates), or on the MERC's reference card.

Playing Area

The size of the MERCS tabletop can vary, but a 2' x 3' area or smaller is suggested. The size of the playing area dictates how quickly players get to the action and how violent the action can become. MERCS is a skirmish game intended to be played in a more confined area. If the area is too large, MERCS can take a long time to engage.

A MERCS playing area requires obstacles: buildings, bunkers, hills, and walls. MERCS weapons can fire the length of the playing area, which requires terrain to obscure line of sight and encourage clever tactical play. MERCS units represent special five-person security and reconnaissance teams suited to close-quarters combat.

Many of these terrain elements can be purchased from The Miniature Building Authority. Used with permission.

Creating a Competitive Table

Terrain placement should be based on the battlefield and should not give an advantage to a single player, unless the scenario requires it. That does not mean the play area should be symmetrical.

Terrain placement relies on the first turn. It usually makes sense to place a large building or similar structure in the middle of the playing area, because MERCS will be able to fire on targets in line-of-sight, even on the first turn. MERCS waiting to be placed into the playing area should have options to be placed out of line-of-sight.

There are several large-format playing areas pre-created on the MegaCon Games website. These files are free to download and can be taken to a local printer to produce highly transportable, instant playing areas.

Goal

The most straightforward way to play MERCS, and the easiest way to learn to play, is to set up a table and play a skirmish. Victory is achieved by eliminating all the opposing player's MERCS. However, MERCS truly shines in scenario play and the campaign environment.

There are several structured missions in this rulebook and on the MegaCon Games website: www.megacongames.com. The victory conditions for scenarios are myriad. The goal in these circumstances is usually highlighted within the scenario.

The goal of MERCS is to win. However, the condition of victory isn't necessarily as straightforward as killing every MERC on the opposing team.

Game Rules

MERCS rules are separated into two difficulty levels: basic and advanced. Players new to miniature gaming should read and play with the basic rules until play comes easily. Experienced players should have no trouble understanding any of the concepts in the basic rules and can incorporate advanced rules as they see fit.

What's New in 2.0?

There are numerous tweaks to the MERCS rules and some rules that have been altered drastically. New players can just dive into the rulebook. For returning players, the areas that have changed are listed below, with a brief description of each change and a reference to the section where the rule is now explained.

Reference Cards

The reference cards are significantly different in appearance and function. They are the biggest and most important change in 2.0. See the Reference Cards section.

Initiative Modifier

The initiative modifier is a new modification stat. It provides the players with more flexibility when planning and forces players to make important choices even in the first phase. See the Initiative Phase section.

Moving Within the Card

This represents a slight modification from the first edition rules. The change isn't difficult to implement or understand, but it does allow the player more freedom in moving. See the Move section.

ER Rating

In an attempt to streamline terminology between 2D and 3D terrain, the true measurement of elevation ratings has been altered. See the Elevation Ratings section.

Moving Up or Down Elevation Ratings

The biggest change in the ER number is how MERCS move up and down terrain. The new rule is more limiting compared to the first edition. See the Moving Up and Down section.

Firing Numbers

First edition players will notice right away that the firing numbers are all a bit lower. The balance and the modifier system still feel the same, but combat is more deadly and games are a bit quicker. See the Firing Number section.

Flank

This is an important change. To receive flank bonuses for an attack, the attacker need only be in a side arc to the target. The required melee component from the first edition has been removed. See the Positional Modifiers section.

Keywords

MERCS now uses keywords, which is important when referencing the cards. Any keyword associated with a card is explained in detail on that MERC's page in the MegaCon section. The concepts behind the keywords are not new to MERCS, only how those concepts are communicated to the player. See the Keywords section.

Attack & Move is one example. This MERC may choose to attack and move in any order. This reduces his base movement by 1 and increases his firing number by 2. MERCS can normally only perform one thing during an activation. When a MERC chooses to use Attack & Move, then neither the move nor the attack are as effective as they could be if performed separately.

Medium Range

We have added an official term for the two card length distance. This range has a -1 modifier to attacks. Editor's note: this paragraph, as printed, says medium range has a -1 modifier to attacks. The Range Modifiers section and the Modifier Table print +1 for attacking in medium range, and that is the value used throughout the book. Both are kept as printed. See the Measuring Range section.

Melee Combat

Melee combat makes more sense now. Moving and attacking in melee is now standard practice, though a penalty is applied. See the Melee Combat section.

Suppression and Overwatch

These advanced combat maneuvers are treated a bit more realistically and have a built-in downtime limitation. See the Advanced Rules section.

Reference Cards

MERCS uses a deck of reference cards to streamline squad makeup and for quick reference. The cards detail information about each member of a MERCS squad.

All stats interact with each other often. The key to the speed of MERCS is the cards and how the information is ordered. From top to bottom, information in the reference column appears in the order it is used in a round. All information used in an attack can be found in the kit area. And finally, all keywords and personal abilities associated with that MERC are explained in moderate detail on the back of the card.

Reference Column

Initiative Modifier: The initiative modifier is used to modify the rolled initiative, up or down, up to the value in the icon. Initiative is covered in detail in the Initiative Phase section.

Reaction: In general, reaction represents the ability of the MERC to react to what is going on around him. Reaction, along with the initiative modifier, helps determine initiative order. Reaction breaks ties between multiple initiatives that have the same value. The higher the reaction, the better the chance that MERC activates first. Reaction is also used as the target number in melee combat. The higher the reaction, the harder the MERC is to hit in melee combat.

Courage: The courage stat is used when a MERC is under fire and must still act. Courage is very important when playing with advanced rules, such as suppression. The lower the courage, the more willing the MERC is to act under the stress of combat.

Movement Points: The number of movement points determines the number of cards the MERC may move.

Blood: The number in the drop of blood is the number of damage needed to kill the MERC. When a MERC takes damage, it is marked with a counter near the miniature or on the card. When the number of blood counters equals the number in the blood icon, the MERC is dead.

Armor Value: Armor value measures how well the MERC's armor protects him. The number is used with the attacker's weapon strength to determine penetration and possible damage. The higher the number, the better the armor.

Armor Failure: After a successful attack, the MERC who was hit must check for armor failure. If the roll is equal to or higher than the number in the armor failure icon, the armor passes. If the armor fails, penalties are applied to the MERC.

Interact: Interact is a catchall stat. It is used as the repair stat when attempting to fix broken armor. It is used to disarm traps. It is used to interact with locations in scenario-based skirmishes. The lower the number, the greater chance for success.

Reminder: Any roll equal to or higher than the stat is a success. So the lower the number, the more room there is to succeed at the ability check. Low firing numbers, courage, repair, and armor failure are all preferable.

Kit Area

All information used in an attack can be found in the kit area: range, number of attacks, firing number, weapon strength, and any keywords. Three icons are used in every piece of equipment: the number of dice used to check for success, the target number, and the weapon strength. If there is a dash next to the icon, it simply means that stat is not necessary for that piece of equipment.

The range of an attack is indicated by the highlighted letters next to the name of the piece of equipment. There are four possible ranges: base (B), short (S), medium (M), and long (L). If the range is highlighted red, the piece of equipment can be used in that range.

If a piece of equipment has any special rules associated with it, those special rules have a keyword listed here. Any keywords are explained on the back of the card in moderate detail and in greater detail in the MegaCon section of this book.

Back of the Card

Corporate Traits: The movement card for a MegaCon is also home to the corporate traits. These abilities are shared by each member of the MegaCon. Like personal abilities, the card explains these traits in moderate detail.

Personal Abilities: Each MERC possesses personal abilities that are distinctive and make that MERC special. These personal abilities truly alter how each MERC faces the challenges of a skirmish. The back of the card lists two personal abilities associated with a particular MERC.

Keywords Explanation: Below the personal abilities on the back of the card is the section that expands on any keywords related with a MERC's kit. Keywords are linked to specific pieces of equipment. They do not represent "abilities" a MERC possesses. If a MERC is not using the particular piece of equipment associated with a keyword, then he does not have access to the keyword.

Movement Card

The movement card is very important both to playing MERCS and understanding the MegaCon a player is using. The card is used to measure and facilitate movement. Around the edge of the card are four semi-circles. The card surrounds the base of a miniature using the semi-circles and marks out commonly placed movement positions. A MERC doesn't need to move to a semi-circle, however. He can move anywhere in the card for one movement point.

Phases

A game of MERCS occurs over several rounds. Each round includes three phases:

  1. Initiative Phase
  2. Action Phase
  3. Refresh Phase

Game Round: A game round, sometimes referred to simply as a round, includes three phases.

Phase: Each phase has a specific structure that marks its beginning and end.

Turn: A turn is the complete activation of a specific MERC. For penalties or bonuses that last multiple rounds, it is important to understand that the modifier lasts until the end of the activated MERC's turn.

Your First Game details how to set up and play your first game of MERCS. It also discusses setting up the table for play. If you've never played, after you have read the rules, we suggest you start with Your First Game.

Initiative Phase

The first thing players do in any game is roll a single d10 to determine setup order. As always, high result wins. Reroll any ties.

MERCS has a dynamic initiative system. Initiative is rerolled for each miniature at the beginning of each game round.

Initiative is the order in which the MERCS are activated in the action phase. Initiative is determined by selecting a miniature and rolling one d10. The result is assigned to the miniature by placing the d10 on the MERC reference card or next to the miniature. Players cannot roll their initiative die without first selecting the MERC it is being assigned to. Initiative is rerolled in the initiative phase at the beginning of every round.

MERCS 2.0 includes several new elements in the initiative phase, from how the dice are determined, to the new role the initiative modifier enables in changing initiative. It is important that players read and understand the new elements here.

Placing MERCS

MERCS are placed into the playing area in alternating order, beginning with the player who won the setup roll. There is only one restriction on MERC placement: the MERC must be placed within one card width of the play area's edge, opposite the other player. MERCS placed must all be on the same edge as each other.

The player with the highest roll places one MERC, then the other player, and so on until all MERCS have been placed. After placement, each player is allowed only one adjustment, starting with the player with the lowest setup roll. The adjustment cannot force another MERC to relocate and must follow all rules governing MERC placement. The adjustment move is not mandatory.

After setup is complete, the initiative phase begins.

Assigning Initiative

In the initiative phase, both players roll a d10 for each MERC. Initiative is rolled, modified, and assigned one MERC at a time. Do not roll initiative in a pool of dice, and do not roll the next MERC's initiative until the prior initiative is assigned. The final assigned initiative determines when the miniature activates in the action phase.

Players alternate rolling, modifying, and assigning one die at a time. After one initiative is assigned, the other player rolls and assigns. This goes back and forth until all MERCS have been assigned an initiative.

When assigning the initiative result to the MERC, the result may be modified by the value of the initiative modifier. Initiatives may be altered up or down, up to the value of the initiative modifier. Players are not required to modify their initiative, nor are they required to use the entire value of the initiative modifier; it is a choice. Once the initiative result is changed and assigned, the initiative cannot be altered. Place the newly modified initiative next to the assigned MERC.

The initiative modifier can be used in the initiative phase only.

Example: Orion and Meris have set up the table and are preparing for the first round. Orion is playing FCC House 4. He is bringing the Steward (2), Engineer (0), Heavy (0), Priest (1), and Sapper (0). Meris is playing CCC. She is bringing the Leader (0), Sniper (1), Incinerator (1), Medic (0), and Spotter (1). The numbers in parentheses are the initiative modifiers.

Orion starts with the Steward. He rolls a 3. He decides to modify it down to a 1.

Meris begins with the Incinerator. She rolls a 5. She alters it to a 6.

Orion selects the Sapper. He rolls an 8. The Sapper has no value in the initiative modifier spot so cannot modify his roll. It remains an 8.

Meris selects the Sniper and rolls a 1. She chooses not to alter the Sniper's roll although she could.

Play proceeds with Orion and Meris rolling initiative back and forth until all MERCS have an initiative. Then, play proceeds to the action phase.

The personal ability Be My Guest only works on those initiatives that have been rolled before, so the MERCS with this PA should roll initiative late in the round if not last every time.

Reaction and Simultaneous Actions

When two or more initiative rolls match, the reaction stat serves as a tie-breaker. The MERC with the higher reaction activates first. If there are multiple MERCS with the same initiative, compare and order their reaction stats.

If all reactions are the same, the result is a simultaneous action. These actions make MERCS both unique and more realistic. During a simultaneous action, all MERCS involved activate at the same time.

Action Phase

The action phase is the meat of the game, in which many things can happen. For each activated MERC, the player chooses one of three actions: move, act, or hold. Players do not decide what actions take place for all the MERCS, only the mini who is activated.

The devil is in the details. Where will you move? Will your movement provide you a strategic advantage? Will your movement take you away from your Leadership bonus? Will it weaken your position? How will your firing number be affected? Can you kill your target? Can you break his armor? Is there a way to get to and heal your teammate before he dies? How do I protect my flanks?

During an activation, a MERC is allowed to perform one action: one move, one act, or one hold. There are several actions that blur the lines between moving and attacking, but it is still only one act.

  • Move: Moving is the act of repositioning a mini from one location to another. The move chapter explains how to move and how to deal with situations like line-of-sight and elevation.
  • Act: Acting encompasses several types of actions: combat actions, non-combat actions, many keywords, and advanced rules.
  • Hold: The hold action means the MERC will not perform an action this round. He is sacrificing his action for a better opportunity during the next round's initiative phase. MERCS may still snap-to-cover while performing a hold action. Like the initiative modifier, a hold action doesn't need to be used completely (or at all). Furthermore, it can be used to raise or lower the initiative roll.

Move

MERCS is about movement more than anything else. Sure combat is important, but achieving those really juicy low target numbers is about putting MERCS in advantageous positions.

MERCS uses a movement template to navigate the tabletop. Movement is based around the cards, but the cards are no longer the only way to move MERCS. Players can now use any legal movement device or a simple tape measure.

Measuring devices function like MERCS movement templates: movement points equal the same number of card lengths. MERCS can move the length of any number of cards up to the number in the movement point icon, which is referred to as a movement string.

MERCS understands the movement template is not a full card length. We use the term here for convenience. A MERC begins his move in the larger half-circle located on the bottom of the card. The circles located on the sides and top are common movement locations. A MERC can move less than a card length by placing the MERC anywhere in the card, but this still costs one movement point. MERCS can move to any location underneath the card as long as the entire base is covered by the movement template.

Snug the movement template up to the front base of the mini, then move the mini so the back of the mini snugs up to the top smaller half-circle of the template.

If a tape measure is used, each movement point equals four inches. Measure each movement point individually, making sure to adjust for cover. Players cannot move MERCS through terrain.

Example: Meris' Incinerator has 1 movement point. She aligns the bottom semi-circle with the base of the Incinerator. She adjusts the template to the desired direction then moves the Incinerator miniature to the top semi-circle. She also adjusts the Incinerator's angle to face slightly to the right, because she is allowed to adjust facing direction up to 90º with each movement point.

Snap-to-Cover

If a MERC is within a base length (30mm) of cover, or anything considered cover, then that MERC can snap to that cover. Referred to as snap-to-cover, or snap2cover, the MERC quickly crosses the empty distance between his location and the cover for no cost. When cover is a matter of life and death, a trained MERC will find a way to get across that last few steps and achieve his or her goal.

Snap-to-cover is a very fluid game mechanic. It does not constitute a move action, nor does it confer any movement modifier combined with an attack.

As a rule, a MERC can snap2cover only once per movement string. However, some MERCS are the exception to this rule. A MERC can snap2cover before, in the middle of, or after any given movement or action, even hold.

For example, a MERC can snap around the corner of a building and fire upon a target downrange. But he could just as easily fire then snap around the corner out of line-of-sight.

MERCS can drag themselves to cover if their armor has failed, because snap2cover is not defined as a move. However, the rules for snapping to cover still apply. So if the MERC has no cover, enemies, or allies nearby, then the MERC is stuck in no man's land.

If a MERC snaps-to-cover and uses a 90° turn, the MERC is considered to have moved and at least one MP is used, even if the MERC remains in the same location. The 90° turn is available only if the player moves.

Facing and Turning

At each movement point (MP) along the string, MERCS may adjust their facing direction up to 90°. This partial turn is allowed before or after each movement point, but not both. Any direction change greater than 90° requires the use of an additional MP. It is possible, during the course of a movement string, for those MERCS who have multiple MPs, to turn more than 90°. This is perfectly legal as long as the player splits the directional change over the course of the entire movement. In fact, a MERC can remain stationary and turn 90° for a movement point.

Marking the Bases: Consider marking the front-facing direction of your MERCS miniatures. The dynamic posing can sometimes lead to confusion.

Backpedaling

MERCS can move backward if they need to, but it is costly. Backpedaling one card length costs two movement points. Backpedaling refers to any move where the final location of the card is in the rear 180° arc.

Players are not allowed to pre-measure a move. If a player moves and fails to reach his objective, he cannot retract the entire move. He can, however, arrange the last card, or movement point, to a different location as long as he hasn't removed his hand from the MERC.

Movement in 2D Terrain

Let's track the movement of three USCR figures: the Sniper (3 MP), Heavy (1 MP), and Medic (2 MP).

This, of course, is straight movement. It would take a MERC roughly three rounds to cross the entire battlefield. That MERC would be alone and probably dead, but he or she could do it. Things change dramatically if the figures move to a side-circle, or move horizontally as opposed to vertically. Turning with the first MP and with the second MP creates a very different firing arc.

It still takes 1 MP to move from the starting half-circle at the bottom of the card to a side-circle or anywhere else within the card. A MERC can choose to not use all his or her MPs. It takes 1 MP to turn 180°. MERCS can turn up to 90° and remain in place for 1 MP.

There are some rules with the cards that must be enforced. A player cannot move to a place he or she doesn't have line-of-sight to. And, unless a personal ability allows it, a MERC cannot move through terrain. These two rules prevent a player from laying the card through 2D or 3D terrain and moving to a circle they couldn't have seen. A movement card can be placed over terrain, but players cannot "cut corners". Both sides of the base must be visible from the original location. A player cannot move to a spot on the card that both sides of the starting spot cannot see.

If you only need to move a small distance, you'll use the snap2cover mechanic. If there is a piece of cover (MERCS are armored and are considered cover), then a moving MERC can snap to it if their movement takes them within one miniature base.

