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Page 1: ENGLISH VERSION 1 - Klatu.orgequip it with heavy rocket launchers, jump packs and assault cannons of your choice, then launch into brutal battles with your opponents where strategy

ENGLISH VERSION 1.12

Page 2: ENGLISH VERSION 1 - Klatu.orgequip it with heavy rocket launchers, jump packs and assault cannons of your choice, then launch into brutal battles with your opponents where strategy

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CONCEPT AND GAME DESIGN Stefan Ljungqvist GAME DEVELOPMENT Henrik Petterson, Johan Sjöberg, Jörgen StrömbroMINIATURES 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 PettersonEXECUTIVE PRODUCER Johan Sjöberg CONTRIBUTIONS Tobbe Andersson, Kalle Blomgren, Erik Bovin, Fredrik Cederholm, Shayne Cole, David Hanson, Magnus Johansson, Håkan Karlsson,

Hannes Kristoferson, Peter Lynn, Karim Muammar, Svante Rendahl, Robert Simon, Magnus Sjöström, Kristofer Stanson, Marcus Thorell, Ola Tjörnbo

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 CellEntertainment 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

THIS IS RONIN Ronin is a customizable miniatures gameof gigantic mechanized battle. In Ronin you design your own unique battle armor andequip 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.

RONIN:DUELS Ronin:duels is designed to get you started playing Ronin asquickly as possible. It'll give you the possibility to fight duels and smaller skirmishbattles with one or a few models per player and provides little background andsetting for the game, since its focus is gameplay.

RONIN:WAR Ronin:war will give you the possibility to fight larger skirmishbattles and campaigns with several models per player. It provides a rich backgroundand setting for the game and extend the rules to cover more aspects of futuristicwarfare. Ronin:war is designed for experienced table-top players and players ofRonin:duels wishing to take the game to a more extensive level.

WINNING THE GAME In Ronin:duels the aim of the game is to reduceyour opponents Ronin's structural pointsby causing damage to it with your weapons.In a two player game, the victor is the player which has the last Ronin left on theplaying field with more than 0 structural points. In a game with more than two players,the victor is the player who has inflicted the highest total number of structural damagepoints on hostile Ronin, deducting any dishonour points left at the end of the gamefrom the total number of damage inflicted. The key to victory lies in deciding for astrategy and customizing a model with equipment to suit that strategy.

THE RONIN MODELS When you have played a couple of times you willnotice that you can increase your chances of winning over an opponent by studyingthe way he plays, and equipping your Ronin with model parts particularly suited fordefeating his Ronin. You will find more model parts for your Ronin in the expansionsets which are available for Ronin. You will find them where you bought this box.

THE ARM EXPANSIONS All arms detailed in this rulebook and many newreleases 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.

THE MAGLOCK & MAGHIT EXPANSIONS Contain either MAGLOCKmagnets or MAGHIT magnets and hit indicators. TIP! With some modelling youcan replace the HARDPOINTS on the model with magnets. Then glue magnets toyour model parts, which will allow you to re-design your model between games.

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Arm Expansion Skillmark Expansion Command Upgrade #1Equipment ExpansionWeapon Expansion

PREPARATIONSCUSTOMIZING YOUR RONIN Customizing your Ronin model is oneof the most important parts of the game. Carefully read the rules for the specific modelparts you have in your collection and choose parts for your Ronin that you think will workwell together with the strategy you want to execute during the game. The combined effectof certain model parts could prove very effective on the battlefield if used wisely.

CHOOSING STRUCTURES First of all you have to choose structures foryour Ronin. Structures are the basic body parts that make up the bulk of your battlearmour. 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), twoidentical legs and two identical feet. You are free to combine any of the structuresdetailed in the rules as long as you follow these construction rules.

CHOOSING ARMS Once you have decided which structures to construct yourRonin from, it is time to decide which arms you should equip your Ronin with. You areallowed to mount one arm on to each of the upper arms.

THE HARDPOINT SYSTEM The HARDPOINT system is a unique gamecomponent balancing system that lets you focus on your model rather than onyour 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 HARDPOINTSof your model's structures, as long as you obey the specific rules for each model partwhen it comes to the number of HARDPOINTS and locations it can be mounted on.

THE MAGLOCK SYSTEM The MAGLOCK system is a unique modelmounting/assembling system that allow you to redesign the model before andduring the game. This is perfect for handling model parts that can only be usedonce (removing the model part from the Ronin once it is used) or parts that, onceused, act independently from the Ronin that used them (f.ex. missiles or passiveweapons). Please glue one MAGLOCK magnet to the "base" model part's magnetpoint (f.ex. a missile ramp) and one MAGLOCK magnet to the "attached" modelpart's magnet point (f.ex. a missile).IMPORTANT! It is very important that you test the polarity (ensuring that the magnetsstick together) between the "base" and "attached" MAGLOCK magnets before gluingthem in place on the model parts. Please ensure that you use the same polarity onall missile ramps and the opposite polarity on all missiles you assemble.

ASSEMBLING YOUR MODEL (detailed instruction available on page18). The first thing you need to do in order to play, is to assemble your model. Start byremoving any excessive pieces of metal on every model part, then use a modelling knifeor file to trim off any mould lines. When you're done you should glue your model togetherwith NITRO super glue, or another glue of equally high quality.The game has beendesigned to encourage dynamic poses, so the only thing you have to consider regar-ding gameplay when assembling the model, is that weapons mounted on other locationsthan the arms have a defined arc of fire in relation to how they are mounted, and thatyou must glue the cockpit of the Ronin facing forward in a straight line, in the samedirection 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 backpiece. When you glue the chest- and back piece, the abdomen will stay in place and you willbe able to revolve it freely. This is an important aspect of the game.

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Structure gives 4 Hardpoints Cotton making smoke effect Measure distance from centre of cockpit to centre of cockpit2 Hardpoints left on structurePart uses 2 Hardpoints

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Attached hit indicator

THE MAGHIT SYSTEM Ronin:duels is the first game ever to feature Cell Enter-tainment's unique magnet indication system MAGHIT. This system has been designedto help you keep track of damage inflicted on specific parts of your model in a quick andconvenient way. Please glue one MAGHIT magnet to every circular magnet point of attach-ment 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 smokeeffects and will make them easier to handle.

PAINTING YOUR MODEL If you have not painted models beforeyou will soon discover that it is a lot of fun. We recommend that you use the NITROhobby paints, or other water based, non-toxic hobby paints of equally high qualitywhen you paint your model. Always be sure to undercoat your model with a layerof black or white paint. Undercoating is done easily by using spray paint, some-thing that'll also give you smoother finish. An undercoat primes the surface of themodel so that the top layer of paint adheres well. A white undercoat gives thecolours painted on top of it a brighter look, while black commonly is used onmodels that are going to be painted in dark or metallic colours. Make sure you waituntil the undercoat is dry before you move on to the actual painting. Once you'vefinished 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.

BEFORE YOU BEGINWHAT YOU WILL NEED In order to play you need one or morecompleted Ronin models, this rulebook, a couple of ordinary dice, an opponent

with one or more completed Ronin models and finally a flat surface (an ordinarytable works fine) that is large enough for the models to be placed at least 60 cmapart. Decide which boundaries the models must remain within during play (forexample 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 evenmore 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 bybooks, rolls of paper or other suitable objects. Decide which part of the playingfield constitutes open ground, difficult ground and Impassable terrain at the beginn-ning 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 treacherousslopes, and thick vegetation.

IMPASSABLE TERRAIN You cannot move over or through Impassableterrain. Wide rifts, ravines, lakes, great boulders, walls, or jagged cliffs are examplesof impassable terrain. Slopes steeper than 45° and/or higher than 2 cm are alsoconsidered Impassable terrain.IMPORTANT! Ronin that have fallen over count as Impassable terrain.

DICE ROLLS All dice rolls in Ronin are made with a standard six-sideddice (usually abbreviated as D6). Sometimes you'll have to modify the result ofthe roll and this is stated as a D6 plus or minus a given number, f.ex. D6+3 or

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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 2D6means that you should roll two dice and add the results together.

ROLLING A D3 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 2and 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 printedon 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 Roninto 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 youmeasure from the tip of the centre of its abdomen instead of the centre of the cockpit.

