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THIS IS RONIN
Ronin is a customizable miniatures game of gigantic mechanized battle. In Ronin you design your own unique battle armor and equip it with heavy rocket launchers, jump packs and assault cannons of your choice, then launch into brutal battles with your opponents where strategy is the key to victory.
THE RONIN MODELS When you have played a couple of times you will
notice that you can increase your chances of winning over an opponent by studying the way he plays, and equipping your Ronin with model parts particularly suited for defeating his Ronin. You will find more model parts for your Ronin in the expansion sets which are available for Ronin. You will find them where you bought this box.
RONIN:DUELS Ronin:duels is designed to get you started playing Ronin as quickly as possible. It'll give you the possibility to fight duels and smaller skirmish battles with one or a few models per player and provides little background and setting for the game, since its focus is gameplay. RONIN:WAR Ronin:war will give you the possibility to fight larger skirmish
battles and campaigns with several models per player. It provides a rich background and setting for the game and extend the rules to cover more aspects of futuristic warfare. Ronin:war is designed for experienced table-top players and players of Ronin:duels wishing to take the game to a more extensive level.
THE ARM EXPANSIONS All arms detailed in this rulebook and many new
releases are available individually in arm blister boxes.
THE WEAPON EXPANSION Contains a varied selection of weapons. THE EQUIPMENT EXPANSION Contains a varied selection of equipment. THE COMMAND UPGRADES
Contain a rank flag mount, rank flags, an enhancer skirt, a MAGHIT magnet and MAGHIT indicators.
THE SKILL MARK EXPANSION Contains a varied selection of skill marks. THE MISSILE EXPANSION Contains a missile ramp, missile bases and mounts,
MAGLOCK magnets and a selection of the missiles detailed in this rulebook.
CONCEPT AND GAME DESIGN Stefan Ljungqvist GAME DEVELOPMENT Henrik Petterson, Johan Sjberg, Jrgen Strmbro MINIATURES DESIGN Johan Egerkrans, Stefan Ljungqvist, Anders Muammar, Henrik Petterson SCULPTING Anders Muammar, Henrik Petterson GRAPHIC DESIGN Stefan Ljungqvist PACKAGING ILLUSTRATIONS Johan Egerkrans MINIATURE ILLUSTRATIONS Henrik Petterson MINIATURES ASSEMBLED AND PAINTED BY Anders Muammar, Henrik Petterson EXECUTIVE PRODUCER Johan Sjberg CONTRIBUTIONS Tobbe Andersson, Kalle Blomgren, Erik Bovin, Fredrik Cederholm, Shayne Cole, David Hanson, Magnus Johansson, Hkan Karlsson, Hannes Kristoferson, Peter Lynn, Karim Muammar, Svante Rendahl, Robert Simon, Magnus Sjstrm, Kristofer Stanson, Marcus Thorell, Ola Tjrnbo Copyright 2000, 2001 Cell Entertainment AB, All Rights Reserved. Ronin:duels, Ronin:war, Hardpoint, Maghit, Maglock, Nitro and all Character-, Product- and Model names are Trademarks of Cell Entertainment AB. The exclusive Copyright of the Hardpoint, Maghit and Maglock systems and their functionality and the distinctive likeness(es) thereof is the property of Cell Entertainment AB 1999, 2000, 2001. All artwork, images and designs in this product have been produced either in-house or as work-for-hire and their exclusive Copyright is the property of Cell Entertainment AB 2000, 2001. Design and Quality Cell Entertainment Group of Sweden. Manufactured and/or packed in China and the Kingdom of Sweden. Visit our website at: www.cellentertainment.se
PREPARATIONS
CUSTOMIZING YOUR RONIN Customizing your Ronin model is one
of the most important parts of the game. Carefully read the rules for the specific model parts you have in your collection and choose parts for your Ronin that you think will work well together with the strategy you want to execute during the game. The combined effect of certain model parts could prove very effective on the battlefield if used wisely.
CHOOSING STRUCTURES First of all you have to choose structures for your Ronin. Structures are the basic body parts that make up the bulk of your battle armour. Your Ronin is constructed of one cockpit, one chest piece, one back piece, one abdomen, two upper arms (onto which you'll later mount one arm each), two identical legs and two identical feet. You are free to combine any of the structures detailed in the rules as long as you follow these construction rules. CHOOSING ARMS Once you have decided which structures to construct your Ronin from, it is time to decide which arms you should equip your Ronin with. You are allowed to mount one arm on to each of the upper arms. THE HARDPOINT SYSTEM The HARDPOINT system is a unique game component balancing system that lets you focus on your model rather than on your calculator! If you've played KRASH you'll recognize the principle. Equip your Ronin with as many model parts as you can fit onto the HARDPOINTS of your model's structures, as long as you obey the specific rules for each model part when it comes to the number of HARDPOINTS and locations it can be mounted on.
Arm Expansion Weapon Expansion Equipment Expansion
The MAGLOCK system is a unique model mounting/assembling system that allow you to redesign the model before and during the game. This is perfect for handling model parts that can only be used once (removing the model part from the Ronin once it is used) or parts that, once used, act independently from the Ronin that used them (f.ex. missiles or passive weapons). Please glue one MAGLOCK magnet to the "base" model part's magnet point (f.ex. a missile ramp) and one MAGLOCK magnet to the "attached" model part's magnet point (f.ex. a missile). IMPORTANT! It is very important that you test the polarity (ensuring that the magnets stick together) between the "base" and "attached" MAGLOCK magnets before gluing them in place on the model parts. Please ensure that you use the same polarity on all missile ramps and the opposite polarity on all missiles you assemble. (detailed instruction available on page 18). The first thing you need to do in order to play, is to assemble your model. Start by removing any excessive pieces of metal on every model part, then use a modelling knife or file to trim off any mould lines. When you're done you should glue your model together with NITRO super glue, or another glue of equally high quality.The game has been designed to encourage dynamic poses, so the only thing you have to consider regarding gameplay when assembling the model, is that weapons mounted on other locations than the arms have a defined arc of fire in relation to how they are mounted, and that you must glue the cockpit of the Ronin facing forward in a straight line, in the same direction as the center of the abdomen is pointing when the model has not been revolved. IMPORTANT! Do not use glue when mounting the abdomen between the chest- and back piece. When you glue the chest- and back piece, the abdomen will stay in place and you will be able to revolve it freely. This is an important aspect of the game.
Command Upgrade #1
Skillmark Expansion
THE MAGHIT SYSTEM Ronin:duels is the first game ever to feature Cell Entertainment's unique magnet indication system MAGHIT. This system has been designed to help you keep track of damage inflicted on specific parts of your model in a quick and convenient way. Please glue one MAGHIT magnet to every circular magnet point of attachment and keep the small hit indicator steel balls ready to indicate hits during game-play. TIP! Gluing small strips of painted cotton to the hit indicators makes great smoke effects and will make them easier to handle.
with one or more completed Ronin models and finally a flat surface (an ordinary table works fine) that is large enough for the models to be placed at least 60 cm apart. Decide which boundaries the models must remain within during play (for example the edges of the table). We call this area the playing field.
TERRAIN You should use terrain on the playing field to make the game even
you will soon discover that it is a lot of fun. We recommend that you use the NITRO hobby paints, or other water based, non-toxic hobby paints of equally high quality when you paint your model. Always be sure to undercoat your model with a layer of black or white paint. Undercoating is done easily by using spray paint, something that'll also give you smoother finish. An undercoat primes the surface of the model so that the top layer of paint adheres well. A white undercoat gives the colours painted on top of it a brighter look, while black commonly is used on models that are going to be painted in dark or metallic colours. Make sure you wait until the undercoat is dry before you move on to the actual painting. Once you've finished painting your model it's a good idea to add a protective coat of matt varnish. This rulebook shows several samples of assembled and painted Ronin models.
more exciting. The terrain can consist of purpose built hobby terrain (see the excellent NITRO line of custom made terrain at your store) or be represented by books, rolls of paper or other suitable objects. Decide which part of the playing field constitutes open ground, difficult ground and Impassable terrain at the beginnning of the game. If nothing is decided all terrain is considered to be open ground.
OPEN GROUND Ordinary flat surfaces like for example a burnt desert landscape. DIFFICULT GROUND Difficult ground is loose sand, steep and treacherous
slopes, and thick vegetation.
terrain. Wide rifts, ravines, lakes, great boulders, walls, or jagged cliffs are examples of impassable terrain. Slopes steeper than 45 and/or higher than 2 cm are also considered Impassable terrain. IMPORTANT! Ronin that have fallen over count as Impassable terrain.
