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Pacific Rim: Extinction

Pacific Rim: Extinction Rulebook

Table of Contents

Table of Contents

  • Components
    • Miniatures/Models
    • Jaeger Conn-Pods and Kaiju Signatures
    • Cards
    • Dice
    • Counters & Tokens
    • Terrain
  • Beginning a Game
    • Quick Play
    • Constructed Battle
    • About Uniqueness
    • 'Historical' Accuracy
    • 'Civil War'
  • Game Setup
    • Leader Designation
    • Object of the Game
    • Secret Mission Variant
    • Underwater Battle Variant
  • Game Round
    • 1: Choose Action Cards
    • 2: Reveal Action Cards
    • 3: Turns
    • 4: End of Round
  • Movement
    • Running Movement
    • Blocked Movement
    • Engaged Movement
    • Pivots
    • Running in Terrain
  • Action Cards
    • Move
    • Tactical Actions
    • Combat
      • Melee Attacks
      • Ranged Attacks
      • Damage
    • Other Effects
  • End of Round
    • Reserves
    • End of Game Check
    • Round Tracker
  • Scoring & Victory
    • Basic Scoring
    • Mission Scoring
    • Victory
    • Wipeout!
  • Additional Special Rules
    • Trigger Abilities
    • Offensive & Defensive Kaiju Mutations
    • Objects
    • Pilot Death
    • Solo Pilot
    • Three-Pilot Jaegers
    • Multi-Player
  • Buildings
  • Appendix A - Notes
    • Half-Pivots
    • Sliding vs Hopping
    • Measuring Distances
    • Exact Engagement
  • Appendix B - Underwater Battle
    • Seal the Breach!
  • Ability Reference

Components

  • 1x Poster Mat
  • 1x Hex Gauge
  • 16x Combat Dice
  • 1x Impulse Die
  • 2x Terrain Pieces
  • 12x Building Hexes
  • 6x Object Tokens
  • 2x Charge/Rage Counters
  • 2x Ammo/Kaiju Blue Counters
  • 6x Scenario Cards
  • 6x Mission Cards
  • 6x Quick Play Cards
  • 1x Shrikethorn Kaiju Model
  • 1x Shrikethorn Kaiju Signature
  • 6x Shrikethorn Action Cards
  • 3x Offensive Kaiju Mutations
  • 3x Defensive Kaiju Mutations
  • 1x Gipsy Avenger Model
  • 1x Gipsy Avenger Conn-Pod
  • 6x Gipsy Avenger Action Cards
  • 6x Jaeger Pilot Cards
  • 4x Jaeger Upgrade Cards
  • 14x Skill Tokens
  • 2x Leader Tokens
  • 1x Round Track and Round Counter
  • 6x 3D Buildings

Miniatures/Models

Pacific Rim Extinction is played with pre-painted 80-100mm tall models on hex bases. Every model has a front arc and a rear arc. Unless otherwise stated, models can only make attacks in their front arc. The center face of a model's front arc has its name engraved on it, and the arrows on the base point toward the front of the model.

Bases show three sides front arc, three sides rear arc. Hex is regular, 74mm diagonal, 37mm side. Buildings use the same sized hexes, but do not have a facing.

Jaeger Conn-Pods and Kaiju Signatures

Each model comes with a corresponding conn-pod (for Jaegers) or Kaiju signature (for Kaiju), detailing the stats and other special characteristics of that particular model. At the top are the model's stats.

Stats

  • Speed (SPD): The number of hexes a model may advance during a movement action.
  • Skill (SKL): The skill of a model is the base number of combat dice rolled during an attack or when defending against an attack.
  • Power (POW): The power of a model is the number of additional combat dice rolled when attacking with the model.
  • Armor (ARM): The armor represents how difficult a model or building is to damage. The armor of a model is the number of additional combat dice rolled when defending against an attack.

Jaeger conn-pods also show the Jaeger's points cost, its slots for pilots cards, as well as ammo and charge levels. (Example: the conn-pod of Gipsy Avenger, piloted by Jake Pentecost and Nathan Lambert.)

  1. Pilot Slots: Selected pilot cards are placed side by side.
  2. Upgrade Slot: This is where the selected upgrade card is placed.
  3. Points Cost (PTS): The number of points the PPDC side must spend in order to field the Jaeger in a constructed battle.
  4. Charge: The charge level of the Jaeger. The shaded hex shows the level at game start (normally on 1).
  5. Ammo: The ammo level of the Jaeger. The shaded hex shows the level at game start (normally at full).
  6. Structure Points (SP): Structure points represent the amount of damage a model or building can sustain until being destroyed. When a model loses its last SP, it is removed from the game.

Kaiju signatures also show the model's category level, its mutation card slots, and Kaiju blue and rage levels. (Example: the Kaiju signature of Shrikethorn, a mighty category IV.)

  1. Mutation Slots: The mutation slots are where the selected mutation cards are placed. Normally, Kaiju have one offensive mutation (left slot) and one defensive mutation (right slot).
  2. Category Level (CAT-X): The threat level of each Kaiju; this is important for constructed battles so the PPDC side knows how many points they can build their force with.
  3. Rage: The rage level of the Kaiju. The shaded hex shows the level at game start (normally at 1).
  4. Kaiju Blue: The Kaiju blue level of the Kaiju. The shaded hex shows the level at game start (normally at full).
  5. Structure Points (SP): Structure points represent the amount of damage a model or building can sustain until being destroyed. When a model loses its last SP, it is removed from the game.

