Table of Contents
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Mobs: An Introduction
Mobs represent massed conventional forces- typically infantry, tanks, VTOLs- that make up the bulk of most nations' militaries. Even bulked up in such numbers, Mobs rarely pose much of a threat to Evangelions or other Super-Heavy mobs, but may nevertheless fulfill the necessary role of Auxiliary and provide an important support value.
Mob Mechanics
mob Power
All Mobs are based around a value called Unit Power (UP). UP represents the mob's size, cohesion and fighting ability. Many Mobs, as their UP increases, gain stronger attacks and special abilities.
A Mob's wounds are always equal to its UP. If a Mob's wounds are reduced, it loses mob Power as well.
Example: A Tank Battalion has 20 mob Power, giving it 20 wounds. It takes 3 damage, and is reduced to 17 wounds. Its UP also drops to 17.
Command Points and Mob Actions
Commanders and Command Points
Before a battle, all Mobs are attached to an Officer. This attachment remains for the duration of the battle. The Mobs may only be commanded by their commanding Officer, and act on that Officer's turn. The mobs do not act in any specific order.
To order their mobs, Officers must expend Command Points (CP), which represent their organizational ability and strategic skill. All Officers have a number of CP per turn equal to their Leadership value. On the Officer's turn, they may select a mob and, by paying one CP, make that mob perform one of the available actions below.
If a mob is, for some reason, not attached to an Officer, then it is treated as having 2 CP to spend per turn.
CP Order Stacking Penalty
In this system, there are no hard restrictions on how many times an Officer can order a mob to do an action. They can even have the same mob perform the same action twice. This is called the CP Order Stacking Penalty.
However, there is a catch. Every time a mob is ordered to perform an action they have already performed this turn, the CP cost is increased by an amount equal to the number of times it has already performed said action this turn. Example: Mob A is ordered to move. then it is ordered to move again. The first move costs 1 CP, and the second costs 2 CP- 1 for the order cost, and another 1 since that's how many times the Mob has performed the move action this turn. If the Mob were ordered to move again, it'd cost 3 CP.
Mob Actions
MOB ACTIONS | |||||
---|---|---|---|---|---|
ACTION | DESCRIPTION | RESTRICTIONS | |||
Attack | The mob attacks an enemy unit that is in range. It deals the damage noted on its chart, and always hits. On E-Scale targets, the attack always hits the Body. However, the attack counts as having 0 degrees of success. Furthermore, if the target possesses an AT Field with at least 1 ATS available, the attack is automatically deflected. | Enemy targets only | |||
Move | The mob moves an amount up to its Movement Speed value listed in its profile. | If you are adjacent to an enemy mob, you may not move to or through a square adjacent to that same mob | |||
Rest | The mob reduces its Shock amount by 2. If Shock amount is 0, it may take a Morale Test to attempt to increase its Morale Level. | Cannot be undertaken if within 3 squares of enemy | |||
Reorganize | The mob regains half of all losses sustained during the battle. All shock is removed, and the mob instantly recovers 1 level of Morale. | Cannot be undertaken if within 3 squares of enemy, may only be performed once per battle. | |||
Retreat | The mob is instantly removed from combat and cannot rejoin. It automatically uses the Reorganize action; if it has already done so then it gains +2 UP. | Mob is removed from play; cannot be undertaken if within 3 squares of enemy |
Tactics are special actions available to mobs that can be used to gain an advantage. All tactics are treated as having an Action Type, such as Move or Attack. What this means is that activating this tactic is exactly like activating a normal action of the same type, with the normal outcome replaced by the tactic's outcome. This also includes the CP Order Stacking Penalty; ie, if you use the Move action, and then use a Tactic of the Move action type, you will need to pay an extra CP to use that tactic.
Attacking a Mob
Mobs can be attacked like normal targets, and count as targets of Average size. Mobs take direct wound damage, unlike Hordes- this represents the fact that Mobs are generally smaller and more dispersed than Hordes, and when they take damage this also reflects elements such as demoralization, the mob collapsing into chaos, getting scattered or fleeing. Mobs reduced to 0 Wounds are destroyed.
Mobs have an AP value. However, this only applies to Mobs attacking other Mobs. E-Scale attacks ignore any AP value of a Mob, although exceptions apply and will be noted in the unit's profile.
Mobs may not take Reactions such as Dodge or Parry.
