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MERCS

MERCS Rulebook

Table of Contents

Table of Contents

  • Quick Start Introduction
  • Setup
    • Choosing Squad Members
    • Placement
  • The Card
    • 1. Movement Points (MP)
    • 2. Reaction
    • 3. Class/Archetype
    • 4. Courage
    • 5. Melee
    • 6. Repair
    • 7. Elevation Rating
    • 8. Blood
    • 9. Weapons Box
    • 10. Armor Value
    • 11. Armor Failure
    • 12. Personal Abilities (PA)
    • 13. Corporate Identity
  • The Game Round
  • Phase One: Initiative
    • D10 Ties
    • Simultaneous Actions
  • Phase Two: Action
    • Move
    • 3D Terrain and the Card
    • Snap to Cover (S2C)
    • Backpedaling
    • Involuntary Movement
    • Elevation in Movement
    • Falling
    • Climbing in 3D
    • Moving in 2D
    • Combat Action
  • Combat
    • Firing Number (FN)
    • Range (Distance)
    • Cover
    • Obstacles
    • Elevation in Combat
    • Position
    • Stealth
    • Firing at a Moving Target
    • Grenades
    • Melee Combat
    • Calculating Damage
    • Medkits
    • Repairing
  • Combat Class Maneuvers (CCM)
    • Fire & Move
    • Set & Rip
    • Load & Aim
    • Load or Aim
  • Hold
  • Simultaneous Actions (SA)
  • Phase Three: Refresh
  • FN Modifier Table

Quick Start Introduction

First, learn to think tactically. Suppress and move. Maintain squad cohesiveness without offering a juicy grenade target.

Second, learn your MegaCon. Each MegaCon has intrinsic strengths. Learn them, then adapt the tactic you have learned to take advantage of what your faction has to offer.

Third, learn the lessons from the examples in this book. Firing Numbers are set high; lower FNs are only rewarded for quality strategies that enable you to out maneuver your opponent.

Setup

MERCS is a skirmish game intended to be played in a more confined area than massive army miniature games. MERCS units represent special 5 person security and reconnaissance forces suited to close quarter fighting; large battlefields are for tanks, air-to-ground weaponry, and air-to-air weaponry. To accurately reflect those close quarter conflicts on the tabletop, MERCS should be played in a 2' x 3' area.

Moreover, the locations that MERCS are often sent into are congested urban areas, so make sure there are some structures and cover on the battlefield. In particular, opposing squads of MERCS should not be able to draw line-of-sight to each other on the first turn, unless a scenario demands it. There should always be an option to have an unmolested first round of movement.

Choosing Squad Members

Players choose five MERCS archetypes to include in his or her squad. There are no right answers, but there are some restrictions when choosing your team. Players can only field a particular MERCS archetype one time. In other words, a CCC player cannot field two Incinerators. Players need not select an Assault Leader, even if leaving one out is an unwise choice.

Placement

Miniatures are placed in alternating order based off a single player set up roll. There are no restrictions on trooper placement save one; the miniature must be within one card of the edge of the game area. The player with the highest roll places one figure, then the other player, and so on until all ten MERCS have been placed. After placement, each player is allowed one, and only one, adjustment starting with the person with the lowest initiative. The adjustment cannot be such that it forces another figure to relocate or move in any way. An adjustment move is not mandatory.

The Card

The MERCS Game Card elements are numbered 1-13:

1. Movement Points (MP)

Movement Points represent the number of cards a miniature may move. Movement points are located in the upper left portion of the MERCS Game Card.

There are two numbers that can represent MP: the base number and the modified number. In many cases, MERCS will have only base MP, appearing in the large circle. When MP are modified by a Personal Ability, a second number appears in a smaller circle next to the larger circle. When present, the modified MP bubble should be used to determine actual movement.

Modified Stats. When a basic stat is modified by a Personal Ability or Corporate character, the modified number appears next to the base number in a smaller circle or parenthetical. In this way, the player doesn't need to wonder if the stat has already been altered.

In cases where the stat isn't modified unless certain criteria are met beforehand, all the affected stats and the ability are asterisked as a reminder to the player that the number can be modified.

2. Reaction

Reaction is located in the upper right corner of every MERCS card. It is in conjunction with the Initiative roll to determine Initiative order. Reaction is also used as the defense number in melee combat. The higher the Reaction the better the miniature is in hand-to-hand combat.