In order to play you need one or more completed Ronin models, this rulebook, a couple of ordinary dice, an opponent
Part uses 2 Hardpoints 2 Hardpoints left on structure
DICE ROLLS
All dice rolls in Ronin are made with a standard six-sided dice (usually abbreviated as D6). Sometimes you'll have to modify the result of the roll and this is stated as a D6 plus or minus a given number, f.ex. D6+3 or
Cotton making smoke effect Measure distance from centre of cockpit to centre of cockpit
D6-1. Sometimes you'll have to roll more than one dice and add the results together, we state the number of dice you are required to roll in front of the D6. So 2D6 means that you should roll two dice and add the results together.
withstand before it is rendered a useless heap of metal. Your starting structural point capacity is indicated by the structures you choose for your Ronin.
ROLLING A D3
HEAT FACTOR
When you are required to roll a D3, you roll a D6 as usual. If the score is 1-2 the result is interpretated as 1, a score of 3-4 gives the result 2 and a score of 5-6 gives the result 3.
MEASURING DISTANCE In Ronin, distance is measured in centimeters (cm). If you do not have access to a ruler or measuring tape, you can use the ruler printed on the back cover of this rulebook. You always measure from the centre of the cockpit (head) of your Ronin when moving it, or from the centre of the cockpit of your Ronin to the centre of the cockpit of the target when using a model part. IMPORTANT! You may never measure in advance. IMPORTANT! When measuring range to or from a Ronin that has fallen over you measure from the tip of the centre of its abdomen instead of the centre of the cockpit.
The heat factor indicates the current energy level measured from a negative value up to a positive value (usually from -6 to +6). Your heat factor starts at 0 and increases as you perform actions with your model. You decrease the heat factor at the beginning of your round according to your automatic heat reduction system as indicated by your Ronin's structures. Be sure to keep track of your heat factor carefully, as your Ronin might suffer serious damage if it gets too high.
If a model part has a specific rule that contradicts the ordinary game rules, the specific rule of the model part applies. If a situation that is not completely covered by the rules occurs during play, or is subject to interpretation and you cannot come to an agreement, you each roll 2D6. Whoever rolls highest decides. When the game is over you should decide how to handle such situations in the future.
Honour- and Dishonour points are an indication of your crew's current self-confidence. They affect your willpower and mental strength under critical conditions. During the game you may spend one honour point to immediately re-roll any one dice roll you've rolled, or have the opponent re-roll a roll that directly affects you. You must stick with the second result. If you are penalized with a dishonour point and have honour points, you must "pay" one honour point and this will allow you to disregard that dishonour point. If you have one dishonour point, the opponent who suffered the effect that penalized you with a dishonour point may force you to immediately re-roll any one dice roll you've rolled that directly affects him. You must stick with the second result. IMPORTANT! You may never have both honour and dishonour points. Playing with dishonour points is an optional rule.
FACING Your Ronins facing is indicated by the direction its cockpit is turned. DIRECTION OF TRAVEL The direction of travel of your Ronin equals the direction the centre point of the abdomen is pointing. WEIGHT CLASS The weight is an abstract indication of your models tonnage
and affects your movement and stability through the weight class . You get your weight class by comparing the accumulated weight of the model parts you've chosen for your Ronin with the weight class table.
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WEIGHT CLASS 0 1 2 3 4 5
Lay the model on his face if the dice score was 1-3, or on his back if the score was 4-6. The model may not perform any other action than standing up or parrying. IMPORTANT! If a model falls over on another model, that model has to take a fall test. If the second model fails it's fall test, both models fall over in opposite directions. If it succeeds, the first model falls over opposite the direction of the succeeding model. You can never fall over, if placed between impassable terrain or two models succeeding their fall test. IMPORTANT! If falling over due to a collision, you fall in a direction opposite of the object/model you collided with.
IMPORTANT! You may never weigh less than 0 or more than 25.
TAKING A TEST Many situations in the game require that you have to
take a test in order to determine the outcome of an action or event. This is done by rolling 2D6 and modifying the result according to the the rule that required you to take the test. If the result is 7 or more you have succeeded, otherwise you fail and suffer the consequence. The effect of the result is detailed in the specific rule that required you to take the test.
AUTOMATIC SUCCESSAn unmodified roll of 12 (two rolls of '6') is always a success. AUTOMATIC FAILURE An unmodified roll of 2 (2 rolls of '1') is always a failure. TAKING A FALL TEST There are many situations that'll require you to take a
fall test, so we've stated the consequence of the fall test here for your convenience rather than repeating it throughout the rules. When taking a fall test you add your weight class to your roll. If you succeed the fall test, the model is still standing. Otherwise immediately roll a D6 and lay the model down to indicate that it has fallen over.
Facing indicated by the direction the cockpit is turned
It is very important that you and your opponents force have a balanced starting condition. We've designed the HARDPOINT game balancing system to let you focus on the model rather than your calculator to achieve this. As long as you follow the rules for the model parts' HARDPOINT requirements, your and your opponents' models will be equally powerful, provided they are equipped with model parts taking up an equal number of HARDPOINTS. When you want to use the command upgrade model parts, you have to follow the additional rules for ranked Ronin in order to have a balanced game.
RANKED RONIN The Rank Flag model part provides your Ronin with
a rank, a reflection of the crew's experience and usage of a specific Ronin. In order to field ranked Ronin (Ronin with mounted rank flags), you must field one standard Ronin to accompany the ranked Ronin, per flag the ranked Ronin is equipped with. These Ronin form a unit and obey the specific rules for units during the game. So in order to field a 3rd rank Ronin you must field three standard Ronin with him to form a unit. The exception to this rule is that you are allowed to field two standard
Facing and direction of travel
Ronin instead of a 3rd rank Ronin if your opponent fields one 3rd rank Ronin.
sure to add or deduct any modifications from pieces of equipment on your Ronin).
RONIN UNITS A ranked Ronin grants his unit a total of one honour point per flag
the ranked Ronin is equipped with, we call these unit honour points. A standard Ronin in the unit can use a unit's honour point at any time as if it was his, as long as the model is within 24 cm of, and has line of sight to the ranked Ronin. If the ranked Ronin is destroyed all unit honour points are lost. Each of the remaining models in the unit immediately suffer one dishonour point per rank flag of the destroyed Ronin.
ORDER OF PLAY Whoever placed the first Ronin on the playing field gets to
WHO STARTS?
When you are ready to begin, each participant rolls 2D6. Whoever got the highest total may choose if he wants to place his Ronin on the playing field first or last. If he chooses to go last, the next player (in clock-wise direction) starts. If two players get the same total, they re-roll separately until you can determine the order of play between them.
take the first round with it when the game begins. When the player is done with his round, the order of play is then determined in a clockwise direction and the next player takes a round with his Ronin, until all Ronin on the playing field have taken one round. This procedure is repeated until you can determine a victor (see Winning the Game). Now it is time for the first round to commence... IMPORTANT! If you have no Ronin left on the playing field to perform a round with, the turn passes on to the next player according to the order of play. You may never perfom a 2nd round with your Ronin, unless all Ronin currently in play has performed their 1st.
If you choose to go first, you place your Ronin anywhere in open ground within 5 cm from the edge of the playing field, facing the direction of travel. Then the next player in clockwise direction around the table places his Ronin on the playing field in the same way, at least 60 cm from any opponent's Ronin. Continue to take turns like this until all Ronin are placed on the playing field. IMPORTANT! If playing with several Ronin each, remember that you must place all of your Ronin on the same side of the playing field. Take turns placing one Ronin each on the playing field until all models are in play.
CHANGING THE INITIAL FACING Now, according to the order of play, each
Ronin has the possibility of revolving its torso up to 90 to face another direction.
In Ronin:duels, game time is measured in rounds during which you perform actions with your model. Examples of actions are firing a weapon or moving. You always start your round by reducing your heat factor according to your automatic heat reduction system as indicated by your Ronin's structures. During your round you can perform actions with your Ronin until you decide not to perform any more actions, usually because your current heat factor is too high and you don't want to risk overheating your internal power source. When you have performed all the actions you want with your Ronin, it is your opponent's turn to have a round with his Ronin. IMPORTANT! You start the game at heat factor 0. IMPORTANT! You may perform the same action more than once during a round, except specifically stated otherwise. IMPORTANT! A turn has passed when all Ronin on the playing field have taken around . SUMMARY OF A GAME ROUND 1. Reduce your heat factor according to your structural heat reduction system. 2. Declare an action or end the round. 3. Check for overheating. 4. Perform the action. 5. Return to 2.