WHICH RULE APPLIES? If a model part has a specific rule thatcontradicts the ordinary game rules, the specific rule of the model part applies.

WHO IS RIGHT? If a situation that is not completely covered by therules occurs during play, or is subject to interpretation and you cannot come toan agreement, you each roll 2D6. Whoever rolls highest decides. When the gameis over you should decide how to handle such situations in the future.

IF YOU FORGET? During the game it is up to each individual player toremember which rules apply to his model. When a new round begins, any effectsforgotten from the previous round are disregarded.

KEY GAME TERMSSTRUCTURAL POINTS The structural points are an abstract reflection ofyour Ronin's current functional status. They indicate how much damage it can

withstand before it is rendered a useless heap of metal. Your starting structural pointcapacity is indicated by the structures you choose for your Ronin.

HEAT FACTOR The heat factor indicates the current energy level measuredfrom a negative value up to a positive value (usually from -6 to +6). Your heatfactor starts at 0 and increases as you perform actions with your model. Youdecrease the heat factor at the beginning of your round according to your automaticheat reduction system as indicated by your Ronin's structures.

Be sure to keep track of your heat factor carefully, as your Ronin might sufferserious damage if it gets too high.

HONOUR- AND DISHONOUR POINTS Honour- and Dishonour pointsare an indication of your crew's current self-confidence. They affect your willpowerand mental strength under critical conditions. During the game you may spend onehonour point to immediately re-roll any one dice roll you've rolled, or have theopponent 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 thatpenalized you with a dishonour point may force you to immediately re-roll any onedice 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 withdishonour points is an optional rule.

FACING Your Ronin’s facing is indicated by the direction its cockpit is turned.

DIRECTION OF TRAVEL The direction of travel of your Ronin equals thedirection the centre point of the abdomen is pointing.

WEIGHT CLASS The weight is an abstract indication of your model’s tonnageand affects your movement and stability through the weight class . You get yourweight class by comparing the accumulated weight of the model parts you'vechosen for your Ronin with the weight class table.

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Facing indicated by the direction the cockpit is turnedFacing and

direction of travelDirection of travel indicated by the centre of the abdomen

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IMPORTANT! You may never weigh less than 0 or more than 25.

TAKING A TEST Many situations in the game require that you have totake a test in order to determine the outcome of an action or event. This is doneby rolling 2D6 and modifying the result according to the the rule that required youto take the test. If the result is 7 or more you have succeeded, otherwise you failand suffer the consequence. The effect of the result is detailed in the specific rulethat required you to take the test.

AUTOMATIC SUCCESS An 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 afall test, so we've stated the consequence of the fall test here for your conveniencerather than repeating it throughout the rules. When taking a fall test you add yourweight class to your roll. If you succeed the fall test, the model is still standing. Other-wise immediately roll a D6 and lay the model down to indicate that it has fallen over.

Lay the model on his face if the dice score was 1-3, or on his back if the score was4-6. 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. Ifthe second model fails it's fall test, both models fall overin opposite directions. If it succeeds,the first model falls overopposite the direction of the succeeding model. You can neverfall 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 theobject/model you collided with.

BALANCING THE FORCES It is veryimportant that you and your opponent’s force have a balanced starting condition. We'vedesigned the HARDPOINT game balancing system to let you focus on the model ratherthan 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 ofHARDPOINTS. When you want to use the command upgrade model parts, you haveto follow the additional rules for rankedRonin in order to have a balanced game.

RANKED RONIN The Rank Flag model part provides your Ronin witha rank, a reflection of the crew's experience and usage of a specific Ronin. In orderto field rankedRonin (Ronin with mounted rank flags), you must field one standardRonin 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. Soin order to field a 3rd rank Ronin you must field three standard Ronin with him toform a unit. The exception to this rule is that you are allowed to field two standard

WEIGHT WEIGHT CLASS

0-2 03-5 1 6-9 210-14 315-20 421-25 5

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Ronin instead of a 3rd rank Ronin if your opponent fields one 3rd rank Ronin.

RONIN UNITS A ranked Ronin grants his unit a total of one honour point per flagthe ranked Ronin is equipped with, we call these unit honour points. A standard Roninin the unit can use a unit's honour point at any time as if it was his, as long as the modelis within 24 cm of, and has line of sight to the ranked Ronin. If the ranked Ronin isdestroyed all unit honour points are lost. Each of the remaining models in the unitimmediately suffer one dishonour point per rank flag of the destroyed Ronin.

WHO STARTS? When you are ready to begin, each parti -cipant rolls 2D6. Whoever got the highest total may choose if he wants to placehis 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 separa-tely until you can determine the order of play between them.

PLACING THE MODELS ON THE PLAYING FIELDIf you choose to go first, you place your Ronin anywhere in open ground within5 cm from the edge of the playing field, facing the direction of travel. Then the nextplayer in clockwise direction around the table places his Ronin on the playing fieldin the same way, at least 60 cm from any opponent's Ronin. Continue to take turnslike this until all Ronin are placed on the playing field.IMPORTANT! If playing with several Ronin each, remember that you must place allof your Ronin on the same side of the playing field. Take turns placing one Ronineach on the playing field until all models are in play.

CHANGING THE INITIAL FACING Now, according to the order of play, eachRonin has the possibility of revolving its torso up to 90° to face another direction.

THE GAME BEGINS When you have made all thepreparations 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

sure to add or deduct any modifications from pieces of equipment on your Ronin).

ORDER OF PLAY Whoever placed the first Ronin on the playing field gets totake the first round with it when the game begins. When the player is done with hisround, the order of play is then determined in a clockwise direction and the nextplayer takes a round with his Ronin, until all Ronin on the playing field have takenone round. This procedure is repeated until you can determine a victor (see Winningthe 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, theturn passes on to the next player according to the order of play. You may never perfoma 2nd round with your Ronin, unless all Ronin currently in play has performed their 1st.

A ROUND In Ronin:duels, game time is measured in rounds duringwhich you perform actions with your model. Examples of actions are firing a weaponor moving. You always start your round by reducing your heat factor according toyour automatic heat reduction system as indicated by your Ronin's structures.

During your round you can perform actions with your Ronin until you decidenot to perform any more actions, usually because your current heat factor is toohigh and you don't want to risk overheating your internal power source. When youhave performed all the actions you want with your Ronin, it is your opponent'sturn 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 a round.

SUMMARY OF A GAME ROUND1. 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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REDUCING YOUR HEAT FACTOR Modify your current heatfactor according to your structural heat reduction system.

DECLARING AN ACTION Declare the action you want your modelto perform and modify your model's heat factor according to the action's heatfactor modification value (see the table). Then check for overheating before carryingout the action you've declared.

TIP! If you have difficulties remembering your heat factor, place a dice behind themodel showing the model's heat factor (use coloured dice to indicate anegative/positive heat factor).

CHECK FOR OVERHEATING If your current heat factor is equalto or less than zero (negative), you now automatically perform the action you declared,otherwise you must immediately roll for overheating before performing the actionyou've declared. ROLL A D6, if the score is higher than your current heat factor younow perform the action you declared. If the score is equal to, or lower than yourcurrent heat factor, you have overheated your power source as detailed below andcannot perform the action you declared.

OVERHEATING This ends your round and your opponent immediately rolls oneD6 to damage you at the torso hit location (you choose left or right), disregardingany modification from model parts and adding your current heat factor to the roll.

MOVING YOUR RONIN Move your Ronin up to the number of cmstated in the table below, in a straight line in its direction of travel (moving themaximum distance allowed, counts as a full movement action). You move half thedistance when moving sideways or opposite the direction of travel .IMPORTANT! Moving sideways and opposite the direction of travel, makes thedirection of movement the direction of travel.IMPORTANT! You may never perform more than 3 movement actions during a single round.

Direction before turning Facing before revolvingAfter turning 90°

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ACTION HEAT FACTOR MODIFICATIONMovement +0 for the first movement action

+1 per additional movement actionChanging direction of travel +1 per begun 90° turnedRevolving the torso +1 for up to 180° degreesEnter 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 profileStomp +2 (can only be performed once per round)Standing up +1 + weight classCollide intentionally +1Using a piece of equipment According to the equipment's profile** +2 extra per additional use of the same model part during a single round.