3. Class/Archetype

This is a quick reference tool for determining what card goes with what miniature. It is supplemented with an image.

4. Courage

The Courage stat is used when a MERCS unit is under fire and still must act. It is very important when playing with the Advanced Combat Maneuvers Suppression.

5. Melee

Melee is a stat that can have either a plus sign and number (+#) or dash (--).

6. Repair

Repair is used in any attempt to fix broken armor or disarm traps.

7. Elevation Rating

This is used to determine three-dimensional measurements in a 2D environment. ER1 is equal to a height of four feet.

8. Blood

The Blood stat is the exact number of damage needed to incapacitate the MERCS miniature. The Blood stat is identified by the blood drop on the card.

9. Weapons Box

Everything you need to know about the damage the miniature can do is here. It is broken up between weapons and items.

  • a. Weapon Strength (Wpn Str) = Helps determine if a weapon does damage.
  • b. Firing Number (FN) = The base target number before any modifiers are applied.
  • c. Firing Notes = Any special rules that might apply to the weapon.
  • d. Combat Class Maneuvers = Special actions a MERC can take.
  • e. Firing Diagram = Special firing zones created with cards to determine who can be targeted.
  • f. Throw Range = The range in cards the weapon can be thrown.

10. Armor Value

Armor Value measures how tough a MERCS' armor is. Armor Value is located in the shield, in the lower left hand corner of the card. The higher this number the better armor a trooper has. The lowest Armor Value in the game is 1; the highest is 4.

11. Armor Failure

After a MERC is hit, Armor Failure must be checked to see if there was any system damage. Armor Failure is located in the lower right hand portion of the card and is represented by a broken shield icon.

12. Personal Abilities (PA)

Each MERCS possesses unique abilities that are as distinctive and varied as the MERCS themselves. These Personal Abilities can really affect how each individual MERCS faces the challenges of battle, and are located on the right side of the card.

13. Corporate Identity

Corporate Abilities are located under the PA box. Like PAs, the card deals briefly with the nature of the identity and what affect it has for the model and the game.

The Game Round

The game is played over numerous rounds. Each round consists of three phases:

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

Phase One: Initiative

Initiative is the practice of rolling a die to determine player order. In MERCS, Initiative is rolled for each mini on the battlefield. The roll determines when the mini gets to act. For the sake of fair play, it is important to remain consistent with how you roll Initiative. Players cannot roll all their dice at once and give the highest numbers to those miniatures who need it most.

Start with the left-most miniature and roll a d10. After you roll the die, place the result next to the figure, then proceed to the next figure, working your way from the left to the right and from the front to the back.

D10 Ties

During activation, if two or more initiative results are the same, then the Reactions are compared. The higher Initiative + Reaction combination activates first, and so on, down the line until all those with the same Initiatives are activated.

Simultaneous Actions

If both Reactions are the same, the result is a Simultaneous Action. These actions don't happen often but are one of the things that make MERCS both unique and more realistic. Simultaneous Actions are governed by a set of special rules covered on page 14 (see Simultaneous Actions below).

Phase Two: Action

Within the Action phase three things can happen. Each player will choose to either: Move, Combat Action, or Hold. Each activation results in only one of these three results.

Move

All movement in MERCS is based around the cards. The miniature can move a number of cards equivalent to his or her MP.

The unit begins their move in the larger half-circle located on the bottom of the card. It can then move to any of the smaller half-circles at the top of the card, but it may only alter its facing direction within 90 degrees: any direction change greater than 90 degrees requires the use of 1 MP. For this reason, it is a good idea to mark the front facing direction on your MERCS miniatures.

90 Degree Turn. Figures are allowed one 90 degree turn per MP. The partial turn is allowed before or after the move, but not both.

You are not allowed to pre-measure your Move.

3D Terrain and the Card

In tight 3D terrain it may become necessary to turn the card on its edge and use the hash marks located on each side (see the card diagram, page 3). In these cases, the card functions like a standard measuring device. Players can choose to line up the front or back of the miniature to the forward hash mark. These locations simulate the side and top circles of the card.

Snap to Cover (S2C)

If a figure is within one base length of cover then that figure can snap, or quickly cross the empty distance, to that cover. This illustrates a trained soldier's ability to make it across the remaining distance, achieve his or her goal, and dive behind cover.

