|
|
|
Move |
Range |
Off. |
Def. |
Cost |
Notes |
Mod |
| Light |
4 |
3 |
6 |
3 |
53 |
See below |
50% |
| Medium |
3 |
5 |
7 |
4 |
106 |
See below |
50% |
| Heavy |
2 |
7 |
8 |
5 |
211 |
See below |
50% |
| Assault |
2 |
5 |
9 |
6 |
278 |
See below |
50% |
|
|
Move |
Range |
Off. |
Def. |
Cost |
Notes |
|
| Light |
8 |
3 |
5 |
2 |
53 |
Flying, limited
turning, below |
50% |
| Medium |
7 |
5 |
6 |
3 |
106 |
Flying, limited
turning, below |
50% |
| Heavy |
6 |
7 |
7 |
4 |
211 |
Flying, limited
turning, below |
50% |
|
|
Move |
Range |
Off. |
Def. |
Cost |
Notes |
|
| Light |
3 |
3 |
6 |
2 |
35 |
See below |
50% |
| Medium |
2 |
5 |
7 |
3 |
70 |
See below |
50% |
| Heavy |
1 |
7 |
8 |
4 |
140 |
See below |
|
|
|
|
| Each unit may also
choose one of the following options: |
|
| +1 Off |
|
|
| +1 Def |
|
|
| 1 hex area affect |
|
|
| Or instead, any two
of these following options: |
|
| +1
Range |
|
|
| +1
Move |
|
|
| Start
the game with one extra card |
|
|
| Jump jets (mechs
only) |
|
|
| Transport 1
(vehicles only) |
|
|
|
|
| Note: All Mechs move as infantry, but are also amphibious and
cannot enter buildings. |
|
|
|
|
|
|
|
|
|