In this position, the Sniper can't move to the right circle behind cover, because he would be moving through a building. But he can move to the center circle if it's within 1 base.

The Medic moves to heal the Heavy. Snapping to cover grants weak cover.

Movement in 3D Terrain

Using the cards in 3D terrain functions the same as a 2D play mat, except for one minor adjustment. You still can't lay the card over terrain and move to a circle that is out of the model's line-of-sight. However there are other difficulties handling the card in 3D terrain. In certain cases with 3D terrain, the card cannot be manipulated to provide a clean measurement. This tends to occur around corners or in tight hallways.

If the terrain is too close together to allow the card to lay flat, turn the card on its side. There are two white indicators on each side that allow for measurement in tight situations. The card is still used, but it is placed on its edge. At the top and bottom of the card are two white markers on each side that facilitate close-quarters movement with the cards. Set the card beside the figure base so the front of the base is lined up with the bottom marker. Then move the figure up so the back of the base lines up with the dash located in one of the side semi-circles. As always, the MERC can turn up to 90° and snap2cover.

To better understand movement, it is necessary to understand elevation, position, cover, and line-of-sight.

Elevation

Moving Up and Down Elevation

MERCS can move up and down terrain. Climbing into and out of elevated terrain is more complicated than merely moving a card length. If a MERC is able to ascend or descend an elevation, it requires the use of an entire movement point. Additionally, the MERC must be within base range of the elevation change.

Judging Elevation: Ascending terrain must follow the rules for measuring elevation rating (ER). Place the card on its length edge and measure from one edge to the other. If the terrain is within this area, then the MERC can ascend or descend, but must use an entire movement point. One elevation rating is equal to 2.5 inches. On the new elevation, if the MERC can reach the next elevation, then he may as long as he has the MPs to perform the action. When a MERC moves up an elevation for one movement point, he is still able to adjust his facing up to 90° and snap2cover if able.

Any elevation outside this measurement cannot be ascended to without assistance or a special personal ability.

Ladder Movement: If the terrain has a ladder, then the MERC can ascend to a level out of reach of climbing movement. However, it requires the entire activation of the MERC to use the ladder and reach his destination. In certain cases, where the ladder leads to an extremely high location, multiple rounds of activation should be required to navigate the ladder. This is determined by the players or defined by the scenario.

Falling

Falling is a special type of involuntary movement. A MERC can be forced over the edge of an elevation. When a MERC is forced to fall, he takes one blood damage for every elevation rating the MERC falls through, rounded up. The MERC must also make one armor failure check.

Example: A CCC Sniper is perched on the second floor of a building, picking off Texico targets left and right. The Texico Jaguar manages to ascend to the second level and attack the Sniper in melee. The Jaguar knocks the Sniper back one card length, forcing the Sniper to fall. The CCC player measures the height of the elevation using card widths, determines an elevation rating, and applies damage. In this case, the second floor is ER2. The fall is 1.5 card widths. The CCC Sniper takes two blood damage and makes one armor failure check.

If the falling MERC has the Tuck & Roll personal ability, the MERC takes no damage, nor is he required to make an armor failure check.

If a MERC willingly chooses to take a swan dive off a balcony, it is still considered a fall. All rules apply.

Involuntary Movement

There are occasions where MERCS are forced to move against their will, such as repulsor tags and force weapons. When affected by anything that forces involuntary movement, the movement is resolved immediately. Involuntary movement applies to all MERCS.

Miniatures are pushed directly back, as close to opposite as possible, from the source of the effect. Suppression does not prevent involuntary movement. Overwatch, on the other hand, still applies if all overwatch conditions are met.

Special circumstances may arise because the movement is not voluntary. In cases where a mini is being forced to move but cannot due to special status effects or terrain, then that MERC receives one damage and must make an armor failure check.

Immediately: Anytime the word "immediately" is used in a rule, it means that the effect is resolved before anything else.

Traps

MERCS has two types of traps. The first is placed in the skirmish, can be seen, and can be avoided or disarmed. The second is related to the Texico corporate trait and cannot be seen. Unless stated otherwise, traps are removed from play after being activated.

Placed Traps

A placed trap stays in the skirmish after placement. It is placed like a grenade and has a template like a grenade. If there is a target in the trap template when placed, the trap activates and affects the target immediately. If there is no target in range, the trap is dormant and remains in the skirmish until it is disarmed or activated.

These traps can be disarmed if a MERC is in short range of the placed token (or base range of the template), has LoS, and passes an interact roll. If the disarm fails, the trap activates and does double damage to the MERC who failed the disarm attempt.

Texico Traps

These traps cannot be seen or disarmed. A Texico is based around the Texico corporate trait Traps and activates relative to the bounding action rule. If a player does not bound against Texico, then he will never have to deal with this type of trap.

If a player does bound, then before the movement begins he draws a token from the trap cup. If the token is not a trap, then he proceeds with his bound. If the token is a trap, the player rolls on the trap table and deals with the result. A Texico trap can be disarmed only after it has affected a MERC.

Combat

MERCS is a tabletop skirmish game. That means combat. MERCS combat is streamlined: quick in action and quick in resolution. At the center of combat is the MERCS reference card. If a MERC reference card does not show a particular ability or weapon, then that MERC cannot perform that action.

There are two types of combat in MERCS: melee and ranged. Simply put, anything not listed as a melee attack is considered to be a ranged attack.

Measuring Range

The range of an attack is indicated by the highlighted letters next to the name of the piece of equipment. There are four possible ranges: base (B), short (S), medium (M), and long (L). If the range is highlighted red, the piece of equipment can be used in that range.

Many weapons have range restrictions. Make sure you understand what ranges work with a specific weapon before attacking.

Range is measured from the closest point on the base of the attacking model to the closest point on the base of the target model.

  • Base Range: Base range is the base width of a MERC. If the target is within the diameter of a base, the target is considered to be in base range. Several actions are eligible only in base range: melee combat, interacting with objects, medkits, repair kits, and enhancers.
  • Short Range: Short range is the length of a MERC reference card. If the target is within a card length, but outside a base range, the target is considered to be in short range. Pistols and several types of grenades use short range.
  • Medium Range: Medium range is the length of two MERCS cards. If the target is within the second card's length when the cards are laid end-to-end, then the target is considered to be in medium range. Shotguns and carbines are medium range weapons.
  • Long Range: Any length over two cards is considered long range. There is no limit to the distance a long range weapon can fire, although many long range weapons have range restrictions in base and short range. Single shot weapons, semi-auto, and full automatic weapons all excel at long range.

Melee Combat

If an attacker is within base range of a target and has the melee keyword on a piece of equipment, he may engage in melee combat. Melee combat works differently than ranged combat, but the damage is calculated the same way.

Most MERCS cannot participate in melee combat. In order to make a hand-to-hand attack, a MERC must have a piece of equipment in his kit with the melee keyword. The number after the melee keyword represents the skill of that MERC in melee combat. Even if the number is a zero, the MERC may attempt a melee combat attack.

Melee combat specialists have advantages that eliminate these penalties and oftentimes provide further bonuses. If the keyword language states that the MERC ignores melee attack movement penalties, the attack is not modified by the movement penalty.

Melee Combat Progression

  1. Roll attack dice.
  2. Add the melee skill.
  3. Adjust based off any modifiers.
  4. Compare to target's reaction.

To initiate melee combat, roll a number of d10s associated with the attack and add the attacker's melee stat. This stat is a modifier that increases the roll number. If the result is equal to or higher than the target's reaction stat, then the attack is successful.

When in melee combat, MERCS use the melee modifiers only. Ignore ranged combat modifiers. A complete table of melee modifiers is found in the Modifiers section.

Successful melee attacks are treated exactly like successful ranged attacks when determining damage and armor failure: successful hits force armor checks and weapon strength is compared to armor value to determine damage.

Move and Attack

Every MERC with a melee keyword may move and attack as a single act. However, the attack suffers a -3 penalty. If a MERC with a melee stat modifier moves into range and attacks in the same turn, he rolls his attack dice, adds his melee keyword value, and subtracts three from each roll. If the result is equal to or higher than the target's reaction, then the target is hit.

Every MERC with the Melee keyword can attack at the end of a move. They cannot attack then move. The penalty for attacking in melee combat at the end of a move is -3 to the attack roll. This is the same for all MERCS with the Melee keyword. However, some MERCS can ignore this penalty through personal abilities.

Example: Kenny activates the KemVar Assassin, who is a powerful melee MERC. The Assassin rushes forward to attack Brian's GCC Chief. The Assassin has 3 movement points and can easily reach the Chief. The Chief has a high reaction, so success isn't assured. Kenny rolls a 5. Typically, there is a -3 penalty for attacking at the end of a move in melee combat, but the Assassin has the Charge personal ability, which allows the Assassin to attack after a move at no penalty. So the 5 Kenny rolled is not penalized. The Assassin has melee 3. Kenny adds 3 to the roll of 5 for a final hit value of 8. The target number for the Chief is his reaction of 6. The attack hits. In addition, Charge increases the weapon strength and the attack does 2 damage. The weapon strength for the attack is 3, which easily penetrates the Chief's armor value of 1. The attack does 2 damage. The Chief has 1 blood left.

Special Melee Rules

Attackers can leave melee combat without penalty. But an attacker may not leave and reenter melee with the same target during the same activation. If it is not during the same activation, then entering melee with a previous target is legal. This is important in cases where a MERC may get a second activation in a round.

Ranged Combat

Pistols, rifles, turrets, grenades, and lightning throwers are all forms of ranged combat. On the reference card, each of these weapons has specific information that explains how they work and, in some cases, shows visual cues to quickly determine what a template looks like for an attack.

Line-of-Sight: 2D & 3D

The first thing to determine in ranged combat is line-of-sight. If an attacker does not have LoS to the target, then the attacker cannot fire. The capacity to attack a target in any way is directly related to the MERC's ability to see the target.

Line-of-sight extends 180° on each side of the MERC and is restricted by terrain and the MERC's ability to "see" the target at eye level. An easy check to determine LoS is the target's base. If the attacker can see any part of the target's base, the attacker can hit that target. Likewise, if you can see the poor fool's head peeking over a wall, then put one between his eyes.

Inhabited Area: MERCS miniatures offer dynamic posing, and in many cases the miniature has parts extending from the base. MERCS exist in a virtual cylinder the circumference of the base and rising to about 1.5". This is the targetable area of a MERCS. Likewise, if a MERC is squatted and hidden behind a wall, the targetable area is still the cylinder that represents the mini's standing area.

Line-of-sight is trickier with 2D terrain, because you can "see" all targets. It is important to judge each situation based on an understanding that flat structures, the art on the mat or card, have form.

The biggest difficulty with 2D terrain and LoS is elevation. The MERCS system uses an elevation rating (ER) for anything that can be considered cover. The elevation rating is a number that represents the height or depth of a terrain feature.

When firing over a 2D obstacle, refer to the ER number. If there is no ER number, players must assign one. Regardless of whether the elevation change is up or down, the ER number present is assigned based on the actual change in elevation.

The methods for checking LoS are the same for both 2D and 3D: 2D leaves a bit more room for interpretation and therefore requires more discussions. Playing in a 2D environment requires the players to work with abstracted ideas of cover more. Regardless, always err on the side of carnage.

Save the Debate for Later

MERCS games are heavy on action. Any debate on the validity of a target should be decided in favor of action; even if that action results in you firing on an obstructed target. You can't change the target after discovering it is out of your line-of-sight.

Likewise, if a rule is unclear during a game: scan the rulebook, make a quick educated decision, table the debate for the duration of the encounter, stick with the decision for the entirety of the combat, and then look up the rule and return to the discussion after the game has finished.

Template Weapons

Template weapons are special. When attacking with a template weapon, if a target is behind another mini or minis, so that the target cannot be "seen" but can still be targeted, the target receives the strong cover bonus.

Template weapons are area-of-effect weapons. They affect all targets under the template, friend or foe. If a target, friend or foe, has any portion of his base in the template, then he receives the attack. Attack dice are not split, or shared, in a template attack, unless stated explicitly in the language of the attack. Each target receives the full attack dice pool, although the firing number may be different depending on modifiers. Any MERC at armor value 0 hit by a template attack takes double damage.

For more information on template weapons and their type and shape, see page 53.

Elevation Rating

The elevation rating number is based on a scale: each ER number (except for ER0) equals eight feet of real world height. The ER between 2D elevation and 3D elevation are the same, in terms of moving, LoS, and cover.

All MERCS fall into the ER1 category. If the elevation rating is greater than or equal to the MERC ER number, then the target cannot be seen or targeted (except in special circumstances with certain MegaCons). If players are using 3D terrain, treat terrain and cover as it appears. If an attacker can see the inhabited space of the target, he can attack.

ElevationHeightCover
ER00"No Cover
ER0.50" - 1.5"Weak Cover
ER11.5" - 2.5"Strong Cover
ER22.5" - 5"Strong Cover
ER35" - 7.5"Strong Cover

On MERCS 2D terrain maps, some ER terrain is surrounded with a red outline. Opponents can see over this terrain, which provides weak cover.

Attack

Three icons appear below the weapon name on the MERCS reference card for every piece of equipment: the number of dice used to check for success, the target number, and the weapon strength. A dash next to the icon indicates the stat is not necessary for that piece of equipment.

Reading the Dice Pool

The first icon is the dice pool, which determines the number of attacks a MERC rolls. One attack equals 1d10 roll. If a MERC is allowed three attacks against one target, then the MERC rolls 3d10 versus one target of his choice in LoS. If the MERC can target multiple foes, then he rolls his full attack dice pool for each target. Multiple attacks cannot be split unless stated otherwise on the card.

Firing Number

The second icon in the attack area is a weapon's firing number (FN). Firing numbers are based on the weapon type. All ranged combat starts with this number, then is changed by a modifier. A modifier changes the base firing number for the better or worse, depending upon personal abilities, movement, elevation, cover, range, and position. A complete list of modifiers is detailed in the Modifiers section. There is no limit to the number of modifiers that may affect a firing number.

After a player determines the modified FN, he rolls the attack dice pool. Each rolled d10 that is equal to or higher than the modified FN is considered a hit. Any rolled d10 lower than the FN is a miss.

If the modified FN is greater than 10, the MERC cannot hit his target; no roll is necessary. If the modified FN is 1 (or lower), the attack cannot miss.

When learning MERCS, slow down, and pay attention to what affects an FN, and take the time to apply the modifiers correctly. Beginners often forget or leave out important modifiers. Start at the top of the FN modifier table, and work down one group at a time.

Weapon Strength vs. Armor Value

The third icon in the attack area is weapon strength. To determine if a successful hit hurts the target, the attacking MERC compares his weapon strength to the target's armor value. Armor value is the number in the shield icon located in the reference column. If the attacker's weapon strength meets or exceeds the target's armor value, then the target takes blood damage equal to the number of successful d10s that hit.

Weapon strength ranges from one to four. Armor values range from zero to four.

Weapon strength is NOT the weapon's damage. The amount of damage, or blood, is NOT based on the difference between the weapon strength and the armor value. The amount of damage done in an attack is based on the total number of successful attack dice that hit.

Very few weapons can outright kill a MERC. There is a lot of technology in that armor that keeps a MERC alive.

Armor Failure

If a MERC is hit, regardless of whether or not the MERC receives damage, he must make an armor failure check for each successful d10. The armor failure stat is located near the bottom of the reference column.

If the target hit rolls equal to or higher than his armor failure value, he is safe, and nothing else happens. If the target fails any of his armor failure checks, then the target's armor is broken. He receives a broken armor status effect token. While the target's armor is broken, he suffers from the following penalties until repaired:

  1. The MERC moves at -2 movement points.
  2. The armor value of the MERC is reduced by 1.
  3. Several MegaCons lose one or more of their corporate abilities, because they are linked to functional armor.

Armor failures do not stack. If a target fails multiple attacks, the penalties apply only once. Furthermore, the reduction of armor occurs after the current attack is finished; it is not applied to the current attack.

If the armor is repaired through a repair kit or an interact roll, then the armor reverts to its fully functional state (unless stated otherwise by a status effect).

Example: Orion's House 4 Engineer has line-of-sight on Meris' CCC Leader. The Engineer has 2d10 attack dice. His firing number starts at 6. The CCC Leader is at long range. The Leader is in weak cover for a -1 penalty to attack roll. There are no elevation or positional modifiers in play for this attack.

The Engineer's semi-auto has a weapon strength of 2. The Leader's armor value is 2. The weapon strength meets or exceeds the armor value so the CCC Leader takes damage. He was hit with one d10, so takes 1 damage.

The CCC Leader also needs to make an armor failure check. CCC armor is very reliable and can fail only on 1. Meris rolls a 4. She survives and swears revenge upon the Engineer.

Combat example: Orion rolls his 2d10. The results are 6 and 7. The Leader's weak cover makes the final values 5 and 6. The 6 meets the required firing number, so this is a hit. The 5 misses.

Blood

Blood is the unit of measurement that determines the amount of life left in a MERC. The number value in the drop icon is the amount of damage a MERC can take before he is killed. Players can track blood with counters on the MERC's reference card or next to the model on the table top.

Keywords

If a piece of equipment has any special rules associated with it, then a keyword is listed next to the attack icons. Any keywords are explained on the back of the card in moderate detail and in greater detail in the MegaCon section of this book. See the Keywords section.

Hold

The hold action means the MERC will not perform an action this round. He is sacrificing his action for a better opportunity during the next round's initiative phase.

Performing a hold action allows the MERC to add or subtract two to his existing initiative modifier. The initiative modifier can be used to raise or lower the initiative roll and can be used partially, completely, or not at all.

Example: Orion puts his Sapper on hold this round. In the next round, the Sapper adds 2 to his initiative modifier of 0. The Sapper can modify his initiative by -2, -1, 0, +1, or +2.

Modifiers

Unless stated otherwise, modifiers adjust the d10 roll. Every type of check in MERCS functions the same way:

  1. Roll d10 dice pool.
  2. Apply modifiers.
  3. Compare to target number.

The previous chapter explained the dice pool and comparing the numbers. This chapter describes all the modifiers. Numerous categories modify combat: range, positional, cover, movement, and keyword.

Range Modifiers

There are four weapon ranges: base, short, medium, and long. Range modifies firing numbers, weapon strength, and weapon utility. Except for base range, range is measured in full card lengths.