Snap to Cover is a very fluid game mechanic in MERCS. It does not constitute a Move action. A miniature can only S2C once in any given string of movement, but it can take place before, in the middle of, or after any given Action. Often this means snapping around a corner to fire on a target down a hallway or corridor. But it could just as easily be used to fire down a hallway then snap around the corner for cover.

Backpedaling

MERCS can backpedal if they need to but it is costly. Any Move where the card is placed in the rear 180 degree arc is considered backpedaling. It isn't a full on sprint backwards but a measured retreat with weapon at the ready. It cost any miniature 2MP to backpedal. This means that some units can't backpedal at all.

Involuntary Movement

There are occasions where models are forced to move against their will. When affected by anything that forces involuntary movement, the movement is resolved immediately for all affected miniatures. Involuntary movement applies to functioning and broken MERCS alike. Models are pushed directly back, as close to 180 degrees away as possible from the source of the effect. The person's whose models are being affected makes any changes.

If a miniature is forced to move but can't, then that miniature receives 1 Blood and an Armor Failure check. Additionally, targets could be forced into Falling situations. Falling is covered below under Elevation.

Suppression does not stop Involuntary Movement--the model isn't moving through its own power or Courage, but rather it is being moved. Figures on Overwatch will still be able to apply fire if all conditions are met.

Elevation in Movement

Climbing into and out of elevated terrain is more complicated than merely moving the full length of a card. Because terrain in a tabletop game rarely slopes (and in the case of our terrain cards and play mats, it's flat), the MERCS miniature must use an entire MP to elevate or descend one level. In order to Move up or down a terrain level the miniature must move flush to the elevation change then stop, before using another MP to ascend or descend. In this very way, MERCS can move less than a card without measuring if they end flush with an elevation change.

More importantly, the MERCS trooper cannot move into or past an elevation or depression that exceeds the total number of Base Movement Points they possess. Slopes or stairs allow the MERCS to ignore the climbing limitation, as do certain Personal Abilities.

Falling

A MERCS trooper can unwillingly be forced over an edge, into a falling action. When a model is forced to fall, the model takes 1 Blood of damage for every Elevation Rating of the fall above his or her Armor Rating. An Armor Failure check is also required.

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

Climbing in 3D

Standard 28mm scale building have multiple stories in buildings but no stairs. This second floor is usually ER3 (12 feet tall). MERCS are assumed to be able to ascend to the second floor of a building without stairs if they have a base MP of 3.

If there are stairs present, then the MERCS isn't climbing, thus their movement is unimpeded.

Moving in 2D

There are unique restrictions for moving in 2D terrain.

Miniatures cannot Move through 2D terrain. In other words, a card cannot be placed into terrain and the miniature moved to a circle that the model does not have LOS to.

A card can be placed on 2D terrain if the movement isn't on the other side of the terrain. (The booklet's Incorrect/Correct diagram illustrates this.)

Combat Action

Combat Actions are any actions that take place other than Move and Hold. They can be as straightforward as firing a weapon, or as complicated as using an archetype's Combat Class Maneuver (CCM). Combat Actions also include Advanced Combat Maneuvers, using Repair Kit and Med Kit, or attacking in hand-to-hand (H2H).

Combat

The core of any table top miniature game is the combat, MERCS is no different. MERCS combat is streamlined; quick to act and quick to resolve. All rolls in MERCS must be equal to or higher than the target number in order to succeed. All combat starts with a Firing Number (FN).

Firing Number (FN)

The FN is based off your MERCS' weapon. All ranged combat starts with this number, and is then modified by movement, cover, range, elevation, and position.

During your first games, slow down, pay special attention to what is affecting the Firing Number and take the time required to apply the modifiers correctly. Novice players will generally fail to capitalize on terrain bonuses and forget Personal Ability modifiers such as Leadership, Heroic, and Eagle-eye; much to their detriment.

Range (Distance)

Due to the advanced weaponry of the MERCS age, Range is an easy discussion. There are three ranges: Melee, Short, and Long. If a miniature finds itself between two ranges, then that figure is considered to be in the shorter of the two ranges.

Melee Range. Melee range is measured using the size of a MERCS miniature base. It is 30mm or roughly one inch. If an attacker is within one base of a target then the attacker is in melee range. He can perform a melee attack if he has the capability or fire a ranged weapon if he has one that can be fired in melee range. Most primary weapons cannot be fired in melee range so make sure to check before you roll the dice.

