Here is a link to a scale picture that shows the cyclops, landing pod, and many other mecha... its large (2.5mb) so be patient. Feel free to email email@example.com with questions.
Some notes: Costs are completely wrong right now. Formations are, well, guessed at but usually created to fit well on the card :)
Each turn each faction rolls a dice for initiative. The winner of the initiative can choose to move a formation first, or last. If one side outnumbers the other in formations, the larger force must distribute the elements into an equal number of movements. For example, if side A has 12 formations, and side B 7 formations, side B must move 2 formations each time it is their turn to move, until both sides have an equal number of elements. Some heroes and special units can supply a positive, or negative, to overall initiative. Some hero units are immune to initiative (Max, Miriya, Rick, Roy, etc) and can be moved at any time, even before any enemy formations.
Each unit has a movement value, each point representing 30mph. This is the number of inches it can move any turn. Facing for ground based mecha does not affect movement. Units that have the "Aircraft" ability, but not the "Hover" ability, must move at least 6" straight ahead before they can turn. Any unit being moved in aircraft mode is immune to any underlying terrain, and can turn once up to 90 degrees before moving straight. The leap ability allows a unit to ignore terrain up to that number of inches in height. The Regults can leap 1", meaning any terrain that is 1" or smaller in terrain can be ignored during normal movement. The afterburner ability allows the unit to gain an additional movement after regular movements and attack, but uses an action and no turn is allowed. The fast-mover ability allows the unit to gain an additional movement, including another 90 degree turn, before or after an attack has taken place. Any non-open terrain halves the movement of any non-walker based ground unit. Units with the flight ability will have a L, M, H, or O in parenthesis after the flight movement. This value represents low, medium, high, or orbital altitude respectively. At medium altitude all flight movement is doubled, at high it is tripled. Orbital allows the unit to even achieve orbit. Units with multiple movement modes can switch between modes at the beginning or end of movement, but not at any other time. Some units have an "Auto-Dodge +#" value, which means they can dodge, with that modifier, at no action cost, any number of times each turn.
Each card has a quality type. The types are Green, Regular, Veteran, Elite, Ace, and Legendary. Rick, Max, and Roy were all Veteran pilots, and by the time Rick commanded the SDF-3 he was only an Ace. These values are based on the RPG stats, divided by 3, and rounded normally. The actions are the RPG actions divided by 2, rounded down. The pilot skill block has 5 different values:
ACT, or actions, is the number of actions this unit can take each turn. Most units have 2, some have 3, and a very select few have 4. Multiple crew can increase actions however.
STR, or strike, this is a bonus applied whenever the unit makes an attack
PAR, or parry. Any unit with arms can attempt to parry incoming blows in hand to hand. Some units, mostly in the Southern Cross era, also have specific arm shields that allow parrying incoming fire as well, and they will have shields marked near their damage blocks to absorb fire.
DOD, or dodge, is the modifier applied when the unit spends an action to dodge incoming fire.
ROL, or roll with damage, is a modifier applied when damage is taken, to attempt to slightly avoid a full strength hit and halves incoming damage. Only works vs missiles.
Units take damage when they are hit by incoming fire. The damage is small unnumbered blocks on the formation card. Optionally, each time an * is encountered, a 1d6 roll is made, and on a '6' the unit is destroyed outright. Some heroes have a modifier that can be taken to this roll. Some units have a small number in their damage boxes. This number represents a modifier to hit that can be taken for any attacker, and if the hit is still successful damage allocation is started at that point, instead of the top left. This represnts various vulnerable spots like the eye on Regults or Invid units. Units are destroyed when all their boxes are crossed out. In the case of Zentraedi mecha, if the *exact* number of boxes equal to incoming damage is crossed out, a Zentraedi standard infantry unit is placed on that location next turn.
Weapons have a few different statitiscs. All weapons have a name, a range (RNG), a damage (DMG), and some special attributes. Each weapon can be fired any number of times each turn, with some exceptions based on their abilities. Missiles are tracked in rows near the damage. Each missile salvo has a # within it, that represents the number of missiles fired. Any unit can fire an entire row of a single type of missiles, which is also known as an alpha strike. Some units can even fire all missiles of a specific type, and will have "alpha strike" listed under their special attributes. The horizon on Earth is 100", nothing direct fire can shoot beyond that unless the target is airborne. Weaposn can have special traits:
Burst #. This represents weapons that fire bursts of ammo. The # is the number of targets that can be attacked at once, and the damage is divided by that number to each target (Burst 3, with 6 damage, represents 2 damage each for 2 or 3 targets). A single to hit roll is made for all targets.
AI is anti-infantry. These weapons do full damage against infantry, while all other weapons do half damage. Zentraedi infantry are not ever treated as regular infantry for this purpose.
AE is area effect. Sometimes there is a number after, meaning the # of inches for the template that can be placed on the target area. By default the area is a single inch, and can only very rarely affect multiple targets.
Incendiary weapons leave fire on their target area, that creates smoke each turn.
AMS is anti-missile system. This number needs to be rolled, or higher, to destroy an incoming missile, each number the roll exceeded by adds another missile destroyed.
Melee # is the number of damage done in melee, in that movement mode. In cases where you see "Melee #+", the # or higher must be rolled on an unmodified 1d6 to do a single damage.
Accurate +# is a bonus to hit with that weapon
Overwhelming weapons can only be fired once in a turn.
Split fire # allows # of targets to be attacked, much like burst, and represents multiple weapons on the unit, but a to-hit roll is made for each target.
Knockdown = Any normal mecha hit by a weapon with this ability, must roll 4+ on 1d6 to avoid losing an action.
HARM = +2 to attack a radar, if fired at anything else it'll ignore it on a 4+, and attack the nearest radar instead.
Rocket = A missile, but without multiple turn endurance of any intelligence. These are normally not placed on the map.
Jam/Spoof = Each damage on this item is an attemp to jam/spoof the target. Roll 1d6, on a 3+ (5+ if target uses a jam/spoof to counter it) a counter is placed on the unit. The first counter on a unit removes an action and gives a -1 penalty to STR, the second prevents any missile fire or spotting and applies a -2 STR penalty, and the third action also will prevent firing beyond 6" and give a -3 penalty to STR. Alternativly, each can be used to make any missile salvo in range immediately be removed (smart missiles are only removed on a 4+).
Volley # = the # is the number of shots/missiles actually fired for each usage.
Missile = A missile that is placed on the map, has a # after representing the number of turns endurance, and the range is really the speed each turn. Missiles are placed when fired, and move with the attacking unit, straight at their target, with a single 90 degree turn at the start of the move, each turn. Any intervening terrain will take the missile hit instead. Missiles can only be engaged out to 3" of range. Long range missiles, those with over 12 damage, are -1 to any anti-missile system rolls due to their large size and durability. Smart missiles are allowed 2x90 degree turns at any point in their move. Missile can be very powerful, so it is best to use terrain to avoid being destroyed hundreds of miles from the battlefields. It is assumed that the units on the table have survived long range area fire.
Combat is performed by rolling 1d6, adding the STR value. If the roll is 2+ (a 1 always misses, a 6 always hits) the target is hit. The target can then choose to dodge by rolling 1d6 plus their dodge bonus, parry (melee only unless parry boxes), or if all else fails attempt to roll with damage. A dodge uses an action point unless an auto-dodge is available, but both types of dodge cannot be used against the same incoming fire. Any roll equal, or exceeding, the attacker roll is a success for the defender.