  • Base: One base length. Attacking with a ranged attack in base range increases the attack roll by two.
  • Short: One card length. Attacking in short range increases the attack roll by two.
  • Medium: Two card lengths. Attacking in medium range increases the attack roll by one.
  • Long: Anything longer than two card lengths is long range.
NameRangeRanged Combat ModifierMelee Combat Modifier
BaseB+2-
ShortS+2-
MediumM+1-
LongL--

Positional Modifiers

Positional modifiers are determined by the position of the attacker in relation to the target. There are two types of bonuses associated with position: location and elevation.

When determining position, players need to refer to their models' front and rear arcs marked on the base. There is one front arc, two flanks, and one rear arc.

  • Flank: A flank attack is made from one of the two side arcs. Flank attack bonuses are provided to attackers at range or in melee, to targets in cover or not. A flank attack increases the attack roll by one AND increases the weapon strength of any weapon used by one.
  • Rear: Attacking from behind, or the rear arc, is the strongest positional modifier in the game. The attacker is behind the target. Rear attack bonuses are provided to attackers at range or in melee, against targets in cover or not. A rear attack increases the attack roll by two AND increases the weapon strength of the weapon used by two.
NamePositionRanged Combat ModifierMelee Combat Modifier
FlankFlank+1, +1 Wpn Str+1, +1 Wpn Str
RearRear+2, +2 Wpn Str+2, +2 Wpn Str

If an attacker is in both the front and flank arcs of the target, use the flank arc. If an attacker is in both the flank and rear arcs of the target, use the rear arc. Err on the side of carnage.

Example: The USCR Heavy is in both the front and the flank arc on the ISS Wavefinder. The Heavy receives the flank attack bonus modifiers: +1 to attack roll and +1 weapon strength.

Elevation Modifiers

Elevated terrain, be it natural or man-made, modifies the firing number. Attackers firing from an elevated position, or high ground, have an easier time hitting targets. Conversely, drawing fire on a target from an inferior, depressed position increases the difficulty of the shot.

Elevation is measured by using any MERCS reference card. Determine the elevation by placing a card on its side and measuring the attacker's base height in relation to the target's base height. If the distance is greater than the width of the card, then the attacker is on higher ground than the target.

  • Low Ground: If the attacker is at least one elevation lower than the target, then the attacker is on low ground. The low ground modifier decreases the attack roll by one.
  • High Ground: If the attacker is at least one elevation higher than the target, then the attacker is on high ground. The high ground modifier increases the attack roll by one.

Elevation is determined by the attacker's position in relation to the target. If both the attacker and the target are elevated equally, then no bonus is provided. Being elevated in relation to the ground doesn't matter. If the attacker is two card widths higher than the target, he receives the high ground modifier once.

Example: The USCR Sniper is targeting the ISS Wavefinder who is located on a shipping container near a building. The Sniper measures the elevation in relation to both of their bases. The Wavefinder is just barely high enough to qualify for the next elevation. The Sniper is firing from low ground.

NamePositionRanged Combat ModifierMelee Combat Modifier
Low Ground (Attacker)Elevation-1-1
High Ground (Attacker)Elevation+1+1

Cover Modifiers

Cover is defined as anything that provides an obstructed view of a target. In game terms, anything that obscures the line-of-sight to the target is considered cover. Walls, earth, cars, rubble, barrels, bunkers, and other MERCS are all considered cover. There are three levels of cover: strong, weak, and no cover.

  • Strong Cover: The target is completely covered but can still be fired upon. Strong cover is used in special cases. Certain MegaCons have special abilities that allow for the strong cover modifier. Strong cover is used in cases where a template attack can hit a target that is completely covered. Strong cover decreases the attack roll by three.
  • Weak Cover: Any cover that is not strong is considered weak. Weak cover includes anything from a target barely visible to a target barely behind something. It decreases the attack roll by one.
  • No Cover: If the attacker has an unobstructed view to the target, then that target is in the open. Targets without cover are easier to hit. No cover increases the attack roll by one.

If a MERC is behind a waist-high wall and a corner so that only a portion of his helmet is visible, as long as the helmet is within the inhabited area of the miniature, then that MERC is targetable and receives weak cover.

NameCoverRanged Combat ModifierMelee Combat Modifier
No CoverNo Cover+1+1
Weak CoverWeak Cover-1-1
Strong CoverStrong Cover-3-

Template Attacks and Strong Cover: When attacking with a template weapon, if a target is behind another mini or minis, so that the target cannot be "seen" but can still be targeted, the target receives the strong cover bonus. The ISS Wavefinder is behind two teammates. Because she isn't in "true" LoS, she receives Strong Cover bonuses in cases where the attack comes from a template attack.

Capturing Cover: If the MERCS are fighting over the same piece of cover, until one of the MERCS moves within base range of the cover, it continues to provide bonuses to both MERCS. If the attacker is in base range of the cover and the target is not, then that target does not receive the cover bonus. If two MERCS are fighting each other over the same piece of cover and they are both within base range of the cover, then the cover does not provide bonuses for either of the MERCS.

Example: Both the Sefadu Medic and the ISS Wavefinder receive the weak cover bonus provided by a half-wall. On his next turn, the Medic moves to the wall and fires. The ISS Wavefinder does not receive weak cover bonuses for the half-wall any more. If on the Wavefinder's next turn she also moves to the half-wall, then neither the Sefadu Medic nor the ISS Wavefinder get cover bonuses.

Cover is determined to provide bonuses to a MERC as long as that cover is not "captured" by an attacker. In cases where there is cover at a distance between an attacker and target, the target receives the cover bonus as long as the attacker hasn't captured, or moved within a base of, that cover.

Elevation and Cover

In many cases, elevation changes provide cover. After all, looking up at a target obscures the target. If the attacker has LoS to the target at a higher elevation, then that target receives a blanket cover bonus in addition to the elevation modifier. The table below summarizes the cover bonus based on total elevation distance.

  • A: Neither MERC would receive cover in this situation though elevation bonus/penalties would apply.
  • B: Much like example A, neither MERC would receive cover in this situation though elevation bonus/penalties would apply.
  • C: The ISS Wavefinder receives cover, because the edge of the building obscures the target. The lower USCR Sniper does not, because the edge of the building is "captured" by the ISS Wavefinder.
  • D: Both MERCS would receive cover in this situation and elevation bonus/penalties would apply.
ElevationHeightCover
ER00"No Cover
ER0.50" - 1.5"Weak Cover
ER11.5" - 2.5"Strong Cover
ER22.5" - 5"Strong Cover
ER35" - 7.5"Strong Cover

Movement Modifiers

Moving modifiers are situational and appear in several different types of combat situations. Moving modifiers are applied if the attacker or defender is moving. Unlike many other categories, several movement modifiers can be in play at one time, and they do stack.

Simultaneous Action: In cases where there is a simultaneous action or an attack that has the immediately phrasing, there is a chance the target is in the middle of a movement string. In these cases, the target is moving. The attacker receives a -1 penalty to the attack roll.

Courage: If a MERC fails his courage check, either by the suppression advanced rule or by the fire status effect, the attacker is hesitant. The MERC is bothered and not completely focused on the attack. If the MERC is attacking, a failed courage check penalty of -2 is applied to the attack d10 roll.

Keyword Modifiers

Several keywords apply modifiers to an attacker's dice roll. Keywords are covered in greater detail in the MegaCon section and on the back of the card. The two most common keyword modifiers are Attack & Move and attacking in melee after a move.

Attack & Move: There is a penalty for attacking if the attacker is moving. When using the Attack & Move keyword, the smaller the weapon, the lower the penalty.

Weapon TypeAttack PenaltyMove Penalty
Pistol-1-
Machine Pistol-1-1 MP
Shotgun-2-1 MP
Carbine-2-
Semi-Auto-2-1 MP

Melee Modifiers

Every MERC with the Melee keyword can attack at the end of a move. They cannot attack then move. The penalty for attacking in melee combat at the end of a move is -3 to the attack roll. This is the same for all MERCS with the Melee keyword. However, some MERCS can ignore this penalty through personal abilities.

Personal Abilities and Corporate Traits

There are several modifiers within the various MegaCon personal abilities. They are not listed in this section, but are detailed in the MegaCon section and on the back of reference cards. Personal abilities may modify the d10 roll or the target number.

The same holds true for corporate traits. Several MegaCons receive passive bonuses to target numbers or attack rolls based on certain conditions. These rules can be found in the MegaCon section and on the movement cards.

Modifier Table

NameRanged Combat ModifierMelee Combat Modifier
Range
Base+2-
Short+2-
Medium+1-
Long--
Position
Flank+1, +1 Wpn Str+1, +1 Wpn Str
Rear+2, +2 Wpn Str+2, +2 Wpn Str

Editor's note: the Cover Modifiers table in the Modifiers section prints No Cover as +1 ranged and +1 melee, while this Modifier Table prints No Cover with no melee value. Both are kept as printed.

Keywords

MERCS now uses keywords, which is important when referencing the cards. Any keyword associated with a card is explained in detail on that MERC's page in the MegaCon section. Keywords are linked to specific pieces of equipment, and each keyword is explained below.

Act 2: If the Breach action is successful, this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.

Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.

Adrenaline 2: If a MERC is under the effect of adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and attack roll increased by 2.

Aim: This MERC may wait 1 round for his action to increase the attack roll by 2 for his next attack.

Assimilate: After an EIC team member kills an enemy MERC, place a tech token where the dead MERC fell. This MERC must move within short range and pass a repair check to assimilate the tech. For each tech assimilated, each team member gains the next level of bonuses in addition to previous bonuses.

Techs AssimilatedStat ModifiedEffects
1Armor Failure-2
2Blood+1

Attack & Move: This MERC may choose to Attack & Move in any order. This decreases his movement and decreases the attack roll. Modifiers are based on the weapon type.

Boosted 2 (Consumable): This MERC may use an enhancer to grant adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width, it is considered a success. Discard 1 breach after use.

Break: If this attack is successful, the target's armor is broken. The target's armor value is permanently reduced by 1, even if the armor is repaired.

Burning 2: If this attack is successful, the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds.

Closed System: This MERC ignores the blind and toxin status effects. In addition, the firing number penalties from the smoke status effect are ignored.

Cover: This MERC is considered to be in weak cover and cannot be flanked.

EMP: If a target is affected by an EMP grenade, his armor is automatically broken.

ETA: When this MERC attacks a target tagged by the Leader's spear, the ETA effect increases the attack roll by 2.

Explosive: When this MERC is killed, roll an armor failure check. If the result is a failure, each MERC in short range suffers 1 blood.

Flight: This MERC may elevate or descend 2 card lengths for 1 MP. If this MERC lands, he must load before using this ability again.

Force 1: Successful attacks from this weapon knock the target back 1 card length.

Frozen 3: If this attack is successful, the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decrease his attack roll by 1.

Hack: When this MERC performs a successful melee attack with this weapon, he also rolls an interact check to hack into the target system. If successful, this MERC's team gains LoS through the hacked MERC, and the hacked MERC decreases all attack rolls by 1.

Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within base range as his action this round. Discard 1 medkit after use.

Kinetic Pulse: This weapon's attack varies based on the amount of movement points this MERC spends before attacking a target this round. Refer to the table below to see additional attack information.

Movement Points SpentFiring NumberWeapon StrengthStatus Effect
0-1-20None
2-3-51Force 1

Launch Codes: If this MERC is within 2 cards of the Observer's chosen target or area, and the Daimyo is still alive and has the nuke, this MERC may use the sat-imager to fire the nuke.

Load: This MERC must wait 1 round after firing this weapon before it can be fired again. Weapons with the Load keyword begin the skirmish loaded.

LOS: Targets in line-of-sight of a MERC suffering from hack can be seen by the opposing team's MERCS.

MCP: This MERC provides the assimilate bonus to each MERC including himself. If this MERC dies, all bonuses from assimilate are lost immediately.

Melee #: This MERC increases this weapon's melee attack dice roll by the number following the keyword.

Mode: This MERC may use a different ammo type when firing this weapon. This ammo type can be used even if this weapon is currently using load.

Nuke: This attack requires two other team members: Pathfinder and Observer. If this weapon targets a figure, which is not required, the initial weapon strength is increased by 1 and the target suffers 2 blood. All other MERCS within the template suffer 1 blood.

Overpower: If this MERC's ranged attack is successful, he may immediately perform a melee attack on 1 target in base range.

Penetrate 2: If this attack is successful, the target's armor failure roll is decreased by 2 for this attack only.

Pinned: If this attack is successful, the target is unable to move until a repair check is passed.

Punch: The attack roll is increased by 2 against targets in weak cover.

Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

Resourceful: This MERC is not required to roll when interacting with objectives, and the interaction takes 1 round less.

Set & Rip: This MERC may wait 1 round as his action to increase his attack roll by 1 until he moves again.

Sharpshooter: This MERC may attack targets at long range with this weapon, but he decreases his attack roll by 2.

Skilled: When attacking, this MERC may choose to attack 2 separate targets once or 1 target twice.

Smoke 2: Place a smoke token at the targeted location. If the smoke token blocks LoS between MERCS, the attacking MERC decreases his attack roll by 2. In addition, MERCS within the area of effect have reaction increased by 2. This effect lasts 2 rounds.

Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is reduced only when a MERC would activate during a round.

Sweep: This MERC may move the template from this attack's starting position 90° in any direction, hitting all targets passed through.

Target Acquisition: If this MERC has LoS to a target or area, and the Observer is in place, he allows the Daimyo to use his nuke.

Targeting: This MERC may grant aim (increase the attack roll by 2) to 1 team member in short range as his action this round.

Template: Each target caught within the template diagram receives all attacks.

Throw # (Consumable): This MERC places a grenade token within a number of card lengths equal to the number following the keyword. Discard 1 grenade after use.

Toxin 2: If this attack is successful, place a grenade token within the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the refresh phase.

Trap: This trap stays in play until disarmed. Enemies moving within 1 card length of this token have their movement points reduced by 1 and suffer 2 blood.

Trap (Trident): The Heavy may target a thrown trident to increase the initial weapon strength to 4. It continues to arc until the weapon strength is 1. If the trident is attached to a target, the initial target suffers 2 blood.

Traps #: This MERC may decrease his trap roll by the number after the keyword when required to roll on the trap table.

Universal 1: This weapon may be used as a melee weapon.

Advanced Rules

Advanced rules should be added only after players feel comfortable with the basic rules. Advanced rules add complexity to the skirmish.

There are three advanced rules: bounding, overwatch, and suppression.

Bounding

Bounding is the act of attaching a MERC's movement to a later teammate's action. The MERC being bounded to is called the bound action. Any, and all, MERCS bounding with the bound action are referred to as the bound reaction.

Bounding is a movement based Advanced Combat Maneuver (ACM). Bounding constitutes a move only; the bound reaction cannot be combined with any other activity. The bound action must be a MERC on the same team; players can never bound to an opponent.

On the table, bounding allows MERCS to move quickly across the table and act as a cohesive unit. The bound reactions are granted one additional movement point. The bound action can choose almost any action to initiate the bound. However, it MUST be an action that happens at the time. Bounding, overwatch, and suppression cannot be used to initiate a bound reaction. Nor can a bound action choose the hold action.

The true value in bounding isn't the extra MP as much as the ability to further manipulate an initiative result. Moving further seems like a pretty fantastic boon. More often than not, players do not move their full potential. However, bounding allows players to delay a MERC's activation until later in the round. A player can react to an unexpected move by an opponent by bounding later in the round or together in a calculated group move.

Any abilities, personal or corporate, that use the term "bound friendly" can be used with the bound ACM. If the bound friendly moniker is not present, then the ability cannot be used with bounding.

If multiple MERCS are bounding to the same bound action, they activate in the order of their original initiative.

To track bounding, use counters or colored tokens. Place the bound reaction counter next to the MERC(S) who are bounding, then place another counter near the MERC being bound to the bound action. To keep track of multiple MERCS bounding, reference cards for those bounding reaction can be placed underneath the bound action's card.

Example: The USCR Heavy elects to Bound with the USCR Sniper. The counter is laid upon the dice, indicating that he is postponing his initiative until his bounded target has completed his move. The USCR Sniper is the Bounded target, and makes his move first.

Example: Meris' Incinerator has an initiative of 6. The Incinerator is slow. She has only 1 movement point. Meris declares on the Incinerator's turn that she will bound with the Sniper. The Sniper has an initiative of 1. Meris slides the Incinerator card underneath the Sniper card and puts a bounding token next to the Incinerator. On initiative 1, the Sniper activates. The Sniper elects to move. After the Sniper has moved, the Incinerator gets to activate and move with 2 movement points, 1 from her standard movement and 1 from the bounding.

Chain of Occurrence

There is a very specific order in which suppression and overwatch interact with standard actions in the basic rules, which is called the chain of occurrence. This order dictates which advanced rule has precedence over another in the skirmish. The chain of occurrence is:

  1. Suppression
  2. Overwatch
  3. Action
  • Suppression versus Suppression: MERCS cannot suppress a suppression attempt. This is a non-occurrence.
  • Suppression versus Overwatch: Suppression happens before overwatch and, if successful, applies penalties to the overwatch.
  • Overwatch versus Overwatch: Overwatch can trigger an overwatch, but only once. If the initial overwatch triggers an overwatch, the original overwatch does not get to trigger against the reacting overwatch. Overwatch does not bounce back and forth.
  • Overwatch versus Suppression: MERCS on overwatch do not get an attack of opportunity against a MERC suppressing. This is a non-occurrence.

Overwatch

As the only damaging advanced rule, overwatch is fundamentally important to master if a player hopes to compete in tournaments. Overwatch is the act of firing for damage on any target that is attempting to perform an action in line-of-sight. It does not prevent the target's action, even if the target is killed.

Overwatch Checklist:

  1. Line-of-sight
  2. Using an action, or spending a MP

A MERC on overwatch must shoot. He cannot choose to wait for a specific target. Furthermore, overwatch is not an unending series of attacks. The MERC on overwatch activates and fires at the first target to trigger the overwatch, then does not activate for the next eligible target. It is a one-on/one-off action. If another target triggers overwatch, then the MERC attacks again.

