⚠ Disclaimer: use common sense with the generated suggestions — treat them as inspiration, not strict orders. The most important thing is epic fun and memorable clashes, not perfect adherence to a random result.
How to read the generated options: always read the points starting from A. If the first one already lets the bot act logically on the map, use it. If you need to narrow it down further (e.g. pick a specific target), or if the next points are useful and either complement the earlier one or replace it, use those too.
Movement order structure: point A is always the main order (e.g. head toward the enemy, get to its rear, disengage while keeping the ability to fire, stay in a good firing position, or fall back). The points after it (B, C…) refine that main order (cover, minimizing enemy firing lines, map edge, speed, jump jets) — they never contradict it. A prone HexBots always gets a standing-up order first; a Crippled one only ever gets a single order: head for the nearest map edge.
Which enemy to move toward: the distance band you pick in the MOVE form (1–4 / 5–9 / 10–14 / 15+ hexes) is the range to the nearest enemy. If several enemies fall within that same band, point B) decides which one the main order refers to — when the main order is "Head toward the enemy", point B) always lists several target criteria (e.g. heaviest, fastest, most valuable) separated by commas; pick whichever applies. If you still need more options, use the "🧍 Commander's decision" button. Every point after B) is a supplementary order — carry it out if it's actually possible on the table, but it's never a strict requirement.
Which enemy to fire at: the range band you pick in the FIRE form identifies the nearest enemy, but the actual target is defined by the generated order — it's a criterion (e.g. easiest to hit, heaviest, most damaged), not necessarily the nearest one. If several enemies in range satisfy the order's criteria, check the listed points in order (A, then B, then C…) until only one target fits. If you run out of criteria before narrowing it down to one, use the "🧍 Commander's decision" button for fresh, unused criteria to fall back on.
HexBots is designed for smaller engagements or campaign skirmishes — e.g. on a single map/battlefield — rather than massive multi-table battles.
Setup (SQUAD and INITIATIVE tabs)
- In the SQUAD tab, add units — choose a class, optionally a combat role, jump jets, and short-range weapon.
- Optionally also define mission objectives there (building, scanning, commander, custom).
- Go to the INITIATIVE tab. If you have mission objectives defined, pick the active one for this turn — manually or with the roll button.
- Click "Roll movement order" — the app will set the order (assets always move first, then light mechs usually before medium/heavy ones) and switch you to the MOVE tab.
Movement (for each unit, in rolled order)
- Distance to the nearest / relevant enemy — indicate the actual distance on the table to the nearest relevant opponent.
- Has this enemy already moved this turn? — mark whether that specific enemy unit has already been activated this turn.
- Serious damage in the last combat phase? — mark this if this HexBots has taken serious damage (armor loss, structural damage). This refers to the HexBots unit, not a player's mech.
- Is the mission objective reachable this turn? — if you have an active formal mission objective, state whether it can still be reached.
- RUN MOVE.
- Read the generated options (points A, B, C…) and carry out the movement that best matches the first option that can actually be done on the table — if it cannot be done, move on to the next point.
- Next — moves to the next unit. After the last one, it automatically switches you to the FIRE tab.
Fire (after all units have moved)
- Firing mech — choose a unit (or use the Previous/Next buttons).
- Range to the nearest enemy after moving — state the distance to the nearest visible target.
- Possible physical attack? — appears when the target is within 3 hexes; if set to YES, this HexBots gets an "Attack in the melee-attack phase" label, plus a rolled melee option alongside/instead of firing.
- RUN FIRE.
- Read the options (A, B, C…) and carry out the first condition that can actually be satisfied. If it cannot be applied (e.g. no such target on the table), move on to the next point.
- Next — moves to the next firing unit. After the last one, the app takes you to SUMMARY.
Turn summary
- Who dealt more damage this turn? — mark who had the upper hand.
- Did any enemy die? — mark this if the HexBots squad eliminated a player unit.
- Squad unit status — for each HexBots unit, fill in whether it fell down, has structural damage, was destroyed, and its current accumulated heat (+/− counters, remembered between turns).
- Click Confirm and start new turn — the app returns to the INITIATIVE tab and the cycle repeats from rolling mission priority and movement order.
Additionally
- You can play without a squad — choosing "quick simulation" in the MOVE/FIRE forms lets you test a single roll without any setup.
- In the SQUAD tab you can export your whole roster (mechs, assets, mission objectives) to a .json file, and import it back later — handy for reusing the same squad in a future game or campaign session. Imported files are fully validated before use.
- If none of the generated fire options let you pick a target, use the "🧍 Commander's decision" button below the fire result — it offers a few fresh, previously unused target criteria to fall back on.