Morale and Shock Damage
Morale
All Mobs possess a trait known as Morale. Morale represents many things, such as the unit's willingness to fight, its level of organization, how stable its supplies and communications are and so on. High morale represents an enthusiastic, willing force, well-led and well-supplied, whilst low morale has soldiers deserting, supplies being misplaced and units failing to process orders properly. Morale has an affect on how well mobs fight, with higher morale granting useful benefits and lower morale reducing their effectiveness.
There are five ranks of Morale, with Ranks 1 and 2 demonstrating poor morale and ranks 4 and 5 demonstrating good morale. At the start of battle, all mob morale is set to 3, but this can be modified by leaders.
MOB MORALE LEVELS | |
---|---|
Level | Morale Effects |
1: Mutinous | Deals -2 damage, -1 Shock damage. Takes +4 damage, and all commands cost +1 CP. |
2: Poor | Deals -2 Damage, -1 Shock Damage. Takes +2 damage. |
3: Average | No effect. |
4: Good | Deals +2 Damage and +1 AP. |
5: Heroic | Deals +4 Damage and +2 AP. |
Shock Damage
Apart from dealing UP damage, Mobs now also deal 'Shock Damage'. Shock Damage reflects that destroying enemies is not as simple as just killing them; wearing them down, disabling leaders and ruining their organization all play a role. Shock damage's primarily function is reducing an enemy's morale level.
A Mob takes Shock Damage when attacked by an enemy unit, so long as the attack does actual UP damage. If damage is inflicted, then apply the Shock Damage to the Mob by adding it to the Mob's 'Shock Gauge'. When this gauge reaches 10, the Officer in charge of the Mob must instantly make a Morale Test: the Officer rolls 1d15 and compares the number to their Leadership value. If the amount is equal or below their Leadership, then the Mob's morale is unchanged. If the result is above the officer's Leadership, then the Mob's Morale drops by one rank, and their Shock gauge is reduced by 10. For every point in the Shock Gauge over 10, the Officer treats their Leadership as being a point lower.
So long as the Gauge is at 10 or over, the Officer must make a Morale test every time the unit takes Shock damage.
Units that lack an Officer for whatever reason treat their Leadership as being 5.
Reducing Shock Damage and increasing Morale
The Shock Gauge is reduced automatically by 2 points per turn, and can be further reduced by using the Rest action. Furthermore, a Mob's Morale level can be increased by use of the Rest action as well.
Shock Damage from E-Scale units
When a Mob takes damage from an E-Scale unit (or individual characters in P-Scale mob battles), it instantly takes 5 Shock.
Mob Types
Ground Forces
The Ground Forces- the infantry, the armor, the artillery- has been, for millennia, the core and most important element of most militaries. Most military tactics and reforms have focused on this element. Nevertheless, their importance has diminished in the age of modern technology.
Infantry mobs
Infantry Division
INFANTRY DIVISION | |||||
---|---|---|---|---|---|
Op. Movement Speed | 10 | Op. Attack Range | 10 | AP | 0 |
Strat. Movement Speed | 3 | Strat. Attack Range | 3 | Strat. Vision | 4 |
Traits: | Ground, Infantry, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5+1 I | 0 | 1 | Trench Warfare | |
5 | 1d5+2 I | 0 | 1 | - | |
10 | 1d5+3 I | 0 | 1 | Special Loadout | |
15 | 1d5+4 I | 0 | 1 | Sustained Assault | |
20 | 1d5+5 I | 0 | 2 | - | |
25+ | 1d5+6 I | 0 | 2 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Trench Warfare | Move | This unit gains a +2 AP bonus that stacks with all other AP bonuses (except itself) as well as the Stubborn quality. It maintains these bonuses so long as it does not move. | |
Special Loadout | Passive | At the start of the battle, the Infantry mob may choose one of the following loadouts, listed below. | |
Special Loadout (Anti-Air) | Passive | The Infantry mob may now attack Flying mobs. | |