MERCS on overwatch attack a target performing an action or using an MP in line-of-sight (180° front arc). It doesn't matter what the action is: using a medkit, throwing a grenade, repairing armor, setting, even performing a non-combat action in a scenario. The following actions won't trigger an overwatch attack:

  • Hold
  • Snap-to-cover
  • Suppression
  • Aiming
  • Passive abilities

Heavy weapons are designed for maximum effectiveness when used with the overwatch ACM. Just like a normal template attack, where every target under the template receives the attack, each time the overwatch is triggered, every target within the template receives the attack. Very quickly, the dice add up and the percentages tip in favor of the heavy weapon doing a lot of damage to multiple targets.

Grenades and melee combat cannot be used for overwatch. Likewise, any weapon that has a load penalty occurring over two turns cannot be used to overwatch. Long range kill weapons with single turn load penalties CAN be used on overwatch, because overwatch is a one-on/one-off action.

Overwatch happens at the same time as the action. The results should be treated like simultaneous action results in terms of how the original action and overwatch occur. Overwatch carries over from initiative to initiative. Any visible actions that take place after the overwatch is declared until the MERC activates again will bring the pain.

Suppression

The act of keeping targets under fire, unable to act, is suppression. Suppression doesn't cause damage to targets; it forces targets to make a courage check to act without penalty. It makes a target's action more difficult to perform optimally. If the target fails his courage check, then a -2 penalty is applied to all d10 rolls AND the target's MP is reduced by one.

Suppression Checklist:

  1. Line-of-sight
  2. Using an action, or spending a MP

Suppression carries over from initiative to initiative, until the suppressor activates again. The MERC on suppression activates and suppresses the first two eligible targets, then does not activate for the third eligible target. It is a two-on/one-off action. If another target ventures into LoS, then that MERC is suppressed.

A target under suppression must make a courage check. The number in the courage icon is the target number. MERCS roll 1d10 to pass courage checks. As with all MERCS rolls, the target must roll equal or greater than the number present. If successful, the target can perform the action without penalty. Some MegaCons have special abilities that apply penalties to both successful and failed courage tests.

To be considered "under suppression," a target must perform an action or use an MP in line-of-sight (180° front arc). Some actions are never suppressed:

  • Hold
  • Suppression
  • Snap-to-cover
  • Aiming
  • Passive abilities

Grenades and melee combat cannot be used to suppress.

Forced Courage Tests: Some weapons force courage tests. Most of these apply the burning status effect. Treat any courage test as if the target is being suppressed. Suppression failure penalties apply to any failed courage tests.

Example: Tom and Kenny have just set up a MERCS skirmish and are preparing to take their first actions. They have agreed to play using all of the advanced rules. Neither faction has line-of-sight on each other, so both will be making multiple Bounding maneuvers the first round. After applying any initiative modifiers, Tom playing CCC, rolls 3 (Medic), 4 (Sniper), 4 (Demo), 7 (Heavy), and 9 (AL). Kenny, playing KemVar, rolls 1 (Sniper), 4 (Assassin), 7 (AL), 8 (Monkeywrench), and 0 (Demo). Kenny declares a bounding action, and adds that all of his units will be bounding to the Sniper's action at 1. Even though there are multiple simultaneous actions from the initiative rolls, because no combat actions can take place the first round, and because Tom was also going to bound all of his units to his Medic, Tom agrees.

Both players mark the bounding targets. Tom starts because his Medic activates on a 3. The Medic moves his 2 MP, then all of Tom's units, starting with the highest initiative move their base movement +1 MP. After Tom finishes his actions, Kenny activates his Sniper. The Sniper moves her complete MP, and then the rest of the KemVar MERCS spring into action.

Now deep in the game, Tom's CCC Medic and Demo are in perfect position to suppress Kenny's KemVar Sniper, while Tom's CCC Leader flanks the Sniper to get around a half-wall. Tom's Medic acts on an Initiative 6. Unfortunately his Demo acts on an Initiative 2. Kenny's Sniper acts on an Initiative 5. The Medic uses suppression. All targets that start a move or action in front of his position, within a 180° arc, will be suppressed per the suppression rules. Kenny's Sniper chooses to fire at the Demo beside the Medic. Before she fires, she must pass a courage check because she is being suppressed. Suppression does not do damage; it merely tries to apply a penalty to the stated action.

Kenny's KemVar Sniper must now roll over her courage. The Sniper has Courage 6. Kenny rolls a 3, a failure. The Sniper still attempts to attack, except the attack roll is decreased by 2 for the failed courage test.

Tom's Demo, on his Initiative 2, also performs the suppression ACM. If the Demo had acted before the Sniper and also participated in the Suppression, the Courage roll would have been reduced by 1 because multiple MERCS were suppressing. Kenny's KemVar Leader realizes his Sniper's position will soon be overrun and decides to act. With Tom's Medic and Demo using suppression, Kenny moves his Leader into the line-of-sight of Tom's Medic, Demo, and Leader. Because this movement was started outside the suppression line-of-sight he incurs no courage check to move into position. It is a risky maneuver, but he is desperate.

Simultaneous Actions

When two or more initiative rolls match, the reaction stat serves as a tie-breaker. The MERC with the higher reaction activates first. If there are multiple MERCS with the same initiative, compare and order all their reactions.

If all reactions are the same, the result is a simultaneous action. These actions make MERCS both unique and more realistic. During a simultaneous action, all MERCS involved activate at the same time.

A simultaneous action includes three steps:

  1. Plan
  2. Reveal
  3. Resolve

The first step is planning. All MERCS involved in the simultaneous action (SA) declare, at the same time, what type of action they are performing: move, act, or hold. This can be done with counters, written words, or anything that allows concurrent reveal of the actions. In this way, one player isn't at a disadvantage.

These guidelines help determine what happens in a SA: Suppression cancels any action, even a simultaneous action. But the SA must be declared before checking for courage. Overwatch takes place before the declared SA, but doesn't prevent it from occurring, even if the overwatch kills the target. The chain of occurrence is suppression, then overwatch, then original action.

Example: Tom's Medic and Demo try to suppress Kenny's Leader's overwatch action. He has a courage of 3. He rolls a 5 which is modified by a -1 for a final result of 4. This meets or exceeds his courage of 3, so the Leader succeeds and suffers no penalties to his attack. Furthermore, Tom's Demo has had two suppression checks, so is not part of any suppression check for the next activation that occurs in his line-of-sight.

Tom's Leader moves 1 MP (2 MP - 1 MP per the CCM move penalty), then Kenny's Overwatch action takes place. When Tom's Leader fires at the Sniper, the results of his action occur simultaneous as Kenny's overwatch results. In other words, if Tom's Leader dies as a result of the overwatch action, his attack still takes place.

Kenny's Leader's overwatch action consists of firing his primary weapon at Tom's moving Leader. Two shots starting with the base firing number of 6 + 1 to the roll for no cover and -1 to the roll for firing at a moving target. He rolls two dice, a 4 and an 8, getting one hit. Kenny's Leader's primary weapon is strength 2 vs. Tom's Leader's armor value of 2. Tom's Leader takes one blood and checks against armor failure. He rolls a 7 and passes the test.

Bloodied but not damaged beyond repair, Tom's Leader fires on the KemVar Sniper. Tom must deal with the KemVar's Active Camouflage corporate trait. Two shots starting with the base firing number of 6 - 2 to the roll for Attack & Move and -1 for the KemVar Active Camo. He rolls a 4 and an 8, both misses.

Tom's Medic continues to use suppression, but the Demo fires at Kenny's Leader. This action is also in the overwatch of Kenny's Leader, but Kenny must take one activation off per the overwatch rules, so the Leader does not fire. The Demo fires two shots starting with the base firing number of 6. Active Camo reduces the roll by 1. Tom's Demo rolls a 9 and 10, two hits!

During the next round of initiatives, Kenny's Leader gets lucky and rolls a 10. He cannot increase his initiative further because his initiative modifier is 0. He moves first, and announces that his Leader is going on overwatch. This allows him to fire on any moving or acting targets that he can see (check line-of-sight) in a 180° arc in front of his position per the overwatch rules. Tom does not let Kenny's actions distract him from his goal and continues his assault on the Sniper's position with his Leader. Because Tom's Leader is under overwatch, of Kenny's Leader, he may be fired upon and possibly injured. However, Kenny's Leader might not have an easy overwatch check due to the suppression of Tom's Medic and Demo.

More on Simultaneous Actions

Certain liberties may be taken with same team's simultaneous actions. The need for counters in the plan step can be set aside. However, the player must still clearly communicate what each figure is doing before performing any action.

The second step is revealing the planned actions. Four types of events can occur: move and move, move and act, act and act, or any action and hold. Keep in mind that although the actions may be resolved separately at the table, these actions occur at the same time in the game.

Of the actions revealed, only the act step requires further attention in the reveal step. If a player is acting, then the action must be declared. If it is an attack, then a target must be selected.

If a MERC is killed while in a simultaneous action, the players still resolve the result of his action. It is entirely possible for a game to end with the last two figures killing each other in a SA.

The third step is resolution, where players actually roll and apply any results. Following are the special rules that apply to resolving possible SA events.

Move and Move: In situations where both players are moving, players move their MERCS. If the SA minis are in melee and at least one MERC wants to remain in melee range, then they will. The MERC who wishes to move, moves half his movement points rounded down, then can adjust facing up to 90°. The MERC who wants to stay in hand-to-hand places himself adjacent in the same facing position as before. After the attack, the MERC who moved finishes his movement. If the MERC's initial half movement is two movement points, the attacker must have 2 movement points to remain in melee combat. If the attacker does not, then the MERC gets away and the attacker does nothing.

Move and Act: The moving MERC moves half his movement (rounded down), then remains while the act takes place. The target is considered to be moving. (See modifiers.) Any LoS modifiers are applied at the new position. If the target is out of LoS or range, then the target can no longer be attacked. If the moving target is killed, he gets to finish his movement, then dies. If the target doesn't die, but his armor fails, then he finishes his movement before any MP penalties apply.

Act and Act: If both parties are acting, their actions occur simultaneously. In cases where the action would save a target from dying, then the target is saved. If one or both MERCS are killed, their combat results still apply to the target, even in the case where an overwatch action kills the target.

Any Act and Hold: If one of the participants in the SA is choosing to hold, then treat the SA as a normal action. The holding MERC marks the hold and nothing else.

Templates

Some weapons have special firing diagrams. These templates are located on the reference card, near the associated weapon. When a weapon has a template, all targets under the template are attacked. Template weapons are special. If a target, friend or foe, has any portion of his base in the template, then he receives the attack. Attack dice are not split, or shared, in a template attack unless stated explicitly in the language of the attack. Each target receives the full attack dice. Any MERC at armor value 0 hit by a template attack takes double damage.

All firing diagrams, unless stated otherwise, have a vertical range equal to one card.

The template diagrams in the printed book are: Pillar, Extended T, Grenade, Extended t, Split t, 90° arc, Big T, Mine, 360, Chain, and Nuke. Each diagram is drawn with red card-length segments showing the area of effect, a card marking the attacking MERC, affected targets (red starbursts) and un-affected targets (open circles). The Chain diagram shows three numbered segments leading to the TARGET. The Mine diagram shows a target at the center of a circle of effect, and the Nuke diagram shows a large circular area with a central pair of cards and numbered markers.

Templates and Overwatch

When a full auto weapon is used on overwatch, the rules for templates still apply. If a target triggers overwatch, all targets in the template receive attacks. The overwatching MERC may adjust the template anyway he wishes to avoid collateral damage. However, the target that activated the overwatch must be inside the final alignment.

Non-Combat Actions

Any action on the battlefield that isn't combat is referred to as a non-combat action. These actions are often vital to combat but don't involve the MERC inflicting harm on a target. There are several types of NCAs: using equipment to heal or repair a target, or performing an interact check. In all cases, the MERC performing the action must roll equal to or over a target number. The biggest difference between NCAs and combat actions is the lack of modifiers for non-combat actions.

Using Equipment

Using a medkit, repair kit, or enhancer is considered a non-combat action that cannot fail. As long as the MERC using the equipment is in base range, he needs only to announce he is using the equipment and track uses. The effect of the equipment happens immediately and automatically.

If a piece of equipment is used in a simultaneous action where the MERC uses a piece of equipment, medkit, repair kit, or enhancer before the attack, the target number and effectiveness of the attack can change.

Using Interact

Interact is a catchall stat. It can be used as the repair stat when attempting to fix broken armor without a repair kit. It can disarm traps. It can be used to interact with locations in scenario based skirmishes. The lower the number, the greater chance for success.

When playing scenarios or alternate play modes (like control or capture), MERCS are often called to interact with an object in the playing area. In cases like these, the MERC must be in base range and succeed at the target number in his interact stat.

Non-combat action can be prevented using suppression or attacked using overwatch.

Status Effects

A status effect is applied to a situation beyond typical damage. Status effects have unique rules that affect gameplay in different ways. Most status effects stay in play for a duration of time extending beyond one round.

Most effects are timed and removed when the MERC under the effect activates. Status effects that affect an area of the skirmish are timed and removed in the refresh phase.

  • Adrenaline: If a MERC is under the effect of adrenaline 2, that MERC's courage roll increases by 1, reaction increases by 2, and attack roll increases by 2. The status effect lasts as long as the number after the boosted keyword.
  • Armor Failure: If a MERC's armor fails, he receives an armor failure token. This token remains in play until the MERC's armor is repaired. While the armor is broken, the MERC moves at -2 MP, the armor value is reduced by 1, and the MERC can possibly lose one or more of his corporate traits.
  • Burning: If this attack is successful, the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds. The target removes 1 token during each activation.
  • ETA: This effect requires the Sefadu MERC to possess an ETA weapon. When the MERC attacks a target tagged by the Sefadu Leader's spear, the ETA status effect increases the attack roll by 2. This status effect is never removed.
  • Frozen: If this attack is successful, the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decrease his attack roll by 1.
  • Hack: The hacked MERC provides line-of-sight for the opposing team and decreases all attack rolls by 1.
  • Hold: The hold action means the MERC will not perform an action this round. Performing a hold action allows the MERC to add or subtract 2 to his existing initiative modifier in the next initiative phase. After the initiative is assigned, remove this token.
  • Pinned: If this attack is successful, the target is unable to move until an interact check is passed.
  • If a MERC is affected by a repulsor tag, he cannot move within 1 card length of another MERC with the same repulsor status effect. If a target is tagged and is within 1 card length of another repulsor tag, both MERCS suffer from force 1 and are involuntarily moved away from each other.

Refresh Phase

The third phase of the game round is the refresh phase. During this phase, players check for certain results in scenario play and clean up the playing space. There is a specific order during the refresh phase:

  1. Check for Victory
  2. Special Actions
  3. Status Conditions
  4. Cleanup

Check for Victory: Victory conditions are unique to each scenario or game mode. Regardless of the condition, the first step in the refresh phase is to check for scenario or skirmish victory.

It is very important that conditions for victory are checked before special actions results, because in a scenario the victory is achieved by completing a special action. Refreshing in this order allows both players one more game turn to act.

Special Actions: Special actions is a catchall phrase for those elements or victory points provided by the scenario setup. If the scenario provides for reinforcements, they arrive now. If a game mode allows for killed MERCS to "respawn", they are placed back into the skirmish in this step.

Victory points for the control and capture game modes are awarded in this step of the refresh phase.

Basically, if the skirmish has a special action, or several, they occur after players check for victory but before status effects.

Status Conditions: There are a few status effects, like smoke and toxin, which are applied to the skirmish. The duration of this effect is reduced during this step of the refresh phase. If the status effect is set to lapse, it is removed at this point in the round.

Cleanup: This is the last step in the refresh phase and the last thing that happens in any given round. Cleanup ensures the table is ready for the next round and allows the players to reassess the table in neutral time.

If something was forgotten and the players agree, it can be applied during cleanup. Additionally, players can use the cleanup step to verify all miniatures have the correct tokens and amounts.

MegaCons

Each MegaCon (faction) has its own corporate traits and a set of MERCS archetypes. Each MERC entry below gives the stat line from the reference column and the kit from the card, then the personal abilities printed on that MERC's card.

The reference column stat line is listed in this order: Initiative modifier, Reaction, Courage, Movement points, Blood, Armor value, Armor failure, Interact. Each kit item is listed with its usable ranges (the ranges printed in red on the card, shown here as B = base, S = short, M = medium, L = long), its dice pool, firing number (FN), weapon strength (WS), and keywords. A number in brackets after an item name is the count printed on the card for that consumable item. A dash means the stat is not used for that item.

CCC

Corporate Traits

  • Nanite Armor: CCC armor self-repairs in 2 Refresh Phases after it has failed.
  • Reliable: CCC armor has a low armor failure rate.

CCC Leader

  • Stats: Initiative modifier 0 · Reaction 7 · Courage 3 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 2 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • EMP [1]: usable B, S; dice -, FN -, WS -; Throw 1; EMP; Template
  • Personal Abilities:
    • Leadership: All members of this team in short range, including this MERC, increase their dice rolls by 1.
    • Lucky: This MERC may negate 1 attack dice roll against himself per skirmish.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • EMP: If a target is affected by an EMP grenade their armor is automatically broken.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 EMP Grenade after use.

CCC Heavy

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 5 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 3 · Interact 6
  • Kit:
    • Full Auto: usable S, M, L; dice 3, FN 8, WS 3; Set & Rip; Template
  • Personal Abilities:
    • She'll Hold Together: This MERC may reroll failed armor checks one time.
    • Wall of Lead: When this MERC forces a suppressed check, the target's courage roll is decreased by 1.
  • Kit Keywords:
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

CCC Sniper

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 2 · Interact 6
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 4, WS 4; Load; Aim
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
  • Personal Abilities:
    • Crack Shot: This MERC may score 1 attack success per skirmish.
    • Precision: This MERC increases the attack roll on overwatch checks by 1.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.

CCC Incinerator

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 5 · Movement points 1 · Blood 4 · Armor value 3 · Armor failure 4 · Interact 7
  • Kit:
    • Flame Thrower: usable B, S, M; dice 1, FN -, WS 2; Sweep; Template; Burning 2
  • Personal Abilities:
    • Escape Artist: This MERC ignores the pinned status effect.
    • Tough As They Come: This MERC has 1 additional blood.
  • Kit Keywords:
    • Burning 2: If this attack is successful the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed 2 rounds.
    • Explosive: When this MERC is killed, roll an armor failure check. If the result is a failure, each MERC in short range suffers 1 blood.
    • Sweep: This MERC may move the Template from this attack's starting position ninety degrees in any direction hitting all targets passed through.
    • Template: Each target caught within the Template diagram receives all attacks.