Cards

Pacific Rim Extinction uses seven types of cards: action cards, pilot cards, upgrade cards, mutation cards, scenario cards, mission cards, and quick play cards.

Quick Play Cards

Quick play cards drop you right into the action and are a great way to let players focus on learning to play the game. The poster mat setup, the terrain, the models both sides play with, as well as the pilot, upgrade, and mutation cards used have already been determined for you. The only choices you will have to make will be in the heat of battle!

  1. Name
  2. Poster Mat Setup: Details the Poster mat, terrain, building placement, as well as where each model starts the game.
  3. Jaegers/PPDC: Details the Jaegers and pilot cards used.
  4. Kaiju/Invader: Details the Kaiju and mutation cards used.

Action Cards

Each model comes with a set of 6 action cards specific to that model. Action cards are used to plan and complete the actions or attacks of the model during a round. They are also used to track the damage a model has suffered. Action cards represent a variety of things, such as running into combat, making an attack with a specific weapon, or preparing for an oncoming assault. Action cards can also have passive abilities in italic text; these abilities are active while the card is in play, even if it isn't that model's activation.

Pilot Cards

Every Jaeger must start the game with a full complement of pilot cards. There are various levels of pilots, each bringing their own level of skill and unique abilities to any Jaeger they pilot.

  1. Drift Compatibility: When pilot cards are lined up side by side you will be able to see how drift compatible the pilots are with each other. The more drift compatibility the pilots have with each other, the better their skill in combat. The bonus SKL shown below is added to the Jaeger's base SKL.
ConnectionsSKL Bonus
0+0
1+1
2+2
3+3
  1. Abilities: Some pilots also bring with them unique attacks and abilities that can be used during the game.
  2. Pilot Points Cost (PTS): The number of points the PPDC side must spend in order to add the pilot card to a Jaeger in a constructed battle.

Pilot Card Drift Compatibility. Rangers Jake Pentecost and Nathan Lambert have 2 matching connections for drift compatibility (D and C). Connections must be in line to give a bonus. This results in +2 SKL for any Jaeger they are piloting together. Taking the skill token and placing it on the conn-pod helps you remember your bonus. When an action card activates their pilot abilities, all abilities on both pilots activate. Abilities are described fully in the ability reference on page 32.

Upgrade Cards (Jaeger/PPDC Only)

Every Jaeger may start the game with one upgrade card. Some upgrade cards can be used by any Jaeger while others can only be used by a specific Jaeger. Upgrade cards give Jaegers additional power through improved stats or even special rules that can be used during the game.

Mutation Cards (Kaiju Only)

Most Kaiju start the game with one offensive and one defensive mutation cards. There are a variety of mutations available to the invading Kaiju, granting them special abilities when attacking or defending.

Scenario Cards

Scenario cards set the scene for the coming battle and detail the setup and any special rules that should be used during the game.

  1. Scenario Name
  2. Special Rules
  3. Terrain: The number of terrain elements that must be used during the game and any rules for setting them up.
  4. Buildings: The number of buildings that must be used during the game and any rules for setting them up.
  5. Objects: The number of object tokens that must be used during the game and any rules for setting them up.
  6. Jaegers: Rules for Jaeger deployment.
  7. Kaiju: Rules for Kaiju deployment.

Mission Cards

Mission cards are used at the start of the game to set a mission for both players. These cards change the basic scoring of the game by adding bonus points for specific objectives such as destroyed and intact buildings, damaged or destroyed Jaegers and Kaiju, and any other special scoring bonuses.

  1. Mission Name
  2. Additional Jaeger Victory Points: Additional victory points the Jaeger player can score for buildings, terrain, or objects.
  3. Additional Kaiju Victory Points: Additional victory points the Kaiju player can score for buildings, terrain, or objects.

Dice

Impulse Die. The impulse die is used to determine how many models a side will activate during its turn. The impulse die is a six-sided die with two blank sides, three "1" sides, and one "2" side.

Combat Dice. The combat dice are used for attacking and defending, as well as a variety of other special situations. Combat dice are six-sided dice with two blank sides, one "trigger" side, two "success" sides, and one "critical success" side.

  • Blank: No effect for combat and special rules.
  • Trigger: When triggers are rolled, they can be used to activate a variety of trigger special abilities or additional effects on the model (often found on mutation and upgrade cards).
  • Success: A success for combat and other rolls.
  • Critical Success: A success for combat and other rolls. When a critical success is rolled, roll an additional combat die adding any results to the previous total. If the additional roll is also a critical success, roll an additional combat die again. Continue this until no more critical successes are rolled.

Hex Gauge. The hex gauge is a four-hex-long tool, used for measuring movement, range, pivots, and half-pivots. Hexes are measured from edge to edge rather than from corner to corner. You may not pre-measure movement or range.

Counters & Tokens

Ammo and Kaiju Blue Counters. The ammo and Kaiju blue counters are used to track the number of times a specific attack can be made. These are not normally replenished during the game. The counters always start on the faded hex on your Jaeger conn-pod or Kaiju signature.