Short Range. If an attacker is not in melee range but within one card of the target, then he receives a -2FN for being in short range. Most melee weapons and LRK weapons cannot be used in short range.

Long Range. Any range over short range is long range. Weapons fired at this distance are not modified for range. Melee and short range weapons (pistols) cannot be used in long range.

RangeDistanceEffect
Melee1 miniature base-2 FN; Short Range only
Short<1 cards-2 FN; No LRK weapons
Long>1 cardsNo Short Range weapons

Cover

Cover is defined as anything that provides an obstructed view of a target. In game terms, if anything obscures the Line of Sight (LOS) to a target, whether it provides an armor bonus or not, it is considered cover. Walls, hills, cars, corners, rubble, barrels, sandbags, even other MERCS can all be considered cover.

MERCS miniatures are dynamic. They don't tend to be standing still. For purposes of LOS, a MERCS miniature is assumed to inhabit a cylinder the circumference of the miniature's base up to the scaled height of eight feet (ER2).

There are three levels of cover: Full, Half, and No Cover.

Full Cover means the target is not visible, but can still be fired upon. Full Cover modifies the FN +3. It is only used in special cases, as Full Cover denotes the target can't be seen which usually means the target cannot be attacked.

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; err on the side of carnage.

Half-cover means the target is somewhat visible, and can be fired upon. The Half-cover modifier is +1 FN. It is important to note that half-cover denotes anything from the target barely being visible to it barely being behind something.

No Cover means the target is completely defenseless except for his or her Armor Value. No Cover modifies the FN -1: the target is easier to hit.

No model's cover is ever lower than the No Cover -1 FN. Nor can the model's cover exceed Full Cover +3 FN. Cover does not stack.

CoverModifier
Full Cover+3 FN
Half Cover+1 FN
No Cover-1 FN

Full Cover. The full cover bonus exists for three reasons, KemVar, Keizai Waza and template weapons.

  • KemVar receives full cover bonuses for being behind half-cover.
  • Keizai Waza can reduce a level of cover. In the game you cannot fire at someone behind full cover, with the exception of Waza.
  • When using a template weapon, if a target is behind another figure or figures so effectively that the target can't be seen but can still be targeted, the target receives full cover bonuses.

Obstacles

There is a difference between cover and obstacles. Cover is a barrier that a target may be attacked through.

Obstacles are barriers that prevent even an opportunity to attack. Elevated terrain that completely hides the target is an obstacle, or an interior structure that prevents Line of Sight is an obstacle.

Obstacles also block area-of-effect damage.

Elevation in Combat

Elevated terrain, be it natural or man-made, modifies the FN. Targets taking fire from a superior elevated position are easier to hit. Conversely, drawing fire on a trooper from an inferior depressed position increases the difficulty of the shot.

MERCS can be played in 3D terrain or 2D terrain. All MERCS archetypes have an Elevation Rating (ER). One ER level represents roughly four feet. When playing with both 2D and 3D terrain, a standard, to scale, second floor is ER3.

PositionModifier
Low ground+1 FN
High ground-1 FN

Elevated targets that are two ER levels above the attacker receive Half-Cover bonuses as well.

Diagram examples (A-D):

  • A: Neither MERCS would receive cover in this situation though elevation bonus/penalties would apply.
  • B: Much like example A, neither MERCS would receive cover in this situation though elevation bonus/penalties would apply.
  • C: The elevated MERCS receives cover, because the edge of the building obscures the target. The lower MERCS does not, because the edge of the building is "captured" by the elevated MERCS.
  • D: Both MERCS would receive cover in this situation and elevation bonus/penalties would apply.

Position

Positional modifiers are determined by the position of the shooter in relation to the target. It is important to realize that orientation to the target is more than just clear LOS. There are two positional modifiers: Flank and Rear.

PositionModifier
Flank-1 FN and +1 Weapon Strength (only if target is engaged and has clear LOS)
Rear-2 FN and +2 Weapon Strength

Rear. Rear attacks are self-explanatory, and easy to measure. If the model attacking is in the 90 degree rear quadrant of the target the attack is considered to be an attack from the Rear.