WEIGHT CLASS MOVEMENT0 up to 12 cm 1 up to 10 cm 2 up to 8 cm 3 up to 6 cm 4 up to 5 cm 5 up to 4 cm

After revolving 90°

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IMPORTANT! Modify your heat factor with an additional +1 per movement actionwhen moving over difficult ground.

STANDING STILL OR MOVING FAST? If you move 20 cm or moreduring a single round you are regarded as moving fast until the beginning of yournext round. If you don't move at least 4 cm during a round you are regarded asstanding still until the beginning of your next round. A model that has fallen overis always regarded as standing still .

CHANGING DIRECTION OF TRAVEL OR FACING AS A PART OFA MOVEMENT ACTION You may begin or end a movement action by turningyour model up to a maximum of 45° to a new direction of travel or revolving themodel'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 inclose combat with a hostile model that is equipped with an assault weapon you have totake a break test when you have declared an action to move out of close combat. If yousucceed you may move normally, else you may not declare an action to move out ofclose combat during this round. You must modify your heat factor regardless if yousucceed 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 actionthat will move it off the playing field (the centre of the model's cockpit cannot leavethe table or the boundary you have set up). Should a Ronin move of the playingfield it is immediately placed at the point where it exited.

CHANGING THE DIRECTION OF TRAVEL Turn your model so that thecentre of your abdomen indicates your new direction of travel.IMPORTANT! Your facing synchronizes with the new direction of travel.

REVOLVING THE TORSO Revolve the model's torso to face a new direction.

IMPORTANT! Your facing equals the direction your cockpit is pointing. You may neverrevolve a model's torso more than 90° in relation to its direction of travel.

ENTERING REFLEX MODE Entering reflex mode immediately endsyour round. Reflex mode will allow you to take a reflex test to perform one rangedweapon 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 performthis attack, without modifying your heat factor and checking for overheating (effecti-vely you are "saving" an attack to perform during an opponent's round). You immedi-ately exit reflex mode if you fail the reflex test, or after performing the attack, or at thebeginning of your next round, whichever occurs first. IMPORTANT! In reflex mode you are allowed to perform one ranged weapon attack or closecombat 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 bya ranged weapon, damaged in any way or fail a reflex test.

FIRING A RANGED WEAPON In order to fire at a target atdistance, first declare what weapon you fire and which target you're firing at, thenfollow 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 fireranged weapons when involved in close combat. You may fire at a target that iswithin 8 cm of you, provided you are outside the target’s assault arc.

1. ESTABLISHING LINE OF SIGHT TO THE TARGET In order to be able tofire at a target you must have a line of sight to it ("be able to see it") from the cockpit of yourRonin. In most situations it is obvious whether or not you have a line of sight to your target.

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If, for example, there is a building or a hill between your Ronin and the target, which comple-tely 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 halfof your target it has partial cover. If you can see less than halfof 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 ofsight also applies when playing on different height levels of the playing field.

2. TO DETERMINE IF THE TARGET IS WITHIN THE WEAPON'SFIRING 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 directionthe Ronin is facing, starting at a straight line 90° to the left of the cockpit if mountedon the left arm, and 90° to the right of the cockpit if mounted on the right arm. Aweapon mounted elsewhere has a 90° firing arc centred at the muzzle of the weaponin the direction it is pointing.TIP! Sometimes it might be a good idea to revolve your torso to face a target inorder to bring it within a specific weapon's firing arc.

3. MEASURING RANGE TO THE TARGET When you have a line ofsight 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 alwaysmeasured from the cockpit of your Ronin, to the cockpit of the target. If the targetis outside the range of the weapon you are firing or too close (e.g. when you areinvolved in close combat), you miss automatically and the attack ends, otherwiseyou now roll to hit.

4. ROLLING TO HIT ROLL 2D6, if the sum is '2' you have missed automaticallyand this ends the attack. If the sum is '12' you may choose to automatically inflict onepoint of structural damage (you don't have to roll to damage the target, determine thehit 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 andthe 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 hitwas 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), youhit the Ronin providing cover to your target.

ROLL HIT LOCATION1 Right arm 2 Left arm3 Right torso4 Left torso5 Right leg6 Left leg

135° firing arc right arm Ronin in full cover Ronin providing coverRonin in partial cover90° firing arc

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5. DETERMINE THE HIT LOCATION ROLL A D6 and compare the resultto the hit location table. Once the hit location is determined you should roll todamage as detailed below.IMPORTANT! If you don't have line of sight to a hit location you roll (perhapsbecause you flank your target and see it in profile, or its torso is revolved) you hitthe other location of the same type, i.e. a hit in the right arm on a target viewed inleft profile will count as a hit in the left arm.IMPORTANT! Hits in the back of the model are indicated as hits in the front, withthe exception that armour mounted on locations 1b and 2b (torso) has no effectand that the attacking model is penalized with a dishonour point.

6. ROLL TO DAMAGE THE TARGET ROLL ONE D6 AND MODIFY THERESULT ACCORDING TO THE DAMAGE PROFILE OF YOUR WEAPON (deductingor 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 morethan one additional dice in this way) and add that to your total score. Compare theresult to the target's armour value at the hit location. If your result is equal to orgreater than the modified armour value, you've damaged your target. Otherwisethe 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 onedamage marker to the hit location magnet at the hit location you've rolled previously.· If the result istwice 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 damagemarker to the hit location.

· If this was the 3rd damage marker at the location, the target has suffered acritical 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 isuncertain which location is nearest).

IMPORTANT! You may never inflict more than 3 points of structural damage (a criticalhit) with one roll to damage, even if you have model parts that'll give this effect.

HAVE YOU WON THE GAME YET? If you are playing the gamewith only two players, that plays one Ronin each, and the target has suffered an equalamount of damage markers in total as its total structural damage capacity, you have won!

In a game with more than two players (or more than one Ronin per player) thevictor is the player with the most victory points. You gain one victory point per struc-tural damage point inflicted on hostile Ronin. You lose two victory points for eachdishonour points your models have left at the end of the game.

If there are hostile models still on the playing field, your Ronin immediately gain1 honour point and the target is now considered impassable terrain and may not take anymore rounds in this game. As a last action the target now immediately have to take a fall test.

THE EFFECT OF A CRITICAL HIT

IN THE TORSO Every critical hit inflicted at your Ronin's torso will lower theeffect of your structural heat reduction system by 1. (f.ex. usually the first critical hitwill give you a automatic heat sink of -5 at the beginning of your round instead of thenormal -6).

IN THE ARMS Take a malfunction test after you've declared an action andmodified your heat factor, to use an arm where you've suffered a critical hit. If yousucceed 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 testfor every first movement action in a round, modifying your chance to succeed with-2 if you are critically hit in both legs.

FIRING INDIRECT In order to fire indirect at a target (a point at theplaying field) at distance, first declare which weapon you are firing and which targetyou'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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Frontal arc Ambush arcFlank arc

12

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 fireindirect when involved in close combat .

1. ESTABLISHING LINE OF SIGHT TO THE TARGET You don'tneed line of sight to a target in order to fire indirect at it.

2. TO DETERMINE IF THE TARGET IS WITHIN THE WEAPON'SFIRING ARC This works exactly as determining if the target is within firing arcwith a ranged weapon.

3. DECLARE FIRING RANGE When you have determined that the targetis 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 you’vedeclared and place a marker (we use a dice) at the guessed range.

5. DETERMINE DEVIATION OF THE PROJECTILE ROLL 2D6. If thetwo dice rolled shows the same score, the projectile automatically hits at the markedguessed 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

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 yourfiring direction indicating 12 o'clock, the projectile deviates clockwise accordingto the deviation total .

The range is always measured from the centre of the explosion (marker) tothe centre of the cockpit of any model within the area of effect of the weapon youare 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 nomodels are within the area of effect the attack misses and this ends the attack.

6. DETERMINING HIT LOCATION This works exactly as determining hitlocation with a ranged weapon.

7. ROLL TO DAMAGE THE TARGET This works exactly as rolling todamage with a ranged weapon.IMPORTANT! You should roll separate hit locations and damage rolls on each targetwithin the area effect.

CLOSE COMBAT In order to assault a model in close combat, firstdeclare which assault weapon you intend to use and which target you're assaul-ting, 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 .

