The Main Rules

Turn phase


Each model has its own phase: They may move there movement, followed by shooting. or the other way around.(unless weapon states otherwise)
After all of your models have Executed there movement and shooting phases,They will declare any hand to hand combats, The turn is concluded.

Movement: 
Every model has a movement value (For example A Galactic ranger can move 4 hexes per turn, While an urban spec ops can move 7 hexes!).

Shooting:
 Every model Has a percentage representing his skill with a weapon. (I.E Most Basic infantry has a 60% skill with there chosen weapon) This number represents how well they hand their weapon and there accuracy. In order for a unit to Attack a target You must roll 1d100
(For example my Urban grunt rolls a 70%. he must roll his skill % or higher to make a successful hit).

Armor saves:
 Every model is either sporting with the latest power armor, all the way to a natural Exo skeleton harder than any metal. There is also a percentage representing the armors ability to negate blows.(I.E My Galactic ranger gets hit by a sniper, He then rolls a 1d100 akin to the shooting roll.on a 70% roll, The ranger is Suited with the most advanced power armor in the universe giving him a 40%. His roll would have to be 40% or higher to ward off the blow. When a weapon has penetration higher than 0% you count from down 100% until you get to the pen%, Your opponent must negate that % from there armor save roll. ( example My Urban grunt gets hit So i roll his armor save resulting in 60%, He was shot by a marksman so his rifle has  90% penetration Making my armor save have a  -10% MoD(Modifier) His armor Fails to save him with a 50%).

Shooting at vehicles:
 When a model shoots at a vehicle it must pass its shooting test, If it does You then must Make a penetration test, Your penetration test comes from your weapons PEN %.
( example, My tank shoots a missile at a mech hitting it, I must know roll whatever my weapons Penetration is or higher) When you make your penetration test Say you roll 60%, the vehicles armor may negate a certain % from this roll depending on its armor strength.

Hand to Hand:
The movement and shooting phase can be used in whatever sequence, (I.E you can move then shoot, or shoot then move. {unless weapon states otherwise}).
The Hand to hand phase can only be made as a turn ending move. Move>Shoot>Hand to hand   Or Shoot>Move>Hand to hand, Either way the hand to hand phase comes last.
Just like your character has a percentage representing his shooting weapon skill he will also have a hand to hand skill.(I.E My Urban spec ops has trained for many years in the arts of cold cruel combat, giving him a 20% Hand to hand skill. Rolling 1d100 resulted in a 30%, So on a 20% or up he strikes his blow. 
Charging:
Models must charge into Melee rolling 1d4+ their move rate, If the models make base contact, you may engage in melee with a +5% melee attack on the first turn. If you fall short the charge fails and your model stomps in its place.