Flank. A Flank attack is trickier. For an attack from the side to be considered a Flank attack, and thus receive the bonuses to hit and damage, the target must be engaged with another miniature in melee. Furthermore, the assailant must clearly be attacking from the 90 degree side quadrant and have a clean Line of Sight.

Stealth

Stealth is granted through the Personal Ability Stealth or a Corporate Ability like KemVar's Active Camouflage.

If the unit has Stealth, then he or she moves at a reduced speed but is granted the half-cover modifier. KemVar's camouflage is not capped at the half-cover bonus; the Caes da Guerra receive a bonus tier of cover added onto their existing cover, capping out at Full Cover.

AbilityEffect
Stealth-1 MP, grants Half-cover
Active CamouflageIncreases existing cover one level, cap=Full Cover

Firing at a Moving Target

Firing at a Moving Target is a special movement modifier that only occurs during a Simultaneous Action. It is explained in more detail in the Simultaneous Actions section, but because it is based on movement the modifier is provided in the table below. Remember, the only time this modifier comes into play is during a Simultaneous Action.

Modifier
Firing at Moving Target+1 FN

Grenades

There are many different types of grenades, but only a few do actual Blood damage. Most don't even have a FN, because they affect all targets (friend or foe) in the blast area. Like all weapons, grenades are given a Strength stat. Unlike other weapons, grenades also have a throw range icon, and a limited number of uses.

The range a MERCS can throw a grenade is measured in cards and illustrated by the range arrow and a number. However, some grenades are shot and not thrown. In these cases, the grenade type still might have a range arrow and number, but will also have a FN. In cases such as these, the attacker must hit for the grenade the target for the grenade to be effective.

The ground can be targeted by grenade launcher or gun at a FN3 (FN5 - 2FN for No Cover).

Once a grenade is thrown, any units inside the blast zone, are considered to have been hit by the grenade. Depending on the range, place a thrown counter at the landing spot, then center the two card blast circle over the counter. The template may be turned in any direction to check for impact.

After hits are determined, follow the standard damage check procedures: comparing weapon strength to armor value to resolve Blood damage. Be sure to include any armor bonuses from cover which would still apply, even though the LOS penalties do not.

(Illustration caption: All figures are being hit by the CCC's Shrapnel Grenade.)

Targeting & LOS. A grenade is not able to be thrown to a location the attacker cannot see. However, a grenade can be thrown to an open spot on the ground so the blast can affect a target around a corner.

Targeting Allies. Unless attacking with a weapon that uses a template to target, squad mates cannot harm each other. Any weapon that uses a firing template can injure, incapacitate, cause armor failures, or kill friend and foe alike. Any allies caught in the firing diagram of the attacks are treated like any other target; calculate modifiers (including Personal Abilities) and roll to hit.

Melee Combat

If two units are within one base length of each other and possess the Melee ability, they are considered to be engaged in hand-to-hand combat. Not all units are able to participate in hand-to-hand combat. In order to make a hand-to-hand attack a MERCS soldier must have a number in the Melee stat numerical cell. If this number is 0, that MERCS trooper can still make H2H attacks. This number represents the MERCS' training or proficiency in fisticuffs. If the card doesn't have a melee stat, then that MERCS soldier cannot attack in melee combat.

FN in Melee. In Melee, the attacker's FN is equivalent to the target's Reaction. If there are any positional modifiers to the FN, the Reaction is affected. In this way, MERCS is able to simulate the fact that heavily armored troops are less agile and unable to dodge a quick physical strike.

Once the target number is established, the attacker rolls a d10 and adds his or her Melee bonus. If the result meets or exceeds the FN, the target is hit. Like all combat, Blood damage and Armor checks are resolved at the time the attack is made.

Calculating Damage

Damage is called Blood in MERCS. It is calculated after performing an attack in either ranged combat or melee combat.

The formula is simple: Weapon Strength (Wpn Str) is greater than or equal to Armor Value (shield) = Blood (drop of blood).

Weapon Strength. A weapon's strength is located in a burst next to the word Wpn Str. This number is used in conjunction with Armor Value to determine Blood damage. It can be modified by Positional modifiers or Personal Abilities.

Armor Value. Located in the lower left hand portion of the card in a green Shield is the Armor Value. This number is used along with Weapon Strength to determine Blood. Armor Value is a static number. The maximum Armor Value a MERCS trooper can have is 4.