CCC Demo

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 3 · Interact 3
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Frag [3]: usable B, S, M; dice 1, FN -, WS 3; Throw 2; Template
  • Personal Abilities:
    • Mobile: This MERC may attack while Bounding as if he is using Attack & Move.
    • Heroic: This MERC increases all dice rolls by 1 at medium and long range from his team members.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.

CCC Medic

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 5 · Movement points 3 · Blood 3 · Armor value 2 · Armor failure 3 · Interact 7
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Medkit [3]: usable B; dice -, FN -, WS -; Heal 2; Act & Move
  • Personal Abilities:
    • No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round.
    • Speedy: This MERC has 1 extra movement point.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.

CCC Breacher

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 3 · Interact 4
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Breach [2]: usable B; dice -, FN -, WS -; Breach; Act 2
  • Personal Abilities:
    • Doorman: All other members of this MERC's team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
    • They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed.
  • Kit Keywords:
    • Act 2: If the Breach action is successful this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is considered a success. Discard 1 Breach after use.

CCC Spotter

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 2 · Interact 8
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • Rangefinder: usable B, S; dice -, FN -, WS -; Targeting
  • Personal Abilities:
    • Light On Your Feet: If this MERC has at least 1 movement point, he may turn up to 360 degrees without using movement points.
    • Stay Frosty: All other members of this team in short range of this MERC may reroll their initiative.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as his action this round.

CCC Booster

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Enhancers [4]: usable B; dice -, FN -, WS -; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
    • Martyr: After this MERC is killed, all other team members increase their attack dice rolls by 1.
  • Kit Keywords:
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

CCC Gunner

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 3 · Interact 6
  • Kit:
    • Shotgun: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move; Template; Load
    • Repair Kit [1]: usable B; dice -, FN -, WS -; Repair
  • Personal Abilities:
    • Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
    • Tuck & Roll: This MERC does not have to stop at an elevation change if descending and takes no blood from falling.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
    • Template: Each target caught within the Template diagram receives all attacks.

EIC

Corporate Traits

  • Assimilation: EIC can use other MegaCon tech to make their MERCS better if the EIC Assimilator is in the skirmish.
  • Numbers: EIC start the skirmish with 6 MERCS.

EIC Leader

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 2 · Blood 2 · Armor value 2 · Armor failure 6 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • EMP [1]: usable B, S, M; dice -, FN -, WS -; Throw 2; EMP; Template
  • Personal Abilities:
    • Inspiring: All team members in short range, including this MERC, may reroll 1 attack D10.
    • Last Stand: If this MERC is the last member of his team alive, he gains Act 2.
  • Kit Keywords:
    • Act 2: This MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • EMP: If a target is affected by an EMP grenade, their armor is automatically broken.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 EMP Grenade after use.

EIC Heavy

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 6 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 7 · Interact 6
  • Kit:
    • Full Auto: usable S, M, L; dice 4, FN 8, WS 3; Set & Rip; Template
  • Personal Abilities:
    • Tough As They Come: This MERC has 1 additional blood.
    • I See You: If this MERC successfully suppresses a target, that target receives 1 attack which cannot be overwatched.
  • Kit Keywords:
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

EIC Sniper

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 5 · Movement points 3 · Blood 2 · Armor value 1 · Armor failure 5 · Interact 6
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 4, WS 3; Aim
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Throw 1; Smoke 2; Template
  • Personal Abilities:
    • Flesh Wound: This MERC ignores the first blood taken per skirmish.
    • Sleight of Hand: This MERC suffers no load penalty. He doesn't have to wait 1 round between attacks.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.

EIC Assimilator

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 5 · Movement points 3 · Blood 2 · Armor value 2 · Armor failure 4 · Interact 3
  • Kit:
    • Claw: usable B; dice 1, FN -, WS 2; Melee 2; Assimilate
    • Combat Link [-]: usable B, S, M, L; dice -, FN -, WS -; MCP; Act & Move
  • Personal Abilities:
    • Civilian: MERCS targeting this figure decrease their attack roll by 1.
    • Speedy: This MERC has 1 extra movement point.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Assimilate: After an EIC team member kills an enemy MERC, a tech token is placed where the dead MERC was removed. This MERC must move within short range and pass an interact check to assimilate the tech. For each tech assimilated, each team member gains the next level of bonuses in addition to previous bonuses.
    • MCP: This MERC provides the Assimilate bonus to each MERC including this MERC. If this MERC dies all bonuses from Assimilate are lost immediately.
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.

Assimilate bonuses (as printed on the card):

Techs AssimilatedStat ModifiedEffects
1Armor Failure-2
2Blood+1

EIC Demo

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 4 · Movement points 2 · Blood 2 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Incendiary [2]: usable B, S, M; dice 1, FN -, WS 3; Act & Move; Throw 2; Template; Burning 2
  • Personal Abilities:
    • No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round.
    • Stay Frosty: All other team members in short range of this MERC may reroll their initiative.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This increases his firing number by 2.
    • Burning 2: If this attack is successful the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.

EIC Engineer

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 6 · Movement points 2 · Blood 2 · Armor value 2 · Armor failure 4 · Interact 4
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Repair Kit [2]: usable B; dice -, FN -, WS -; Act & Move; Repair
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
    • Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

EIC Breacher

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 4 · Movement points 2 · Blood 2 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Breach [2]: usable B; dice -, FN -, WS -; Breach; Act 2
  • Personal Abilities:
    • Doorman: All other members of this MERC's team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
    • Eagle Eye: This MERC may reroll 1 of his attack d10 each round.
  • Kit Keywords:
    • Act 2: If the Breach action is successful this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success. Discard 1 Breach after use.

EIC Pathfinder

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 8 · Movement points 3 · Blood 2 · Armor value 1 · Armor failure 6 · Interact 7
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Attack & Move; Aim
    • Caltrops [2]: usable B; dice -, FN -, WS -; Throw 1; Template; Trap
  • Personal Abilities:
    • Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack hits and penetrates the target's armor.
    • Hard Hearted: If attacking a target in no cover, this MERC gains 1 additional attack d10.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a caltrop token within 1 card length. Discard 1 Caltrop after use.
    • Trap (Caltrops): This trap stays in play until disarmed. Enemies moving within 1 card length of this token have their movement points reduced by 1 and suffer 2 blood.

EIC Booster

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 5 · Movement points 2 · Blood 2 · Armor value 2 · Armor failure 6 · Interact 8
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Enhancers [4]: usable B; dice -, FN -, WS -; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • Vault: This MERC may move over ER 1 cover 1 base wide at no movement point cost.
    • You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only.
  • Kit Keywords:
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

EIC Shock

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 3 · Interact 6
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move; Sweep
    • Medkit [1]: usable B; dice -, FN -, WS -; Heal 2
  • Personal Abilities:
    • Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately.
    • Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
    • Sweep: This MERC may move the Template from this attack's starting position ninety degrees in any direction hitting all targets passed through.
    • Template: Each target caught within the Template diagram shown below receives all attacks.

EU

Corporate Traits

  • Tight: EU members in short range of another EU member may reroll 1 attack d10.
  • Old Money: EU may use credits to purchase one-time use abilities if the Analyst is in the skirmish.

EU Leader

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 5
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Frag [1]: usable B, S, M; dice 1, FN -, WS 3; Throw 2; Template
  • Personal Abilities:
    • Leadership: All members of this team within 1 card length, including this MERC, increase their dice rolls by 1.
    • Connections: If this MERC is in the skirmish, increase EU's credits by 2.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.

EU Heavy

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 4 · Movement points 2 · Blood 3 · Armor value 3 · Armor failure 7 · Interact 6
  • Kit:
    • Full Auto: usable S, M, L; dice 4, FN 8, WS 2; Set & Rip; Template
  • Personal Abilities:
    • Speedy: This MERC has 1 extra movement point.
    • Connections: If this MERC is in the skirmish, increase EU's credits by 2.
  • Kit Keywords:
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

EU Sniper

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 7
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 4, WS 3; Load; Aim
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
  • Personal Abilities:
    • Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
    • Climb: This MERC can move up 1 level (ER 2) at no movement point cost.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Load: This MERC must wait 1 round after firing this weapon before it can be fired again.

EU Sergeant

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Flash Bang [1]: usable B, S; dice -, FN -, WS -; Throw 1; Stun 2; Template
  • Personal Abilities:
    • Chain of Command: If this MERC is in short range of a team member with Leadership, then Leadership is extended to MERCS in short range of this MERC.
    • Courageous: This MERC cannot be suppressed.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Flash Bang after use.

EU Demo

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • EMP [2]: usable B, S, M; dice -, FN -, WS -; Act & Move; Throw 2; EMP; Template
  • Personal Abilities:
    • Connections: If this MERC is in the skirmish, increase EU's credits by 2.
    • Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • EMP: If a target is affected by an EMP grenade their armor is automatically broken.
    • Template: Each target caught within the Template diagram receives all attacks.

EU Medic

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 7 · Movement points 2 · Blood 4 · Armor value 2 · Armor failure 6 · Interact 7
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Medkit [3]: usable B; dice -, FN -, WS -; Heal 2
  • Personal Abilities:
    • Tough As They Come: This MERC has 1 additional blood.
    • Connections: If this MERC is in the skirmish, increase EU's credits by 2.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.

EU Wrench

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 4
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Repair Kit [3]: usable B; dice -, FN -, WS -; Act & Move; Repair
  • Personal Abilities:
    • Hard Hearted: If attacking a target in no cover, this MERC gains 1 additional attack d10.
    • No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

EU Spotter

  • Stats: Initiative modifier 2 · Reaction 7 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 7
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • Rangefinder: usable B, S; dice -, FN -, WS -; Targeting
  • Personal Abilities:
    • They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed.
    • Connections: If this MERC is in the skirmish, increase EU's credits by 2.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases her movement points by 1 and decreases the attack roll by 1.
    • Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as her action this round.

EU Shock

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Throw 1; Template; Smoke 2
  • Personal Abilities:
    • Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction.
    • Martyr: After this MERC is killed, all other team members increase their attack dice rolls by 1.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Smoke Grenade after use.

EU Analyst

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 4
  • Kit:
    • I/O Spike: usable B; dice 1, FN -, WS 1; Melee 1; Penetrate 1
    • Data Sync: usable B; dice -, FN -, WS -; Resourceful
  • Personal Abilities:
    • Deep Pockets: If this MERC is in the skirmish, EU credits may be spent to buy perks from the Old Money table.
    • Specialist: This MERC can move and interact with objectives in base range.
  • Kit Keywords:
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Penetrate 1: If this attack is successful, the target's armor failure roll is decreased by 1 for this attack only.
    • Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
    • Old Money: EU receive a number of credits based off of group composition, through the Connections personal ability. Credits may be used to buy one-time use perks from the table below. Perks must be used immediately. Credits may be spent at any time during the action phase for any EU member. Once a credit is spent, it is gone.
Credit CostPerk
1 CreditQuick
2 CreditsEscape Artist
3 CreditsBrick House
4 CreditsFrom Hell's Hot Fire
5 CreditsLucky
6 CreditsYou Want Some

GCC

Corporate Traits

  • Above the Law: The GCC prevent the following personal abilities: Bounty, Civilian, Leadership, and Martyr.
  • Judgement: Once per match at any time, the GCC may select a single MERC opponent and prevent him from activating that round.

GCC Tribunal

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 3 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 5 · Interact 9
  • Kit:
    • EMP Hammer: usable B; dice 1, FN -, WS 2; Break; Melee 2
    • Shield: usable none; dice -, FN -, WS -; Cover
  • Personal Abilities:
    • Eyes Behind: Attacking this MERC from the rear arc provides flank bonuses only.
    • Inspiring: All team members within 1 card length, including this MERC, may reroll 1 attack d10.
  • Kit Keywords:
    • Break: If this attack is successful, the target's armor is broken. The target's armor value is permanently reduced by 1 once, even if the armor is repaired.
    • Cover: This MERC is considered to be in weak cover and cannot be flanked.
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.

GCC Demo

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Frag [3]: usable B, S, M; dice 1, FN -, WS 3; Throw 2; Template
  • Personal Abilities:
    • Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS.
    • She'll Hold Together: This MERC may reroll failed armor checks one time.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.

GCC Recorder

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 8 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 4
  • Kit:
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
    • Camera Drone: usable none; drone profile: Reaction 5, Movement points 1, Blood 2, Armor value 1, Armor failure 6; dice -, FN -, WS -; LoS; Explosive; Traps 1
  • Personal Abilities:
    • Lucky: This MERC may negate 1 attack success against himself per match.
    • Contortionist: This MERC may move through other MERCS as long as he doesn't end his turn in their inhabited space.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Explosive: When this figure is killed, roll an armor failure check. If the result is a failure, each MERC in short range suffers 1 blood.
    • LoS (Line-of-Sight): Targets in line-of-sight of the drone can be seen by GCC.
    • Traps 1: Team members in short range decrease the trap roll on the trap card by 1.

GCC Breacher

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Breach [2]: usable B; dice -, FN -, WS -; Breach; Act 2
  • Personal Abilities:
    • Doorman: All other members of this MERC's team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
    • Last Rites: If attacking a target with 1 blood, all attacks from this MERC are increased by 2.
  • Kit Keywords:
    • Act 2: If the Breach action is successful this MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success.

GCC Chief

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 3 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 5
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move; Sweep; Template
    • Repair Kit [1]: usable B; dice -, FN -, WS -; Act & Move; Repair
  • Personal Abilities:
    • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
    • You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
    • Sweep: This MERC may move the Template from this attack's starting position ninety degrees in any direction hitting all targets passed through.

GCC Judge

  • Stats: Initiative modifier 2 · Reaction 7 · Courage 2 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 3
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move; Overpower
    • Sword [-]: usable B; dice 1, FN -, WS 1; Melee 1
  • Personal Abilities:
    • Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat.
    • Hard Hearted: If attacking a target in no cover, this MERC gains 1 additional attack d10.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Overpower: If this MERC's ranged attack is successful, he may immediately perform a melee attack on 1 target in base range.

GCC Heavy

  • Stats: Initiative modifier 2 · Reaction 3 · Courage 5 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 6 · Interact 8
  • Kit:
    • Full Auto: usable S, M, L; dice 3, FN 8, WS 3; Set & Rip; Template
  • Personal Abilities:
    • Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range.
    • Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
  • Kit Keywords:
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined the targets receive 3 attacks.

GCC Sniper

  • Stats: Initiative modifier 0 · Reaction 7 · Courage 3 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 2 · Interact 5
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 4, WS 2; Load; Aim; Penetrate 1
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
  • Personal Abilities:
    • Vital Systems: When this MERC attacks, his successful attacks decrease the target's armor failure roll by 2.
    • Motivated: This MERC may snap to cover twice per activation.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
    • Penetrate 1: If this attack is successful, the target's armor failure roll is decreased by 1 for this attack only.

GCC Booster

  • Stats: Initiative modifier 0 · Reaction 7 · Courage 3 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 2 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Enhancers [4]: usable B; dice -, FN -, WS -; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • I See You: If this MERC successfully suppresses a target, that target receives 1 attack which cannot be overwatched.
    • Mobile: This MERC may attack while Bounding as if he is using Attack & Move.
  • Kit Keywords:
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

GCC Agent

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 8 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 7
  • Kit:
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Throw 1; Template
  • Personal Abilities:
    • Specialist: This MERC can move and interact with objectives in base range.
    • Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.

House 4

Corporate Traits

  • Unpredictable: Each House 4 member ignores the first suppression check each round.
  • Hostage: House 4 can take enemies hostage. In the Refresh Phase, if the target is stunned and House 4 MERCS are in base range with majority control, the target is captured. Captured targets are removed from the skirmish. House 4 may only capture targets of equal or less armor value.

House 4 Steward

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Throw 1; Template; Smoke 2
  • Personal Abilities:
    • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
    • Stay Frosty: All other members of this team in short range of this MERC may reroll their initiative.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.

House 4 Engineer

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 4
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Axe: usable B; dice 1, FN -, WS 1; Melee 2; Penetrate 3
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
    • Thorough: When making interact checks, this MERC rolls 2 d10.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.
    • Penetrate 3: If this attack is successful, the target's armor failure roll is decreased by 3 for this attack only.

House 4 Heavy

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 7
  • Kit:
    • Full Auto: usable B, S, M, L; dice 3, FN 8, WS 3; Set & Rip; Template
  • Personal Abilities:
    • Close Encounter: This MERC can attack with his weapon in melee range regardless of that weapon's limitations.
    • Feel The Glory: If team members of this MERC are in his template when he attacks, he increases his attack dice rolls by 2 for enemy targets only.
  • Kit Keywords:
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

House 4 Survivalist

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 4
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Enhancers [2]: usable B; dice -, FN -, WS -; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • Observer: Targets in short range of this MERC lose 1 tier of cover.
    • I Know The Way: This MERC gains 1 movement point if he is the bounding target.
  • Kit Keywords:
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

House 4 Member

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 8
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Flash Bang [4]: usable B, S, M, L; dice -, FN -, WS -; Throw 3; Stun 2
  • Personal Abilities:
    • Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
    • Strong Arm: This MERC has an extended throw.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 3 (Consumable): This MERC places a grenade token to attack targets within 3 card lengths. Discard 1 Flash Bang after use.

House 4 Priest

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 4 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 3 · Interact 4
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • Shovel: usable B; dice 1, FN -, WS 1; Melee 1; Traps 4
  • Personal Abilities:
    • Bless: House 4 members in short range of this MERC, including this MERC, increase their courage test rolls by 2.
    • Last Rites: If attacking a target with 1 blood, all attack rolls from this MERC are increased by 2.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Traps 4: This MERC may decrease his trap roll by 4 when required to roll on the trap table.

House 4 Sapper

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 7
  • Kit:
    • Shotgun: usable B, S, M; dice 2, FN 5, WS 2; Load; Mode; Template
  • Personal Abilities:
    • Civilian: MERCS targeting this figure decrease their attack roll by 1.
    • Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
  • Kit Keywords:
    • Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC's first initiative activation was on 1.
    • Breach: This MERC places a breach token over cover within 2 card lengths. If the breach token meets or exceeds the cover width it is a success.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
    • Mode (Stun)/(Breaching): This MERC may use a different ammo type when firing this weapon.
    • Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.