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A ROUND
When you have made all the preparations and placed your models on the playing field it is time to begin. Note your Ronin's starting structural points , heat factor and honour points (be
Modify your current heat factor according to your structural heat reduction system.
to perform and modify your model's heat factor according to the action's heat factor modification value (see the table). Then check for overheating before carrying out the action you've declared. ACTION Movement HEAT FACTOR MODIFICATION +0 for the first movement action +1 per additional movement action Changing direction of travel +1 per begun 90 turned Revolving the torso +1 for up to 180 degrees Enter reflex mode +2 (this ends your round) Firing a ranged weapon According to the weapon's profile* Firing indirect According to the weapon's profile* Close combat assault According to the weapon's profile* Firing a missile According to the weapon's profile Stomp +2 (can only be performed once per round) Standing up +1 + weight class Collide intentionally +1 Using a piece of equipment According to the equipment's profile* * +2 extra per additional use of the same model part during a single round. TIP! If you have difficulties remembering your heat factor, place a dice behind the model showing the model's heat factor (use coloured dice to indicate a negative/positive heat factor).
Direction before turning After turning 90 Facing before revolving
If your current heat factor is equal to or less than zero (negative), you now automatically perform the action you declared, otherwise you must immediately roll for overheating before performing the action you've declared. ROLL A D6, if the score is higher than your current heat factor you now perform the action you declared. If the score is equal to, or lower than your current heat factor, you have overheated your power source as detailed below and cannot perform the action you declared.
OVERHEATING This ends your round and your opponent immediately rolls one
D6 to damage you at the torso hit location (you choose left or right), disregarding any modification from model parts and adding your current heat factor to the roll.
Move your Ronin up to the number of cm stated in the table below, in a straight line in its direction of travel (moving the maximum distance allowed, counts as a full movement action). You move half the distance when moving sideways or opposite the direction of travel . IMPORTANT! Moving sideways and opposite the direction of travel, makes the direction of movement the direction of travel. IMPORTANT! You maynever perform more than 3 movement actions during a single round. WEIGHT CLASS 0 1 2 3 4 5 MOVEMENT up to 12 cm up to 10 cm up to 8 cm up to 6 cm up to 5 cm up to 4 cm
After revolving 90
IMPORTANT! Modify your heat factor with an additional +1 per movement action when moving over difficult ground.
IMPORTANT! Your facing equals the direction your cockpit is pointing. You may never revolve a model's torso more than 90 in relation to its direction of travel.
If you move 20 cm or more during a single round you are regarded as moving fast until the beginning of your next round. If you don't move at least 4 cm during a round you are regarded as standing still until the beginning of your next round. A model that has fallen over is always regarded as standing still .
CHANGING DIRECTION OF TRAVEL OR FACING AS A PART OF A MOVEMENT ACTION You may begin or end a movement action by turning
your model up to a maximum of 45 to a new direction of travel or revolving the model's torso up to a maximum of 45 to face a new direction. IMPORTANT! Your facing synchronizes with the new direction of travel.
MOVING WHEN INVOLVED IN CLOSE COMBAT If you are involved in close combat with a hostile model that is equipped with an assault weapon you have to take a break test when you have declared an action to move out of close combat. If you succeed you may move normally, else you may not declare an action to move out of close combat during this round. You must modify your heat factor regardless if you succeed or not. IMPORTANT! You may move within close combat range without taking a break test. MOVING OFF THE PLAYING FIELD A Ronin cannot declare an action
that will move it off the playing field (the centre of the model's cockpit cannot leave the table or the boundary you have set up). Should a Ronin move of the playing field it is immediately placed at the point where it exited.
your round. Reflex mode will allow you to take a reflex test to perform one ranged weapon attack or close combat assault on an opponent at any time during his round (you may choose opponent). If you succeed the reflex test you may immediately perform this attack, without modifying your heat factor and checking for overheating (effectively you are "saving" an attack to perform during an opponent's round). You immediately exit reflex mode if you fail the reflex test, or after performing the attack, or at the beginning of your next round, whichever occurs first. IMPORTANT! In reflex mode you are allowed to perform one ranged weapon attack or close combat assault (no indirect fire) with a heat factor modification of maximum 2. IMPORTANT! You may never enter reflex mode if you are involved in close combat. IMPORTANT! You immediately exit reflex mode if you are hit in close combat or by a ranged weapon, damaged in any way or fail a reflex test.
In order to fire at a target at distance, first declare what weapon you fire and which target you're firing at, then follow the procedure below. 1. Establish line of sight. 2. Determine if target is within the weapon's firing arc . 3. Measure if target is within the weapon's range. 4. Roll to hit. 5. Determine hit location . 6. Roll to damage. IMPORTANT! You may fire at a target currently in close combat . You may not fire ranged weapons when involved in close combat. You may fire at a target that is within 8 cm of you, provided you are outside the targets assault arc.
REVOLVING THE TORSO Revolve the model's torso to face a new direction.
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If, for example, there is a building or a hill between your Ronin and the target, which completely blocks the view of it, you do not have a line of sight to the target, and may not fire at it. If an obstruction only partially hides the target, it has cover. If you can see more than half of your target it has partial cover. If you can see less than half of your target it has full cover. IMPORTANT! Your line of sight arc is measured from the centre of your cockpit, and is defined by the cockpit structure you have chosen for your Ronin. Line of sight also applies when playing on different height levels of the playing field.
4. ROLLING TO HIT ROLL 2D6, if the sum is '2' you have missed automatically
2. TO DETERMINE IF THE TARGET IS WITHIN THE WEAPON'S FIRING ARC A ranged weapon is only able to hit targets within its firing arc.
The firing arc varies depending on how and where on your Ronin it is mounted. A ranged weapon mounted on an arm has a 135 firing arc in the direction the Ronin is facing, starting at a straight line 90 to the left of the cockpit if mounted on the left arm, and 90 to the right of the cockpit if mounted on the right arm. A weapon mounted elsewhere has a 90 firing arc centred at the muzzle of the weapon in the direction it is pointing. TIP! Sometimes it might be a good idea to revolve your torso to face a target in order to bring it within a specific weapon's firing arc.
and this ends the attack. If the sum is '12' you may choose to automatically inflict one point of structural damage (you don't have to roll to damage the target, determine the hit location as usual) or add an additional dice to your roll to damage. Otherwise: Deduct 2 if the target is in full cover, deduct 1 if the target is in partial cover. Deduct 1 if the target is moving fast, add 1 if the target is standing still. Deduct or add the weapon's hit modification. Deduct 1 if the target is a missile.
If the result is 7 or more you have hit your target. Otherwise you've missed and the attack ends. If you hit, you now have to determine the hit location. IMPORTANT! If another Ronin provided cover for your target and your roll to hit was up to 2 less than required to hit (if the Ronin provided your target full cover), or 1 less than required to hit (if the Ronin provided your target partial cover), you hit the Ronin providing cover to your target.
When you have a line of sight to your target and have determined that it is within the weapon's firing arc, you have to check if the target is within the weapon's range . The range is always measured from the cockpit of your Ronin, to the cockpit of the target. If the target is outside the range of the weapon you are firing or too close (e.g. when you are involved in close combat), you miss automatically and the attack ends, otherwise you now roll to hit.
135 firing arc right arm 90 firing arc Ronin in partial cover Ronin in full cover
ROLL 1 2 3 4 5 6
HIT LOCATION Right arm Left arm Right torso Left torso Right leg Left leg
HAVE YOU WON THE GAME YET? If you are playing the game
with only two players, that plays one Ronin each, and the target has suffered an equal amount of damage markers in total as itstotal structural damage capacity, you have won! In a game with more than two players (or more than one Ronin per player) the victor is the player with the most victory points. You gain one victory point per structural damage point inflicted on hostile Ronin. You lose two victory points for each dishonour points your models have left at the end of the game. If there are hostile models still on the playing field, your Ronin immediately gain 1 honour point and the target is now considered impassable terrain and may not take any more rounds in this game. As a last action the target now immediately have to take a fall test.
RESULT ACCORDING TO THE DAMAGE PROFILE OF YOUR WEAPON (deducting or adding any equipment of yours or the target that affects the roll). If any dice you roll is a 6 you may roll one additional D6 (you may never roll more than one additional dice in this way) and add that to your total score. Compare the result to the target's armour value at the hit location. If your result is equal to or greater than the modified armour value, you've damaged your target. Otherwise the strength of the attack was insufficient to damage the target and the attack ends. If you inflicted damage on your target you indicate the damage by attaching one damage marker to the hit location magnet at the hit location you've rolled previously. If the result is twice as high as the modified armour value or more, you inflict one additional point of damage and attach another damage marker to the hit location. If the result is three times as high as the modified armour value or more, you inflict yet another additional point of damage and attach another damage marker to the hit location. If this was the 3rd damage marker at the location, the target has suffered a critical hit at the location. If this is the 4th damage marker at the location, the marker is moved to the nearest hit location with less than 3 damage markers (you choose if it is uncertain which location is nearest). IMPORTANT! You may never inflict more than 3 points of structural damage (a critical hit) with one roll to damage, even if you have model parts that'll give this effect.