Special Loadout (Anti-Armor) | Attack | The Infantry mob, when attacking other Mobs, may choose to increase its attack's Penetration Value by 4 for that one attack. It may apply this benefit to a total of three attacks. | |
Special Loadout (Massed Firepower | Passive | The Infantry mob now deals +2 damage against all Mobs. | |
Sustained Assault | Passive | Once per turn, this unit may make an attack that costs no CP. However, each time this tactic is used, the unit loses 5 UP. |
Armored mobs
AC Suit Battalion
AC SUIT DIVISION | |||||
---|---|---|---|---|---|
Op. Movement Speed | 25 | Op. Attack Range | 30 | AP | 6 |
Strat. Movement Speed | 6 | Strat. Attack Range | 3 | Strat. Vision | 4 |
Traits: | Ground, Hoverer, Swarm, Tough | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d10+1 E | 0 | 1 | - | |
3 | 1d10+2 E | 0 | 1 | - | |
6 | 1d10+3 E | 0 | 2 | Raid | |
9 | 1d10+4 E | 0 | 2 | - | |
12 | 1d10+5 E | 0 | 3 | Rapid Strike | |
15+ | 1d10+6 E | 0 | 3 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Hoverer | Passive | AC Suit mobs ignore movement penalties and may travel freely over water. | |
Raid | Passive | The AC Suit mob may make a free attack once per turn, so long as that attack is made immediately after a move action. | |
Rapid Strike | Attack | The AC Suit may spend 2 mob Power to attack twice in the same attack action, although it cannot target the same target twice unless it is an E-Scale target. Both attacks are resolved separately. The 2 mob Power loss does not count towards Reorganization recovery and is refunded at the end of the battle. |
Tank Battalion
TANK DIVISION | |||||
---|---|---|---|---|---|
Op. Movement Speed | 20 | Op. Attack Range | 30 | AP | 6 |
Strat. Movement Speed | 5 | Strat. Attack Range | 3 | Strat. Vision | 4 |
Traits: | Ground, Swarm, Tough | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d10+1 E | 0 | 1 | - | |
3 | 1d10+2 E | 0 | 1 | Maser Buildup | |
6 | 1d10+3 E | 0 | 2 | - | |
9 | 1d10+4 E | 0 | 2 | Under Foot | |
12 | 1d10+4 E | 0 | 3 | Positron Concentration | |
15+ | 1d10+5 E | 0 | 3 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Maser Buildup | Attack Action | Select one E-Scale enemy. That enemy reduces its AP by 2 on all areas for one round. The Tank mob cannot attack or use an attack type tactic until the end of the next round. | |
Under Foot | Move Action | Select one E-Scale enemy, and choose a number between 2 and the Tank mob's current mob Power. The Tank mob moves adjacent to the E-Scale enemy; for a number of rounds equal half of the chosen mob Power value, the E-Scale enemy's walking speed is halved. However, the Tank mob takes damage equal to the mob Power value chosen. | |
Positron Concentration | Attack Action | When attacking an enemy with a spread AT Field, they may apply a Penetration value equal to half their mob Power value, as well as the Positron quality. The Tank mob cannot attack or use an attack type tactic until the end of the round after next. |
Ground Support Mobs
Air Defense Battalion
AIR DEFENSE DIVISION | |||||
---|---|---|---|---|---|
Op. Movement Speed | 20 | Op. Attack Range | 40 | AP | 1 |
Strat. Movement Speed | 4 | Strat. Attack Range | 8 | Strat. Vision | 10 |
Traits: | Anti-Air, Ground, Swarm, Vulnerable | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d10+1 X | 0 | 1 | Automated Response | |
3 | 1d10+1 X | 0 | 1 | - | |
6 | 1d10+2 X | 0 | 1 | - | |
9 | 1d10+2 X | 0 | 1 | Aerial Salvo | |
12 | 1d10+3 X | 0 | 1 | Eyes on the Sky | |
15+ | 1d10+4 X | 0 | 1 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Automatic Response | Attack Action | Use this tactic during the Air Defense mob's turn. Until the start of its next turn, the Anti-Air Mob will attack the first enemy flying unit to enter its range. | |
Aerial Salvo | Attack Action | The Air Defense Mob may spend 3 Unit Power during an attack to ignore an Air unit's Swarm trait. This 3 Unit Power loss does not count towards Reorganization recovery and is refunded at the end of the battle. | |