House 4 Sniper

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 7
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 2, WS 2; Load; Aim
    • Pistol: usable B, S; dice 1, FN 2, WS 1; Aim
  • Personal Abilities:
    • Marksman: This MERC is in a constant state of Aim.
    • Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.

House 4 Medic

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 8
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Medkit [3]: usable B; dice -, FN -, WS -; Act & Move; Heal 2
  • Personal Abilities:
    • Escape Artist: This MERC ignores the pinned status effect.
    • Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.

House 4 Shock

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 6 · Movement points 3 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Frag [2]: usable B, S, M; dice 1, FN -, WS 3; Throw 2; Template
  • Personal Abilities:
    • Mobile: This MERC may attack while Bounding as if he is using Attack & Move.
    • Speedy: This MERC has 1 extra movement point.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token to attack targets within 2 card lengths. Discard 1 Frag Grenade after use.

House 9

Corporate Traits

  • Black Ops: House 9 may add a single MERC from any MegaCon to the group being fielded if the Liaison is in the skirmish.
  • Debris Crawl: House 9 may move through weak cover. Debris Crawl may be used with bounding.

House 9 Master

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 4
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Caltrops [2]: usable B, S; dice -, FN -, WS -; Throw 1; Template; Trap
  • Personal Abilities:
    • Inspiring: All members of this team within 1 card, including this MERC, may reroll 1 attack d10.
    • Bounty: Before the skirmish, this MERC selects a target. If that target is killed, all his team members increase their attack roll by 1, as long as this MERC is still alive.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a caltrop token within 1 card length. Discard 1 Caltrop after use.
    • Trap (Caltrops): This trap stays in play until disarmed. Enemies moving within 1 card length of this token have their movement points reduced by 1 and suffer 2 blood.

House 9 Engineer

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 5
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 4, WS 2; Attack & Move
    • Repair Kit [2]: usable B; dice -, FN -, WS -; Act & Move; Repair
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
    • Hip Shot: This MERC reduces his firing number by 1.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

House 9 Boomer

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 5
  • Kit:
    • Heavy Gun: usable S, M; dice 1, FN 4, WS 3; Attack & Move; Load; Template; Mode
  • Personal Abilities:
    • Lucky: This MERC may negate 1 attack success against himself per skirmish.
    • Flesh Wound: This MERC ignores the first blood taken per skirmish.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
    • Mode (Frag/Toxin): This MERC may use a different ammo type when firing this weapon.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Toxin 2: If this attack is successful place a toxin token in the targeted area for 2 rounds. In the Refresh Phase, any targets in short range of this token suffer 1 blood.

House 9 Juicer

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Enhancers [3]: usable B; dice -, FN -, WS -; Boosted 2; Adrenaline 2; Act & Move
  • Personal Abilities:
    • Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1.
    • I Know The Way: This MERC gains 1 movement point if he is the bounding target.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

House 9 Member

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 6 · Movement points 2 · Blood 4 · Armor value 2 · Armor failure 5 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move; Melee 1; Universal
    • Medkit [1]: usable B; dice -, FN -, WS -; Heal 2; Act & Move
  • Personal Abilities:
    • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
    • Tough As They Come: This MERC has 1 additional blood.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Universal 1: This weapon may be used as a melee weapon with the following stats: 1 die, no firing number, 1 weapon strength.

House 9 Spy

  • Stats: Initiative modifier 0 · Reaction 7 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 6
  • Kit:
    • Machete: usable B; dice 1, FN -, WS 1; Melee 1
    • EMP [2]: usable B, S; dice -, FN -, WS -; Act & Move; Template; Throw 1; EMP
  • Personal Abilities:
    • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon's melee attack roll by 2.
    • Stay Frosty: All other members of this team in short range of this MERC may reroll their initiative.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • EMP: If a target is affected by an EMP grenade their armor is automatically broken.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 EMP Grenade after use.

House 9 Saboteur

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 4 · Movement points 3 · Blood 3 · Armor value 0 · Armor failure 0 · Interact 8
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Incendiary [2]: usable B, S, M; dice 1, FN -, WS 3; Throw 2; Template; Burning 2
  • Personal Abilities:
    • Civilian: MERCS targeting this figure decrease their attack roll by 1.
    • Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Burning 2: If this attack is successful the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token to attack targets within 2 card lengths. Discard 1 Incendiary Grenade after use.

House 9 Bedouin

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 8 · Movement points 3 · Blood 4 · Armor value 0 · Armor failure 0 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Throw 1; Smoke 2
  • Personal Abilities:
    • Rinse & Repeat: If this MERC attacks the same target as last round, he increases the attack roll by 1 and increases his weapon strength by 1.
    • Sleight Of Hand: This MERC suffers no load penalty. He doesn't have to wait 1 round between attacks.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Smoke Grenade after use.

House 9 Liaison

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 7 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 7 · Interact 6
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • LDHF Barrier: usable none; dice -, FN -, WS -; Cover
  • Personal Abilities:
    • Communicator: Once per skirmish, this MERC can select 1 team member in line of sight and grant them another activation at initiative 2 (Act 2).
    • Civilian: MERCS targeting this figure decrease their attack roll by 1.
  • Kit Keywords:
    • Act 2: The group member who receives Communicator gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Black Ops: House 9 may add a single MERC from any MegaCon to the group being fielded if the Liaison is in the skirmish. The Black Ops MERC has his corporate traits.
    • Cover: This MERC is considered to be in weak cover and cannot be flanked.

House 9 Shock

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Flash Bang [2]: usable B, S; dice -, FN -, WS -; Throw 1; Stun 2; Template
  • Personal Abilities:
    • Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
    • Motivated: This MERC may snap to cover twice per activation.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card length. Discard 1 Flash Bang Grenade after use.

ISS

Corporate Traits

  • Scaled Armor: When ISS is attacked from the flank or rear, the weapon strength bonus is decreased by 1.
  • Quick Deploy: After all MERCS have been placed for the skirmish, but before the first Initiative Phase, each ISS in play may move 1 movement point.

ISS Leader

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 3 · Armor failure 5 · Interact 5
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • Shield: usable none; dice -, FN -, WS -; Cover
  • Personal Abilities:
    • Leadership: All members of this team within 1 card length, including this MERC, increase their dice rolls by 1.
    • Speedy: This MERC has 1 extra movement point.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Cover: This MERC is considered to be in weak cover and cannot be flanked.

ISS Demo

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 4
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • EMP [2]: usable B, S, M; dice -, FN -, WS -; Throw 3; EMP
  • Personal Abilities:
    • Quick: This MERC is not involved in simultaneous actions. She always acts first in situations with MERCS with the same initiative and reaction.
    • Strong Arm: This MERC has an extended throw.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • EMP: If a target is affected by an EMP grenade their armor is automatically broken.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 3 (Consumable): This MERC places a grenade token within 3 card lengths. Discard 1 EMP Grenade after use.

ISS Calypso

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 3 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 4
  • Kit:
    • Trident [1]: usable B, S; dice 1, FN -, WS 1; Throw 1; Melee 2; Trap
    • Siren Song [1]: usable B, S, M; dice 4, FN -, WS 3; Template
  • Personal Abilities:
    • Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range.
    • Hands On You: This MERC can perform melee attacks at the range of her weapon.
  • Kit Keywords:
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.
    • Template: Each non-ISS target caught within the Template diagram share four attacks.
    • Throw 1 (Consumable): This MERC places a trident token within short range. The trident weapon cannot be used until it is retrieved by this MERC moving within base range of the trident token.
    • Trap (Trident): When the Trident is thrown at a location, or at a figure, it may be targeted by the ISS Heavy to extend and make his attack more powerful. The Trident may be rendered not-targetable by making an interact check on the token. The Trident is then left in the location it was left.

ISS Wrench

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Repair Kit [3]: usable B; dice -, FN -, WS -; Attack & Move; Repair Kit
  • Personal Abilities:
    • Precision: This MERC increases the attack roll on overwatch checks by 1.
    • Flesh Wound: This MERC ignores the first blood taken per skirmish.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

ISS Shock

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Frag [2]: usable B, S, M; dice 1, FN -, WS 3; Act & Move; Throw 2; Template
  • Personal Abilities:
    • Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1.
    • You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Frag Grenade after use.

ISS Wavefinder

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 7
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Turret [-]: usable B; turret profile: Reaction 3, Blood 2, Armor value 2, Armor failure 6; dice 2, FN 6, WS 2; Overwatch; Template
  • Personal Abilities:
    • Observer: Targets in short range of this MERC lose 1 tier of cover.
    • I Know The Way: This MERC gains 1 movement point if she is the bounding target.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Overwatch: This MERC places this figure within base range. When the Turret is placed the first round it does not activate. The next round it immediately goes on overwatch, targeting enemies only, until destroyed or picked up by this MERC.
    • Template: Each target caught within the Template diagram receives all attacks.

ISS Heavy

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 5 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 6 · Interact 6
  • Kit:
    • Thrower: usable B, S, M; dice 1, FN 4, WS 3; Break; Template; Penetrate 2; Trap (Trident)
  • Personal Abilities:
    • Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360 degrees without using movement points.
    • Vault: This MERC may move over ER 1 cover 1 base wide at no movement point cost.
  • Kit Keywords:
    • Break: If this attack is successful, the target's armor is broken. The target's armor value is permanently reduced by 1 once, even if the armor is repaired.
    • Penetrate 2: If this attack is successful, the target's armor failure roll is decreased by 2 for this attack only.
    • Template: This attack targets 1 enemy within 2 card lengths. If there is another MERC within 1 card length, this attack's weapon strength is reduced by 1 and hits that MERC. This effect continues until the weapon strength is reduced to 1.
    • Trap (Trident): The Heavy may target a thrown Trident to increase the initial weapon strength to 4. It continues to arc until there is 1 weapon strength. If the Trident is attached to a target, the initial target suffers 2 Blood.

ISS Sniper

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 1; Aim; Force 1
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
  • Personal Abilities:
    • Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase.
    • Tuck & Roll: This MERC does not have to stop at an elevation change if descending, and takes no blood from falling.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Force 1: Successful attacks from this weapon cause the Force 1 status effect (target knocked back 1 card length).

ISS Booster

  • Stats: Initiative modifier 2 · Reaction 7 · Courage 2 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 3, WS 2; Attack & Move
    • Enhancers [4]: usable B; dice -, FN -, WS -; Act & Move; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • Last Stand: If this MERC is the last member of his team alive, he gains Act 2.
    • Wired: This MERC is in a constant state of Adrenaline 2.
  • Kit Keywords:
    • Act 2: This MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 2, reaction increased by 2, and increases the attack roll by 2.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

ISS Spy

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 7 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 6
  • Kit:
    • Multi-Tool: usable B; dice 1, FN -, WS 1; Melee 1; Break; Hack
  • Personal Abilities:
    • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases her weapon's melee attack roll by 2.
    • Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
  • Kit Keywords:
    • Break: If this attack is successful, the target's armor is broken. The target's armor value is permanently reduced by 1 once, even if the armor is repaired.
    • Hack: When this MERC performs a successful melee attack with this weapon, she also rolls an interact check to hack into the target MERC's system. If successful, ISS gains LoS through the hacked MERC, and the hacked MERC decreases all attack dice rolls by 1.
    • LoS (Line-of-Sight): Targets in line of sight of a MERC suffering from Hack can be seen by ISS.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.

KemVar

Corporate Traits

  • Active Camouflage: KemVar is always considered to be at one higher tier of cover than their position as long as their armor hasn't failed.
  • Closed Systems: KemVar ignore the blind and toxin status effects. In addition, the attack roll penalties from the smoke status effect are ignored.

KemVar Leader

  • Stats: Initiative modifier 0 · Reaction 7 · Courage 3 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Sword: usable B, S; dice 1, FN -, WS 2; Melee 2; Penetrate 1
  • Personal Abilities:
    • Inspiring: All team members in short range, including this MERC, may reroll 1 attack d10.
    • Brawler: This MERC increases his melee weapon strength by 1.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.
    • Penetrate 1: If this attack is successful the target's armor failure roll is decreased by 1 for this attack only.

KemVar Wrench

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 7 · Interact 4
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move; Melee 1; Universal 1
    • Repair Kit [3]: usable B; dice -, FN -, WS -; Repair
  • Personal Abilities:
    • Climb: This MERC may move up 1 level (ER 2) at no movement point cost.
    • Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.
    • Universal 1: This weapon may be used as a melee weapon with the following stats: 1 die, no firing number, weapon strength 1.

KemVar Demo

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 7 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move; Melee 1; Universal 1
    • Worm [3]: usable B, S, M, L; dice 1, FN 4, WS 2; Throw 3; Melee 1; Pierce
  • Personal Abilities:
    • Strong Arm: This MERC has an extended throw.
    • Hard Hearted: If attacking a target in no cover, this MERC gains 1 additional attack d10.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Pierce: If this attack is successful the target's armor is ignored.
    • Throw 3 (Consumable): This MERC attacks a target within 3 card lengths. Discard 1 Worm Grenade after use.
    • Universal 1: This weapon may be used as a melee weapon with the following stats: 1 die, no firing number, weapon strength 1.

KemVar Assassin

  • Stats: Initiative modifier 2 · Reaction 7 · Courage 4 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 9
  • Kit:
    • Energy Knife: usable B; dice 1, FN -, WS 2; Melee 3; Penetrate 2
    • Pistol: usable B, S; dice 1, FN 4, WS 1
  • Personal Abilities:
    • Charge: This MERC may perform a melee attack after a move at no penalty, and his weapon strength is increased by 1. This attack does 2 blood.
    • Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat.
  • Kit Keywords:
    • Melee 3: This MERC increases this weapon's melee attack roll by 3.
    • Penetrate 2: If this attack is successful the target's armor failure roll is decreased by 2 for this attack only.

KemVar Heavy

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 7 · Interact 8
  • Kit:
    • Full Auto: usable S, M, L; dice 4, FN 8, WS 3; Set & Rip; Melee 1; Template; Universal 1
  • Personal Abilities:
    • Eye For Cover: If this MERC is in base range of cover, he is considered to be in weak cover.
    • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
  • Kit Keywords:
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined the targets receive 4 attacks.
    • Universal 1: This weapon may be used as a melee weapon with the following stats: 1 die, no firing number, weapon strength 1.

KemVar Sniper

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 7
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 2, WS 1; Load; Aim; Mode
    • Pistol: usable B, S; dice 1, FN 2, WS 1; Aim
  • Personal Abilities:
    • Marksman: This MERC is in a constant state of Aim.
    • Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again. Excludes Repulsor.
    • Mode (Repulsor): This MERC may use a different ammo type when firing this weapon. This ammo type can be used even if this weapon is currently using Load.
    • Repulsor: If this attack is successful the target places one repulsor token on his card. If multiple targets have repulsor tokens they cannot be in short range of each other and may suffer from force 1.

KemVar Shock

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 3 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 7
  • Kit:
    • Kinetic Fists: usable B; dice 1, FN -, WS -; Melee 1; Kinetic Pulse
  • Personal Abilities:
    • Contortionist: This MERC may move through other MERCS as long as she doesn't end her turn in their inhabited space.
    • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases her weapon's melee attack roll by 2.
  • Kit Keywords:
    • Force 1: Successful attacks from this weapon cause the Force 1 status effect (target knocked back 1 card length).
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Kinetic Pulse: This weapon's attack varies based on the amount of movement points this MERC spends before attacking a target this round.
Movement Points SpentFiring NumberWeapon StrengthStatus Effect
0-1-20None
2-3-51Force 1

KemVar Engineer

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 7 · Movement points 3 · Blood 3 · Armor value 2 · Armor failure 7 · Interact 3
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Door Hammer: usable B; dice 1, FN -, WS 1; Breach; Act 1; Melee 1
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
    • Speedy: This MERC has 1 extra movement point.
  • Kit Keywords:
    • Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC's first initiative activation was on 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Breach: This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.

KemVar Spy

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 3 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 4
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • Blade: usable B; dice 1, FN -, WS 1; Melee 1; Pierce
  • Personal Abilities:
    • Communicator: Once per skirmish, this MERC can select 1 team member in line of sight and grant them another activation at initiative 2 (Act 2).
    • Flesh Wound: This MERC ignores the first blood taken per skirmish.
  • Kit Keywords:
    • Act 2: The group member who receives Communicator gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Pierce: If this attack is successful the target's armor is ignored.

KemVar Booster

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 2 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 7 · Interact 9
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 3, WS 2; Attack & Move
    • Enhancers [4]: usable B; dice -, FN -, WS -; Boosted 3; Adrenaline 1
  • Personal Abilities:
    • Vault: This MERC may move over ER 1 cover 1 base wide at no movement point cost.
    • Hip Shot: This MERC reduces his firing number by 1.
  • Kit Keywords:
    • Adrenaline 1: If a MERC is under the effect of Adrenaline 1, that MERC has his courage roll increased by 1, reaction increased by 1, and increases the attack roll by 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Boosted 3 (Consumable): This MERC may use an enhancer to grant Adrenaline 1 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

Sefadu

Corporate Traits

  • Fearless: Sefadu increase all courage check rolls by 2.
  • On the Run: Sefadu ignores the movement penalty when they Attack & Move.

Sefadu Leader

  • Stats: Initiative modifier 1 · Reaction 8 · Courage 2 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 7
  • Kit:
    • Pulse Spear [3]: usable B, S, M; dice 1, FN -, WS 2; Melee 3; Targeting; Throw 2
    • Incendiary [1]: usable S, M, L; dice 1, FN -, WS 3; Throw 2; Template; Burning 2
  • Personal Abilities:
    • Leadership: All members of this team within 1 card length, including this MERC, increase their dice rolls by 1.
    • Hands On You: This MERC can perform melee attacks at the range of his weapon.
  • Kit Keywords:
    • Burning 2: If this attack is successful the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
    • Melee 3: This MERC increases this weapon's melee attack roll by 3.
    • Targeting (ETA): If this MERC hits with this weapon, the target is considered to be tagged. Any MERC attacking a tagged target, with a weapon that includes the ETA keyword, increases the attack roll by 2.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Incendiary Grenade after use.