Charge and Rage Counters. The charge and rage counters are used to keep track of the model's current charge or rage levels. Charge and rage can normally be replenished during the game. The counters always start on the faded hex on your Jaeger conn-pod or Kaiju signature.

Skill Tokens. The skill tokens are placed on the SKL stat of the conn-pod to show what is the current skill level of the pilots. The skill level of the pilots is determined by their compatibility (see page 8).

Leader Token. Leader tokens are placed during setup to designate the lead Jaeger and Kaiju. The lead Jaeger and Kaiju gain access to the powerful command & control ability, described on page 16.

Objects. Object tokens represent shipping containers, freighters, and other large objects Jaegers and Kaiju can pick up and use as an improvised weapon. See the buildings section on page 26.

Buildings. Buildings can be represented either by a simple 2D building hex or by a 3D building placed on top of a 2D building hex. This makes no difference in game terms. Unless otherwise noted, all buildings have 5 armor and 1 SP. Some buildings may also have additional special rules (see the buildings section on page 27).

Terrain

Additional terrain pieces can be placed on the poster mat to create new and exciting zones of conflict. These elements have special rules that affect the game.

Terrain Areas

  • Difficult Terrain: Areas of terrain designated as difficult, like large bodies of deep water, affect movement. Models cannot run through these features.
  • Populated Terrain: Areas of terrain designated as populated, like intact residential areas, affect the movement of Jaegers. They cannot run through these features. Kaiju, on the other hand, do not care and are therefore not affected.

Poster Mat. The Pacific Rim Extinction poster mat is a full color, double sided mat detailing a variety of different visual elements, such as a devastated city. These visual elements have no effect on the game.

Beginning a Game

Pacific Rim Extinction can be played by two or more players. If there is an odd number of players, make sure each player will be able to control at least one Jaeger or Kaiju.

Players should agree whether they will use a quick play card or want to take part in a constructed battle.

Decide which side each player will be part of. If all players want to play the same side, each player rolls three combat dice. The player with the most total successes (remember to always include any additional dice from criticals rolled), chooses which side they will play. Then, the player with the second most total successes chooses which side they will play. This continues until all players are assigned to a side.

Quick Play

In a two-player game, players can agree to use quick play - shuffle the quick play cards, then randomly draw one. Follow the diagram and setup instructions to create the battlefield and forces shown on the card.

After setup has been completed, you can skip the game setup section and proceed to the game round section.

Constructed Battle

Once players have more experience with the game, or just want more control over the forces they bring to the fight or to experiment with unique combinations, constructed battle is the perfect game mode.

With Kaiju waves breaking through the Breach, the Kaiju side determines the size of the battle. They select the Kaiju they are going to attack with, as well as the mutation cards each Kaiju will be using. They add up the category level (CAT) of all the Kaiju they are bringing to the fight to establish the threat level. The CAT for each Kaiju can be found on its Kaiju signature.

After the threat level has been established, the Jaegers build their response force. For every 1 point of threat level, the Jaegers can spend 2 points for Jaegers and pilot cards. The points cost for each Jaeger can be found on its conn-pod, while the points for each pilot can be found on their cards. Pay special attention to your pilots' drift compatibility and any special abilities as described on page 8. Additionally, you choose a free upgrade card for each Jaeger in your response force.

For example, the Kaiju player fields a CAT 3 and a CAT 4 Kaiju - for a total a threat level of 7. This means the PPDC have 14 points to spend for their Jaegers and pilots.

About Uniqueness

Normally, you cannot include in your force copies of any model and card. For example, you cannot have two Gipsy Avenger, or two Jake Pentecost, nor you can have two Otachi. This includes mutation and upgrade cards; they are all unique.

The one exception is the Drone Kaiju models, of which you can include several in the same force (but each model's mutations must still be different).

'Historical' Accuracy

When assembling a force, do not worry about mixing together Jaegers, pilots, and Kaiju of different periods (and movies!). Such mixed forces make very entertaining 'what if' formations. What if Jake Pentecost and his father could have shared a Jaeger's conn-pod, for example? What if Gipsy Avenger and Gipsy Danger could have fought side by side!

'Civil War'

We assume that normal games are going to be played as described above - Kaiju vs Jaegers. On the other hand, it can be fun to try the game with strange battles where Jaegers fight Jaegers or where Kaiju fight Kaiju.

In terms of the story, these could represent training exercises, or computerized simulations. They could even be politically motivated battles where two factions of the same side are fighting... imagine a Kaiju civil war!

In rules terms, simply pick two opposing forces that are of the same threat level (for Kaiju) or of the same amount of points (for Jaegers). You can even have forces that include a mix of Kaiju and Jaegers fighting side by side! Their value in points is the sum of their Jaegers and pilots points, plus twice each Kaiju's category.

In any case, during the game, one side plays the role of the attacker (i.e. the role of the Kaiju in a normal game). This side will be using the Kaiju missions and scoring system, as well as going first if both sides start the round with an equal number of models, and so on.

Once both forces have been constructed, proceed to the game setup section.

