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WAR III
Choose
a
name
for
your
pilot.
You
have
one
skill:
gunnery.
It
begins
at
+0.
Each
turn
of
engagement
has
four
phases:
movement,
weapon
fire,
melee,
and
heat.
All
actions
by
all
sides
take
place
simultaneously
in
the
phase;
roll
D6
at
the
beginning
of
the
turn
to
determine
who
gets
to
declare
his
phase
actions
last
in
the
turn
(high
roll
wins).
It
is
advantageous
to
see
what
your
opponent
does
first.
Movement:
Your
mecha
can
walk,
run,
or
jump
(if
jump
capable).
When
walking
or
running,
turn
your
mecha
up
to
90
at
the
beginning
of
your
move,
then
move
in
a
straight
line
up
to
your
entire
movement
allowance;
a
walking
mecha
may
also
turn
up
to
90
at
the
end
of
its
move.
Mecha
may
not
run
through
difficult
terrain
(woods,
swamp,
jungle,
etc.).
Turning
180
is
possible
but
takes
an
entire
turn
of
movement,
and
counts
as
walking.
Some
terrain
(like
high
cliffs
or
deep
water)
may
be
considered
impassable.
Mecha
may
walk
backwards.
Jumping
mecha
ignore
all
terrain
and
simply
move
a
distance
equal
to
its
walking
rate.
A
mecha
that
jumped
may
land
facing
any
direction.
Weapon
Fire:
Mecha
may
fire
any
number
of
weapon
systems
at
any
other
mecha
within
its
front
(180)
firing
arc.
Ranges
on
the
weapons
table
show
the
distance
for
Short,
Medium,
and
Long
range
in
inches.
For
each
weapon
fired,
roll
D6
and
add
the
PCs
gunnery
skill.
The
target
number
needed
to
hit
is
determined
by
range:
Short
=
2,
Medium
=
3,
Long
=
4.
Note
that
missiles
only
have
one
range
(long).
When
firing
multiple
weapons
of
the
same
type,
it
is
useful
to
roll
a
number
of
dice
at
once
and
count
successful
hits.
The
following
penalties
adjust
the
target
number
upwards
(making
it
harder
to
score
a
hit).
Attacker
ran
(+1)
or
jumped
(+2)
Target
moved
12+
inches
(+1)
Target
jumped:
(+1)
Attacker
has
prone
due
to
leg
critical
(+1)
Attacker
suffering
from
head
critical
(+2)
All
modifiers
are
cumulative.
If
the
target
number
is
raised
to
7
or
higher,
an
attack
is
impossible,
unless
the
pilot
receives
a
bonus
for
a
high
gunnery
skill.
An
attack
roll
of
1
always
misses,
regardless
of
the
pilots
gunnery
skill.
Depending
on
the
size
class
of
the
mecha,
every
3,
4,
or
5
points
of
damage
sustained
requires
the
pilot
to
roll
on
the
following
Critical
Damage
chart:
Roll
Critical
Damage
1
Lucked
Out!
No
critical
hit,
no
effect.
2
Weapon
System
One
small
weapon
system
is
destroyed;
if
no
small
weapon
systems
remain,
the
mecha
loses
a
large
weapon
system
instead.
3
Leg
Mecha
falls
and
may
not
stand
(may
crawl
forward
at
one-half
normal
walking
rate,
or
turn
in
circle).
All
shooting
target
numbers
suffer
a
+1
penalty
and
the
mecha
cannot
attack
in
melee
combat.
nd
4
Arm
Lose
1
large
or
2
small
weapon
systems.
A
mecha
that
suffers
a
2
critical
arm
hit
cannot
attack
in
melee.
5
Torso
Engine
Shielding
the
mecha
accumulates
an
extra
heat
token
every
nd
rd
turn;
a
2
torso
critical
results
in
two
extra
heat
every
turn.
A
3
engine
critical
causes
a
thermonuclear
explosion,
destroying
the
mecha
and
inflicting
2,
4,
6,
or
8
damage
(depending
on
size
class)
to
all
other
mecha
within
three
inches.
6
Head
Sensors,
computer,
and/or
gyroscope
are
damaged
(+2
penalty
to
all
shooting
target
numbers);
roll
D6:
on
a
4-6
pilot
is
killed
in
a
cockpit
explosion!
nd
A
2
head
critical
automatically
kills
the
pilot
of
the
mecha.
