Pyres Tabletop Guide

Engage with and destroy your enemies!

Unit Classes and Roles.

There are six distinct unit classes in Pyres, each fulfilling a strategic role on the battlefield.

note that grunts are meant to be 28mm miniatures, and all other classes are 32mm miniatures.

Grunt Mechs

  • Number: 8

  • Role: These core combatants are the backbone of any army. Grunts form the bulk of your forces, holding ground, capturing objectives, and supporting specialized units.

  • Equipment:

    • Restricted Weapons: Equipped with rifles (Range: 6", 1 attack dice) ,pistols (Range: 3", 2 attack dice in close combat). Equipped with Shotgun (Range: 3", 2 attack dice +1 within 2’ range) , SMG(Range: 4", reroll dice after 1 attack on target in 3” range). Equipped with Rocket Launcher(Range: 10", 3 attack dice) or Snipers(Range: 12", 2 attack dice, +1 attack dice vs stationary targets).

  • Abilities:

    • Rocket Moves 3” forward only.

    • Rifle, Shotgun Move 4” forward only.

    • CQC Move 5” forward only. +1 defense dice in melee combat

    • SMG Move 6” forward only.

    • Flank/rear vulnerability:

      • Flank stationary: Attacker gains +1 attack dice.

      • Rear: Attacker gains +2 attack dice.

    • Promotion: A grunt that destroys 3 enemy units is upgraded to an Minor Ace Mech.

    • Upgraded grunts gain the Ace's movement (10") and attack (3 dice) but retain their original health stat.

  • Strengths:

    Versatile with modular loadouts (Rifles or Pistols).

    Can overwhelm specialized units through numbers.

    Promotion mechanic incentivizes aggressive play.

    Weaknesses:

    Vulnerable to flanking and rear attacks.

    Limited to forward movement.

  • Grunt Variants

    1. Standard Rifle Grunt(4 mandatory)

    Role: Balanced all-rounder, effective at medium range.

    Stats:

    Health: 4 HP

    Movement: 4” (forward only)

    Attack: 1 dice (Range: 6”)

    Special Traits: None.

    2. Shotgun Grunt

    Role: Close-range powerhouse; high damage but limited range.

    Stats:

    Health: 4 HP

    Movement: 4” (forward only)

    Attack: 2 dice (Range: 3”)

    Special Traits: Gains +1 Attack Die if attacking a unit within 2”.

    3. SMG Grunt

    Role: Agile close-quarters suppression; good against lightly armored units.

    Stats:

    Health: 3 HP

    Movement: 6” (forward only)

    Attack: 1 die (Range: 4”) with Rapid Fire: Reroll 1 failed attack die.

    Special Traits: Faster but squishier than other variants.

    4. CQC Pistol and Blade Grunt

    Role: Melee-oriented; excels in tight spaces or swarms.

    Stats:

    Health: 5 HP

    Movement: 5” (forward only)

    Attack: 2 dice (Range: 2”, melee only).

    Special Traits: Gains +1 Defense Die when attacked in melee range.

    5. Rocket Launcher Grunt(Limit 2)

    Role: Anti-Powerhouse specialist with explosive firepower at a cost.

    Limit: Maximum 2 per player.

    Stats:

    Health: 3 HP

    Movement: 3” (forward only; penalty due to heavy equipment).

    Attack: 3 dice (Range: 10”; area of effect hits all units within 2” of the target).

    Special Traits: Reduces Powerhouse shields effectiveness by -1 (cancels the shield's damage reduction).

    6. Sniper Grunt(Limit 2)

    Role: Long-range harasser; excels at picking off vulnerable targets.

    Limit: Maximum 2 per player.

    Stats:

    Health: 3 HP

    Movement: 3” (forward only; penalty due to equipment weight).

    Attack: 2 dice (Range: 12”).

    Special Traits: Gains +1 Attack Die if the target is stationary (did not move in the last turn).