Sefadu Medic

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 3 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move; ETA
    • Medkit [3]: usable B; dice -, FN -, WS -; Heal 2; Act & Move
  • Personal Abilities:
    • Contortionist: This MERC may move through other MERCS as long as he doesn't end his turn in their inhabited space.
    • Inspiring: All team members in short range, including this MERC, may reroll 1 attack d10.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • ETA: When this MERC attacks a target tagged by the Leader's spear, the ETA effect increases the attack roll by 2.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.

Sefadu Demo

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 3 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move; ETA
    • Incendiary [1]: usable B, S, M; dice 1, FN -, WS 3; Throw 2; Template; Burning 2
  • Personal Abilities:
    • Mobile: This MERC may attack while Bounding as if he is using Attack & Move.
    • Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Burning 2: If this attack is successful the target's armor failure and courage rolls are decreased by 1 for 2 rounds. In addition, the target gains 2 burning tokens and is considered suppressed for 2 rounds.
    • ETA: When this MERC attacks a target tagged by the Leader's spear, the ETA effect increases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.

Sefadu Berserker

  • Stats: Initiative modifier 2 · Reaction 7 · Courage 1 · Movement points 3 · Blood 3 · Armor value 0 · Armor failure - · Interact -
  • Kit:
    • Twin Blades: usable B; dice 2, FN -, WS 1; Melee 4; Template
  • Personal Abilities:
    • Whirlwind Of Death: This MERC may attack 1 target in his template twice.
    • You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only.
  • Kit Keywords:
    • Melee 4: This MERC increases this weapon's melee attack roll by 4.
    • Template: This MERC may choose any target within his Template at no penalty.

Sefadu Heavy

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 2 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 7
  • Kit:
    • Full Auto: usable S, M, L; dice 4, FN 8, WS 3; Set & Rip; Template
    • Articulated Anchor: usable none; dice -, FN -, WS -; Pivot
  • Personal Abilities:
    • Lucky: This MERC may negate 1 attack success against himself per skirmish.
    • No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round.
  • Kit Keywords:
    • Pivot: This MERC may turn up to 90 degrees and stay set.
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

Sefadu Pathfinder

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Template; Throw 1; Smoke 2
  • Personal Abilities:
    • Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately.
    • Precision: This MERC increases the attack roll on overwatch checks by 1.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token to affect targets within 1 card. Discard 1 Smoke Grenade after use.

Sefadu Sniper

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 4 · Interact 7
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 1; Break; Aim
    • Karambit: usable B; dice 1, FN -, WS 1; Melee 0
  • Personal Abilities:
    • Climb: This MERC may move up 1 level (ER 2) at no movement point cost.
    • I See You: If this MERC successfully suppresses a target, that target receives 1 attack which cannot be overwatched.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Break: If this attack is successful, the target's armor is broken. The target's armor value is permanently reduced by 1, even if the armor is repaired.
    • Melee 0: This MERC increases this weapon's melee attack roll by 0.

Sefadu Shock

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 4 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 7
  • Kit:
    • Ashanti Sword: usable B; dice 1, FN -, WS 1; Melee 2
    • Toxin [1]: usable B, S; dice 1, FN -, WS 3; Throw 1; Template; Toxin 2
  • Personal Abilities:
    • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon's melee attack roll by 2.
    • Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack hits and penetrates the target's armor.
  • Kit Keywords:
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Incendiary Grenade after use. (Printed as "Incendiary Grenade" on the card.)
    • Toxin 2: If this attack is successful place a grenade token in the targeted area for 2 rounds. Enemies still within 1 card length of this token suffer 1 blood during the Refresh Phase.

Sefadu Engineer

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 7 · Interact 5
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 4, WS 2; Attack & Move; ETA
    • Repair Kit [1]: usable B; dice -, FN -, WS -; Act & Move; Repair
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
    • Hip Shot: This MERC reduces his firing number by 1.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • ETA: When this MERC attacks a target tagged by the Leader's spear, the ETA effect increases the attack roll by 2.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

Sefadu Gunner

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 7
  • Kit:
    • Shotgun: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move; Template; Load
  • Personal Abilities:
    • Last Stand: If this MERC is the last member of his team alive, he gains Act 2.
    • Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360 degrees without using movement points.
  • Kit Keywords:
    • Act 2: This MERC gains an additional activation at initiative 2. Ignore this effect if this MERC's first initiative activation was on 2 or 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Load: This MERC must wait 1 round after firing this weapon before it can be fired again.
    • Template: Each target caught within the Template diagram receives all attacks.

Texico

Corporate Traits

  • Focus Fire: If a Texico MERC attacks a target previously damaged by a different Texico team member the attack roll is increased by 1.
  • Traps: Bounding MERCS must roll on the trap table. This does not affect Texico.

Texico Leader

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 5
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Dog: usable B, S, M; dog profile: Reaction 5, Courage 6, Movement points 2, Blood 2, Armor value 1, Armor failure 3; dice 1, FN -, WS 1; Melee 1; Penetrate 1
  • Personal Abilities:
    • Leadership: All members of this team within 1 card length, including this MERC, increase their dice rolls by 1.
    • Sick'em: If the Dog is in short range of this MERC, then the Dog's attack cannot fail.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Penetrate 1: If this attack is successful the target's armor failure roll is decreased by 1 for this attack only.

Texico Heavy

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 6 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 6 · Interact 7
  • Kit:
    • Full Auto: usable S, M, L; dice 3, FN 8, WS 3; Attack & Move; Set & Rip
    • Machete: usable B; dice 1, FN -, WS 1; Melee 0
  • Personal Abilities:
    • Sure Footed: This MERC does not suffer the move penalty associated with Attack & Move.
    • Brick House: Team members are considered to be in strong cover if the attack draws line of sight through this MERC.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Melee 0: This MERC increases this weapon's melee attack roll by 0.
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.

Texico Sniper

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 6
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 4, WS 2; Aim
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Attack & Move; Aim
  • Personal Abilities:
    • Sleight Of Hand: This MERC suffers no load penalty. He doesn't have to wait 1 round between attacks.
    • Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 1.

Texico Demo

  • Stats: Initiative modifier 0 · Reaction 4 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 5
  • Kit:
    • Shotgun: usable B, S; dice 3, FN 6, WS 2; Attack & Move; Load
    • Smoke [3]: usable B; dice -, FN -, WS -; Throw 1; Smoke 2; Template
  • Personal Abilities:
    • Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction.
    • Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the template have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.

Texico Eagle

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Jump Jets: usable none; dice -, FN -, WS -; Flight; Load
  • Personal Abilities:
    • Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360 degrees without using movement points.
    • Tuck & Roll: This MERC does not have to stop at an elevation change if descending, and takes no blood from falling.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Flight: This MERC may elevate or descend 2 card lengths for 1 MP. If this MERC lands he must Load before using this ability again.
    • Load: This MERC must wait 1 activation before using the Flight ability.

Texico Marshal

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 3 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 6
  • Kit:
    • Heavy Pistols: usable B, S, M, L; dice 2, FN 4, WS 2; Attack & Move; Skilled; Sharpshooter
    • Hat: usable none; dice -, FN -, WS -; Cover
  • Personal Abilities:
    • Bounty: Before the skirmish, this MERC selects a target. If that target is killed, all his team members increase their attack roll by 1, as long as this MERC is still alive.
    • From Hell's Hot Fire: This MERC gets 1 attack immediately after being killed.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Cover: The Hat decreases the no cover penalty to 0.
    • Sharpshooter: This MERC may attack targets at long range with this weapon, but he decreases his attack roll by 2.
    • Skilled: When attacking, this MERC may choose to attack 2 separate targets once or 1 target twice.

Texico Jaguar

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 2 · Blood 4 · Armor value 2 · Armor failure 4 · Interact 6
  • Kit:
    • Semi Auto: usable M, L; dice 2, FN 6, WS 2; Attack & Move
    • Macuahuitl: usable B; dice 1, FN -, WS 1; Melee 1; Force 1
  • Personal Abilities:
    • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon's melee attack roll by 2.
    • Tough As They Come: This MERC has 1 additional blood.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Force 1: Successful attacks from this weapon cause the Force 1 status effect (target knocked back 1 card length).
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.

Texico Ranger

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 4 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 5
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Flash Bang [1]: usable B, S, M, L; dice -, FN -, WS -; Act & Move; Throw 1; Stun 2; Template
  • Personal Abilities:
    • Lucky: This MERC may negate 1 attack success against herself per skirmish.
    • Quick: This MERC is not involved in simultaneous actions. She always acts first in situations with MERCS with the same initiative and reaction.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Act & Move: This MERC may choose to act and move in any order. This allows her to use any consumable item while moving.
    • Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
    • Template: Each target caught within the Template diagram receives all attacks.
    • This MERC places a grenade token within 1 card length. Discard 1 Flash Bang after use.

Texico Engineer

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 5
  • Kit:
    • Carbine: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move
    • Smoke [1]: usable B, S; dice -, FN -, WS -; Throw 1; Smoke 2; Template
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 trap token to the trap supply, and enemies in long range increase their trap roll by 2.
    • They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases the attack roll by 2.
    • Smoke 2: Place a smoke token at the targeted location. If the template blocks LoS between MERCS the attacking MERC decreases the attack roll by 2. In addition, MERCS within the token have their reaction increased by 2. This effect lasts 2 rounds.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Smoke Grenade after use.

Texico Breacher

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 7
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • Dynamite [3]: usable B; dice 1, FN -, WS 2; Throw 1; Breach; Act 1
  • Personal Abilities:
    • Doorman: All other members of this MERC's team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
    • Tactician: This MERC rolls 2 d10 for initiative. He keeps one and may assign the other to another team member, replacing their initiative.
  • Kit Keywords:
    • Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC's first initiative activation was on 1.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Breach (Consumable): This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is considered a success. Discard 1 Breach after use.
    • Template: Each target caught within the Template diagram receives all attacks.

USCR

Corporate Traits

  • Dense: USCR team members do not roll armor failure checks from strength 1 weapons.
  • Intimidating: Enemy targets that are required to roll courage checks have their dice roll decreased by 1.

USCR Commissar

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 3 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 5 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2
    • Ice [3]: usable none (no range highlighted); dice 1, FN 5, WS -; Throw 2; Frozen 3
  • Personal Abilities:
    • Leadership: All members of this team within 1 card length, including this MERC, increase their dice rolls by 1.
    • Flesh Wound: This MERC ignores the first blood taken per skirmish.
  • Kit Keywords:
    • Frozen 3: If this attack is successful the target gains 3 frozen tokens. The target removes 1 token during each activation. For each token on the target, decrease his movement points by 1 and decrease his attack roll by 1.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC attacks a target within 2 card lengths. Discard 1 Ice Grenade after use.

USCR Gunner

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 5 · Movement points 2 · Blood 4 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Shotgun: usable B, S, M; dice 2, FN 5, WS 2; Attack & Move; Template; Load
    • Gasmask: usable none; dice -, FN -, WS -; Closed System
  • Personal Abilities:
    • Motivated: This MERC may snap to cover twice per activation.
    • Tough As They Come: This MERC has 1 additional blood.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Closed System: This MERC ignores the blind and toxin status effects. In addition, the attack roll penalties from the smoke status effect are ignored.
    • Load: This MERC must wait 1 activation after firing this weapon before it can be fired again.
    • Template: Each target caught within the Template diagram receives all attacks.

USCR Booster

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 7
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Enhancers [4]: usable B; dice -, FN -, WS -; Act & Move; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • From Hell's Hot Fire: This MERC gets 1 attack immediately after being killed.
    • Martyr: After this MERC is killed, all other team members increase their attack dice rolls by 1.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has his courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as his action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

USCR Wrench

  • Stats: Initiative modifier 2 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2
    • Repair Kit [3]: usable B; dice -, FN -, WS -; Repair; Act & Move
  • Personal Abilities:
    • Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range.
    • Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

USCR Medic

  • Stats: Initiative modifier 1 · Reaction 5 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 5
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2
    • Medkit [3]: usable B; dice -, FN -, WS -; Act & Move; Heal 2
  • Personal Abilities:
    • Eagle Eye: This MERC may reroll 1 of his attack d10 each round.
    • Rinse & Repeat: If this MERC attacks the same target as last round, then he increases the attack roll by 1 and increases his weapon strength by 1.
  • Kit Keywords:
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use any consumable item while moving.
    • Heal 2 (Consumable): This MERC may use a medkit to restore 2 blood to 1 MERC within range as his action this round. Discard 1 medkit after use.

USCR Behemoth

  • Stats: Initiative modifier 0 · Reaction 3 · Courage 2 · Movement points 1 · Blood 3 · Armor value 4 · Armor failure 6 · Interact 8
  • Kit:
    • Full Auto: usable S, M, L; dice 3, FN 7, WS 3; Set & Rip; Template
    • Hammer: usable B; dice 1, FN -, WS 3; Melee 1; Penetrate 2
  • Personal Abilities:
    • Heavy: This MERC doesn't need to set to receive the Set & Rip bonus.
    • Speedy: This MERC has 1 extra movement point.
  • Kit Keywords:
    • Melee 1: This MERC increases this weapon's melee attack roll by 1.
    • Penetrate 2: If this attack is successful the target's armor failure roll is decreased by 2 for this attack only.
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

USCR Sniper

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 6 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 4 · Interact 7
  • Kit:
    • Single Shot: usable B, S, M, L; dice 1, FN 4, WS 1; Aim; Pinned
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
  • Personal Abilities:
    • Crack Shot: This MERC may score 1 attack success per skirmish.
    • Lucky: This MERC may negate 1 attack success against himself per skirmish.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Pinned: If this attack is successful the target is unable to move until an interact check is passed.

USCR Heavy

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 5 · Movement points 1 · Blood 3 · Armor value 3 · Armor failure 6 · Interact 7
  • Kit:
    • Full Auto: usable S, M, L; dice 4, FN 8, WS 3; Set & Rip; Template
  • Personal Abilities:
    • Precision: This MERC increases the attack roll on overwatch checks by 1.
    • Brick House: Team members are considered to be in strong cover if the attack draws line of sight through this MERC.
  • Kit Keywords:
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives 2 attacks. If both templates are combined the targets receive 4 attacks.

USCR Engineer

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 4
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2
    • Slam Ram: usable B; dice 1, FN -, WS 2; Breach; Act 1; Act & Move; Melee 0
  • Personal Abilities:
    • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 no trap token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
    • Eye For Cover: If this MERC is in base range of cover, he is considered to be in weak cover.
  • Kit Keywords:
    • Act 1: If the Breach action is successful this MERC gains an additional activation at initiative 1. Ignore this effect if this MERC's first initiative activation was on 1.
    • Act & Move: This MERC may choose to act and move in any order. This allows him to use the slam ram while moving.
    • Breach: This MERC places a breach token over cover in base range of this MERC. If the breach token meets or exceeds the cover width it is a success.
    • Melee 0: This MERC increases this weapon's melee attack roll by 0.

USCR Pathfinder

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Attack & Move
    • Flash Bang [1]: usable B, S, M; dice -, FN -, WS -; Throw 2; Stun 2
  • Personal Abilities:
    • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
    • I Know The Way: This MERC gains 1 movement point if he is the bounding target.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Stun 2: Each target suffering from Stun 2 cannot activate for 2 rounds. The duration of this effect is only reduced when a MERC would activate during a round.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token to affect targets within 2 card lengths. Discard 1 Flash Bang Grenade after use.

Keizai Waza

Corporate Traits

  • Nuclear Armor: Keizai Waza decrease their movement points by 1 when they fail an armor failure check.
  • Budo: Keizai Waza increase all dice rolls by 1 if they have suffered any blood.

Keizai Waza Daimyo

  • Stats: Initiative modifier 3 · Reaction 7 · Courage 3 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 7
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Tac Nuke [1]: usable none (no range highlighted); dice -, FN -, WS 3; Nuke; Toxin 3; Template
  • Personal Abilities:
    • Leadership: All members of this team within 1 card length, including this MERC, increase their dice rolls by 1.
    • Lucky: This MERC may negate 1 attack success against himself per skirmish.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Nuke: This attack requires two other team members (Pathfinder or Spotter, and Observer). This weapon does not need to target a figure, but if it does the initial weapon strength is increased by 1 and the target suffers 2 blood. All other MERCS within the template suffer 1 blood.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Toxin 3: If this attack is successful all MERCS still within 2 card lengths of this attack suffer 1 blood during the Refresh Phase. This effect lasts for 3 rounds.

Keizai Waza Pathfinder

  • Stats: Initiative modifier 2 · Reaction 6 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 7
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 4, WS 2; Aim
    • Tactical Laser: usable B, S, M, L; dice -, FN -, WS -; Target Acquisition; Targeting
  • Personal Abilities:
    • I Know The Way: This MERC gains 1 movement point if he is the bounding target.
    • Vital Systems: When this MERC attacks, his successful attacks decrease the target's armor failure roll by 2.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Target Acquisition: If this MERC has LoS to a target or area, and the Observer is in place, he allows the Daimyo to use his Tac Nuke.
    • Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as his action this round.

Keizai Waza Demo

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 8
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Toxin [3]: usable B, S, M; dice 1, FN -, WS 1; Throw 2; Template; Toxin 2
  • Personal Abilities:
    • Flesh Wound: This MERC ignores the first blood taken per skirmish.
    • Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Template: Each target caught within the Template diagram receives all attacks.
    • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Toxin Grenade after use.
    • Toxin 2: If this attack is successful place a toxin token in the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the Refresh Phase.

Keizai Waza Heavy

  • Stats: Initiative modifier 1 · Reaction 4 · Courage 5 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 6
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Full Auto: usable S, M, L; dice 3, FN 8, WS 2; Set & Rip; Template
  • Personal Abilities:
    • Precision: This MERC increases the attack roll on overwatch checks by 1.
    • Eyes Behind: Attacking this MERC from the rear provides flank bonuses only.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Set & Rip: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 1 until he moves again.
    • Template: Each target caught within the Template diagram receives all attacks.