IN THE TORSO
IN THE ARMS
Take a malfunction test after you've declared an action and modified your heat factor, to use an arm where you've suffered a critical hit. If you succeed you may now check for overheating to perform the action you declared. Otherwise you cannot perform the action.
IN THE LEGS A critical hit in your Ronin's legs will force you to take a fall test
for every first movement action in a round, modifying your chance to succeed with -2 if you are critically hit in both legs.
In order to fire indirect at a target (a point at the playing field) at distance, first declare which weapon you are firing and which target you're firing at, then follow the procedure below. 1. Establish line of sight. 2. Determine if target is within the weapon's firing arc . 3. Declare firing range .
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FIRING INDIRECT
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4. Mark the guessed range. 5. Determine deviation of the projectile. 6. Determine hit location. 7. Roll to damage. IMPORTANT! You may fire at a target currently in close combat. You may not fire indirect when involved in close combat .
2. TO DETERMINE IF THE TARGET IS WITHIN THE WEAPON'S FIRING ARC This works exactly as determining if the target is within firing arc
projectile will deviate from the guessed range. Determine the direction of the deviation by first rolling a D6 and multiplying the score by 2 to get the deviation total. Then imagine a clockface centered at the guessed range marker, with your firing direction indicating 12 o'clock, the projectile deviates clockwise according to the deviation total . The range is always measured from the centre of the explosion (marker) to the centre of the cockpit of any model within the area of effect of the weapon you are firing. You hit all models whose cockpit's centre is within the area of effect. You now have to determine hit locations and roll to damage these models. If no models are within the area of effect the attack misses and this ends the attack.
3. DECLARE FIRING RANGE When you have determined that the target
is within the weapon's firing arc , you have to declare the range you want to fire (effectively guessing the distance to the target).
4. MARKING THE GUESSED RANGE Measure the distance youve declared and place a marker (we use a dice) at the guessed range. 5. DETERMINE DEVIATION OF THE PROJECTILE ROLL 2D6. If the
two dice rolled shows the same score, the projectile automatically hits at the marked guessed range, otherwise: Add or deduct 1 for every cumulative shot at the same target during the same round. The sum (a negative sum equals 0 cm deviation) is the number of cm the fired
7. ROLL TO DAMAGE THE TARGET This works exactly as rolling to damage with a ranged weapon. IMPORTANT! You should roll separate hit locations and damage rolls on each target within the area effect.
declare which assault weapon you intend to use and which target you're assaulting, then follow the procedure below. 1. Establish close combat relation. 2. Determine if target is within the weapon's assault arc and range . 3. Roll to hit. 4. Defender may parry .
Frontal arc
Flank arc
Ambush arc
5. 6.
If the result is higher than your modified roll to hit, your opponent successfully parries your assault and this ends the attack, otherwise you have to determine what damage your weapon inflicts. IMPORTANT! You may never try to parry if you were ambushed. You may still parry when fallen over on your back, but not when fallen over on your torso.
2. TO DETERMINE IF THE TARGET IS WITHIN THE WEAPON'S ASSAULT ARC AND RANGE An assault weapon can only hit a target whose
cockpit is within its assault arc and range. The assault range is always 8 cm and the assault arc is measured in the same way as for a ranged weapon. IMPORTANT! A model within your assault arc and range is involved in close combat with you and vice versa.
STOMPING You can perform astomp attack on a model that is involved in close STANDING UP If you have fallen over you may modify your heat factor with
combat with you and has fallen over. You hit automatically (no roll to hit is required) and roll a hit location and one dice to damage the target, adding your weight class to the score.
3. ROLLING TO HIT ROLL 2D6, if the sum is '2' you have missed automatically
and this ends the attack. If the sum is '12' you may choose to automatically inflict one point of structural damage (you don't have to roll to damage the target, determine the hit location as usual) or add an additional dice to your roll to damage. Otherwise:
one plus your weight class to take a test to stand up. If you succeed you immediately raise your model to it's feet, otherwise it is still fallen over. You never have take a break test in order to stand up, even if standing up moves you out of close combat. When colliding with another model you don't have to take the fall test if you performed an action to collide intentionally before the collision.
Add 2 if you are flanking. Add 3 if you are ambushing . Deduct or add the weapon's hit modification .
COLLIDING INTENTIONALLY
If the result is 7 or more you have hit your target. If you hit, your opponent now has the possibility of parrying your assault. Otherwise you miss and this ends the attack.
USING A MODEL PART The model part has effect according to its profile
and, unless specifically stated otherwise, that effect lasts for the round during which you spent an action to use it. If a model part's profile states that no modification is required to your heat factor in order to use it, it is always active and gives its effect continuously. IMPORTANT! The effect of several identical model parts is cumulative unless specifically stated otherwise. Model parts modifying a dice roll with a number stated within parenthesis are added together. The additional heat modification for using the same part several times per round is cumulative in addition to the usual heat
13
14
modification made in order to use the model part. IMPORTANT! You may never have more than two identical skill marks mounted on your Ronin. The first will give you an adept degree and the second a master degree. If a skill mark indicates part of its effect within parenthesis, you should add the first number within parenthesis if you have an adept degree or the second if you have a master degree. IMPORTANT! A Skill mark requires one HARDPOINT.
than one additional dice in this way) and add that to his score. You both add your respective weight class to your scores. You add 1 per 5 cm movement or fall height without change of the direction of travel prior to the collision. You add 2 if you are flanking (according to the relation arcs, see close combat). You add 3 if you are ambushing (according to the relation arcs, see close combat). Roll hit locations. Then compare the respective scores to the armour value as if inflicting damage with a ranged weapon. In addition to this you both immediately have to take a fall test, adding your weight class and deducting 1 per structural damage point suffered at hit location 5 or 6.
We've stated the general rules for using missiles here for your convenience, rather than repeating them for every individual model part. A missile must always be attached to a missile ramp via the MAGLOCK system until you perform an action to fire it.
MISSILES
FIRING A MISSILE You start by declaring an action to fire the missile, checking
for overheating as usual. A missile is launched from its ramp by taking a missile launch test, adding your weight class and deducting the missile's weight from the dice roll.
FAILING THE MISSILE LAUNCH TEST If you fail the missile launch
test, the missile will behave exactly as if you succeded the launch test with the exception that its initial direction will change. Roll a D6, if the result is 1-3 it is launched 45 left of the direction it is pointing, if the result is 4-6 it is launched 45 right of the direction it is pointing.
CHANGING TARGETS If a new target comes into the lock range and arc of
the missile, during its round, that better meets the lock requirements than the current target, you must immediately take a lock on test. If the test is successful, the missile remains locked on its initial target. Otherwise, it locks on the new target.
GAME VARIANTS
PLAYING HIDDEN If you are three or more players, you should really
try the interesting game variant of playing "hidden". One player takes on the role of "referee" and will secretly keep track of the models as they move over the playing field taking note of what they see (models that are within their line of sight) and what they belive is there (models that are within their radar range). Only the player whose turn it is may attend the gaming table and all models played by other players (even friendly) outside line of sight and radar range are removed from the playing field by the referee. Models within radar range are indicated by a marker on the playing field by the referee, and as the model moves during the round the referee carefully monitors if the model gets line of sight to any new models and if so places them on the playing field; or gets any new models within radar range and if so, indicates that by placing a marker on the playing field. As soon as the player declares an action involving another model, or moves within line of sight of another model, the player controlling that model is allowed to attend the gaming table as soon as all other models outside line of sight and/or radar range controlled by the player currently taking his round are removed from the playing field.
A missile only encumbers your model with it's weight as long as it is mounted on the missile ramp, once fired you loose that weight and modify your weight class accordingly. A missile can only be fired once per game. You can only attach missiles to a missile ramp with an accumulated total weight equal to or less than the weight capacity of the missile ramp. You can fire ranged weapons at a missile as if it was an ordinary model. If you inflict damage on the missile it explodes immediately , affecting all models within its area effect . The missile moves 5 cm above the ground (useful f.ex. in regard of determining collisions with terrain). It can climb slopes lower than 45, effectively adding the height of the climbed terrain to it's moving height. If a missile leaves the playing field it cannot return.