The formula for damage is fairly straightforward: if the Weapon Strength is equal to or greater than the Armor Value, then 1 Blood is done per d10 success. The amount of Blood damage is not based upon the difference between the weapon strength and the Armor Value, but rather the number of attacks that hit the target or the type of attack.

Unless stated otherwise on the card (like the Assassin's Charge), an attacker can only cause 1 blood damage per d10. An attacker's opportunity to inflict more Blood damage is a result of to the amount of attacks they make: the more dice rolled the better the chance to cause Blood damage.

Blood. Blood is the amount of life left in a unit. The Blood icon is printed on the card but it moves around depending upon character card layout. The value is always placed in the drop of blood symbol and is easily readable. You can keep track of Blood by placing counters directly on the cards, or by placing counters with the miniature.

Armor Failure. Regardless of Blood damage, if a MERC is hit, he or she must make an Armor Failure check. The roll is relatively simple, roll equal to or over the modified (if applicable) Armor Failure number.

If the result is a success, the MERCS armor continues to work flawlessly--nothing happens. However, if the roll ends in failure a couple things happen: First, that MERC moves at -2MP, starting the action after the armor failure. Second, his or her Armor Value is reduced by 1.

Armor Failures do not stack. If a target is hit by multiple attacks, and one causes an Armor Failure, there is no need to check for further Armor Failures. Moreover, the penalties assigned to Armor Failures do not take place until after that attack's barrage ends, so the bullets in the same attack are not checked against the lower Armor Value.

Medkits

There is only one way to recover lost Blood, and that is the use of a Medkit. Medics are the only unit trained for battlefield triage, and not all MegaCon MERCS squads utilize the services of a Medic.

The Medic is typically an extremely high value target for your opponent, make sure that you don't miss the opportunities to use every one of his Medkits.

To use a Medkit, the MERCS must be within one base of the target and use his or her action for that round.

Repairing

There are two ways to get a MERCS moving again once his or her armor has failed: the Repair skill and Repair kits. If the Repair roll succeeds or a Repair kit is used, the MERC is immediately returned to normal functionality: their full movement and Armor Value are restored. They can even move that round if their Initiative hasn't come up.

The Repair skill is assigned a number on the card which determines the success or failure of that MERCS' attempt to Repair armor, either their's or their comrades'. The Repair roll, like all rolls, must be equal to or greater than the target number. This roll can be modified by Personal Abilities like Leadership, or Heroic.

Repair kits work just like Medkits. Only Monkeywrench MERCS have the skill to use Repair kits. Like Medics, Monkeywrenches must be within one base length of the target and use his or her action for that round.

Combat Class Maneuvers (CCM)

CCM are maneuvers associated with a particular class. Sometimes they are a necessary action for the class to function, while other times they are bonus skills the class can attempt if they choose to.

Fire & Move

This is an optional CCM. There is no specific order associated with this CCM, so a MERCS can do either first followed by the other. The bonus is obviously the capacity to Fire & Move. The drawbacks are the penalty modifiers applied to both facets of the CCM.

The MP of the MERCS is reduced by 1. Furthermore, the FN is increased by 2. This makes shots pretty difficult, unless the Move takes you into a better Range or Positional modifier.

CCMEffect
Fire & Move-1 MP, +2 FNcan perform in either order

Set & Rip

Set & Rip is linked with the Heavy Assault class and is mandatory if the Heavy intends to fire his primary weapon. Because their guns can sling so much ammo, producing enormous amounts of force, the Heavy Assault soldier must stay stationary for 1 round to "set" himself with ground anchors. Once set the unit can unleash hell in a 180 degree forward arc. Any movement, be it Snap to Cover or the free 90 degree turn requires the model to reset.

Armor Failure does not limit a heavy gunner's ability to Set, nor does Armor Failure require a model to reset. Becoming incapacitated through an Ice Grenade or similar action can prevent a figure from taking a Set action but does not force a Set model to reset.

Load & Aim

Load & Aim is also a mandatory CCM for the Sniper class. The downtime between shots averages 2 rounds of combat, although some PA reduce this time. During the downtime, Snipers can move, interact with objects, and even fire secondary weapons.

If a Sniper unit does not have the Load & Aim CCM attached to their weapon, then they are not subject to the Load & Aim penalty.

CCMEffect
Load & Aim2 round between shots

Load or Aim

Likewise, the Load action or the Aim action requires the model to take a round between actions. Unlike Load & Aim, Load refers to only the Load portion, while Aim refers only to the Aim segment.