Keizai Waza Spy

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 5
  • Kit:
    • Sword: usable B; dice 1, FN -, WS 1; Melee 2; Penetrate 2
    • Multi-Tool: usable none (no range highlighted); dice 1, FN -, WS 1; Melee 2; Hack
  • Personal Abilities:
    • Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat.
    • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases her weapon's melee attack roll by 2.
  • Kit Keywords:
    • Hack: When this MERC performs a successful melee attack with this weapon, she also rolls an interact check to hack into the target MERC's system. If successful, Keizai Waza gains LoS through the hacked MERC, and the hacked MERC decreases all attack dice rolls by 1.
    • LoS (Line-of-Sight): Targets in line of sight of a MERC suffering from Hack can be seen by Keizai Waza.
    • Melee 2: This MERC increases this weapon's melee attack roll by 2.
    • Penetrate 2: If this attack is successful the target's armor failure roll is decreased by 2 for this attack only.

Keizai Waza Sniper

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 6 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 6 · Interact 8
  • Kit:
    • Single Shot: usable M, L; dice 1, FN 4, WS 3; Load; Aim; Punch
    • Pistol: usable B, S; dice 1, FN 4, WS 1; Aim
  • Personal Abilities:
    • Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range.
    • Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack hits and penetrates the target's armor.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Load: This MERC must wait 1 round after firing this weapon before it can be fired again.
    • Punch: The attack roll of this MERC's weapon is increased by 2 on targets in weak cover.

Keizai Waza Observer

  • Stats: Initiative modifier 2 · Reaction 4 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 8
  • Kit:
    • Machine Pistol: usable B, S; dice 2, FN 5, WS 1; Attack & Move
    • SAT-Imager: usable B, S, M; dice 1, FN 3, WS -; Attack & Move; Launch Codes
  • Personal Abilities:
    • Observer: Targets in short range of this MERC lose 1 tier of cover.
    • Civilian: MERCS targeting this figure decrease their attack roll by 1.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 1.
    • Launch Codes: If this MERC is within 2 cards of the Observer's chosen target or area, and the Daimyo still has his Tac Nuke, this MERC may use the Sat-Imager to fire the Tac Nuke.

Keizai Waza Spotter

  • Stats: Initiative modifier 0 · Reaction 5 · Courage 5 · Movement points 3 · Blood 3 · Armor value 1 · Armor failure 5 · Interact 6
  • Kit:
    • Single Shot: usable S, M, L; dice 1, FN 2, WS 2; Aim
    • Tactical Laser: usable B, S, M, L; dice -, FN -, WS -; Target Acquisition; Targeting
  • Personal Abilities:
    • Marksman: This MERC is in a constant state of Aim.
    • Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS.
  • Kit Keywords:
    • Aim: This MERC may wait 1 round as his action to increase the attack roll of this weapon by 2 for his next attack.
    • Target Acquisition: If this MERC has LoS to a target or area, and the Observer is in place, he allows the Daimyo to use his Tac Nuke. This figure may be used in addition to the Pathfinder to launch the Tac Nuke.
    • Targeting: This MERC may grant Aim (increases the attack roll by 2) to 1 team member in short range as his action this round.

Keizai Waza Booster

  • Stats: Initiative modifier 1 · Reaction 6 · Courage 4 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 6 · Interact 7
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Enhancers [4]: usable B; dice -, FN -, WS -; Boosted 2; Adrenaline 2
  • Personal Abilities:
    • Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately.
    • Motivated: This MERC may snap to cover twice per activation.
  • Kit Keywords:
    • Adrenaline 2: If a MERC is under the effect of Adrenaline 2, that MERC has her courage roll increased by 1, reaction increased by 2, and increases the attack roll by 2.
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases her movement points by 1 and decreases the attack roll by 2.
    • Boosted 2 (Consumable): This MERC may use an enhancer to grant Adrenaline 2 to 1 team member within range as her action this round. This effect lasts for 2 rounds. Discard 1 enhancer after use.

Keizai Waza Wrench

  • Stats: Initiative modifier 0 · Reaction 6 · Courage 7 · Movement points 2 · Blood 3 · Armor value 2 · Armor failure 5 · Interact 3
  • Kit:
    • Semi Auto: usable S, M, L; dice 2, FN 6, WS 2; Attack & Move
    • Repair Kit [3]: usable none (no range highlighted); dice -, FN -, WS -; Repair
  • Personal Abilities:
    • Hair Trigger: After taking 2 or more blood in a round, if this MERC survives he gains 1 attack immediately.
    • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
  • Kit Keywords:
    • Attack & Move: This MERC may choose to attack and move in any order. This decreases his movement points by 1 and decreases the attack roll by 2.
    • Repair (Consumable): This MERC may use a repair kit to remove an armor failure token from 1 MERC within range as his action this round. Discard 1 repair kit after use.

Personal Abilities

This is the printed glossary of every personal ability. Each MERC's card lists its own personal abilities; the glossary gives the full text.

  • Back Off: This MERC may move 1 movement point immediately when hit by a melee or ranged attack from melee range.
  • Be Careful, Very Careful: If this MERC is in the skirmish, he adds 1 "no trap" token to the trap supply, and team members in short range decrease their trap roll by 2 (Traps 2).
  • Be My Guest: This MERC may exchange his initiative roll with another member of his team, before initiative modifiers are applied in the initiative phase.
  • Bless: All members of this team in short range, including this MERC, increase their courage test rolls by 2.
  • Brick House: Team members are considered to be in strong cover if the attack draws line of sight through this MERC.
  • Bounty: Before the skirmish, this MERC selects a target. If that target is killed, all of this MERC's team members increase their attack roll by 1, as long as this MERC is still alive.
  • Brawler: This MERC increases melee weapon strength by 1.
  • Chain of Command: If this MERC is in short range of a team member with Leadership, then Leadership is extended to MERCS in short range of this MERC.
  • Charge: This MERC may perform a melee attack after a move at no penalty, and his weapon strength is increased by 1. This attack does 2 blood.
  • Civilian: MERCS targeting this figure decrease their attack roll by 1.
  • Climb: This MERC can move up 1 level (ER 2) at no movement point cost.

Quick Reference

The printed quick reference restates material transcribed above. The parts that are not already transcribed in full are reproduced here with their own headings.

Phase Order

A game of MERCS occurs over several rounds. Each round includes three phases:

  1. Initiative Phase
  2. Action Phase
  3. Refresh Phase

Range Diagrams

  • Base Range: Base range is the base width of a MERC. If the target is within the diameter of a base, the target is considered to be in base range. Several actions are eligible only in base range: melee combat, interacting with objects, medkits, repair kits, and enhancers.
  • Short Range: Short range is the length of a MERC reference card. If the target is within a card length, but outside a base range, the target is considered to be in short range. Pistols and several types of grenades use short range.
  • Medium Range: Medium range is the length of two MERCS cards. If the target is within the second card's length if the cards are laid end-to-end, then the target is considered to be in medium range. Shotguns and carbines are medium range weapons.
  • Long Range: Any length over two cards is considered long range. There is no limit to the distance a long range weapon can fire, although many long range weapons have range restrictions in base and short range. Single shot weapons, semi-auto, and full automatic weapons all excel at long range.

Chain of Occurrence

  1. Suppression
  2. Overwatch
  3. Action

Suppression and Overwatch

  • Suppression: 2 on, 1 off.
  • Overwatch: 1 on, 1 off.
  • Actions that never trigger a suppression or overwatch: Hold, Snap-to-Cover, Passive Abilities, Aim, Suppression.

Status Effects, Modifier Table, and Keyword Table

The quick reference repeats the status effects, the modifier table (including the range, position, cover, movement, and keyword groups), and the keyword table. These are transcribed in full in the Status Effects, Modifier Table, and Keywords sections above.

  • EIC Heavy
  • EIC Sniper
  • EIC Assimilator
  • EIC Demo
  • EIC Engineer
  • EIC Breacher
  • EIC Pathfinder
  • EIC Booster
  • EIC Shock
  • EU
    • EU Leader
    • EU Heavy
    • EU Sniper
    • EU Sergeant
    • EU Demo
    • EU Medic
    • EU Wrench
    • EU Spotter
    • EU Shock
    • EU Analyst
  • GCC
    • GCC Tribunal
    • GCC Demo
    • GCC Recorder
    • GCC Breacher
    • GCC Chief
    • GCC Judge
    • GCC Heavy
    • GCC Sniper
    • GCC Booster
    • GCC Agent
  • House 4
    • House 4 Steward
    • House 4 Engineer
    • House 4 Heavy
    • House 4 Survivalist
    • House 4 Member
    • House 4 Priest
    • House 4 Sapper
    • House 4 Sniper
    • House 4 Medic
    • House 4 Shock
  • House 9
    • House 9 Master
    • House 9 Engineer
    • House 9 Boomer
    • House 9 Juicer
    • House 9 Member
    • House 9 Spy
    • House 9 Saboteur
    • House 9 Bedouin
    • House 9 Liaison
    • House 9 Shock
  • ISS
    • ISS Leader
    • ISS Demo
    • ISS Calypso
    • ISS Wrench
    • ISS Shock
    • ISS Wavefinder
    • ISS Heavy
    • ISS Sniper
    • ISS Booster
    • ISS Spy
  • KemVar
    • KemVar Leader
    • KemVar Wrench
    • KemVar Demo
    • KemVar Assassin
    • KemVar Heavy
    • KemVar Sniper
    • KemVar Shock
    • KemVar Engineer
    • KemVar Spy
    • KemVar Booster
  • Sefadu
    • Sefadu Leader
    • Sefadu Medic
    • Sefadu Demo
    • Sefadu Berserker
    • Sefadu Heavy
    • Sefadu Pathfinder
    • Sefadu Sniper
    • Sefadu Shock
    • Sefadu Engineer
    • Sefadu Gunner
  • Texico
    • Texico Leader
    • Texico Heavy
    • Texico Sniper
    • Texico Demo
    • Texico Eagle
    • Texico Marshal
    • Texico Jaguar
    • Texico Ranger
    • Texico Engineer
    • Texico Breacher
  • USCR
    • USCR Commissar
    • USCR Gunner
    • USCR Booster
    • USCR Wrench
    • USCR Medic
    • USCR Behemoth
    • USCR Sniper
    • USCR Heavy
    • USCR Engineer
    • USCR Pathfinder
  • Keizai Waza
    • Keizai Waza Daimyo
    • Keizai Waza Pathfinder
    • Keizai Waza Demo
    • Keizai Waza Heavy
    • Keizai Waza Spy
    • Keizai Waza Sniper
    • Keizai Waza Observer
    • Keizai Waza Spotter
    • Keizai Waza Booster
    • Keizai Waza Wrench
  • Low Ground (Attacker)-1-1
    High Ground (Attacker)+1+1
    Cover
    No Cover+1-
    Weak Cover-1-1
    Strong Cover-3-
    Movement
    Simultaneous Action-1-1
    Stealth-1-1
    Courage (Failed)-2-2
    Keyword
    Attack & MoveVaries-3
    Set+1-
    Aim+2-
    Melee-Varies
    Targeting+2 (Aim)-
    Adrenaline+2+2
    Smoke-2-2
    Cover-1 (Weak Cover)-1 (Weak Cover)
    ETA+2-
    Frozen-1 Per Token-1 Per Token
    Hack-1 (For Hacked MERC)-1 (For Hacked MERC)
    Punch+2 (For Targets in Weak Cover)-
    Sharpshooter-2 (Long Range)-
    Repulsor:
  • Smoke: This status affects the skirmish. Place a smoke token at the targeted location. If the smoke token blocks LoS between MERCS, the attacking MERC decreases his attack roll by 2. In addition, MERCS within the area of effect have their reaction increased by 2. This effect lasts 2 rounds and is removed in the refresh phase.
  • Stun: Each target suffering from stun cannot activate for 2 rounds. The target gains 2 stun tokens. The duration of this effect is reduced only when a MERC would activate during a round. The target removes 1 token during each activation.
  • Toxin: This status affects the skirmish. If this attack is successful, place a grenade token in the targeted area for 2 rounds. Enemies still within the diagram suffer 1 blood during the refresh phase. This effect is removed in the refresh phase.
  • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Incendiary Grenade after use.
  • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 EMP Grenade after use.
  • Template: Each target caught within the Template diagram receives all attacks.
  • Template: Each target caught within the Template diagram receives all attacks.
  • Template: Each target caught within the Template diagram receives all attacks.
  • Throw 2 (Consumable): This MERC places a grenade token within 2 card lengths. Discard 1 Incendiary Grenade after use.
  • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Smoke Grenade after use.
  • Throw 1 (Consumable):
  • Throw 1 (Consumable): This MERC places a grenade token within 1 card length. Discard 1 Dynamite after use.
  • Close Encounter: This MERC can attack with his weapon in melee range regardless of that weapon's limitations.
  • Communicator: Once per skirmish, this MERC can select one team member in line of sight and grant them another activation at initiative 2 (Act 2).
  • Connections: If this MERC is in the skirmish, increase EU's credits by 2.
  • Counterstrike: This MERC gains 1 immediate melee attack if hit in melee combat.
  • Contortionist: This MERC may move through other MERCS as long as he doesn't end his turn in their inhabited space.
  • Courageous: This MERC cannot be suppressed.
  • Crack Shot: This MERC may score 1 attack success per skirmish.
  • Doorman: All other members of this MERC's team in short range may increase or decrease their initiative by 1 when this MERC uses Breach.
  • Eagle Eye: This MERC may reroll 1 of his attack d10.
  • Escape Artist: This MERC ignores the pinned status effect.
  • Eyes Behind: Attacking this MERC from the rear provides flank bonuses only.
  • Eye For Cover: If this MERC is in base range of cover, he is considered to be in weak cover.
  • Feel The Glory: If team members of this MERC are in his template when he attacks, he gains +2 to attack dice rolls for enemy targets only.
  • Fighter: This MERC may perform a melee attack after a move at no penalty, and increases his weapon's melee attack dice roll by 2.
  • Flesh Wound: This MERC ignores the first blood taken per skirmish.
  • From Hell's Hot Fire: This MERC gets 1 attack immediately after being killed.
  • Hair Trigger: After taking 2 or more blood in a round, this MERC gains 1 attack immediately.
  • Hands On You: This MERC can perform melee attacks at the range of his weapon.
  • Hard Hearted: If attacking a target in no cover, this MERC gains 1 additional attack d10.
  • Head Hunter: This MERC inflicts 2 blood on an unmodified roll of 10, if the attack still hits and penetrates the target's armor.
  • Heavy: This MERC doesn't need to set to receive the Set & Rip bonus.
  • Height Makes Right: If this MERC attacks from an elevated position, he increases his weapon strength by 1.
  • Heroic: This MERC increases all his dice rolls by 1 at medium and long range from his team members.
  • Hip Shot: This MERC reduces his firing number by 1.
  • Hot Potato: This MERC may relocate any grenade placed in short range to another location in short range of this MERC.
  • I Know The Way: This MERC gains 1 movement point if he is the bounding target.
  • I See You: If this MERC successfully suppresses a target, that target receives 1 attack which cannot be overwatched.
  • Inspiring: All team members within 1 card length, including this MERC, may reroll 1 attack d10.
  • Last Rites: If attacking a target with 1 blood, all attack rolls from this MERC are increased by 2.
  • Last Stand: If this MERC is the last member of his team alive, he gains Act 2.
  • Leadership: All members of this team within 1 card length, including this MERC, increases their dice rolls by 1.
  • Light On Your Feet: If this MERC has at least 1 movement point, he can turn 360° without using movement points.
  • Lucky: This MERC can negate 1 attack success against himself per skirmish.
  • Marksman: This MERC is in a constant state of Aim.
  • Martyr: After this MERC is killed, all other team members increase their attack dice rolls by 1.
  • Mobile: This MERC can attack while bounding as if he is using Attack & Move.
  • Motivated: This MERC may snap-to-cover twice per activation.
  • Move Your Ass: After inflicting 1 blood, this MERC gains 1 movement point immediately.
  • No One Left Behind: This MERC may drag an adjacent team member with broken armor his remaining movement points as part of his move this round.
  • Observer: Targets in short range of this MERC lose 1 tier of cover.
  • Precision: This MERC increases the attack roll on overwatch checks by 1.
  • Quick: This MERC is not involved in simultaneous actions. He always acts first in situations with MERCS with the same initiative and reaction.
  • Resourceful: This MERC does not need to roll when interacting with objectives, and the interaction takes 1 round less.
  • Rinse & Repeat: If this MERC attacks the same target as last round, then he increases the attack roll by 1 and increases his weapon strength by 1. (The source text repeats "increases his weapon strength by 1" in this entry; the card text for the USCR Medic gives the single +1 weapon strength shown here.)
  • She'll Hold Together: This MERC may reroll failed armor checks one time.
  • Sick'em: If the Dog is in short range of this MERC, then the Dog's attack cannot fail.
  • Sleight of Hand: This MERC suffers no load penalty. He doesn't have to wait 1 round between attacks.
  • Specialist: This MERC can move and interact with objectives in base range.
  • Speedy: This MERC has 1 extra movement point.
  • Stay Frosty: All other team members in short range of this MERC may reroll their initiative.
  • Strong Arm: This MERC has an extended throw.
  • Sure Footed: This MERC does not suffer the move penalty associated with Attack & Move.
  • Tactician: This MERC rolls 2d10 for initiative. He keeps one and may assign the other to another team member, replacing their initiative.
  • Think About the Future: If this MERC takes the hold action, in addition to the bonus initiative modifier, he increases his next attack dice roll by 1.
  • They Shot Bill: This MERC gains 1 additional attack immediately if in short range of a member of his team being killed.
  • Thorough: When making interact checks, this MERC rolls 2d10.
  • Tough As They Come: This MERC has 1 additional blood.
  • Tuck & Roll: This MERC does not have to stop at an elevation change if descending and takes no blood from falling.
  • Unnoticed: This MERC does not activate suppression or overwatch if he begins his action out of LoS.
  • Vault: This MERC can move through ER 1 cover 1 base wide or less at no movement point cost.
  • Vital Systems: When this MERC attacks, his successful attacks decrease the target's armor failure roll by 2.
  • Wall of Lead: When this MERC forces a suppressed check, the target's courage roll is decreased by 1.
  • Whirlwind of Death: This MERC may attack 1 target in his template twice.
  • Wired: This MERC is in a constant state of Adrenaline 2.
  • You Want Some: This MERC gains an additional activation immediately if he kills an enemy MERC. This new activation has 1 movement point only.