As
stated,
all
actions
within
a
phase
are
simultaneous;
it
is
possible
that
two
mecha
may
destroy
each
other
in
the
same
phase.
All
damage
is
assessed
at
the
end
of
the
Weapon
Fire
phase
BEFORE
the
melee
phase.
A
mecha
may
not
shoot
through
another
mecha.
Melee:
Any
mecha
may
physically
attack
an
adjacent
target,
if
the
mecha
is
in
its
normal
180
firing
arc
(i.e.
a
mecha
may
not
melee
a
target
that
is
behind
it).
Make
a
short
range
attack
roll
(2+),
modified
by
movement
and
head
hits;
gunnery
skill
does
not
add
to
the
attack
roll.
Successful
attacks
inflict
AP
damage
depending
on
the
attackers
size
class:
light
mecha
1,
medium
mecha
2,
heavy
mecha
3,
assault
mecha
4.
Heat:
Mecha
are
powered
by
fusion
engines
that
generate
a
substantial
amount
of
heat;
movement
and
weapon
fire
increases
the
amount
of
heat
produced.
Place
a
heat
token
(a
coin
or
other
marker)
next
to
the
mecha
for
each
point
of
heat
accumulated.
The
Weapon
Type
table
shows
how
much
heat
a
weapon
accumulates
for
shooting
during
the
Weapon
Fire
phase;
running
generates
one
heat
token
and
jumping
generates
two
heat
tokens.
At
the
end
of
the
Heat
phase,
roll
a
D6
to
determine
how
much
accumulated
heat
is
dissipated
by
the
mechas
cooling
system;
mecha
with
a
heat
sink
bonus,
add
the
bonus
to
the
roll.
The
number
rolled
(with
bonuses)
is
the
number
of
heat
tokens
that
are
discarded.
Heat
tokens
not
discarded
are
retained
during
the
following
turn
(and
may
be
dissipated
by
a
better
roll
in
the
next
Heat
phase).
If
a
mecha
ever
has
six
or
more
heat
tokens
at
the
end
of
the
Heat
phase,
its
failsafe
programming
causes
it
to
automatically
shutdown.
A
shutdown
mecha
may
not
move,
shoot,
or
melee
in
its
next
turn.
The
pilot
can
only
wait
helplessly
for
the
cooling
systems
to
dissipate
the
mechas
excess
heat
(in
the
next
Heat
phase).
Once
the
mechas
heat
tokens
are
reduced
to
five
or
less,
it
automatically
restarts;
until
then,
it
is
a
sitting
duck.
Mecha
pilots
that
survive
grow
in
ability
based
on
their
battlefield
accomplishments.
For
every
five
mecha
killed
a
pilot
adds
+1
to
his
(or
her)
gunnery
skill;
maximum
gunnery
skill
is
+5.
A
pilot
with
ten
kills
is
considered
an
Ace
pilot;
one
with
20
kills
is
a
Double-Ace.
Mecha
reduced
to
0
AP
or
exploding
in
a
thermonuclear
fireball
are
not
salvageable.
All
other
mecha
are
considered
fully
repaired
between
engagements.
A
battle
lasts
until
all
mecha
on
one
side
are
rendered
inoperable
or
flee
the
battlefield.
Defeated
mecha
pilots
on
the
losing
side
must
surrender
their
mecha
to
the
victor(s);
these
unfortunate
pilots
join
the
ranks
of
the
Dispossessed.
They
may
regain
their
status
by
taking
command
of
an
auxiliary
mecha
(if
one
is
available
usually
if
captured
in
a
prior
battle),
or
they
may
indenture
themselves
to
a
lord
or
noble
in
exchange
for
a
lesser
(i.e.
smaller
size
class)
mecha
than
the
one
previously
piloted.
Dispossessed
pilots
of
light
mecha
that
have
no
auxiliary
mecha
available
are
forced
into
retirement.
To
determine
the
final
fate
of
a
retired
pilot,
roll
D6
and
add
+1
for
every
ten
mecha
defeated
(kills):
1-3
dies
poor
and
broken,
4-5
lives
in
relative
comfort,
6+
lives
life
of
fabulous
wealth
and
privilege.
Double-Aces
roll
an
additional
D6:
1-3
Knighted
with
a
substantial
land
grant;
4-5
granted
title
Baron
and
planetary
holding;
6
granted
the
title
Count
and
an
entire
planetary
system
as
a
land
holding.