Eyes on the Sky | Passive | As Automatic Response. However, the Air Defense mob may make two attacks per round, providing they are against two different mobs. |
Mobile Artillery Battalion
MOBILE ARTILLERY DIVISION | |||||
---|---|---|---|---|---|
Op. Movement Speed | 20 | Op. Attack Range | 10-100 | AP | 2 |
Strat. Movement Speed | 4 | Strat. Attack Range | 2-20 | Strat. Vision | 3 |
Traits: | Ground, Swarm, Vulnerable | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5+1 X | 1 | 1 | - | |
3 | 1d5+1 X | 1 | 1 | - | |
6 | 1d5+1 X | 2 | 1 | Pinning Bombardment | |
9 | 1d5+2 X | 2 | 2 | Barrage | |
12 | 1d5+3 X | 2 | 2 | - | |
15+ | 1d5+4 X | 3 | 3 | Massed Firepower |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Pinning Bombardment | Attack Action | This tactic may not be used if the Mob has already attacked this round. Designate a point within range. The Artillery mob attacks that area with a Blast 5 attack that deals no damage. However, all ground mobs within the radius of the attack are unable to move for one round. The Artillery mob cannot attack or use an attack type tactic until the end of the next round. | |
Barrage | Attack Action | Designate a point within range. On the next round, the Artillery mob attacks that area with a Blast 3 attack (which bypasses the Swarm trait). The Artillery mob cannot attack or use an attack type tactic until the end of the next round. | |
Massed Firepower | Attack Action | Select one E-Scale enemy. That enemy loses a Reaction for this round. The Artillery mob cannot attack or use an attack type tactic until the end of the round after next. |
Air Forces
Variable Wing
Attack VTOL Group
ATTACK VTOL GROUP | |||||
---|---|---|---|---|---|
Op. Movement Speed | 40 | Op. Attack Range | 20 | AP | 3 |
Strat. Movement Speed | 10 | Strat. Attack Range | 3 | Strat. Vision | 6 |
Traits: | Air, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5+2 I | 1 | 1 | - | |
3 | 1d5+2 I | 1 | 1 | Spotter | |
6 | 1d5+3 I | 2 | 1 | - | |
9 | 1d5+3 I | 2 | 1 | Dive Bomb | |
12 | 1d5+3 I | 3 | 1 | - | |
15+ | 1d5+4 I | 3 | 1 | One More Pass |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Spotter | Passive | As per the talent. | |
Dive Bomb | Attack Action | Select one E-Scale enemy. That target must test Intelligence or take a -10 penalty to attack tests for one round. The VTOL mob takes 1 damage. | |
One More Pass | Attack Action | Select one E-Scale enemy. The enemy must test Strength or be entangled, unable to move by physical means or to dodge. The target may make a free action Strength test at the start of their turn to break free, and the effect ends if the target takes damage from any source. The VTOL mob takes 2 damage. |
Interceptor VTOL Group
INTERCEPTOR VTOL GROUP | |||||
---|---|---|---|---|---|
Op. Movement Speed | 40 | Op. Attack Range | 20 | AP | 1 |
Strat. Movement Speed | 10 | Strat. Attack Range | 3 | Strat. Vision | 7 |
Traits: | Air, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5+1 I | 0 | 1 | Countermeasures | |
2 | 1d5+1 I | 0 | 1 | Bakelite Drop | |
4 | 1d5+2 I | 0 | 1 | Improved Countermeasures | |
6 | 1d5+2 I | 0 | 1 | Bakelite Flood | |
8 | 1d5+3 I | 0 | 1 | Quark Discharge | |
10 | 1d5+3 I | 0 | 1 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Countermeasures | Attack Action | The mob may choose an adjacent ally. Any opponent attacking said ally now takes a -20 BS penalty. Mobs attacking this mob deal -2 less damage. This ability may be used once per battle. | |
Bakelite Drop | Attack Action | Select one E-Scale enemy. The enemy reduces its WS and agility by -10 for one round. The mob takes 1 damage after using this tactic. | |
Improved Countermeasures | Attack Action | The mob may use Countermeasures any number of times. The penalty does not stack with itself. | |
Bakelite Flood | Attack Action | As Bakelite Drop, but the target must test Strength at the start of every turn or else the Bakelite (and the penalties) remain in place. Furthermore, repeated uses of Bakelite Flood stack. | |