LOCKING ON A TARGET Some missiles can lock on a target. These missiles all have a lock range of 16 cm and a lock arc of 90, measuring from the point of the missile. Once launched the missile will, when moving, lock onto the target within the lock range that best meets the lock requirements of the missile. If there is no target within the lock range and arc it will search for a target within double its lock range. If there is no target within the increased lock range, the missile will continue to move in its direction of travel. If a missile has locked on a target it will move towards that target if possible. It may perform a up to 90 turn at half of, and at the end of its movement in order to keep its point as best aimed at its target as possible. A missile that is locked on is only activated when it moves into sensory range of the locked target.
15
16
Make a note of the model's direction of travel as well as facing in degrees in relation to 0 degrees being a straight line from long side to long side (or imagine a clock-face centred at the model, with top side of the table indicating 12 o'clock). When removing the model from the table, be sure to not change its facing.
begin. In team play you lose one point for each structural point inflicted on friendly models. The winners are the team that has lost less amount of points.
Now you should have a position for the model that should look something like this: 20 cm, 32 cm, 45 degrees. This means that the model's position is 20 cm from the left edge of the playing field, 32 cm from bottom edge of the playing field (the one closest to you) with a 45 degree (that's northeast or half past one) direction of travel in relation to our designated 0 degree direction of travel. Sometimes you want to alter the victory conditions a bit, making the game play different. Something that we suggest in order to achieve this is to decide for fixed duration for the game, for instance 6 rounds. This means that each Ronin still left in the game must have taken 6 rounds before the game is over. The victor is the Ronin that have inflicted the most structural damage on enemy Ronin.
games. Before you begin, divide the playing field into a number of areas (4-8 is suitable). Then decide a number of rounds you shall play before determining the outcome of the battle. The object is to control the most areas. You control an area by being the only side with a least one Ronin in it. The victor is the side that at the end of the game (when all Ronins in the game have performed the number of rounds decided beforehand) controls the most areas. If the game is a draw you play another full round, until one side is victorious.
DURATION
TEAM PLAY In order to make the game more exciting and competitive you
Before the game begins you designate a number of control points on the playing field. The aim of this variant is to score points by, at the end of each round control as many of the control points as possible. You take control of a control point by moving over it. The points are distributed after each of the Ronin remaining on the playing field have taken a round. We recommend that you use some kind of differently coloured markers (we use dice) in order to keep track of which Ronin currently control the control point. The victor is the side which first reaches the before hand agreed number of points.
SUPREMACY
can chose to play in teams. First make sure that the forces are balanced. When you decide who goes first, each side nominates a player who gets to make the roll. The side that gets the highest score gets to decide whether to go first or second. The side that goes first nominates one side of the playing field as theirs. Then the sides take turns placing their Ronin on the playing field, this is also the order of play. Make sure all Ronin from the same team are placed on the same side of the playing field. Once all Ronin have been placed on the playing field the game can
HOLD THE FORT One side, the defenders, try to hold a strategically important
piece of terrain, 'the Fort', preferably on the middle of the playing field. The other side, the attackers, are allowed to field their Ronin on any side of the playing field. The object of the game is for the attackers to conquer the Fort by making sure that no defending Ronin is left in the Fort when the duration of the game is over. If they succeed they are victorious. If there are any defending Ronin left in the Fort at the end of the game the defending side is victorious.
18
? ?
Place the foot on a table. Make sure that the leg is not straight.
Attach the abdomen to the leg. Make sure that the peg is pointing up.
Place the next foot on the table to correctly gauge the leg's placement.
Before you start to assemble your Ronin we suggest that you carefully read the rules for the model parts you intend to use. Pay special attention to where on your Ronin the different model parts can be mounted and what effect they give when mounted there. It is also recommended that you study the pictures of assembled Ronin that you find in this rulebook. Hopefully they will be great inspiration to you when posing your model dynamically as well as when painting it. They will also let you avoid mistakes such as posing an unbalanced Ronin, which will have trouble standing up on the battlefield. Also remember to pose the arms so that they don't interfere with the revolving of the torso. Something that is important while assembling your Ronin is to let the glue dry properly before attaching a new model part. Should you rush it is very likely that some parts will start to come apart, making the job of assembling the Ronin much more difficult than it has to be. TIP! With some modelling skill you can be able to redesign your model in between games. Use Maghit or Maglock magnets to attach the model parts to the structures instead of glue.
Attach the chest to the back. Make sure not to apply glue to the peg.
Now the torso should be able to revolve freely around the peg.
Attach the cockpit facing straight and the upper arms to the sockets.
NAME TYPE
1, 2
DAMAGE LOCATION
The name of the model part. 1: assault weapon, 2: ranged weapon, 3: equipment, 4: skill mark; 5: missile; 6: structure. Indicates the range of the model parts effect. The modification made to the dice roll when rolling to hit with the weapon. Ranged weapons have two values, the first is applied to attacks made at half the range or closer, and the second applied to attacks at targets further away. The modification you make to your roll to damage your target. 1: right arm, 2: left arm, 3A: right shoulder, 3B: right torso, 4A: left shoulder, 4B: left torso, 5: right leg, 6: left leg, 7: back. If a specific location is stated here, equipment can be mounted on this location only, otherwise it may be mounted on any HARDPOINT of the Ronin. The number of HARDPOINTS the model part must be mounted on (black) or gives (green). A Skill mark requires one HARDPOINT. The weight of the piece of equipment defined in a number, nothing stated: normal, 1: heavy, 2: very heavy. 3: extremely heavy. The modification you have to do to your model's heat factor before you can use the model part and gain its effect. The special abilities of the model part. These abilities are described in detail in the special effects section beginning on page 27.
2
FOR STRUCTURES
PLACEMENT DAMAGE CAPACITY
1: head, 2: back, 3: chest, 4: abdomen; 5: upper arm; 6: leg, 7: feet. The total starting structural damage capacity or modification to the structural damage capacity of your Ronin (#115). The basic armour of the structure (hit location). The modification you automatically make to your heat factor at the beginning of your round.
LEG STRUCTURE
6 -/36. Armour (5) 60. Immunity (19. Armour Piercing)
LEG STRUCTURE
6 -/-
36. Armour (5) (60. Immunity (19. Armour Piercing)), 54. Pain Control, 88. Non Cumulative
LEG STRUCTURE
6 -/-
36. Armour (5) (60. Immunity (19. Armour Piercing)), 36. Armour (1), 88. Non Cumulative
1
BACK STRUCTURE
6 -/36. Armour (5) 60. Immunity (19. Armour Piercing)
COCKPIT STRUCTURE
0 6 -/0 68. Honour (1) 114. Line of Sight (180)
COCKPIT STRUCTURE