Example: Criz decides he would like to play with 2 Kaiju. He selects Shrikethorn (CAT IV) and Slattern (CAT V) for a total threat level of 9 (4+5=9). With a threat level of 9 established by the Kaiju Criz will be playing, Alessio now has 18 points to spend building his Jaeger response team (1 point of threat level = 2 points of Jaeger response).

Game Setup

After both forces have been constructed, it's time to determine the mission and scenario for the game.

The Kaiju side shuffles the mission cards and randomly draws one revealing it to all players - this card assigns a special mission to both sides. These special missions generate additional victory points at game end.

The Jaeger side then shuffles the scenario cards and randomly draws one, revealing it to all players.

Players then follow the instructions on the scenario card to set up the battlefield, including all the buildings, terrain, objects, and model deployment.

Leader Designation

After scenario setup has been completed, the Jaeger side must pick one Jaeger and designate it as the lead Jaeger for the force by placing the leader token on its conn-pod. The Kaiju side then designates the lead Kaiju in the same way.

Leaders can use a special command & control ability once per game, as long as the leader model still survives and is on the poster mat. The player may flip the leader token to the grayed-out side to ignore the result of an impulse die they just rolled, and roll the impulse die again. The second result stands and cannot be rerolled.

Object of the Game

The aim of the game is to either have the most victory points at the end of the game or to completely destroy your enemy. Victory points are earned by destroying, buildings, enemies and through mission cards. More information can be found in the scoring and victory section on page 25.

Secret Mission Variant

If both sides agree, instead of drawing a single mission card and revealing it to both sides, you can draw one mission card per side, and keep the mission for your side shown on the card secret until the end of the game. This variant is fun, but as it adds a layer of bluffing and guessing the enemy mission, it's recommended for expert players.

Underwater Battle Variant

The reverse side of the poster mat depicts an underwater area. If both sides agree, instead of drawing a scenario and mission card, refer to the underwater battle appendix on page 30 for setup, mission, and other special rules that apply.

Game Round

Each game round has at its core a series of turns, alternating back and forth between sides until all models on the table have each activated once. During a game round follow the steps below in order.

  1. Choose action cards
  2. Reveal action cards
  3. Turns - Impulse roll & activation
  4. End of round - Moving the turn tracker, etc.

1: Choose Action Cards

At the beginning of each round, players select one card from the remaining action cards for each of their models currently in play and place it face down next to the appropriate model. After placing the last card for your side, you should declare "Ready!".

Once a card has been placed face down for each model and both sides have announced they are ready, it is time to reveal.

2: Reveal Action Cards

After both sides are ready, all face down action cards are turned face up and read aloud. Face up cards are considered in play until they are returned to hand or removed by damage.

3: Turns

The side with the fewest models on the table at the beginning of the round decides which side will take the first turn. In the case of a tie, the Kaiju players decides. That side rolls the impulse die. A result of 1 or 2 equals the number of models they can activate this turn before passing the impulse die to their opponent. If they roll a blank, they cannot activate any models this turn and must pass the impulse die to their opponent. Models are activated one at a time. Only models with a face up action card can be activated.

These turns continue until one side has activated all models they have in play, at which point the other side takes the last turn of this round - finishing to activate all of their yet un-activated models.

During activation, a model makes a free move, then may use its action card. After a model has completed its activation, remove the action card, even if it wasn't used, and return it to its deck for use in later rounds.

It is possible for a model to lose its face up action card (because of an enemy attack, for example) - this model cannot activate for the current round. Models can only be activated once in a round.

4: End of Round

Once no more models can be activated, the round is ended. Follow the steps described on page 24.

Movement

During a model's activation, it gets a free move before using its action card. Movement is measured with the hex gauge. Models may either move directly forward up to a number of hexes equal to their SPD, or directly backward 1 hex. During its movement, take each step one at a time to ensure the model can clear any other models or buildings in its path.

When moving forward, if you cannot move completely clear of an enemy model's or building's base, you may either stop before moving that hex or move to engage the target enemy model or building. If you choose to engage the target, move the model straight forward until it touches the target's base and then pivot or slide the moving model's base so that the central front side of its base is flush against the edge of the target. You can only engage if there is enough clear space to move to the new location.

Running Movement

One of the action cards available to every model is a card that allows the model to run. When a model uses this card, it moves normally, including its ability to pivot (pivots are explained below) and then immediately can make a second move, including a second pivot. You cannot move forward and backward in the same turn.

Charge! If a running model moves to engage an enemy during either of its moves, it can immediately make a melee attack, after which its activation ends.

Blocked Movement

Friendly Models. Friendly models (and the table edge) block movement. If you cannot move completely clear of a friendly model's base, stop before moving that hex. If you move forward and a friendly model blocks your movement at any time, you must stop. If you move backwards and a friendly model blocks your movement, you must stop.

Enemy Models. Enemy models (and buildings) block movement. When moving backward, if you cannot move completely clear of an enemy model's or building's base, stop before moving that hex. If you move backward and an enemy model blocks your movement, you must stop. If you move forward and an enemy model blocks your movement, you can stop or move in to engage (the model is moved forward, straight into contact with the enemy model's base, and then snaps into contact).

Engaged Movement

Models that are engaged, and/or whose movement is blocked, by a model in their front arc cannot move forward, but can move backward. If you are engaged with an enemy model in your front arc, you cannot move forward, but you can still move backward 1 hex away from the enemy model if you have space.