Quark Discharge | Attack Action | Select an E-Scale enemy with an AT Field. Choose a number between 1 and the current UP of this mob. The enemy loses 10% Deflection per point spent for 1 round, but the mob also takes that much damage. |
Recon VTOL Group
RECON VTOL GROUP | |||||
---|---|---|---|---|---|
Op. Movement Speed | 50 | Op. Attack Range | 20 | AP | 1 |
Strat. Movement Speed | 15 | Strat. Attack Range | 3 | Strat. Vision | 15 |
Traits: | Air, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5 I | 0 | 1 | Markerlight | |
2 | 1d5 I | 0 | 1 | Magi Uplink | |
4 | 1d5 I | 0 | 1 | Improved Markerlight | |
6 | 1d5 I | 0 | 1 | Tracker | |
8 | 1d5 I | 0 | 1 | Magi Roll +10 | |
10 | 1d5 I | 0 | 1 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Markerlight | Attack Action | The mob selects one enemy and hits it with a Markerlight as per the upgrade. One allied mob may benefit from this. | |
MAGI Uplink | Passive | You may roll on the MAGI Table even if not at the Base of Operations. | |
Improved Markerlight | Attack Action | Markerlight now benefits all nearby allies. | |
Tracker | Attack Action | Select one enemy mob. For the next 24 hours, all allies now know the exact location of this mob, even if it is in extradimensional space. |
Fixed Wing
Bomber Group
BOMBER GROUP | |||||
---|---|---|---|---|---|
Op. Movement Speed | 30 | Op. Attack Range | 5 | AP | 2 |
Strat. Movement Speed | 8 | Strat. Attack Range | 4 | Strat. Vision | 5 |
Traits: | Air, Bomber, Swarm, Vulnerable | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d10+1 X | 1 | 1 | - | |
2 | 1d10+2 X | 1 | 1 | Blast (2) | |
4 | 1d10+3 X | 2 | 2 | Incendiary Busters | |
6 | 1d10+3 X | 2 | 2 | Positron Warheads | |
8 | 1d10+4 X | 3 | 2 | Carpet Bombing | |
10 | 1d10+5 X | 4 | 3 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Blast (2) | Passive | All attacks made by this Mob have the Blast (2) trait. | |
Incendiary Busters | Attack Action | The mob deals a normal attack that deals +2 damage, +1 Shock and ignores AP; enemy E-Scale mobs are set on fire. You may only use this attack twice per battle. | |
Positron Warheads | Passive | Attacks made by this mob now have the Positron quality. | |
Carpet Bombing | Attack Action | The mob deals a normal attack that deals +2 damage, has +2 Pen, +2 Shock and +4 Blast. You may only use this attack twice per battle. |
Fighter Group
FIGHTER GROUP | |||||
---|---|---|---|---|---|
Op. Movement Speed | 150 | Op. Attack Range | 30 | AP | 2 |
Strat. Movement Speed | 20 | Strat. Attack Range | 5 | Strat. Vision | 5 |
Traits: | Air, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d10 I | 0 | 1 | - | |
2 | 1d10+1 I | 0 | 1 | Combat Air Patrol | |
4 | 1d10+1 I | 0 | 1 | - | |
6 | 1d10+2 I | 0 | 1 | Counter Air-Attack | |
8 | 1d10+2 I | 0 | 1 | - | |
10 | 1d10+3 I | 0 | 2 | Air-to-Ground Loadout |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Combat Air Patrol | Passive | Any enemy air mob that moves into the fighter mob's attack range may immediately be attacked by the fighter mob. The fighter mob may only use this automatic attack once per turn. | |
Counter-Air Attack | Move | The Fighter Group makes a normal movement that does not trigger Automatic Response or Combat Air Patrol automatic attacks. The Fighter mob may only use this tactic once per battle. | |
Air-to-Ground Loadout | Attack Action | The mob selects one enemy that is on the ground (E-Scale included). It attacks the mob, dealing +2 damage, +1 Shock and +2 Pen. It may only use this tactic three times per battle. |
Naval Forces
Capital Ships
Aircraft Carrier
AIRCRAFT CARRIER | |||||
---|---|---|---|---|---|
Op. Movement Speed | 10 | Op. Attack Range | - | AP | 15 |
Strat. Movement Speed | 6 | Strat. Attack Range | - | Strat. Vision | 5 |
Traits: | Capital Ship, Naval, Vulnerable | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | - | - | - | Carrier Group (1) | |
