Rules
Data obelisk: control it with one or more friendly mechs within R2 and no enemies in range, measured from base edge to its center. Check control at the end of round 6. If contested or unclaimed, check again after rounds 7 and 8. If still unresolved, the higher total original point cost of surviving mechs wins; equal totals draw. The obelisk does not block movement or shots.
Move in ascending pilot skill; fire in descending skill. One weapon attack per mech each round, within its 90° forward arc.
Card +/− values change poise. Positive poise resets to zero at round end; negative poise carries over. Heat capacity is 3/4/5 and cleanup cooling is 2/3/4 for small/medium/large mechs. Each new heat point above capacity deals 1 structure damage. Crits permanently discard a random installed chip; 💥 adds 1 damage.
Attack: 4 Hit, 1 Crit, 2 Poise, 1 Blank. Armor and evade: 4 Success, 2 Poise, 2 Blank. Spend 1 poise per Poise face to flip it to a success, after rerolls. Each range band spans 100 units from base edges.
Targeting Computer: spend up to 2 poise to reroll that many attack dice once per attack. Vernier Thrusters can reroll one evade die for 1 poise. Relay gives nearby friendly Scouts one free attack reroll. Ghosts use current positions; earlier activations may change collisions.