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<<Mechwarrior Logo>> <<MechWarrior Logo>> quick-start rules 3 MechWarrior® is a fast-playing game of tabletop combat using collectable MechWarrior miniatures. In this game, you take on the role of a battleforce commander to battle opposing armies. These Quick- Start rules will teach you everything you need to know to begin your firstMechWarrior game using 2 two players. Once you feel comfortable playing the game using these simplified rules, get the full game experience by using the Rules of Warfare. Components In the MechWarrior: Age of Destruction Starter Set, you will find these rules, 10 miniatures, one 28˝ flexible ruler, three six-sided dice, 12 combat enhancement cards, four terrain pieces, one playmat, one special equipment card, and the Rules of Warfare. You won’t need the combat enhancement cards, the special equipment card, or the Rules of Warfare to use these Quick-Start rules. MECHWARRIOR UNITS Each MechWarrior miniature is called a unit. Each unit’s base and combat dial are printed with important game play information. ’Mech Combat Dial/Base Infantry and Vehicle Combat Dials/Bases Vent Rating Front Arc Vehicle Primary Damage Value Secondary Collector’s Number Damage Value Minimum Range Value Speed Value Infantry Maximum Range Value Heat Dial Defense Value Damage Value Speed Value Attack Value Defense Value Starting Marker Attack Value The combat dial is the rotating disk printed with sets of numbers found under a unit’s base; you can see it through the L-shaped stat slot in the base. Each time one of your units is damaged during the game, you turn its combat dial clockwise (once for each 1 damage) to the next set of numbers. This generally weakens the unit. When three bullet holes ( ) appear in a unit’s stat slot, that unit is eliminated and should be removed from the battlefield. There are three types ofMechWarrior units: infantry, vehicles, and ’Mechs™. Infantry and vehicle dials look the same. ’Mechs have a little more information on them. • primary damage value: the amount of damage a ’Mech scores when it attacks with its primary weapon. • secondary damage value: the amount of damage a ’Mech scores when it attacks with its secondary weapon. • speed value: how many inches the unit can move. quick-start rules • attack value: add this number to your dice roll when you attack; the total is the attack result. • defense value: the number an attack result must meet or beat in order to succeed against a unit. • minimum range value: the least number of inches away from the unit a target must be in order for 3 MechWarrior® is a fast-playing game of tabletop combat using collectable MechWarrior miniatures. the unit to make a ranged combat attack against it. In this game, you take on the role of a battleforce commander to battle opposing armies. These Quick- • maximum range value: the farthest number of inches away from the unit a target can be in order Start rules will teach you everything you need to know to begin your firstMechWarrior game using for the unit to make a ranged combat attack against it. • heat dial: shows any heat effects that might be affecting a ’Mech. 2 two players. Once you feel comfortable playing the game using these simplified rules, get the full game experience by using the Rules of Warfare. • vent rating: how much heat a ’Mech loses when it is given the vent order. • front arc: the portion of a unit’s base through which it attacks other units. Components Note: Only the combat dial/base features you will need for these Quick-Start rules are described in In the MechWarrior: Age of Destruction Starter Set, you will find these rules, 10 miniatures, one 28˝ the illustrations on p. 2; all features are explained in the Rules of Warfare. flexible ruler, three six-sided dice, 12 combat enhancement cards, four terrain pieces, one playmat, one special equipment card, and the Rules of Warfare. You won’t need the combat enhancement cards, the Other Materials You Will Need special equipment card, or the Rules of Warfare to use these Quick-Start rules. To play, you will need a large, square tabletop and some pennies or other small objects to serve as MECHWARRIOR UNITS order tokens (described below). Each MechWarrior miniature is called a unit. Each unit’s base and combat dial are printed with important game play information. TERRAIN For these Quick-Start rules, we’ll use only two types of terrain: clear and blocking. Clear terrain is the playmat you play on. It has no effect on game play. Blocking terrain. This terrain represents objects such as boulders and buildings. No part of a unit’s base can overlap blocking terrain, and no unit can move through it. Blocking terrain also blocks any line of fire (described below) drawn through it. For these Quick-Start rules, treat all the terrain pieces in the Starter Set as blocking terrain. BUILDING YOUR ARMY For your first game, you and your opponent will each use five units from the Starter Set. Notice the different colors on the units. One of you will play with the 21st Centauri Lancers mercenary group (the blue and gray units): three infantry (collector’s numbers 125, 126, 127), one vehicle (131), and one ’Mech (134). The other player will play with the Wolf’s Dragoons mercenary group (the red and white units): three infantry (128, 129, 130), one vehicle (132), and one ’Mech (133). SETTING THE SCENE Now it’s time to create the battlefield. Sit across from your opponent at a square tabletop, unfold the playmat, and place it between the two of you. Place the four terrain pieces off to the side of the battlefield. You and The combat dial is the rotating disk printed with sets of numbers found under a unit’s base; you can your opponent each roll three six-sided dice. Whoever see it through the L-shaped stat slot in the base. Each time one of your units is damaged during the rolls the highest result is the first player; the other game, you turn its combat dial clockwise (once for each 1 damage) to the next set of numbers. This player is the second player. The second player chooses a generally weakens the unit. When three bullet holes ( ) appear in a unit’s stat slot, that unit is eliminated terrain piece and places it on the battlefield, at least 3˝ and should be removed from the battlefield. There are three types ofMechWarrior units: infantry, vehicles, away from any edge of the playmat and at least 3˝ from and ’Mechs™. Infantry and vehicle dials look the same. ’Mechs have a little more information on them. any area of the playmat labeled “Deployment Zone.” Then the first player places a terrain piece at least 3˝ from • primary damage value: the amount of damage a ’Mech scores when it attacks with its any edge of the playmat and the previously placed piece primary weapon. of terrain. Continue taking turns placing terrain this way • secondary damage value: the amount of damage a ’Mech scores when it attacks with its until all terrain is placed. secondary weapon. Next, the first player places his or her units in the deployment zone along his or her edge of the battlefield. The second player then places his or her units in the deployment zone along his or her edge of the battlefield. Turn the combat dials of all units so that the starting marker ( green arrow) shows in their stat slots. 5 PLAYING THE GAME MechWarrior is played in a series of turns, with each player giving orders to his or her units. The first player takes the first turn. Turns then alternate between players until 50 minutes have passed or all of one player’s units are eliminated. 4 You may give two orders on each of your turns. You may see the result of one order before giving the next order. A unit may be given only one order each turn. You don’t have to give an order if you don’t want to, but any orders that you don’t use on your turn are lost when that turn ends. Whenever you give an order to a unit, mark it with an order token. There are four types of orders, which will be discussed later in these rules: • move • vent • ranged combat • close combat Pushing. If you give an order to an infantry or vehicle that causes it to be given a second order token, you have pushed the unit. Pushing a unit deals 1 damage to it at the end of the order that gave it the second order token, and you must turn the unit’s combat dial once to reflect this. This pushing damage represents stress caused to the unit because it acted on consecutive turns. You cannot give an order to a unit that already has two order tokens. Gaining heat. ’Mechs respond a bit differently. If you give an order to a ’Mech that already has an order token, it doesn’t receive a second order token or pushing damage. Instead, it gains 1 heat. Instead of turning the ’Mech’s combat dial, turn its heat dial once counterclockwise. This allows ’Mechs to be given orders on consecutive turns without being dealt damage. But beware: As a ’Mech gains heat, its performance often decreases. For these Quick-Start rules, ignore any colors that appear in the heat dial. If, however, a number appears on the heat dial, you must add it to the combat value next to it before you use that value.
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