Models that are engaged, and/or whose movement is blocked, by a model in their rear arc cannot move backward, but can move forward. If you are engaged by an enemy model in your rear arc, you cannot move backward but you can still move forward up to your SPD away from the enemy model if you have space.

Immobilized. Models that are engaged, and/or whose movement is blocked by any combination of enemies or buildings in their front and rear arc cannot move (but can still pivot). If you are engaged in both your front and rear arc you are immobilized and cannot move at all.

Pivoting while Engaged. Models that are being engaged, and/or whose movement is blocked, can pivot as normal, but cannot make a half-pivot (pivoting is explained below).

Tactical Actions - Circling Around. Every model has an action card that allows it a tactical action. A model can use a tactical action to shift a single hex side along the target's base, as long as:

  1. their central front side is, and remains, flush with another side of the enemy model, and:
  2. there is enough space to move to the new location.

When playing a card with a tactical action, you can circle one hex side around an enemy model or building if there is enough room for you to keep your central front side flush with that base. (In the diagram's first example there is enough room to circle around to either side; in the second there is only enough room to circle around to the left side because a building is blocking the right.)

Pivots

A pivot allows a model to rotate one hex side per move, with some additional restrictions. A pivot is free and does not affect your SPD. Use the hex gauge to execute a proper pivot. You can also make a half-pivot as described on page 28.

When pivoting, place the hex gauge flush against your base and rotate one hex side left or right.

  • Jaegers can pivot left or right, one hex side, only after completing a move.
  • Kaiju can pivot left or right, one hex side, before starting its move or after completing a move.

Both Jaegers and Kaiju may only pivot once per move.

Note that Kaiju can use their ability of pivoting before the move to free their front/rear arc and then move forward/backward.

Running in Terrain

Difficult Terrain. Models that are using their action card to run cannot move into/through/out of difficult terrain in either their free move or their second move during the activation. A model that is running will immediately stop all of its movement for the turn if its base contacts difficult terrain (including during its free move). If a model starts the activation in difficult terrain, it cannot run during this activation, but it can take its free move and then use any other option on the action card.

Populated Terrain. Jaegers treat populated terrain exactly the same as difficult terrain (see above). Kaiju ignore it altogether.

Action Cards

After a model's free move, you may resolve its action card. There are a variety of different action cards, allowing moves, attacks, and even special abilities to take effect. If the text of an action card is different from the normal rules, follow the text of the action card.

Some action cards have a cost to use, such as charge or Kaiju blue. You must pay the cost of the special rule to be able to use the effect. Additionally, some action cards allow you to spend more to gain an advantage. Spend effects are optional and are not required to be used.

Move

Some action cards allow the model to move again during its activation. These moves are completed in the same way as a free move.

Tactical Actions

Some action cards allow the model to execute a tactical action. This represents a wide range of actions, such as making a melee attack, picking up objects (page 26), circling enemy models (page 19), and special scenario specific actions.

Combat

Some action cards allow the model to make an attack, there are two distinct attack types, melee attacks and ranged attacks.

Melee Attacks

To make a melee attack, a model must be engaged with a target (i.e. an enemy model or a building) by being in base-to-base contact and have that target in the model's front arc. When making a melee attack, follow the steps below:

  1. Declare Target. Choose a target in contact and in the model's front arc.
  2. Combat Roll.
    • a. Attacker. The attacker rolls a number of combat dice equal to the current SKL and POW of the model, plus any modifiers from the action card, weapons, other cards, or bonuses.
    • b. Defender. The defender rolls a number of combat dice equal to the current SKL and ARM of the model, plus any modifiers from other cards, or bonuses. If the attacker is completely within the defender's rear arc, the defender does not add the dice for its SKL.
    • c. Compare. Compare the total number of successes rolled, including critical successes. If the defender rolls equal or more successes than the attacker, no damage is done. If the attacker rolls more successes than the defender, the defender suffers damage, based on the difference in total successes rolled, as shown in the chart below.
  3. Apply Damage. See the damage section below.

Ranged Attacks

To make a ranged attack, a model must have line of sight (LOS) to the target and have that enemy model or building in the model's front arc.

Note that you can make ranged attacks while engaged with the target or even another enemy.

When making a ranged attack, follow the steps below:

  1. Declare Target. Choose a target in LOS and in the model's front arc.

  2. Check Line of Sight. In order to make a ranged attack, the attacking model must be able to "draw" a straight, uninterrupted line from any point of its front arc to any point of the target's base.

    You can use the straight edge of the hex gauge to help you determine LOS. In the diagram, every target with ANY part of its base in the green zone is in line of sight and can be targeted with a ranged attack. Targets in the red zone (X) cannot be attacked with ranged attacks as they are not in line of sight.

  3. Check Range. Some ranged weapons incur bonuses or penalties based on whether the target is at short or long range. These will be specified in their action card.

    If the weapons being used requires you to, you must use the hex gauge to see if the declared target is in short or long range. Place one end of the hex gauge touching the base of the attacking model and extend the hex gauge in the direction of the target.

    a. Short Range. If the target's base can be touched or overlapped by the hex gauge while it is still touching the attacking model's base, the attack is at short range.

    b. Long Range. If the target's base cannot be touched or overlapped by the hex gauge while it is still touching the attacking model's base, the attack is at long range. A target cannot be out of long range.