  • Health: SMG, Rocket Launcher, Sniper, 3 HP. Rifle, Shotgun 4 HP. CQC 5 HP.

  • Counters: Grunts are swarm units effective in groups but vulnerable to Siege and Cavalry mechs.

  • Use Grunts to create a frontline, screening your more valuable units.

    Focus on securing promotions by targeting weaker enemy units or finishing off damaged foes.

    Be mindful of positioning to minimize flanking vulnerabilities.

Powerhouse Units

  • Number: 4

  • Role: Frontline tanks that anchor your strategy and dominate the frontline, protecting other units and absorbing damage.

  • Equipment:

    • Must have shields (reduces 1 incoming damage per attack).

    • Heavily armored plating, immune to flank/rear penalties.

  • Abilities:

    • Move 5” forward only.

    • Roll 4 attack dice for heavy strikes.

  • Health: 12 HP.

  • Counters:

    • Cavalry mechs can outmaneuver and flank them.

    • Weak against sustained fire from Grunts or Siege mechs.

  • Strengths:

    High health and shielded, reducing incoming damage.

    Strong in direct engagements with Grunts and Siege units.

    Immune to flank/rear penalties.

Cavalry Mechs

  • Number: 3

  • Role: Flanking units designed to harass and disrupt enemy formations, counter Aces, and threaten long-range units.

  • Equipment:

    • Must be equipped with either a missile attachment or a melee attachment:

      • Missile Attachment: Attack units up to 24” away (1 attack dice per target, max 3 targets).

      • Melee Attachment: Close combat attacks (Range: 2", 3 attack dice).

  • Abilities:

    • Move 8” in any direction.

    • After attacking, move an additional 4” to reposition.

  • Health: 6 HP.

  • Strengths: Highly mobile, with extra repositioning after attacks.

    Versatile weapon options (Missile or Melee).

    Effective in pairs for targeting high-value units like Aces.

  • Counters:

    • Pairs of Cavalry mechs are effective against Aces. (+1 attack dice bonus)

    • Vulnerable to grunts in swarms or interception by Healer mechs.

  • Requires careful positioning to avoid counterattacks.

  • Use Cavalry to flank Powerhouses and pressure vulnerable Healers and Siege units.

    Exploit their mobility to stay out of range after attacking.

    Coordinate attacks in pairs to maximize their impact against Aces or frontline units.

Siege Class Mechs

  • Number: 2

  • Role:Heavy hitters that disrupt enemy movement and apply pressure from range or close combat.

  • Equipment:

    • Oversized weapons: Choose ranged (Range: 12", 5 attack dice) or melee (Range: 2", 5 attack dice).

  • Abilities:

    • Move 6” in any direction.

    • Debuff Attack: Units hit by a Siege mech lose 4” of movement speed on their next turn.

  • Health: 8 HP.

  • Strengths: Debuff enemies by reducing their movement speed after attacks.

    Flexible loadouts (ranged or melee weapons).

    Effective against slow-moving or clustered enemies.

  • Counters:

    • Vulnerable to Cavalry flanking or concentrated Grunt attacks.

  • Relies on other units for protection.

  • Target high-value units like Powerhouses or Aces to reduce their mobility.

    Position carefully to maximize their debuff effects while minimizing exposure to threats.

    Pair with Grunts or Powerhouses for protection.

Ace Mech

  • Number: 1

  • Role: A versatile and mobile combatant capable of dominating the battlefield.

  • Equipment:

    • Flexible loadout: May equip both a ranged and melee weapon for versatility.

  • Abilities:

    • Move 10” in any direction.

    • Roll 3 attack dice.

    • After attacking, move an additional 2” for repositioning.

  • Health: 10 HP.

  • Strengths: Exceptional mobility and attack flexibility.

    Can reposition after attacking to avoid retaliation.

    Effective against all other unit classes in the right circumstances.

  • Counters:

    • Best countered by paired Cavalry mechs or well-positioned Siege units.