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13

5. Determine hit location.6. Roll to damage.

1. ESTABLISHING CLOSE COMBAT RELATION TO THE TARGETStart with establishing your position in relation to the facing of the target by usingthe relation arcs pictured above. Your position in relation to the target is either frontalif you are positioned within the front arc , flanking if you are positioned within eitherof the side arcs or ambushing if you are positioned within the rear arc.

2. TO DETERMINE IF THE TARGET IS WITHIN THE WEAPON'SASSAULT ARC AND RANGE An assault weapon can only hit a target whosecockpit is within its assault arc and range. The assault range is always 8 cm and theassault 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 combatwith you and vice versa.

3. ROLLING TO HIT ROLL 2D6, if the sum is '2' you have missed automaticallyand this ends the attack. If the sum is '12' you may choose to automatically inflict onepoint of structural damage (you don't have to roll to damage the target, determine thehit location as usual) or add an additional dice to your roll to damage. Otherwise:

· Add 2 if you are flanking.

· Add 3 if you are ambushing .

· Deduct or add the weapon's hit modification .

If the result is 7 or more you have hit your target. If you hit, your opponent now hasthe possibility of parrying your assault. Otherwise you miss and this ends the attack.

4. DEFENDER MAY TRY TO PARRY THE ASSAULT If the opponentis equipped with a weapon, mounted on location 1 or 2, whose assault arc coincideswith the attacker's assault arc, he may choose to parry by rolling 2D6, deducting 1per structural damage point suffered at the hit location where the weapon is mountedand deducting 2 if the weapon is a ranged weapon.

If the result is higher than your modified roll to hit, your opponent successfullyparries your assault and this ends the attack, otherwise you have to determinewhat damage your weapon inflicts.IMPORTANT! You may never try to parry if you were ambushed. You may still parrywhen fallen over on your back, but not when fallen over on your torso.

5. DETERMINING HIT LOCATION This works exactly as determining hitlocation with a ranged weapon.

6. ROLL TO DAMAGE THE TARGET This works exactly as rolling damagewith a ranged weapon.

STOMPING You can perform a stomp attack on a model that is involved in closecombat with you and has fallen over. You hit automatically (no roll to hit is required) androll a hit location and one dice to damage the target, adding your weight class to the score.

STANDING UP If you have fallen over you may modify your heat factor withone plus your weight class to take a test to stand up. If you succeed you immediatelyraise your model to it's feet, otherwise it is still fallen over. You neverhave take a breaktest in order to stand up, even if standing up moves you out of close combat.

COLLIDING INTENTIONALLY When colliding with anothermodel you don't have to take the fall test if you performed an action to collideintentionally before the collision.

USING A MODEL PART The model part has effect according to its profileand, unless specifically stated otherwise, that effect lasts for the round during which youspent an action to use it. If a model part's profile states that no modification is requiredto 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 cumulativeunless speci-fically stated otherwise. Model parts modifying a dice roll with a number statedwithin parenthesis are added together. The additional heat modification for usingthe same part several times per round is cumulative in addition to the usual heat

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14

modification made in order to use the model part.IMPORTANT! You may never have more than two identical skill marks mounted onyour 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 firstnumber within parenthesis if you have an adept degree or the second if you have amaster degree. IMPORTANT! A Skill mark requires one HARDPOINT.

COLLISONS AND FALLINGCOLLISIONS WITH IMPASSABLE TERRAIN If you collidewith impassable terrain or the ground due to movement or falling (any part of your modeltouches impassable terrain or the ground when falling) you’ll take fall damage. YOUROPPONENT ROLLS ONE D6 to damage you. If he rolls a 6 he may roll one additional dice(he may never roll more than one additional dice in this way) and add that to the total score.· Add 1 per 5 cm movement or fall height, without change of the direction of

travel prior to the collision.Roll a hit location and compare the score to the armour value as if inflicting damagewith a ranged weapon. In addition to this you must immediately take a fall test, addingyour weight class and deducting 1 per structural damage point suffered at hit location5 or 6. IMPORTANT! You don’t take fall damage as a result of falling over.

COLLISIONS WITH OTHER MODELS If you collide with another modeldue to movement or falling (any part of your model touches any part of the othermodel), YOU AND YOUR TARGET ROLL A D6 EACH to damage each other. If anyof you rolls a 6, that player may roll one additional dice (you may never roll more

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 directionof 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 ifinflicting damage with a ranged weapon. In addition to this you both immediatelyhave to take a fall test, adding your weight class and deducting 1 per structuraldamage point suffered at hit location 5 or 6.

MISSILES We've stated the general rules for using missiles herefor your convenience, rather than repeating them for every individual model part.A missile must always be attached to a missile ramp via the MAGLOCK systemuntil you perform an action to fire it.

FIRING A MISSILE You start by declaring an action to fire the missile, checkingfor overheating as usual. A missile is launched from its ramp by taking a missile launchtest, adding your weight class and deducting the missile's weight from the dice roll.

FAILING THE MISSILE LAUNCH TEST If you fail the missile launchtest, the missile will behave exactly as if you succeded the launch test with theexception that its initial direction will change. Roll a D6, if the result is 1-3 it islaunched 45° left of the direction it is pointing, if the result is 4-6 it is launched45° right of the direction it is pointing.

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SUCCEEDING THE MISSILE LAUNCH TEST If you succeed the missilemust immediately perform one movement action to move its full range in the direc-tion of its point, and may not change its direction of travel unless specifically statedotherwise. The missile moves in this manner immediately after every round performedby the Ronin that fired it, except for the round it was fired (or instead of that Ronin ifit is destroyed). Until it either moves within its sensor range which is 6 cm from amodel's cockpit, or touches impassable terrain or a model when it explodes immedi-ately. If a missile moves out of the playing field it is removed from the game.

· A missile only encumbers your model with it's weightas long as it is mountedon the missile ramp, once fired you loose that weight and modify your weightclass 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 modelswithin its area effect .

· The missile moves 5 cm above the ground (useful f.ex. in regard of deter-mining collisions with terrain). It can climb slopes lower than 45°, effecti-vely 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 missilesall have a lock range of 16 cm and a lock arc of 90°, measuring from the point ofthe missile. Once launched the missile will, when moving, lock onto the targetwithin the lock range that best meets the lock requirements of the missile. If thereis no target within the lock range and arc it will search for a target within doubleits lock range. If there is no target within the increased lock range, the missile willcontinue to move in its direction of travel.

If a missile has locked on a target it will move towards that target if possible. Itmay perform a up to 90° turn at half of, and at the end of its movement in order tokeep its point as best aimed at its target as possible. A missile that is locked on is onlyactivated when it moves into sensory range of the locked target.

CHANGING TARGETS If a new target comes into the lock range and arc ofthe missile, during its round, that better meets the lock requirements than thecurrent 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 VARIANTSPLAYING HIDDEN If you are three or more players, you should reallytry the interesting game variant of playing "hidden". One player takes on the roleof "referee" and will secretly keep track of the models as they move over the playingfield taking note of what they see (models that are within their line of sight) andwhat 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 modelsplayed by other players (even friendly) outside line of sight and radar range areremoved from the playing field by the referee. Models within radar range are indicatedby a marker on the playing field by the referee, and as the model moves during theround the referee carefully monitors if the model gets line of sight to any new modelsand if so places them on the playing field; or gets any new models within radar rangeand if so, indicates that by placing a marker on the playing field. As soon as the playerdeclares an action involving another model, or moves within line of sight of anothermodel, the player controlling that model is allowed to attend the gaming table assoon as all other models outside line of sight and/or radar range controlled by theplayer currently taking his round are removed from the playing field.

KEEPING TRACK OF THE MODELS The system we've designed to keeptrack of the models is fairly straight forward.· Measure the distance from the model to the edge of the short side of the playing

field closest to the model. Assign a minus in front of the number if it was measured from the right edge from where you are standing.· Measure the distance from the model to the edge of the long side of the playingfield closest to the model. Assign a minus in front of the number if it was measured from the top edge (opposite the side you are standing).

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· Make a note of the model's direction of travel as well as facing in degrees in relationto 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.