    In the diagram, every model whose hex base can be overlapped or touched by the hex gauge are at short range (S). Any targets in line of sight that cannot be overlapped or touched by the hex gauge are at long range (L). Model X is out of LOS.

  4. Combat Roll. This works as described for melee attacks. Note that defenders do not gain their SKL dice if the attacker's base is completely in their rear arc.

Damage

When the attacker has rolled more successes than the defender, the attack is successful and the target of the attack suffers damage. Damage is determined by the difference between the number of successes rolled, as shown in the chart below:

Successes DifferenceDamage
1-31
4-62*
7-93*
10-124*
13+5*

*Or take the face up card

For every 1 damage dealt to a model, the attacker randomly draws 1 action card from the defending model's deck. If more than one damage is dealt, the attacker may instead choose to take a face up action card as all of the damage dealt. Damage is dealt one at a time. Check the bottom of the action card for any special damage effects and resolve it immediately.

After damage has been dealt, take the action card and place it partially under the side of the model's conn-pod or signature, lined up with the SP slots to track the amount of damage the model has taken. When a model has taken damage equal to its SP, it is destroyed and removed from the game.

If a model or building is destroyed by a melee attack, the attacking model may step into the hex previously occupied by the target, maintaining its current facing.

Other Effects

Action cards have a wide variety of effects. Some allow models to activate special abilities or perform special attacks not normally available to them.

Slam. Some action cards can slam enemy models (but not buildings). If the original attack is successful, and the target survives, the target is also slammed. When a target is slammed, it is moved 1 hex, unless otherwise noted, directly away from the attacker performing the slam.

If a slammed model cannot move into the destination hex because its move is blocked by models, buildings or the table edge (see rules for blocked movement), the slammed model is not moved. Instead, the attacker chooses one of the models/buildings that are blocking the move and rolls one combat dice. For each success rolled, the chosen model or building suffers 1 damage.

Then the attacker also rolls one combat die for the model that was slammed. For each success rolled, the model suffers 1 damage.

If the slammed model is moved, or destroyed by the effects of the slam, the attacker can move into the space previously occupied by the slammed model.

Deep Drift. The deep drift action card activates pilot abilities. When pilot abilities are activated, the Jaeger can use all the abilities listed on each of its current pilots.

Many pilot abilities are in effect while drifting, even before the Jaeger is activated that round. A Jaeger is drifting while the deep drift card is face up. Note that these effects are active even if the cost of the card is not yet paid. The effects of these abilities are listed in the reference section on page 32.

End of Round

Once no more models can be activated, the round is ended. Follow the steps below:

Reserves

Depending on the size of forces, in some scenarios, not all models will start the game on the battlefield; some will be in reserve. If there are no models in reserves, skip straight to the end of game check below.

Each side with models in reserve makes a reserves roll, starting with the side with the fewest models on the table (in a tie, the Kaiju start).

Roll a number of combat dice equal to the round (at the end of round 1, roll 1 combat die, at the end of round 2, roll 2 combat dice, and so on).

For every success rolled, bring one model from your reserves to the battle. Models deploying from reserve are placed immediately on any table edge, except those the enemy deployed from at the beginning of the game. If the enemy deployed on every table edge or you can otherwise not deploy, then you may place your model on any table edge. Models deploying from reserve must be placed with the model's base flush against the edge and, if possible, they must be placed more than 4 hexes away from all enemy models.

Models deployed from reserve activate normally, beginning with the very next round (a model that deploys from reserve on round 2, can activate with all other models in round 3).

End of Game Check

At the end of rounds 1, 2, and 3, you do not check for the end of game.

Starting at the end of round 4, check for the end of the game as follows.

Each side rolls 1 combat die, add all successes together. If less than 4 total successes are rolled, the game continues.

Remember that criticals are successes too, and that any time a critical is rolled, roll an additional combat die and add any successes to the total.

At the end of each subsequent round, each side rolls 1 additional combat dice until the game ends. For example:

  • End of round 5: Each side rolls 2 combat dice, adding all successes together. If less than 4 total success are rolled, the game continues.
  • End of round 6: Each side rolls 3 combat dice, adding all successes together. If less than 4 total success are rolled, the game continues.

Once 4 or more total successes have been rolled, move to the scoring & victory section.

Alternatively, if during any round, all Jaegers or all Kaiju are defeated, the game ends immediately. Move to the scoring & victory section.

Round Tracker

If the game continues, move the round counter to the next space on the track. It is now the next round. After round 5, you must flip the tracker to place the round counter onto space 6.

Scoring & Victory

Once 4 or more total successes have been rolled during the end of game check, it's time to total up each side's victory points (VP).

Basic Scoring

Jaegers score forVP
Per Kaiju damaged1 VP
Per Kaiju destroyed1 VP per category
Per Building intact1 VP
All buildings intact3 VPs
Kaiju score forVP
Per Jaeger damaged1 VP
Per Jaeger destroyed3 VPs
Per Building destroyed2 VPs
All buildings destroyed3 VPs

To count as 'damaged' a model must be suffering one or more SP of damage at the end of the game.

