ACTIONS
 | FOOT-UNITS
The standard actions that a foot-unit that has been assigned to act can take in a turn are:
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- Aim and shoot
- Change stance
- Fire a ranged weapon
- Hide
- Make a close combat attack
- Move
- Sneak
- Make a spring attack
- Throw a ranged weapon
Some actions can be combined together. Some cannot.
Top Tip A foot-unit assigned to act doesn't actually have to act. |
Aim and Shoot
- A foot-unit that doesn't move
may aim and shoot
a ranged weapon. Aimed shots have a +1 bonus to the roll to hit.
- The unit may target specific
crew of an enemy unit that has an open top. There is no bonus to hit
for this.
- The
unit may not change stance after firing an aimed shot and may not fire
an aimed shot if they first change stance. They can still fire, just
un-aimed (a snap shot).
Change Stance
- A foot-unit may change stance
at the start of their action and/or at the end of their action.
- There are just two stances:
standing and prone.
- A unit that is prone and
stands at the start of their action may jog or run. They may not sprint.
- A unit that is prone at the
start of their action may stay prone and sneak or hide.
- A unit that goes prone after
sprinting rolls 2D6 and compares the total to their RE. If the total is
greater than their RE, they land awkwardly and are stunned - they may
do nothing next turn. Place a stunned marker next to the unit, flip it over in the end phase of the turn, and remove it in the end phase of the next turn.
Fire a
Ranged Weapon
- A
foot-unit can fire a ranged weapon once at any point in their
move.
- They cannot also throw a ranged weapon.
- A foot-unit cannot shoot a ranged weapon if they sprint.
Hide
- A unit that is in cover can
attempt to hide in that cover.
- A unit that is trying to hide
cannot move, shoot or throw a ranged weapon and must be prone or go prone.
- Any enemy unit that wants to
target a hidden unit must pass a spot test. See Spotting.
- A unit's hide status carries
over to the next turn. Place a hiding marker face up next to the unit and then remove it when
the unit takes its action next turn (unless it continues to hide of
course).
Move
- A foot-unit that moves may
change direction as many times as they wish at any point in their move.
- A foot-unit that jogs can
move up to a number of inches equal to their SP.
- A foot-unit that runs can
move up to a number of inches equal to their SP +3.
- A foot-unit that sprints can
move up to a number of inches equal to their SP x 2.
- A foot-unit that sneaks can move a number of inches
equal to their SP divided by 2.
- Foot-units with an SP of 4 or less cannot sprint.
Difficult terrain halves the distance moved.
Example: Unit A with an SP of 6 runs 2" and then enters boggy ground,
difficult terrain, that is 2" wide. That costs him 4" to get through,
leaving him with 3" on the other side.
Sneak
- In order to sneak, a unit must have first hidden or
already be sneaking. See Hide, above. Therefore, sneaking must always
begin with the unit being prone in cover.
- A unit that sneaks stays prone and can move up to a number of inches equal to
their SP divided by 2.
- A unit that sneaks cannot
shoot but can throw ranged weapons.
- If
a sneaking unit ends its move in cover, it can immediately hide.
- Any enemy unit that wants to
target a sneaking unit must pass a spot test. See Spotting. If the sneaking unit is
not in cover, the unit trying to target them receives a +3 bonus to their
spot test.
- A unit's sneak status
carries over to the next turn. Place a sneaking marker face
up next to the unit and then remove it when the unit takes its action
next turn (unless it continues to sneak of course).
Throw a
Ranged Weapon
- A
foot-unit can throw a ranged weapon once at any point in their
move.
- They cannot also shoot a ranged weapon.
- A foot-unit cannot throw a ranged weapon if they sprint.
- If
the unit doesn't move, it is possible to try and throw a ranged weapon
into an enemy unit that is open top. A -1 penalty is applied to the
roll to hit.
Make a Close Combat Attack
CHARGE! MOVING INTO CLOSE COMBAT A unit that ends its move in base-to-base contact with an enemy unit enters close combat (charges) and may attack the enemy unit in close combat.
- It does not matter whether the unit shot or threw a ranged weapon when moving.
- It
is completely valid for a unit to shoot and move and end their move in
base-to-base contact with an enemy unit and then make a close combat
attack on that enemy unit.
- However, if the charging unit has not
shot or thrown a ranged weapon, they receive a +2 bonus to their CC for
any close combat attacks they make on the enemy unit that turn.
Top Tip If
a unit charges a unit on overwatch, the unit on overwatch may be better off
shooting the charging unit rather than saving their action to retaliate
in close combat or to
break off. See Overwatch: Cutting Off. |
BREAKING OFF A
unit that uses an action to move away from a an enemy unit they are in base-to-base
contact with may not shoot or throw a ranged weapon at that enemy unit
that turn and obviously can't make any close combat attacks on that
unit either.
- The enemy unit, if conscious and not
stunned, gets a free close combat attack on the unit breaking off,
regardless of whether they have acted that turn or not, or if they are
prone or not. This does not burn the enemy unit's action.
- The unit breaking off cannot attempt to dodge/parry this attack.
- The
unit that is breaking off cannot move back into base-to-base contact
with the enemy unit they break off from that turn. They can move into
base-to-base contact and enter close combat with another enemy unit
however.
- If the enemy unit has has not taken an action that turn, they may burn their action to pursue a unit that breaks off from them.
PURSUING |
SPOTTING
When a unit wants to target a hidden or sneaking enemy unit with a
ranged attack, the unit makes a spot test.
Roll 1D6 and add the spotting unit's RE.
The sneaking or hiding unit rolls 1D6 and adds their RE.
If the spotting unit gets a total equal to or higher than the enemy
unit, they've spotted the enemy unit and may target them with a ranged
attack. Otherwise, they can't target the enemy unit. They have still burnt their action, however.
Don't forget modifiers for the enemy unit sneaking in the open and
appropriate tags, such as Alert and Sneaky.
FLUSHING - CLOSE COMBAT ON HIDDEN OR
SNEAKING UNITS
It is possible to move into base-to-base contact with a hidden or
sneaking unit (this is called flushing).
A unit that does this cannot make a ranged attack on the hidden or
sneaking unit but does not make a spot test.
The sneaking or hidden unit is immediately revealed (remove their sneaking or hiding marker) but any close
combat attack made by the unit that reveals them is with a -1 penalty.
Further, the sneaking or hidden unit automatically changes stance to
standing (regardless of whether they've had their action that turn or
not) and makes any dodge or parry against attacks from the unit that
revealed them with a +1 bonus.
SPRING ATTACK A
unit that is hidden may burn their action to make a special
close combat attack on an enemy unit that is within a range equal to
their SP, called a spring attack.
The
unit stands, moves into base-to-base contact and makes any close combat
attack with a +2 bonus to hit. Their ST is doubled for any spring
attacks.
Remove the unit's hiding marker when they make a spring attack.
The enemy unit cannot dodge/parry a spring attack unless it is on overwatch and has not burnt their action in that turn yet.
In this case the enemy unit must attempt to dodge/parry a spring attack and
they burn their action that turn - remove their overwatch marker.
Therefore the enemy unit cannot attempt to cut off the attacker, make a retaliatory attack or break-off that turn.
The unit making the spring attack may not use any ranged weapons.
A spring attack can also be carried out from overwatch.
Spring
attacks cannot be made on an enemy unit that is also hiding or
sneaking, unless they have already been flushed by an allied unit that
turn.
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