5 | - | - | - | Air Coordination (2) | |
15 | - | - | - | Carrier Group (2) | |
25 | - | - | - | Air Coordination (3) | |
35 | - | - | - | Carrier Group (3) | |
45+ | - | - | - | Air Coordination (4) |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Carrier Group (X) | Passive | This function only applies at the start of battle. The Carrier may deploy a number of loaded Air mobs equal to X. | |
Air Coordination (X) | Passive | This Carrier gains a number of CP equal to X per round, which may be spent on its Carrier Group Air mobs. |
Battleship
BATTLESHIP | |||||
---|---|---|---|---|---|
Op. Movement Speed | 10 | Op. Attack Range | 200 | AP | 5 |
Strat. Movement Speed | 6 | Strat. Attack Range | 30 | Strat. Vision | 5 |
Traits: | Capital Ship, Naval, Slow-Firing, Vulnerable | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 2d10 I | P5 | 2 | Anti-Air Guns | |
10 | 2d10 I | P5 | 2 | Armor Plating (5) | |
20 | 2d10 I | P5 | 2 | Bolter Cannon | |
30 | 2d10 I | P5 | 2 | Armor Plating (10) | |
40 | 2d10 I | P5 | 3 | Positron Cannon | |
50+ | 2d10 I | P5 | 3 | Armor Plating (15) |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Anti-Air Guns | Passive | Any air mobs moving within 20dm (Operational) or 1km(Strategic) instantly lose 1 mob Power, and they lose 1 UP for every turn they are within that range. | |
Armor Plating (X) | Passive | This mob adds X to its AP. If it has multiple instances of Armor Plating, only use the highest value. | |
Bolter Cannon | Attack Action | This mob gains a Bolter Cannon, which deals 2d10+5 P4 Shock 2 Explosive damage. It can be fired alongside a the Battleship's regular attack and does not replace it nor require a separate Attack CP cost to use. However, once firing it cannot be fired for another turn, and if it rolls two 1s for damage it is inoperable for the rest of the battle. | |
Positron Cannon | Attack Action | The mob gains a Positron Cannon, which deals 2d10+5 P10 Shock 2 Energy damage and has the Positron trait. It can be fired alongside a regular Battleship attack and a Bolter Cannon attack and does not replace it nor require a separate Attack CP cost to use. However, once fired it cannot be fired for another turn, and if it rolls two 1s for damage it is inoperable for the rest of the battle. |
Tactical Ships
Cruiser
CRUISER | |||||
---|---|---|---|---|---|
Op. Movement Speed | 20 | Op. Attack Range | 50 | AP | 10 |
Strat. Movement Speed | 8 | Strat. Attack Range | 7 | Strat. Vision | 8 |
Traits: | Anti-Air, Naval, Vulnerable | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5+2 I | P2 | 1 | Anti-Air Guns | |
3 | 1d5+2 I | P2 | 1 | Automatic Response | |
6 | 1d5+2 I | P2 | 1 | - | |
9 | 1d5+3 I | P2 | 1 | Cruise Missile | |
12 | 1d5+3 I | P2 | 1 | Anti-Air Computers | |
15+ | 1d5+3 I | P2 | 1 | - |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Anti-Aircraft Guns | Passive | Any air mobs moving within 20dm (Operational) or 1km(Strategic) lose 1 mob Power, and they lose 1 UP for every turn they are within that range. | |
Automatic Response | Attack Action | Use this tactic during the Cruiser's turn. Until the start of its next turn, the Cruiser will attack the first enemy flying unit to enter its range. | |
Cruise Missile | Attack Action | This mob selects a Land, Naval or E-Scale target within 400dm (Operational) or 40km (Strategic). That mob suffers an attack that deals 2d10+5 P5 Explosive damage. This attack may only be used once. | |
Anti-Aircraft Computers | Passive | This mob, when attacking air mobs, ignores the Swarm quality. |
Destroyer Squadron
DESTROYER SQUADRON | |||||
---|---|---|---|---|---|
Op. Movement Speed | 35 | Op. Attack Range | 40 | AP | 5 |
Strat. Movement Speed | 10 | Strat. Attack Range | 5 | Strat. Vision | 10 |
Traits: | ASW, Naval, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d5+3 I | 0 | 1 | Defensive Screen | |
3 | 1d5+3 I | 0 | 1 | Anti-Sub Charges | |
6 | 1d5+3 I | 0 | 1 | - | |
9 | 1d10+4 I | 0 | 1 | Guided Missiles | |
12 | 1d10+4 I | 0 | 1 | - | |