Now you should have a position for the model that should look something like this: 20cm, 32 cm, 45 degrees. This means that the model's position is 20 cm from the leftedge of the playing field, 32 cm from bottom edge of the playing field (the one closestto you) with a 45 degree (that's northeast or half past one) direction of travel in relationto our designated 0 degree direction of travel.

DURATION Sometimes you want to alter the victory conditions a bit, makingthe game play different. Something that we suggest in order to achieve this is todecide for fixed duration for the game, for instance 6 rounds. This means that eachRonin still left in the game must have taken 6 rounds before the game is over. Thevictor is the Ronin that have inflicted the most structural damage on enemy Ronin.

TEAM PLAY In order to make the game more exciting and competitive youcan chose to play in teams. First make sure that the forces are balanced. Whenyou 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 thesides take turns placing their Ronin on the playing field, this is also the order ofplay. Make sure all Ronin from the same team are placed on the same side of theplaying field. Once all Ronin have been placed on the playing field the game can

begin. In team play you lose one point for each structural point inflicted on friendlymodels. The winners are the team that has lost less amount of points.

CONQUER THE BATTLEFIELD This variant is suitable for multi-Roningames. 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 thebattle. The object is to control the most areas. You control an area by being the only sidewith a least one Ronin in it. The victor is the side that at the end of the game (when all Roninsin the game have performed the number of rounds decided beforehand) controls the mostareas. If the game is a draw you play another full round, until one side is victorious.

SUPREMACY Before the game begins you designate a number of control pointson the playing field. The aim of this variant is to score points by, at the end of each roundcontrol as many of the control points as possible. You take control of a control point bymoving over it. The points are distributed after each of the Ronin remaining on the playingfield have taken a round. We recommend that you use some kind of differently colouredmarkers (we use dice) in order to keep track of which Ronin currently control the controlpoint. The victor is the side which first reaches the before hand agreed number of points.

HOLD THE FORT One side, the defenders, try to hold a strategically importantpiece of terrain, 'the Fort', preferably on the middle of the playing field. The other side, theattackers, are allowed to field their Ronin on any side of the playing field. The object of thegame is for the attackers to conquer the Fort by making sure that no defending Ronin is leftin the Fort when the duration of the game is over. If they succeed they are victorious. If thereare any defending Ronin left in the Fort at the end of the game the defending side is victorious.

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Finally apply all the magnets tothe magnet attachment points.8

Place the next foot on the table tocorrectly gauge the leg's placement.3Attach the abdomen to the leg.

Make sure that the peg is pointing up.2Place the foot on a table. Makesure that the leg is not straight.1

Attach the cockpit facing straightand the upper arms to the sockets.7Now the torso should be able to

revolve freely around the peg.6Attach the chest to the back. Makesure not to apply glue to the peg.5Place the back around the

abdomen's peg.4

ASSEMBLING YOUR RONINBefore you start to assemble your Ronin we suggest that you carefullyread the rules for the model parts you intend to use. Pay special atten-tion to where on your Ronin the different model parts can be mountedand what effect they give when mounted there. It is also recommendedthat you study the pictures of assembled Ronin that you find in thisrulebook. Hopefully they will be great inspiration to you when posingyour model dynamically as well as when painting it. They will also letyou avoid mistakes such as posing an unbalanced Ronin, which willhave trouble standing up on the battlefield. Also remember to pose thearms so that they don't interfere with the revolving of the torso.

Something that is important while assembling your Ronin is tolet the glue dry properly before attaching a new model part. Shouldyou rush it is very likely that some parts will start to come apart, makingthe 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 modelin between games. Use Maghit or Maglock magnets to attach the modelparts to the structures instead of glue.

? ?? ? ?

18

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BACK STRUCTURE

36. Armour (5) 60. Immunity (19. Armour Piercing)

6 - -/ - - - 0

1, 2

6

2

MODEL PART DESCRIPTIONSNAME The name of the model part.TYPE 1: assault weapon, 2: ranged weapon, 3: equipment, 4: skill mark;

5: missile; 6: structure.RANGE Indicates the range of the model part’s effect. HIT MODIFICATION 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.

DAMAGE The modification you make to your roll to damage your target.LOCATION 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 bemounted on any HARDPOINT of the Ronin.

HARD POINTS The number of HARDPOINTS the model part must be mounted on (black) orgives (green). A Skill mark requires one HARDPOINT.

WEIGHT The weight of the piece of equipment defined in a number, nothing stated: normal, 1: heavy, 2: very heavy. 3: extremely heavy.

HEAT The modification you have to do to your model's heat factor before you canuse the model part and gain its effect.

SPECIAL EFFECT The special abilities of the model part. These abilities are described in detailin the special effects section beginning on page 27.

FOR STRUCTURESPLACEMENT 1: head, 2: back, 3: chest, 4: abdomen;

5: upper arm; 6: leg, 7: feet.DAMAGE CAPACITY The total starting structural damage

capacity or modification to the structural damage capacity of your Ronin (#115).

ARMOUR The basic armour of the structure (hit location).HEAT REDUCTION The modification you automatically make to

your heat factor at the beginning of your round.

CHEST STRUCTURE

36. Armour (5), 60. Immunity (19. ArmourPiercing), 115. Structural Damage Capacity (9)116. Heat Reduction (-6)

6 - -/ - - - 0

3

UPPER ARM STRUCTURE

36. Armour (5) 60. Immunity (19. Armour Piercing)

6 - -/ - - - 0

5

COCKPIT STRUCTURE

68. Honour (1)114. Line of Sight (180°)

6 - -/ - - - 0

1

COCKPIT STRUCTURE

68. Honour (1)114. Line of Sight (180°)

6 - -/ - - - 0

1

COCKPIT STRUCTURE

68. Honour (1), 102. Evasive (Ranged) (1)114. Line of Sight (180°)

6 - -/ - - - 1

1

COCKPIT STRUCTURE

68. Honour (1), 102. Evasive (Assault) (1)114. Line of Sight (180°)

6 - -/ - - - 1

1

FOOT STRUCTURE

63. Stomp Charge (1)88. Non Cumulative

6 - -/ - - - 0,5

7

FOOT STRUCTURE

88. Non Cumulative107. Difficult Ground Training (1)

6 - -/ - - - 0,5

7

FOOT STRUCTURE

6 - -/ - - - 0

7

FOOT STRUCTURE

6 - -/ - - - 0

7

ABDOMEN STRUCTURE

6 - -/ - - - 0

4

19

LEG STRUCTURE

36. Armour (5) 60. Immunity (19. Armour Piercing)

6 - -/ - - - 0

6

LEG STRUCTURE

36. Armour (5) (60. Immunity (19. ArmourPiercing)), 54. Pain Control, 88. Non Cumulative

6 - -/ - - - 1

6

LEG STRUCTURE

36. Armour (5) (60. Immunity (19. ArmourPiercing)), 36. Armour (1), 88. Non Cumulative

6 - -/ - - - 1

6

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ACHERONHACHIMAN

17. (1) (assualt), 76. (2), 80. (2)

RAIDEN

4. (powerpack), 30. (6), 51., 60. (cloaking)

2 48 +0/+0 +0 +2 2

CRIUS

9. (7), 13. (1), 24., 90. (2)

2 56 -/- +2 +2 3

4. (powerpack), 7., 30. (5)

