Quick rules

A short paraphrase of the core rules as this sim plays them. See the official rulebook for the full text.

Goal and the Timeline

The game is 2 Phases of 10 rounds. Each unit has a token on the Timeline and acts when the current round reaches it. Most actions cost Timeline (TL): pay it by moving the token forward. Cheap actions mean you act again sooner. When both players have units on the same round, they alternate, and the player who acted last goes second. Most victory points (VP) after Phase 2 wins.

Activating a unit

Units start in Reserve and deploy onto your Base the first time they act, then must move off it. In an activation you may Advance once (move up to 3), must take one Primary Action (Attack with a weapon at its TL cost, Dash for TL 2 to move 2, Energize for TL 2 to gain 1 Energy, or Rescue an adjacent allied Garrison for TL 2 and 2 VP), may use each Command ability once, and may play one Tactics card.

Moving

Climbing costs 1 extra per level. Starting a move Engaged (next to an enemy unit or Garrison at the same height), in water, or in debris gives −1 hex. Units that start on high ground can jump gaps and over lower enemies. Hover ignores terrain penalties. You can pass allies but not enemies, and can't end on another unit, Garrison, Base or impassable hex. Ending on an Upgrade or Energy picks it up.

Attacking

Check range and Line of Sight (blocked by taller terrain, and by enemies at the same height). An Engaged unit must attack something it's Engaged with. Roll d10s equal to Strength: 4+ hits, 1 always misses, 9–10 is a critical hit that also triggers the weapon's critical effect once. Accuracy shifts rolls: +1 shooting down, −1 shooting up, −1 from or into water/debris, −2 for Minovsky Particles at range. Each hit is 1 damage; each active Shield stops 1 and then turns off until that unit's next activation.

Defeat and scoring

A defeated unit gives its VP to the opponent, returns to Reserve with full HP, and loses 2 TL as a repair penalty. Enemy Garrisons are worth 2 VP to destroy; your own Garrisons are worth 2 VP to Rescue. Ending an activation on or next to an Objective contests it: with more units there than the enemy you capture it, or neutralize the enemy's control. In this sim each Objective you hold is worth 2 VP at the end of each Phase (an invented skirmish scenario).

Status effects

Slow: the next Advance moves 0. Disarm: the next attack rerolls its hits and can't trigger criticals. Fracture: the next attack that deals 3+ combat damage deals 3 more. Push/Pull: move a target away from or toward the source; running into terrain, higher ground or another figure deals 2 collision damage.

What this sim simplifies

The maps and Objective scoring are original, not official scenarios. Only 10 official Tactics cards are known publicly, so decks can be padded with plainly marked generic "sim" cards. Carriers, Reinforcements and Buster Gundam/Darilbalde aren't included. Guncannon's 240mm area shape is a guess. When several responses happen at once, the active player is asked first.