Mission Scoring

Check the mission card and add all VP bonuses to each side's basic scoring total.

Victory

If the Kaiju side has scored more points than the Jaeger side, they win the game. Otherwise the Jaeger side wins.

Wipeout!

If you manage to destroy all enemy models before the game ends, without being completely destroyed yourself, VPs are not calculated and you are automatically the victor, regardless of any other consideration! If both sides are simultaneously wiped out, the Jaeger side wins.

Additional Special Rules

Trigger Abilities

Some special abilities and rules only take effect when the proper number of triggers are rolled.

For example, Jaegers have optional upgrade cards. Kaiju have offensive mutation (red) cards and defensive mutation (blue) cards.

Some mutations and upgrades have the potential to take effect when attacking or defending if the proper number of triggers are rolled.

If the triggers rolled activate more than one ability, they all activate, and the player can choose in which order to resolve the effects of each triggered ability.

Offensive & Defensive Kaiju Mutations

Offensive Kaiju mutations can be recognised by the Skill symbol on the back of the card, and are placed on the corresponding slot on the Kaiju signature. Defensive mutations have the Armor symbol on their back, and are likewise placed on the corresponding slot.

Objects

The tactical action lets models use objects, picking them up from the battlefield to be thrown at enemies or used as improvised melee weapons on later activations.

Objects do not affect movement - models can move freely over them. In order to pick up an object, the model must end its move within one hex of an object token on the battlefield and then use a tactical action. Place the token on the model's base, or its conn-pod or Kaiju signature, to indicate it is now carrying it. Models can only carry one object token at a time.

To use an object currently carried by the model, the model must use a tactical action again. This allows the model to use the object to make a short ranged or melee attack using the object.

Once an object has been used to make an attack, remove the object token from the game.

If the model carrying the object is destroyed and removed from the table, the controlling player places the object back on the table, anywhere in the space formerly occupied by the model's base.

Unless otherwise noted, an attack with an object gives the attacker +3 POW.

Object Ranged Attack. If the target is not in short range, the attack automatically fails.

Object Melee Attack. You can only use the object for a melee attack if the model is engaged with the target.

Pilot Death

After a pilot has died, it becomes almost impossible to keep a Jaeger functioning for an extended period of time. When a Jaeger does not have its full complement of pilots, a neural load test must be made at the end of each of its activations.

Neural Load Test. Roll 1 combat die, one at a time, for each remaining pilot. If the roll fails, the pilot has survived and nothing happens. If the roll is a success, the neural load has become too much for the pilot to take. Remove that pilot card from the Jaeger.

When a Jaeger has no remaining pilots, count the Jaeger as destroyed and remove it from the game.

Solo Pilot

There are a few pilots who have been able to pilot a Jaeger for an extended amount of time and have the solo pilot special rule.

If one such pilot fails a neural load test as described above, it can re-roll the neural load test. The second result cannot be rerolled.

Three-Pilot Jaegers

Some Jaegers (like Crimson Typhoon and Bracer Phoenix) require three pilots to function instead of the normal two. The maximum pilot SKL bonus even a three-pilot Jaeger can receive is +3.

Multi-Player

You can play Pacific Rim Extinction with more than two players by splitting control of the Jaegers or Kaiju amongst the players. There can be any number of players per side, up to the number of models on that side. In these situations, it is best to make sure models are split up among the players as equally as possible to ensure no one is waiting too long to join the fight!

Buildings

Buildings are important for scoring, and some have effects during the game.

Buildings are normally treated as enemy models for all game effects.

Unless otherwise stated, buildings have 5 ARM and 1 SP, however buildings do not have SKL. When a building is attacked, an opposing player should roll the defense for the building.

Whenever a building suffers damage for any reason, it is destroyed.

When a Kaiju destroys a building, it gains one rage, up to its maximum.

Buildings cannot be moved or slammed, but suffer damage for being slammed into as normal.

When a building is destroyed by a melee attack, the attacking model can step into the hex previously occupied by the destroyed building as normal.

Buildings with no additional special rules are normally referred to as 'skyscrapers'.

Some types of building have additional special rules, as listed below:

Kaiju Shelters. These buildings are quite low compared with skyscrapers, so they are ignored when determining whether LOS is blocked. In addition, they are armor 7.

PPDC Bases. These buildings are quite low compared with skyscrapers, so they are ignored when determining whether LOS is blocked. In addition, a Jaeger less than 1 hex away can, as a tactical action, gain back 1 point of ammo previously used in this game. In addition, they are armor 7.

Appendix A - Notes

This section collects a series of notes and additional rules and clarifications that cover very specific situations. For the sake of simplicity, these have been left out of the main rules as they can appear complex to the eyes of a beginner.

Half-Pivots

Whenever a model would pivot and the model is not engaged, the player can instead decide to do a half-pivot. This gives you extra flexibility, allowing you to finely maneuver your model around terrain and other models.

When doing a half-pivot, place the hex gauge against your base and rotate half a hex side left or right.

Sliding vs Hopping

When moving a model forward, it might occasionally be difficult to tell whether another model or piece of terrain is in the way of the move or not. (Example: can the Jaeger move straight forward and engage the Kaiju?)