6 -/1 68. Honour (1), 102. Evasive (Assault) (1) 114. Line of Sight (180)
FOOT STRUCTURE
6 -/0
CHEST STRUCTURE
6 -/-
COCKPIT STRUCTURE
0 6 -/0 68. Honour (1) 114. Line of Sight (180)
FOOT STRUCTURE
6 -/63. Stomp Charge (1) 88. Non Cumulative
FOOT STRUCTURE
6 -/0
0,5
36. Armour (5), 60. Immunity (19. Armour Piercing), 115. Structural Damage Capacity (9) 116. Heat Reduction (-6)
COCKPIT STRUCTURE
6 -/ 1 68. Honour (1), 102. Evasive (Ranged) (1) 114. Line of Sight (180)
FOOT STRUCTURE
6 -/ 88. Non Cumulative 107. Difficult Ground Training (1)
ABDOMEN STRUCTURE
6 -/ 0
0,5
19
TITAN
1 8 +2 +D6+1 +2
1 2
JUGGERNAUT
2 1 8 +1 +1 +1
1 2
DAMOCLES
0 1 8 +3 +2 +2
1 2
LONGINUS
0 1 8 +2 +1 +2
1 2
MORTEUS
0 1 8 +1 +3 +2
1 2
1. High explosive
6. Cutter 7. Maiming
CENTURION
1 8 +3 +0 +3
1 2
BEHEMOTH
2 2 56 -2/ -1 +D6 +3
1 2
DESMODUS
3 2 48 +1 /-2 +3 +2
1 2
CHIMERA
2 2 24 + 2/+ 2 +1 +3
1 2
LEVIATHAN
2 2 48 +1/ +0 +2 +2
1 2
HACHIMAN
1 8 +1 +2D3 +2
1 2
RAIDEN
1 2 48 +0 /+0 +0 +2
1 2
CRIUS
2 2 56 -/+2 +2
1 2
ACHERON
3 1 8 +0 +2 +2
1 2
INCUBUS
3 2 32 +0/ +1 +1
1, 3A 2, 4A
+1
KERBEROS
2 48 +1/ -1 +2 +2
1 2
NEMESIS
3 2 88 -2/ +1 +3 +3
1 2
SERPENT
3 2 40 +0 /+ 0 +2 +2
1, 3A 2, 4A
DAEMONETTE
0 2 40 + 0/+ 0 +0
1, 3A, 5 2, 4A, 6
+1
2. Impact
SUCCUBUS
2 32 +0/ +0 +0
1, 3A 2, 4A
TIRUS
0 2 48 +0 /+0 +0
1, 3A 2, 4A
MALAKITE
0 2 48 -1/ +0 +1 +2
1, 3A 2, 4A
DAEMON
0 2 32 -1 /-1 +0
1, 3A 2, 4A
VORTEX
0 2 32 +0/ +1 +0 +2
3B 4B
+1
+1
+1
2. Impact
SEBULON
2 32 +2/ +1 +0
1, 3A 2, 4A
URIEL
0 2 40 -1/-2 +1
1, 3A 2, 4A
HYENA
1 2 32 +2 /+ 2 -
1, 3A, 5 2, 4A, 6
MINOTAUR
0 2 40 -/+1
1, 3A 2, 4A
MANTICORE
1 2 40 -/+0
1, 3A, 5 2, 4A, 6
+2
+2
+2
+2
+2
14. Burst
9. Area Effect (6) 18. Limited Effect (1. High Explosive) 24. Indirect
LEGION
2 56 -1/-1 +2
3A 4A
SIREN
2 2 32 +1 /+1 -1
1, 3A 2, 4A
TARANTULA
0 2 32 +0 /-2 +0 +2
1, 3A 2, 4A
STYX
0 2 32 + 1/-1 +1
1, 3A 2, 4A
PHOENIX
0 2 24 +1/ +0 +0
1, 3A 2, 4A
+2
+2
+2
26. Magnotron
28. Shock
BANSHEE
2 32 +0/ -1 +1
1, 3A 2, 4A
WRAITH
0 2 32 +0 /-1 +0
1, 3A 2, 4A
GOLEM
0 2 48 -/+2 +2
1, 3A 2, 4A
LILITH
1 2 48 + 0/+ 0 +2
1, 3A 2, 4A
SCORPIUS
0 2 40 -1 /-1 +3
1, 3A 2, 4A
+1
+1
+2
+3
9. Area Effect (7), 24. Indirect 30. Forcewave (4), 31. Pushback
28. Shock
BASILISK
2 40 -/+0
1, 3A 2, 4A
SMOKE CLOAK
0 3 -/+1 0
TARGETER
3 -/+0 0
JUMP PACK
3 -/+2
5 6
ARMOUR PLATE
0 3 -/+0 1
+2
SHOULDER PLATE 3A 4A
3 -/+0 1
PARTICLE PLATE
3 -/-
7, 3B 4B
VENTS
2 3 -/-
7, 1, 5 2, 6
POWER PACK
1 3 -/+0 0
+0
-/-
+0
+0
45. Ventilation
40. Local Effect, 46. Power Charge (1) 47. Required Compability
HYDRO COOLER
3 -/-
7, 3B 4B
HYDRAULICS
1 3 -/-
7, 3B 4B
CABLE CONNECTOR
0 3 -/+0 0
RECIEVER
3 -/+0 1
STAMINA SENDER
3 -/+0
+0
+1
22. Heat Efficient 49. Weight Compensator (2) 91. Cable Bound
51. Reciever
CLOAKING DEVICE
3 -/+0 0
FLAG MOUNT
3 -/+0
RANK FLAG
0 3 -/+0 0
ENHANCER SKIRT
3 -/+0 2
DEFMINE
3 -/+1 1
22. Heat Efficient, 39. Duration 40. Local Effect 55. Active Armour
SLASH BLADE
1 -/+0 +0
1 2
CUIRASS
0 3 -/+0 1
FLARE BALLS
3 -/+2 0
3B ARMOUR SENDER 7, 4B
AREA AMMO
2 3 -/+0 0
-/-
+1
18. Limited Effect (110. Flare (2)) 22. Heat Efficient, 39. Duration
EXPLOSIVE AMMO
3 -/+0 0
TRACER AMMO
3 -/+0 0
PIERCING AMMO
3 -/+0 0
HEAT AMMO
3 -/+0 0
RADAR
3 -/+0 0
17. Precision (1) (Ranged) 47. Required Compability 58. Aim (1), 111. Ammo clip
19. Armour Piercing (3) 47. Required Compability 111. Ammo clip
13. Heating (1), 35. Incinerator 47. Required Compability 111. Ammo clip
BACK RACK
3 -/+0
WEAPON RACK
1 3 -/-
1, 3A 2, 4A
REPAIR SYSTEM
0 3 -/+2 0
GYRO STABILIZER
3 -/+0 0
AGGRESSOR
3 -/+0
5 6
+0
KINETIC SENDER
3 -/+1 1
FIRE EXTINGUISHER
3 -/+0 0
EXHAUST
3 -/-
7, 3A, 5 4A, 6
DISPLACER
1 3 -/+2 1
MISSILE RAMP
3 -/+0
3A 4A
+0
HONOUR BADGE
4 68.
SAFE LANDING
4
SKILL MARKS
AMBUSH ASSAULTER
4 85.
WEIGHT BALANCER
4
Honour (1/2)
REFLEX SHOOTER
4
FLANK DEFENSE
4
QUICK REFLEXES
4
BLOCKER
4
STEADY
4 71.
RANGE INCREASER
4 89.
EVASIVE (RANGE)
4
Stability (1/2)
CHARGER
4 66.
PERCEPTIVE
4
DEVIATION CONTROL
4 90. Deviation Control (1/3)
EVASIVE (ASSAULT)
4
Tackling (1/2)
PARRY
4 72.
MANUEVERING
4
STOMPER
4 63.
EVASIVE (INDIRECT)
4
Parry (1/2)
FLEXIBLE
4 73.
HIDE
4
STEADFAST
4 112.
IR-ENHANCEMENT
4
Flexible (1/3)
Steadfast (1/3)
PRECISION (RANGE)
4 17. Precision (1/2), 40 Local Effect
LAUNCH EXPERT
4 92.
RANGER
4
PRECISION (ASSAULT)
4 17. Precision (1/2), 40 Local Effect
LUCK
4 93.
MISSILE AVOIDER
4
Luck (1/3)
ASSASSIN
4 74. Assassin, 88. Non Cumulative
FLANK ASSAULTER
4
AGILE
4 94.
BERSERKER
4
MISSILES
MISSILE
5 24 -/+3 +1 1
MULTIPLE MISSILE
5 32 -/+1 +1 1
CORRODER MISSILE
5 32 -/+1 1
DISPLACER MISSILE
5 32 -/+2 +2 2
9. Area effect (6), 20. Multiple Damage (D3) 34. Steering (2/45) 36. Armour (5)
9. Area effect (14), 23. Corrosion 34. Steering (2/45) 36. Armour (5)
9. Area effect (6), 34. Steering (2/45) 36. Armour (5) 37. Displacement (2)
SEEKER MISSILE
5 24 -/+3 +1 1
FORCE MISSILE
5 32 -/+1 +1 1
CUTTER MISSILE
5 24 -/+2 +1 1
BIO MISSILE
5 32 -/+1 +2 3
9. Area effect (6) 36. Armour (5) 96. Lock (103. Heat Seeking)
9. Area effect (6), 30. Forcewave (8) 36. Armour (5) 96. Lock (104. Movement Detection)
6. Cutter, 9. Area effect (6) 36. Armour (5) 96. Lock (104. Movement Detection)
9. Area effect (7), 27. Bio Effect 34. Steering (2/45) 36. Armour (5)
EXPLOSIVE MISSILE
5 24 -/+2 +1 1
SHATTER MISSILE
5 24 -/+2 +1 1
HEAT MISSILE
5 32 -/+1 +1 2
MEGA MISSILE
5 48 -/+D6 +2 3
9. Area effect (6), 18. Limited Effect (1. High Explosive), 36. Armour (5), 34. Steering (2/45)
9. Area effect (6), 18. Limited Effect (20. Multiple Hits), 34. Steering (2/45) 36. Armour (5)
9. Area effect (8), 13. Heating (1) 34. Steering (2/45) 36. Armour (5)
ACHILLES MISSILE
5 24 -/+2 +1 1
PIERCING MISSILE
5 24 -/+1 +1 1
TRACER MISSILE
5 32 -/+3 +2 2
EXPLOSIVE TRACER
5 40 -/+D6 +3 3
9. Area effect (7), 32. Achilles Effect 36. Armour (5) 96. Lock (103. Heat Seeking)
9. Area effect (6), 19. Armour Piercing (4) 34. Steering (2/45) 36. Armour (5)
9. Area effect (8) 36. Armour (5) 96. Lock (104. Movement Detection)
1. High Explosive, 9. Area effect (6) 36. Armour (5) 96. Lock (104. Movement Detection)
SHOCK MISSILE
5 24 - /+1 +1 1
ARMOURED MISSILE
5 24 -/ +1 +1 1
EXPLOSIVE SEEKER
5 32 -/ +2 +2 2
MAIMING MISSILE
5 40 -/ +2 +3 3
9. Area effect (6), 28. Shock 36. Armour (5) 96. Lock (103. Heat Seeking)
1. High Explosive, 9. Area effect (7) 36. Armour (5) 96. Lock (103. Heat Seeking)
7. Maiming, 9. Area effect (6) 34. Steering (2/45) 36. Armour (5)
SPECIAL EFFECTS
01. HIGH EXPLOSIVE If you hit, the target immediately has to take a fall test. 02. IMPACT If the target is hit, its torso revolves 90 away from the attacker (if it is not obvious in which direction it revolves, you chose). The torso can never be revolved more than 90 in relation to the target's direction of travel. 03. SWEEP ATTACK You get separate rolls to hit all targets within your assault arc and range . 04. COMPATIBLE The model part is compatible with the model part stated within parenthesis. 05. CHARGING Add the value within parenthesis to your roll to damage per 5 cm movement, without change of direction of travel prior to your first close combat assault. 06. CUTTER All model parts connected with cables on a model that is hit by the weapon are rendered useless for the rest of the game (effect is applied even if the target is undamaged). 07. MAIMING If you inflict damage at hit location 1 or 2 on a target, you automatically inflict one additional point of structural damage. 08. SUSTAINED HIT If the dice rolled to hit shows the same score, you roll to damage your target twice provided the to hit total was sufficient to score a hit. 09. AREA EFFECT You get separate rolls to hit all models whose cockpit's centre is within the indicated area effect radius . The radius is the number given within parenthesis, centred at the point of explosion. 10. CONTINOUS FIRE If the dice rolled to hit shows the same score, you are allowed to immediately fire again after the first attack is resolved (regardless if you hit or miss) without modifying your heat factor. You are allowed more than a 2nd additional attack in this manner. 11. AUTOMATIC HIT You don't have to roll to hit when attacking with the weapon, you hit automatically. 12. POINT BLANK RANGE You may fire at a target involved in close combat with you with this weapon.