1 8 +0 +2 +2 3

12

12

12

12

TITAN

1. High explosive

1 8 +2 +D6+1 +2 2

JUGGERNAUT

2. Impact, 4. Compatible (powerpack), 72. Parry (1)

1 8 +1 +1 +1 0

DAMOCLES

3. Sweep attack4. Compatible (power pack)

1 8 +3 +2 +2 0

LONGINUS

4 Compatible (power pack)5. Charging (1)

1 8 +2 +1 +2 0

MORTEUS

6. Cutter7. Maiming

1 8 +1 +3 +2 2

CENTURION

20. Multiple Damage (D3)

1 8 +3 +0 +3 2

BEHEMOTH

1. High explosive9. Area effect (6)

2 56 -2/ -1 +D6 +3 3

DESMODUS

4. Compatible (ammo clip)10. Continous fire

2 48 +1/-2 +3 +2 2

CHIMERA

13. Heating (1)14. Burst, 35. Incinerator

2 24 +2/+2 +1 +3 2

LEVIATHAN

2. Impact, 4. Compatible (powerpack), 4. Compatible (ammo clip)

2 48 +1/+0 +2 +2 1

KERBEROS

4. Compatible (ammo clip)15. Multiple shots (D3), 16. Recoil

2 48 +1/ -1 +2 +2 3

NEMESIS

17. Precision (Ranged) (2)

2 88 -2/+1 +3 +3 3

SERPENT

2. Impact

2 40 +0/+0 +2 +2 0

DAEMONETTE

18. Limited Effect (1. High Explosive)

2 40 +0/+0 +0 +1 0

INCUBUS

19. Armour Piercing (3)

2 32 +0/+1 +1 +1 0

1, 3A2, 4A

12

12

1, 3A, 52, 4A, 6

1, 3A2, 4A

12

12

12

12

12

12

12

12

12

12

1 8 +1 +2D3 +2 1

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SUCCUBUS

19. Armour Piercing (2)

2 32 +0/+0 +0 +1 0

TIRUS

2. Impact

2 48 +0/+0 +0 +1 0

MALAKITE

20. Multiple Hits (D3)

2 48 -1/+0 +1 +2 0

DAEMON

18. Limited effect (20. Multiple Hits(D3))

2 32 -1 /-1 +0 +1 0

VORTEX

21. Dynamo Weapon31. Pushback36. Armour (1/1)

2 32 +0/+1 +0 +2 1

SEBULON

14. Burst

2 32 +2/+1 +0 +2 0

URIEL

22. Heat Efficient

2 40 -1/-2 +1 +2 1

HYENA

12. Point Blank Range23. Corrosion

2 32 +2/+2 - +2 0

MINOTAUR

1. High Explosive9. Area Effect (6)24. Indirect

2 40 -/- +1 +2 1

MANTICORE

9. Area Effect (6)18. Limited Effect (1. High Explosive)24. Indirect

2 40 -/- +0 +2 0

LEGION

25. Swarm Attack (10)

2 56 -1/-1 - +2 2

SIREN

26. Magnotron

2 32 +1 /+1 -1 +2 0

TARANTULA

27. Bio Effect

2 32 +0/-2 +0 +2 0

STYX

28. Shock

2 32 +1/-1 +1 +2 0

PHOENIX

12. Point Blank Range, 13. Heating (1)35. Incinerator

2 24 +1/+0 +0 +2 0

1, 3A2, 4A

1, 3A2, 4A

3A4A

1, 3A2, 4A

1, 3A2, 4A

1, 3A, 52, 4A, 6

1, 3A2, 4A

1, 3A2, 4A

1, 3A2, 4A

1, 3A, 52, 4A, 6

1, 3A2, 4A

1, 3A2, 4A

1, 3A2, 4A

1, 3A2, 4A

3B4B

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BANSHEE

10. Continous Fire12. Point Blank Range

2 32 +0/ -1 +1 +1 0

WRAITH

12. Point Blank Range29. Cooling

2 32 +0/-1 +0 +1 0

GOLEM

9. Area Effect (7), 24. Indirect30. Forcewave (4), 31. Pushback

2 48 -/- +2 +2 1

LILITH

32. Achilles Effect

2 48 +0/+0 +2 +2 0

SCORPIUS

28. Shock

2 40 -1 /-1 +3 +3 1

BASILISK

9. Area Effect (6)19. Armour Piercing (2)24. Indirect

2 40 -/- +0 +2 0

SMOKE CLOAK

38. Smokescreen (1)39. Duration

3 - -/- - +1 0

TARGETER

17. Precision (2) (Ranged)40. Local Effect

3 - -/ - - +0 0

JUMP PACK

41. Jump Boost22. Heat Efficient

3 - -/ - - +2 0

ARMOUR PLATE

36. Armour (2/1)

3 - -/ - - +0 1

SHOULDER PLATE

36. Armour (1)42. Shoulder Adaption

3 - -/- - +0 1

PARTICLE PLATE

36. Armour (0/1)43. Particle Armour

3 - -/- - +0 2

DYNAMO PLATE

39. Duration44. Dynamo Armour (1)

3 - -/ - - +0 2

VENTS

45. Ventilation

3 - -/ - - +0 1

POWER PACK

40. Local Effect, 46. Power Charge (1)47. Required Compability

3 - -/ - - +0 0

3A, 4A, 53B, 4B, 6

7, 3B4B

3A4A

7, 1, 52, 6

1, 3A2, 4A

56

1, 3A2, 4A

1, 3A2, 4A

1, 3A2, 4A

1, 3A2, 4A

1, 3A2, 4A

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HYDRO COOLER

48. Hydroxid Fluid (1)91. Cable Bound

3 - -/- - +0 1

HYDRAULICS

22. Heat Efficient49. Weight Compensator (2) 91. Cable Bound

3 - -/- - +1 0

CABLE CONNECTOR

50. Cable Connector

3 - -/ - - +0 0

RECIEVER

51. Reciever

3 - -/ - - +0 1

STAMINA SENDER

53. Pain Resistance (1) 57. Sender

3 - -/ - - +0 1

CLOAKING DEVICE

98. Cloaking (1)

3 - -/- - +0 0

FLAG MOUNT

4. Compatible (Rank Flag)97. Flag Mount

3 - -/- - +0 0

RANK FLAG

4. Compatible (Enhancer Skirt)47. Required Compability52. Rank (2/2/3)

3 - -/ - - +0 0

ENHANCER SKIRT

47. Required Compability54. Pain Control

3 - -/ - - +0 2

DEFMINE

22. Heat Efficient, 39. Duration40. Local Effect55. Active Armour

3 - -/ - - +1 1

SLASH BLADE

118. Slash Blade

1 - -/- +0 +0 0

CUIRASS

36. Armour (1/0)

3 - -/- - +0 1

FLARE BALLS

18. Limited Effect (110. Flare (2))22. Heat Efficient, 39. Duration

3 - -/ - - +2 0

ARMOUR SENDER

36. Armour (1/0), 39. Duration57. Sender

3 - -/ - - +1 2

AREA AMMO

9. Area Effect (6), 47. RequiredCompability, 111. Ammo clip

3 - -/ - - +0 0

12

7, 3B4B

7

7, 3B4B

7, 3B4B

7

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EXPLOSIVE AMMO

1. High Explosive47. Required Compability111. Ammo clip

3 - -/- - +0 0

TRACER AMMO

17. Precision (1) (Ranged)47. Required Compability58. Aim (1), 111. Ammo clip

3 - -/- - +0 0

PIERCING AMMO

19. Armour Piercing (3)47. Required Compability 111. Ammo clip

3 - -/ - - +0 0

HEAT AMMO

13. Heating (1), 35. Incinerator47. Required Compability 111. Ammo clip

3 - -/ - - +0 0

RADAR

59. Radar (1)60. Immunity (38. Smokescreen)

3 - -/ - - +0 0

BACK RACK

99. Back Rack Mount

3 - -/- - +0 1

WEAPON RACK

100. Small Rack Mount

3 - -/- - +0 0

REPAIR SYSTEM

40. Local Effect61. Repair (-2)

3 - -/ - - +2 0

GYRO STABILIZER

62. Gyro (1)

3 - -/ - - +0 0

AGGRESSOR

63. Stomp Charge (1)

3 - -/- - +0 0

MISSILE RAMP

67. Missile Ramp (4)

3 - -/ - - +0 0

KINETIC SENDER

57. Sender66. Tackling (1)

3 - -/- - +1 1

FIRE EXTINGUISHER

64. Extinguisher (2)

3 - -/- - +0 0

EXHAUST

65. Exhaust (1)

3 - -/ - - +0 1

DISPLACER

22. Heat Efficient37. Displacement (1)39. Duration

3 - -/ - - +2 1

7, 3A, 54A, 6

3A4A

1, 3A2, 4A

7 56

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SKILL MARKSHONOUR BADGE4 68. Honour (1/2)

SAFE LANDING4 113. Safe Landing (1/3)

AMBUSH ASSAULTER4 85. Ambush Assault Aim (1/2)

WEIGHT BALANCER4 95. Weight Balancer (1/3)

STILL TARGET AIM4 69. Still Target Aim (1/1)

REFLEX SHOOTER4 75. Reflex Shot (1/2))

CLOSE RANGE GAUGE4 86. Close Range Gauge (2/4)