To verify this, you can simply use the hex gauge. Be aware, however, that models move by sliding forward, and not by jumping from one hex to the one in front. Because of that, the first example in the manual (the model hopping to the hex in front of it) is incorrect. The second example shows the correct way to do things: the model slides forward and thus makes contact with the enemy model and moves in to engage.

The hex gauge has been designed to make it easy to verify this sliding movement. Position the hex gauge in front of the moving model. This way, the long edge of the hex gauge shows you exactly the path that the base of your moving model is going to cover.

Measuring Distances

Sometimes during the game, you will be required to measure the distance between two elements of the game - like two models, two pieces of terrain, and so forth. You may not premeasure distances before choosing an action card or moving.

Distances are measured in hexes, using the Hex Gauge. Note that hexes are measured edge to edge rather than corner to corner. Note as well that the width of an action card is also one hex.

In the case of models, always measure the distance to the hex base rather than any body part of the model itself.

If a rule states that model/building A must be within 2 hexes of model/building B, you can use the Hex Gauge to make sure that any part of A's base is within two hexes of B. (Example: Shrikethorn is found to be within two hexes of Gipsy Avenger. Shrikethorn is found not to be within two hexes of Gipsy Avenger when only heads and other body parts are within that distance, as they are ignored.)

If a rule states that model/building A must be completely within 2 hexes of model/building B, you can use the Hex Gauge to make sure that the entirety of A's base is within two hexes of B. (Example: Shrikethorn is completely within two hexes of Gipsy Avenger, while Slattern is not completely within two hexes of Gipsy Avenger.)

Exact Engagement

When moving a model forward, it might happen that your model is an exact amount of hexes away from a target, and perfectly aligned to it. Even though the target is not actually blocking your move, you are allowed to engage it, as if it was blocking your move. (Example: Gipsy Avenger is exactly three hexes away from Shrikethorn. Gipsy can move forward three hexes, ending its move perfectly flush with the Kaiju's base to engage it in melee.)

Appendix B - Underwater Battle

During game setup, if both players agree, you can decide to play the special underwater battle scenario "Seal the Breach!" instead. It uses the sea floor poster mat (reverse side of the poster mat).

Seal the Breach!

The Jaegers are attempting to seal the Breach by dropping a nuclear bomb in it. The Kaiju are emerging from the Breach in order to protect it.

Special Rules. In underwater battles, Jaegers can't run and all ranged weapons are limited to short range.

Terrain: 0

Buildings: 12 (12 Sea floor formations)

Objects: 5

Starting with the Kaiju side, take turns placing one object or building at a time. Continue taking turns until all objects and buildings have been placed. Buildings must be placed more than 2 hexes away from any other building. Objects and buildings must be placed more than 1 hex away from all table edges or overlapping an object or building.

Kaiju: The Kaiju side deploys first. Place any number of Kaiju on the 'edge of the Breach' long table edge. Any Kaiju not deployed at this point are held in reserve. Reserves can only arrive from the 'edge of the Breach' long table edge.

Jaeger: Place any number of Jaegers on the opposite table edge. Any Jaegers not deployed at this point are held in reserve. Reserves must arrive more than 4 hexes away from the 'edge of the Breach' long table edge. The lead Jaeger cannot be left in reserve and carries the nuke object at the start of the game.

Mission. In this game, no victory points are scored and you never check for game end.

Instead, the game continues until the moment the Nuke object is destroyed by the Kaiju (Kaiju victory!) or a Jaeger carrying the Nuke object moves into contact with the 'edge of the Breach' long table edge (PPDC victory!).

Note that in order to destroy the nuke object, a Kaiju must destroy the Jaeger carrying it with a melee attack. If the Jaeger is destroyed with a ranged attack, the Nuke object is dropped on the sea floor as normal.

Sea Floor Formations Hexes. All buildings in underwater battles are sea floor formations. They count as buildings with 8 armor and 1 SP.

Ability Reference

AbilitySpecial Rule
AccurateIf your attack is successful, you may remove the model's face up action card when dealing a point of damage.
Activate XAfter your activation, you may also play the named action card, paying all costs.
BrutalIf your next melee attack in this activation is successful, you may spend 1 charge to make an additional melee attack.
DisengageAfter your activation, you may move directly backward 1 hex.
DriftingWhile the deep drift action card is in play, your Jaeger's pilots are drifting.
DynamoGain 1 charge.
FocusGain +1 SKL on your next attack this activation.
InspiringWhile drifting, all other Jaegers within short range gain +1 SKL.
LeadershipFlip your leadership token to its original side.
Mark 1While drifting, you may spend 1 charge to reroll 1 combat die.
  • Apply Damage. See the damage section below.

  • MomentumGain +1 POW on your next attack for each full hex you have moved this turn.
    RunMove, as per a normal run. If you move into contact with a model, you may make a melee attack against that model (see pg 20 for running through terrain).
    SlamIf your next melee attack in this activation is successful, you may spend 1 charge to slam the target 1 hex.
    Solo PilotThis pilot may reroll his or her first failed neural load test (see page 26) each round.
    TacticalYou may make a tactical action, this tactical action may not be used to attack.
    UnbreakableIf you take no damage from an attack while drifting, gain full charge.