13. HEATING Provided you inflict damage at the target, you get to add the number within parenthesis to the target's heat factor in addition to causing normal damage. 14. BURST You get separate rolls to hit all targets within line of sight and the weapon's firing arc and range when performing an action to fire this weapon. You can never hit the same target more than once in the same attack. 15. MULTIPLE SHOTS The number of rolls to hit you should do when performing an action to fire this weapon are stated within parenthesis. 16. RECOIL Take a recoil test immediately after you've rolled to hit with this weapon. If you fail, you must revolve your torso 45 away from the target. Your torso can never be revolved more than 90 in relation to your direction of travel. 17. PRECISION You get to add or deduct up to the number within parenthesis when rolling on the hit location table when hitting with this weapon. It is also stated what type of attack this effect applies to. It applies to that type of attack only. 18. LIMITED EFFECT In a situation where the effect stated within parenthesis would normally have given its effect, you must take a test to see if it does. If you succeed it does, otherwise it doesn't. 19. ARMOUR PIERCING Add the number within parenthesis to your roll to damage if a model part that provides armour is present at the hit location. You may not add more to the roll to damage than the model part provides armour. 20. MULTIPLE DAMAGE If you hit with this weapon you roll the dice or number within parenthesis to see how many rolls to damage you may make. You roll separate hit locations for each roll to damage. 21. DYNAMO WEAPON For every full movement action performed previously during the round you may add 10 cm to the weapon's range or 1 to the roll to damage. 22. HEAT EFFICIENT If you declare an action to use this model part, you may also use all other identical model parts mounted on the model without modifying your heat factor. 23. CORROSION You inflict one point of damage for every critical hit the target has already suffered instead of inflicting normal damage. The hits are suffered at the hit locations of the critical hits. If the target has not suffered any critical hits you do not inflict damage at all.
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24. INDIRECT Obeys the rules for indirect fire . 25. SWARM ATTACK The number within parenthesis indicates the number of rolls to hit you should roll when declaring an attack with this weapon. You may divide these rolls to hit at several legal targets (declare targets before rolling to hit). All successful hits at the same target hit the same hit location (roll once). No roll to damage is made. Instead each hit counts as 2 damage and they are added together before comparing the result to the armour at the hit location. 26. MAGNOTRON If you hit you may change the target's direction of travel by up to 90. 27. BIO EFFECT If you inflict damage on your target, all of its movement over open ground now counts as movement over difficult ground for the rest of the game in addition to causing normal damage. 28. SHOCK If you hit you may modify your roll to damage with the target's heat factor (unless negative). 29. COOLING You may disregard the additional +2 heat modification for using this model part several times during a single round. 30. FORCE WAVE If you hit, the target is immediately moved the number within parenthesis in cm, in a straight line away from the weapon's muzzle or the centre of the explosion, in the case of an area weapon not directly hitting a Ronin. 31. PUSH BACK You must immediately take a fall test after you've resolved an attack using this weapon. 32. ACHILLES EFFECT If you hit, you hit the nearest legal hit location with most damage markers attached. If the target is undamaged, you roll a hit location as usual. 33. ONE USE The model part may only be used once during the game. 34. STEERING You may turn the model to face a new direction of travel during its movement. The first number within the parenthesis is the number of turns per movement action you can perform and the second, the maximum number of degrees of such a turn. 35. INCINERATOR Model part use fire to inflict damage. 36. ARMOUR Add the first number within parenthesis to your armour value when
resolving hits at this hit location if the model part is mounted on a single hit location. Add the second number within parenthesis if the model part is mounted over two hit locations. 37. DISPLACEMENT When hit by a ranged weapon, you may immediately take a displacement test , modifying your dice roll with the number within parenthesis. If you succeed, the ranged weapon's attack miss you, otherwise you are hit. The model part only provides its effect once per round and you may never take more than a single displacement test per attack. 38. SMOKESCREEN All opponents firing ranged weapons directly at you must deduct the number within parenthesis to their roll to hit. 39. DURATION The effect of the model part last until the beginning of your next round. 40. LOCAL EFFECT The effect can only be applied if it is directly applicable to structures or specific parts mounted at the same location as the model part. 41. JUMP BOOST If your weight class is 2 or less you can declare an action to jump if you have at least one jump pack mounted at each leg. If your weight class is 3-4 you need two jump packs mounted at each leg. You may not perform any other movement actions during this round. If your weight class is 2 or less the maximum range of the jump equals 8 cm per pair of jump packs, plus twice your normal "per action" movement distance. If your weight class is 3-4 the maximum range of the jump equals 8 cm, plus twice your normal "per action" movement distance. When performing an action to jump you declare how many cm, and in which direction (forward and/or straight up or down), you want to jump before carrying out the actual moving of the model (in effect you must gauge your final landing point to the best of your ability). You may not change your direction of travel or revolve your torso when jumping. TIP! If you declared an up movement, remember to declare a down movement in order to avoid the effects of falling. IMPORTANT! You dont have to declare any up movement in order to jump forward. 42. SHOULDER ADAPTION The model part gives its effect to the adjacent arm-, back- and torso hit locations. 43. PARTICLE ARMOUR Modify your armour value with your current heat factor (provided it is positive) when resolving hits at this hit location.
