These dice make keeping track of your modifiers and penalties easy on the battlefield or on your reference cards. Walk Run & Jump Travel distance is clearly indicated so you can easily see you and your opponents hit modifiers. The orange Heat dice cover your heat modifiers throughout the game and have a Shutdown marker final side.
You will receive:
5x Green Walk Dice with White Ink
5x Red Run Dice with White Ink
5x Blue Jump Dice with White Ink
5x Orange Heat Dice with White Ink
Dice are clearly marked and easy to read, they require no memorization of symbols or colors but are still in the preferred color scheme with blue "flew" for jumping Mechs.
Dice are 16mm resin dice.