FLANK DEFENSE4 106. Flank Defense (1/2)

FAST TARGET AIM4 70. Fast Target Aim (1/1)

QUICK REFLEXES4 77. Quick Reflexes (1/2)

LONG RANGE GAUGE4 87. Long Range Gauge (2/4)

BLOCKER4 101. Bull charge (1/3)

STEADY4 71. Stability (1/2)

HIDDEN TARGET AIM4 78. Hidden Target Aim (1/2)

RANGE INCREASER4 89. Range Increasing (2/4))

EVASIVE (RANGE)4 102. Evasive (Ranged) (1/2)

CHARGER4 66. Tackling (1/2)

PERCEPTIVE4 79. Perception (2/4)

DEVIATION CONTROL4 90. Deviation Control (1/3)

EVASIVE (ASSAULT)4 102. Evasive (Assault) (1/2)

PARRY4 72. Parry (1/2)

MANUEVERING4 80. Manuevering (2/4)

STOMPER4 63. Stomp Charge (1/2)

EVASIVE (INDIRECT)4 102. Evasive (Indirect) (1/2)

FLEXIBLE4 73. Flexible (1/3)

HIDE4 81. Hide (1), 88. Non Cumulative

STEADFAST4 112. Steadfast (1/3)

IR-ENHANCEMENT4 105. IR-Enhancement (2/4)

PRECISION (RANGE)4 17. Precision (1/2), 40 Local Effect

MISSILE TARGET AIM4 82. Missile Targeter (1/2)

LAUNCH EXPERT4 92. Launch Expert (1/2)

RANGER4 107. Difficult Ground Training (1/2)

PRECISION (ASSAULT)4 17. Precision (1/2), 40 Local Effect

INDIRECT FIRE AIM4 83. Indirect Fire Aim (1/2)

LUCK4 93. Luck (1/3)

MISSILE AVOIDER4 108. Missile Avoider (2/4)

ASSASSIN4 74. Assassin, 88. Non Cumulative

FLANK ASSAULTER4 84. Flank Assault Aim (1/2)

AGILE4 94. Agile, 88. Non Cumulative

BERSERKER4 109. Berserker (1/2)

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9. Area effect (6)34. Steering (2/45) 36. Armour (5)

5 24 -/- +3 +1 1

MISSILE

9. Area effect (6), 20. Multiple Damage (D3) 34. Steering (2/45)36. Armour (5)

5 32 -/- +1 +1 1

MULTIPLE MISSILE

9. Area effect (14), 23. Corrosion 34. Steering (2/45)36. Armour (5)

5 32 -/- - +1 1

CORRODER MISSILE

9. Area effect (6), 34. Steering (2/45)36. Armour (5)37. Displacement (2)

5 32 -/- +2 +2 2

DISPLACER MISSILE

9. Area effect (6)36. Armour (5)96. Lock (103. Heat Seeking)

5 24 -/- +3 +1 1

SEEKER MISSILE

9. Area effect (6), 30. Forcewave (8)36. Armour (5)96. Lock (104. Movement Detection)

5 32 -/- +1 +1 1

FORCE MISSILE

6. Cutter, 9. Area effect (6)36. Armour (5)96. Lock (104. Movement Detection)

5 24 -/- +2 +1 1

CUTTER MISSILE

9. Area effect (7), 27. Bio Effect34. Steering (2/45)36. Armour (5)

5 32 -/- +1 +2 3

BIO MISSILE

9. Area effect (6), 18. Limited Effect (1. HighExplosive), 36. Armour (5), 34. Steering(2/45)

5 24 -/- +2 +1 1

EXPLOSIVE MISSILE

9. Area effect (6), 18. Limited Effect (20.Multiple Hits), 34. Steering (2/45)36. Armour (5)

5 24 -/- +2 +1 1

SHATTER MISSILE

9. Area effect (8), 13. Heating (1) 34. Steering (2/45)36. Armour (5)

5 32 -/- +1 +1 2

HEAT MISSILE

9. Area effect (6), 34. Steering (2/45)36. Armour (5)

5 48 -/- +D6 +2 3

MEGA MISSILE

9. Area effect (7), 32. Achilles Effect36. Armour (5)96. Lock (103. Heat Seeking)

5 24 -/- +2 +1 1

ACHILLES MISSILE

9. Area effect (6), 19. Armour Piercing (4)34. Steering (2/45)36. Armour (5)

5 24 -/- +1 +1 1

PIERCING MISSILE

9. Area effect (8)36. Armour (5)96. Lock (104. Movement Detection)

5 32 -/- +3 +2 2

TRACER MISSILE

1. High Explosive, 9. Area effect (6)36. Armour (5)96. Lock (104. Movement Detection)

5 40 -/- +D6 +3 3

EXPLOSIVE TRACER

9. Area effect (6), 28. Shock36. Armour (5)96. Lock (103. Heat Seeking)

5 24 -/- +1 +1 1

SHOCK MISSILE

9. Area effect (6)34. Steering (2/45)36. Armour (7)

5 24 -/- +1 +1 1

ARMOURED MISSILE

1. High Explosive, 9. Area effect (7)36. Armour (5)96. Lock (103. Heat Seeking)

5 32 -/- +2 +2 2

EXPLOSIVE SEEKER

7. Maiming, 9. Area effect (6)34. Steering (2/45)36. Armour (5)

5 40 -/- +2 +3 3

MAIMING MISSILE

MISSILES

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27

SPECIAL EFFECTS01. 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 itis not obvious in which direction it revolves, you chose). The torso can never berevolved more than 90° in relation to the target's direction of travel.

03. SWEEP ATTACKYou get separate rolls to hit all targets within your assault arc andrange.

04. COMPATIBLE The model part is compatible with the model part stated withinparenthesis.

05. CHARGING Add the value within parenthesis to your roll to damage per 5 cmmovement, 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 theweapon are rendered useless for the rest of the game (effect is applied even if thetarget is undamaged).

07. MAIMING If you inflict damage at hit location 1 or 2 on a target, you auto-matically inflict one additional point of structural damage.

08. SUSTAINED HIT If the dice rolled to hit shows the same score, you roll todamage 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 centreis within the indicated area effect radius . The radius is the number given withinparenthesis, centred at the point of explosion.

10. CONTINOUS FIRE If the dice rolled to hit shows the same score, you are allowed toimmediately fire again after the first attack is resolved (regardless if you hit or miss) withoutmodifying 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 withyou with this weapon.

13. HEATING Provided you inflict damage at the target, you get to add the numberwithin 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 firingarc and range when performing an action to fire this weapon. You can never hit the sametarget more than once in the same attack.

15. MULTIPLE SHOTS The number of rolls to hit you should do when performing anaction to fire this weapon are stated within parenthesis.

16. RECOILTake a recoil test immediatelyafter you've rolled to hit with this weapon.If you fail, you must revolve your torso 45° away from the target. Your torso cannever 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 whenrolling on the hit location table when hitting with this weapon. It is also stated whattype 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 wouldnormally have given its effect, you must take a test to see if it does. If you succeedit does, otherwise it doesn't.

19. ARMOUR PIERCING Add the number within parenthesis to your roll to damageif a model part that provides armour is present at the hit location. You may not addmore 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 numberwithin parenthesis to see how many rolls to damage you may make. You rollseparate hit locations for each roll to damage.

21. DYNAMO WEAPON For every full movement action performed previously duringthe 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 useall 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 targethas already suffered instead of inflicting normal damage. The hits are suffered atthe hit locations of the critical hits. If the target has not suffered any critical hitsyou do not inflict damage at all.

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28

24. INDIRECT Obeys the rules for indirect fire .

25. SWARM ATTACK The number within parenthesis indicates the number of rollsto hit you should roll when declaring an attack with this weapon. You may dividethese rolls to hit at several legal targets (declare targets before rolling to hit). Allsuccessful hits at the same target hit the same hit location (roll once). No roll todamage is made. Instead each hit counts as 2 damage and they are added togetherbefore 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 openground now counts as movement over difficult ground for the rest of the game inaddition to causing normal damage.

28. SHOCK If you hit you may modify your roll to damage with the target's heatfactor (unless negative).

29. COOLING You may disregard the additional +2 heat modification for using thismodel part several times during a single round.