In some cases with the Load CCM, the unit must notify all players what type of ammo they are using next. Moreover, the choices of ammo are limited, so taking advantage of what ammo you have loaded is important in achieving the maximum potential of the troopers.

CCMEffect
Load1 round between shots
Aim1 round between shots

Hold

The Hold action means the unit will not perform an action this turn. Any MERCS on Hold receive a +2 to his or her Initiative the following round.

Simultaneous Actions (SA)

If during the Initiative phase two or more MERCS roll the same Initiative and they share the same Reaction, even if those units are on the same team, a SA occurs.

Use MERCS counters to determine the actions. There are three counters needed: Move, Combat Action, Hold. Players select one of the three actions and place the counter face down on the playing surface. When all players have selected their action, then the counters are flipped face side up and the actions are revealed. In this way, a player cannot change his action after seeing or hearing what another player is going to do.

We're on the Same Side! Certain liberties may be taken with same team Simultaneous Actions. The need for counters in the Declaration phase can be set aside. However, clearly stated actions cannot. It is not fair to keep an action secret until you see the result of the first action.

When figuring out what happens in an SA, it is important to remember a couple of basic guidelines. Suppression can cancel any action, even Simultaneous Actions. Overwatch takes place at the same time as the action, but is calculated before. Look to the ACM Order of Occurrence to sort things out.

Chain of Occurrence:

  1. Suppression
  2. Overwatch
  3. Action

If Move and Move are Declared: Players move their MERCS. If he or she is suppressed, no action takes place. If he or she is under an Overwatch, all attacks and all results are resolved completely before performing the movement. If he or she is the target of an attack, the target is considered to be Moving. Any LOS modifiers are applied at the new position on the battle field. If they are killed they die where they were shot. If their Armor fails, they finish their movement, then starting with the next round they receive the -2 MP penalty for broken armor.

If Move and Fire are Declared: This action is subject to Advanced Combat Maneuvers such as Suppression and/or Overwatch if the movement started in a field of fire. If they are suppressed, they are forced to stay in their starting position. Because Suppression happens first in the Order of Occurrence, this could change the FN drastically. The moving player moves his or her MERCS half their movement, rounded down, and then check for Combat Actions. If they are the target of an attack, the target is considered to be Moving. If they are killed they die where they were shot. If their Armor fails, they finish their movement, and then starting with the next round they receive the -2 MP penalty for broken armor.

If Fire and Fire are Declared: If both parties are firing, their actions take place at the same time. Even if one or both MERCS are killed, their combat action results still take place. Even in the case of Overwatch, if the Overwatch action kills the acting MERC, their action still takes place.

Phase Three: Refresh

The third phase of the game round is the Refresh Phase. During this phase, player check for certain results in scenario play and clean up the playing space. This phase tends to ge very fast and can be skipped completely if playing a versus match.

There is a specific order during the Refresh Phase:

  1. Check for victory
  2. Special Action results
  3. Continuing "over time" conditions
  4. Clean up the playing space

It is very important that conditions for victory are checked before special actions results, because oftentimes 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.

FN Modifier Table

d10/attack = FN + Modifiers

NameTypeRange ModifierMelee ModifierSpecial Rules
MeleeRange-See Melee Stat1 base length; no long range weapons
ShortRange-2 FNNA1 card length; no LRK weapons
LongRange-NA>1 card, no short range weapons
High Ground (attacker has)Elevation-1 FN+1 to rollnon-standard climbs
Low Ground (attacker has)Elevation+1 FN-1 to roll
non-standard climbs
FlankPositional-1 FN, +1 Wpn Str-1 Reaction, +1 Wpn Strtarget engaged, attack from side
RearPositional-2 FN, +2 Wpn Str-2 Reaction, +2 Wpn Strattack from rear
Moving TargetMovement+1 FN-1 to rollSimultaneous Action
StealthMovement-1 MP, +1 FN-1 to rollKemVar AC stacks with cover
Fire & MoveCCM-1 MP, +2 FN-can perform in either order
Set & RipCCM--no activity for 1 rnd, reset after movement
Load & AimCCM-2 FN-2 rnds between shots
No CoverLOS-1 FN--
Half-coverLOS+1 FN-1 to roll-
Full CoverLOS+3 FN--