15+ | 1d10+5 I | 0 | 1 | Advanced Radar |
TACTIC EXPLANATION | |||
---|---|---|---|
Name | Action Type | Effect | |
Defensive Screen | Passive | Destroyers that are 15dm(Operational) or adjacent to (Strategic) a Capital Ship may, if the Capital Ship is damaged, sacrifice a number of UP equal to the damage taken. This amount is subtracted from the damage total. | |
Anti-Submarine Charges | Attack Action | Select a Submarine mob within range. The Destroyer mob deals a 1d10+10 attack to it. It can only use this attack once per battle. | |
Guided Missiles | Attack Action | This mob selects a Land, Naval (Not Sub) or E-Scale target within 300dm (Operational) or 30km (Strategic). That mob suffers an attack that deals 1d10+5 P5 Explosive damage. This attack may only be used once. | |
Advanced Radar | Attack Action | This mob may, for one round only, reveal the location of all enemy mobs. Their location is hidden after the turn ends. Afterwards, the Destroyer Squadron must wait two rounds before using it again. |
Submarine
SUBMARINE | |||||
---|---|---|---|---|---|
Op. Movement Speed | 30 | Op. Attack Range | 20 | AP | 1 |
Strat. Movement Speed | 8 | Strat. Attack Range | 2 | Strat. Vision | 5 |
Traits: | ASW, Naval, Swarm | ||||
MOB POWER STATISTICS CHART | |||||
Mob Power | Damage | Penetration | Shock | Tactic | |
1 | 1d10+4 I | 4 | 1 | Hide! | |
2 | 1d10+4 I | 4 | 1 | - | |
4 | 1d10+5 I | 5 | 2 | Torpedo Guidance Systems | |
6 | 1d10+5 I | 5 | 2 | - | |
8 | 1d10+6 I | 6 | 2 | - | |
10 | 1d10+6 I | 6 | 2 | Positron Torpedoes |
TACTIC EXPLANATION | |||
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Name | Action Type | Effect | |
Hide! | Attack and Move Action | The Submarine may use this on its turn. It becomes hidden from all enemies and cannot be detected (AT Fields can still detect them). It may make a 5dm (Operational)/1km (Strategic) move. | |
Torpedo Guidance Systems | Passive | When this Submarine makes an attack that benefits from Vulnerable, it ignores half of the enemy's AP. | |
Positron Torpedoes | Attack Action | The Submarine deals a 2d10+5 P5 Energy attack with the Positron and Blast (5) qualities. The Blast radius only affects water squares. The Submarine may use this attack only once per battle. |
Unique Mobs
Mob Traits
MOB TRAITS | |
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Trait Name | Effect |
Air | This mob is an Air mob. Air mobs suffer no terrain penalties and can attack any target. Furthermore, no Mob can attack an Air target unless they are also an Air target or possess the Anti-Air trait. |
Anti-Air | This mob may attack Air mobs. |
ASW | This mob detects Submarines who move within its Strategic Vision range (or three times that amount for Operational battles) |
Bomber | This mob may not attack other Air mobs. |
Capital Ship | E-Scale attacks against this mob are reduced by AP as normal, and take 3 Shock from E-Scale attacks, instead of 5. |
Ground | This mob is a Ground mob. Ground mobs halve their movement in difficult terrain and water. They cannot attack Air mobs. |
Infantry | Infantry gain +5 AP when in high-cover areas such as towns, urban areas, forests and the like. They take no movement penalties for moving through these areas. |
Naval | This mob is a Naval mob. Naval mobs cannot travel on land. They cannot attack Air mobs. |
Slow-Firing | This Mob's attacks cost 2 CP to use instead of 1 CP. |
Stubborn | This unit rerolls failed Morale tests and takes the second result. |
Swarm | Attacks against this mob, after AP, deal half damage unless the attack had the Blast or Cone qualities or some other AoE quality. |
Submarine | This mob is a Submarine. Submarines cannot travel on land, and can only attack other Naval mobs. Submarines are invisible to enemy mobs, unless those mobs are 3km or less away. |
Tough | Attacks against this mob roll damage twice and take the worse result. |
Vulnerable | Attacks made against this mob from Point Blank range deal +6 damage. |