30. FORCE WAVE If you hit, the target is immediately moved the number withinparenthesis in cm, in a straight line away from the weapon's muzzle or the centreof 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 anattack using this weapon.

32. ACHILLES EFFECT If you hit, you hit the nearest legal hit location with mostdamage 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 itsmovement. The first number within the parenthesis is the number of turns per movementaction 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 twohit locations.

37. DISPLACEMENT When hit by a ranged weapon, you may immediately take adisplacement test , modifying your dice roll with the number within parenthesis. Ifyou succeed, the ranged weapon's attack miss you, otherwise you are hit. The modelpart only provides its effect once per round and you may never take more than asingle displacement test per attack.

38. SMOKESCREEN All opponents firing ranged weapons directly at you mustdeduct 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 struc-tures 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 tojump if you have at least one jump pack mounted at each leg. If your weight classis 3-4 you need two jump packs mounted at each leg. You may not perform anyother movement actions during this round. If your weight class is 2 or less themaximum range of the jump equals 8 cm per pair of jump packs, plus twice yournormal "per action" movement distance. If your weight class is 3-4 the maximumrange of the jump equals 8 cm, plus twice your normal "per action" movementdistance. When performing an action to jump you declare how many cm, and inwhich direction (forward and/or straight up or down), you want to jump beforecarrying out the actual moving of the model (in effect you must gauge your finallanding point to the best of your ability). You may not change your direction oftravel 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 don’t 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.

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44. DYNAMO ARMOUR When resolving hits at this hit location you may add thenumber within parenthesis to your armour value for every full movement actionmade previously during the round.

45. VENTILATION Take a ventilation test if you are damaged as a result of overhe-ating. If you succeed you are undamaged, otherwise you suffer the damage. Themodel part only provides its effect once per round and you may never take morethan a single ventilation test per overheat damage.

46. POWER CHARGE After you have hit with a weapon onto which the model partis mounted, you can declare an action to charge it (check for overheating). Modifyyour roll to damage with the number within parenthesis for every +1 heat modifi -cation spent in the charging action.

47. REQUIRED COMPABILITY The model part only provides its effect to modelparts that have the effect 4. Compatible (this model part).

48. HYDROXID FLUID Add the number within parenthesis to the dice roll whenchecking for overheating using the model part.

49. WEIGHT COMPENSATOR Deducts weight according to the number statedwithin parenthesis.

50. CABLE CONNECTOR Allow you to connect a cable to the model part the connectoris mounted on. If you connect two connectors mounted at different locations with acable, you can at the beginning of the game designate one model part per pair ofconnectors (no structure, arm, skill mark nor weapon) that will give all of its effectto 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 effect57. Sender in use.

52. RANK Add the first number within parenthesis to the dice roll when checkingfor overheating. Increase the reduction of your structural heat reduction with the2nd number within parenthesis (down to maximum -6). Add the 3rd number withinparenthesis to your total structural damage capacity .

53. PAIN RESISTANCE Take a durability test when suffering the negative effect of a criticalhit, 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 locationsto this model part's magnet. You may relocate up to 3 damage markers in thismanner. Markers located at this model part still count towards your total struc-tural damage capacity.

55. ACTIVE ARMOUR If you are hit with an assault- or ranged weapon or collidewith something affecting the hit location where the model part is mounted, youmay 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 numberwithin parenthesis.

57. SENDER The special effect of the model part is transferred (so this model parthas no effect itself) to all receiver model parts mounted on the model. You canonly 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 devia-tion total when firing indirect . When playing "hidden" your radar range increaseswith the number within parenthesis multiplied by 10 cm.

60. IMMUNITY The effect stated within parenthesis is cancelled when affectingthis model part, or the model it is mounted on.

61. REPAIR You may use this model part to remove one damage marker locatedat the same hit location as this model part. Take a repair test, modifying your diceroll with the number within parenthesis. If you succeed you may remove the damagemarker. The model part only provides its effect once per round and you may nevertake 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 damageyour 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 causedyou to overheat, provided your positive heat factor is equal to or less than thenumber within parenthesis. Then your round immediately ends.

66. TACKLING Add the number within parenthesis when rolling damage due tointentionally colliding with another model.

67. MISSILE RAMP Allow you to attach missiles to the MAGLOCK magnets on the rampwith 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 atarget that is standing still .

70. FAST TARGET AIM Add the number within parenthesis when rolling to hit a targetthat is moving fast.

71. STABILITY Add the number within parenthesis when taking a fall test you arerequired to take after colliding with another model.

72. PARRY Add the number within parenthesis when rolling dice to parry a closecombat 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 closecombat assault you inflict one point of additional structural damage.

75. REFLEX SHOT Add the number within parenthesis when rolling to hit firing aranged weapon in reflex mode .

76. REFLEX ASSAULT Add the number within parenthesis when rolling to hit witha 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 hita target in cover with a ranged weapon. You can never add more than the negativemodification you suffer from the target’s 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 maydecide 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 testto 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 amissile with a ranged weapon.

83. INDIRECT FIRE AIM You may deduct up to the number within parenthesis fromthe deviation range for indirect fire.

84. FLANK ASSAULT AIM Add the number within parenthesis when rolling todamage with a close combat assault weapon when flanking .

85. AMBUSH ASSAULT AIM Add the number within parenthesis when rolling todamage with a close combat assault weapon when ambushing .

86. CLOSE RANGE GAUGE You may add up to the number within parenthesis whendetermining your weapon's short range in regards of its to hit modification.

87. LONG RANGE GAUGE You may deduct up to the number within parenthesiswhen 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 paren-thesis from the deviation total for indirect fire.

91. CABLE BOUNDThe model part only provides its effect to model parts connectedwith it through a cable connector and a cable. If the model part has more than onecable 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.

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31

93. LUCK Your open-ended results are cumulative. If you roll '6' on the seconddice roll on an open-ended roll (e.g. when rolling for damage) you may roll a thirddice, 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 eitherterrain or other models, as long as yo end your round without touching terrain orother models.

95. WEIGHT BALANCE You may add or deduct up to the number within paren-thesis from your total weight to determine your weight class . You may changeyour weight accordingly at any time during the game.

96. LOCK A missile with this special effect obeys the rules for locking on a targetas stated in the Missile rules section. The effect stated within parenthesis is themissile's lock requirement .

97. FLAG MOUNT Allows you to mount up to 3 rank flags on the model obeyingthe rules for balancing the forces.

98. CLOAKING You may add up to the number within parenthesis to the deviationtotal when a model fires indirect at you. When playing "hidden" you may deduct thenumber 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 effec-tively raised, making it possible to place a weapon "behind" another facing the samedirection without interfering with its arc of fire.

101. BULL CHARGE Your opponent deducts the number within parenthesis whentaking a fall test after colliding with you.

102. EVASIVE You get to add or deduct up to the number within parenthesis whenyour opponent rolls on the hit location table when inflicting a hit on you. The typeof attack the effect applies to is indicated within parenthesis.

103. HEAT SEEKING The missile locks on the target with the highest heat factor. Ifseveral 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 atarget that has used 38. Smokescreen. You may not add more than the smoke-screen 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 dueto moving over difficult ground for a number of movement actions each round equalto the number within parenthesis.

108. MISSILE AVOIDER Deduct the number within parenthesis from the sensorrange of a missile when determining if you detonate it or not.

109. BERSERKER Add the number within parenthesis when rolling damage witha close combat assault weapon. You may never parry.

110. FLARE The edge of the flare’s radius will act as your model for purpose ofmissiles’ 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 fordamage from falling.

114. LINE OF SIGHT Gives you a line of sight arc as wide as the number of degreesstated within parenthesis. The arc is measured centered at your facing.

115. STRUCTURAL DAMAGE CAPACITY Add the modification within parenthesisto your total structural damage capacity.

116. HEAT REDUCTION The modification within parenthesis is the modificationyou 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 theranged weapon arm, on to which the slash blade is mounted, to perform a close combatassault. Disregard the -2 parry modification if mounted on a ranged weapon. A closecombat arm, on to which the slash blade is mounted, gains 56. Extra Damage (1).

Page 32: ENGLISH VERSION 1 - Klatu.orgequip it with heavy rocket launchers, jump packs and assault cannons of your choice, then launch into brutal battles with your opponents where strategy

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