  • Use the Ace to exploit gaps in the enemy formation or eliminate weakened units.

    Prioritize mobility to avoid being pinned down or overwhelmed.

    Avoid overextending; losing your Ace early is a significant setback.

Healer Mechs

  • Number: 2

  • Role: Support units that sustain your forces and provide missile defense against Cavalry.

  • Equipment:

    • Equipped with anti-missile intercept systems, which allow them to block incoming missile attacks from Cavalry mechs aimed at nearby allied units (4” interception radius).

  • Abilities:

    • Move 4” in any direction.

    • Cannot attack directly.

    • Healing: Restore 3 HP to an allied unit within 4” range (once per turn).

    • Missile Interception: Once per turn, negate a missile attack from Cavalry aimed at a unit within 4”.

  • Health: 6 HP.

  • Strengths: Restores health to allies, keeping key units in the fight.

    Missile interception prevents long-range harassment by Cavalry.

  • Counters:

    • Fragile if left unprotected; focus fire from Grunts or Cavalry can eliminate them quickly.

  • Cannot attack directly.

    Low health and vulnerable to focused attacks.

  • Keep Healers close to Powerhouses and Aces to maximize their impact.

    Protect them with Grunts or Powerhouses to prevent them from being targeted.

    Use missile interception strategically to disrupt enemy Cavalry plays.

General Advice

  • Balance Your Army Composition wisely and adhere to rulebook:

  • Ensure you have a mix of Grunts, Powerhouses, and specialized units to handle different threats.

  • Positioning is Key:

  • Protect vulnerable units like Healers and Siege Mechs.

  • Use flanking and rear attacks to exploit enemy weaknesses.

  • Use Grunts Aggressively:

  • Don’t underestimate the importance of your Grunt Mechs. They can overwhelm units in numbers and secure promotions to Aces.

  • Coordinate Unit Roles:

  • Powerhouses hold the line, Cavalry flanks, and Aces exploit weaknesses.

  • Healers and Siege units provide critical support and disruption.

  • Adapt to the Enemy:

  • Pay attention to the opponent’s composition and counter their strengths. For example:

  • Use Cavalry to harass Healers and Aces.

  • Position Powerhouses to block Grunt swarms.

  • Deploy Siege units to slow down fast-moving threats.

Gameplay Mechanics

1. Health System

  • Each unit has a clear health value (HP) that represents the amount of damage it can take.

  • Units are destroyed when their HP reaches 0.

  • Healing from Healers can restore HP but not exceed the unit's starting health.

2. Movement and Positioning

  • Units move based on their Speed (S) stat in inches.

  • Directional restrictions:

    • Grunts and Powerhouses can only move forward.

    • All other units can move freely within their allowed distance.

3. Combat and Equipment

  • Units attack using their assigned weapons:

    • (Grunts): Modular variants for multirole combat.

    • Missile Attachments (Cavalry): Long-range, multi-target capabilities.

    • Oversized Weapons (Siege): High-damage, movement-debuffing strikes.

    • Shields (Powerhouse): Reduce incoming damage by 1.

4. Class Counters

  • Grunts: Strong in groups; overwhelm Cavalry and isolate Healers.

  • Powerhouses: Tank Grunts and Siege attacks but are weak to Cavalry.

  • Cavalry: Flank Powerhouses, pressure Aces, and harass Healers.

  • Siege: Slow down Aces and restrict enemy mobility but are weak to Cavalry.

  • Aces: Versatile but rely on mobility; countered by Cavalry pairs.

  • Healers: Sustain units and intercept missiles but are vulnerable if exposed.

5. Victory Conditions

  • Elimination Victory: Destroy all enemy units.

  • Optional Objective Victory: Capture and hold objectives for a set number of turns.

Dynamic customization, combat, and variety

Appreciate the accessible yet layered gameplay, where positioning, movement, and class counters create meaningful decisions without overwhelming complexity.