44. DYNAMO ARMOUR When resolving hits at this hit location you may add the number within parenthesis to your armour value for every full movement action made previously during the round. 45. VENTILATION Take a ventilation test if you are damaged as a result of overheating. If you succeed you are undamaged, otherwise you suffer the damage. The model part only provides its effect once per round and you may never take more than a single ventilation test per overheat damage. 46. POWER CHARGE After you have hit with a weapon onto which the model part is mounted, you can declare an action to charge it (check for overheating). Modify your roll to damage with the number within parenthesis for every +1 heat modification spent in the charging action. 47. REQUIRED COMPABILITY The model part only provides its effect to model parts that have the effect 4. Compatible (this model part). 48. HYDROXID FLUID Add the number within parenthesis to the dice roll when checking for overheating using the model part. 49. WEIGHT COMPENSATOR Deducts weight according to the number stated within parenthesis. 50. CABLE CONNECTOR Allow you to connect a cable to the model part the connector is mounted on. If you connect two connectors mounted at different locations with a cable, you can at the beginning of the game designate one model part per pair of connectors (no structure, arm, skill mark nor weapon) that will give all of its effect to both locations, even if that specific model part only provides local effect. 51. RECIEVER The model part takes the effect of a model part with the effect 57. Sender in use. 52. RANK Add the first number within parenthesis to the dice roll when checking for overheating. Increase the reduction of your structural heat reduction with the 2nd number within parenthesis (down to maximum -6). Add the 3rd number within parenthesis to your total structural damage capacity . 53. PAIN RESISTANCE Take a durability test when suffering the negative effect of a critical hit, modifying the dice roll with the number within parenthesis. If you succeed you may
disregard that specific effect until the end of the round, otherwise you suffer the effect. 54. PAIN CONTROL You may move damage markers from the torso hit locations to this model part's magnet. You may relocate up to 3 damage markers in this manner. Markers located at this model part still count towards your total structural damage capacity. 55. ACTIVE ARMOUR If you are hit with an assault- or ranged weapon or collide with something affecting the hit location where the model part is mounted, you may roll to damage all models within 8 cm of you, once the hit at you is resolved. The model part only provides its effect once per round and never in your round. 56. EXTRA DAMAGE Increases the model part's roll to damage with the number within parenthesis. 57. SENDER The special effect of the model part is transferred (so this model part has no effect itself) to all receiver model parts mounted on the model. You can only use one sender model part per round. 58. AIM Add the number within parenthesis when rolling to hit. 59. RADAR You may deduct up to the number within parenthesis from the deviation total when firing indirect . When playing "hidden" your radar range increases with the number within parenthesis multiplied by 10 cm. 60. IMMUNITY The effect stated within parenthesis is cancelled when affecting this model part, or the model it is mounted on. 61. REPAIR You may use this model part to remove one damage marker located at the same hit location as this model part. Take a repair test, modifying your dice roll with the number within parenthesis. If you succeed you may remove the damage marker. The model part only provides its effect once per round and you may never take more than a single repair test per damage marker per round. 62. GYRO Add the number within parenthesis when taking a fall test . 63. STOMP CHARGE Add the number within parenthesis when rolling damage due to a stomp. 64. EXTINGUISHER Deduct the number within parenthesis from all rolls to damage your model originating from model parts with the effect 35. Incinerator.
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65. EXHAUST You may continue your round and perform the action that caused you to overheat, provided your positive heat factor is equal to or less than the number within parenthesis. Then your round immediately ends. 66. TACKLING Add the number within parenthesis when rolling damage due to intentionally colliding with another model. 67. MISSILE RAMP Allow you to attach missiles to the MAGLOCK magnets on the ramp with an accumulated weight up to the ramp's weight capacity stated within parenthesis. 68. HONOUR POINT Gives the model one honour point. 69. STILL TARGET AIM Add the number within parenthesis when rolling to hit a target that is standing still . 70. FAST TARGET AIM Add the number within parenthesis when rolling to hit a target that is moving fast. 71. STABILITY Add the number within parenthesis when taking a fall test you are required to take after colliding with another model. 72. PARRY Add the number within parenthesis when rolling dice to parry a close combat assault. 73. FLEXIBLE Add the number within parenthesis when taking a test to stand up. 74. ASSASSIN If you damage your target when performing an ambush close combat assault you inflict one point of additional structural damage. 75. REFLEX SHOT Add the number within parenthesis when rolling to hit firing a ranged weapon in reflex mode . 76. REFLEX ASSAULT Add the number within parenthesis when rolling to hit with a close combat assault weapon in reflex mode. 77. QUICK REFLEXES Add the number within parenthesis when taking a reflex test. 78. HIDDEN TARGET AIM Add the number within parenthesis when rolling to hit a target in cover with a ranged weapon. You can never add more than the negative modification you suffer from the targets cover. 79. PERCEPTION Add the number within parenthesis when rolling to determine who will
place their Ronin on the playing field at the beginning of the game. If you win you may decide both if you want to place your Ronin first and if you want to take the first round. 80. MANEUVERING Add the number within parenthesis when taking a break test to move out of close combat. 81. HIDE Take a test when in cover and fired at, adding the number within parenthesis. If you succeed the firing model must deduct an additional 1 from his roll to hit. 82. MISSILE TARGETER Add the number within parenthesis when rolling to hit a missile with a ranged weapon. 83. INDIRECT FIRE AIM You may deduct up to the number within parenthesis from the deviation range for indirect fire. 84. FLANK ASSAULT AIM Add the number within parenthesis when rolling to damage with a close combat assault weapon when flanking . 85. AMBUSH ASSAULT AIM Add the number within parenthesis when rolling to damage with a close combat assault weapon when ambushing . 86. CLOSE RANGE GAUGE You may add up to the number within parenthesis when determining your weapon's short range in regards of its to hit modification. 87. LONG RANGE GAUGE You may deduct up to the number within parenthesis when determining your weapon's long range in regards of its to hit modification. 88. NON-CUMULATIVE Having more than one identical copy of this model part mounted on your model gives no additional effect. 89. RANGE INCREASING You may add up to the number within parenthesis when determining your ranged weapon's maximum range. 90. DEVIATION CONTROL You may add or deduct up to the number within parenthesis from the deviation total for indirect fire. 91. CABLE BOUND The model part only provides its effect to model parts connected with it through a cable connector and a cable. If the model part has more than one cable node it'll provide its effect through each of its nodes. 92. LAUNCH EXPERT Add the number within parenthesis when taking a missile launch test.
93. LUCK Your open-ended results are cumulative. If you roll '6' on the second dice roll on an open-ended roll (e.g. when rolling for damage) you may roll a third dice, and so on up to the number of additional dice stated within the parenthesis. 94. AGILE You may move through passages 3 cm wide without colliding with either terrain or other models, as long as yo end your round without touching terrain or other models. 95. WEIGHT BALANCE You may add or deduct up to the number within parenthesis from your total weight to determine your weight class . You may change your weight accordingly at any time during the game. 96. LOCK A missile with this special effect obeys the rules for locking on a target as stated in the Missile rules section. The effect stated within parenthesis is the missile's lock requirement . 97. FLAG MOUNT Allows you to mount up to 3 rank flags on the model obeying the rules for balancing the forces. 98. CLOAKING You may add up to the number within parenthesis to the deviation total when a model fires indirect at you. When playing "hidden" you may deduct the number within parenthesis multiplied by 10 cm from your opponent's radar range . 99. BACK RACK MOUNT You may mount ranged weapons on this model part. 100. SMALL RACK MOUNT Model parts mounted on the small rack mount are effectively raised, making it possible to place a weapon "behind" another facing the same direction without interfering with its arc of fire. 101. BULL CHARGE Your opponent deducts the number within parenthesis when taking a fall test after colliding with you. 102. EVASIVE You get to add or deduct up to the number within parenthesis when your opponent rolls on the hit location table when inflicting a hit on you. The type of attack the effect applies to is indicated within parenthesis. 103. HEAT SEEKING The missile locks on the target with the highest heat factor. If several models share the highest heat factor the missile locks on the closest model. 104. MOVEMENT DETECTION The missile locks on the nearest model moving fast.
105. IR-ENHANCEMENT Add the number within parenthesis when rolling to hit a target that has used 38. Smokescreen. You may not add more than the smokescreen deducts from your roll to hit. 106. FLANK DEFENSE Opponents get no bonus to hit for flanking you in close combat. 107. DIFFICULT GROUND TRAINING Disregard the additional heat modification due to moving over difficult ground for a number of movement actions each round equal to the number within parenthesis. 108. MISSILE AVOIDER Deduct the number within parenthesis from the sensor range of a missile when determining if you detonate it or not. 109. BERSERKER Add the number within parenthesis when rolling damage with a close combat assault weapon. You may never parry. 110. FLARE The edge of the flares radius will act as your model for purpose of missiles sensory range . The number within parenthesis is the radius of the flare. 111. AMMO CLIP The model part is an ammo clip. 112. STEADFAST Add the number within the parenthesis when taking a recoil test. 113. SAFE LANDING Deduct the modification within parenthesis when rolling for damage from falling. 114. LINE OF SIGHT Gives you a line of sight arc as wide as the number of degrees stated within parenthesis. The arc is measured centered at your facing. 115. STRUCTURAL DAMAGE CAPACITY Add the modification within parenthesis to your total structural damage capacity. 116. HEAT REDUCTION The modification within parenthesis is the modification you make to your heat factor at the beginning of your round. 117. POWER PACK The model part is a power pack. 118. SLASHBLADE Modify your heat factor with the weight class (minimum 1) of the ranged weapon arm, on to which the slash blade is mounted, to perform a close combat assault. Disregard the -2 parry modification if mounted on a ranged weapon. A close combat arm, on to which the slash blade is mounted, gains 56. Extra Damage (1).
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