They typically have a rating from 2 to 12 but in some rare cases a stat may be less than 2 or greater than 12.
Base SP is the maximum allowed distance to move when jogging on foot or in a mech, or cruising in a vehicle. Other movement rates are possible.
The standard test for hitting a target with a ranged weapon is to roll 2D6 and compare the total to the shooting unit's MA. If the total is equal to or lower than MA, the shot hits. If the total is greater than MA, the shot misses.
The shooter's MA may be modified by certain factors, such as how fast they are moving, how fast the target is moving, how big the target is, the range to the target and whether the target is in cover.
To engage a target in close combat, normally the attacker and defender must be in base-to-base contact. However, some melee weapons have a greater reach that extends the needed range.
Roll to Hit
The standard test for hitting a target in close combat is to roll 2D6 and compare the total to the attacking unit's CC. If the total is equal to or lower than CC, the attack hits. If the total is greater than CC, the attack misses.
The attacker's CC may be modified by certain factors, such as how fast they are moving, how fast the target is moving, how big the target is and whether the target is in cover.
Close Combat Damage
A successful close combat attack does an amount of damage equal to D6 plus the attacker's ST plus the damage rating of a melee weapon being used for that attack.
Example 1: Attacker A has ST 3 and is armed with a shortsword that does 1D6 damage. He successfully hits Defender B with an attack with the sword. Damage inflicted is therefore the total of 2D6+3.
Example 2: Attacker A has ST3 but is unarmed. He successfully hits Defender B with a punch. Damage inflicted is therefore the total of D6+3.
Thrown Weapon Range
Unlike most ranged weapons, the range brackets of thrown weapons are not fixed and are determined by the thrower's ST as follows:
Example 1: Thrower A has ST 4 and wants to throw a grenade 9 inches. Medium range for the throw would be 8 inches (4x2). This throw is therefore at long range, with a -2 penalty to the roll to hit.
Example 2: Thrower B has ST 5 and wants to throw a grenade 10 inches. This will therefore be at medium range (5x2) and has no modifier to the roll to hit.
Typically any attack that successfully hits a defender causes damage. Normally if the amount of damage is equal to or less than the defender's DE, the defender is unharmed by the attack. The attack 'bounces off' or is 'deflected' by armour or is just a graze that the defender shrugs off without concern.
Defence in Close Combat
A defender's DE is doubled against damage from an attack in close combat. Some melee weapons have penetration, which is deducted from DE after it has been doubled.
A foot-unit that is not prone may attempt to dodge or parry a successful close combat attack, regardless of whether they've taken their action in a turn or not and it does not use their action.
Roll 2D6 and compare the total to the defending unit's RE.
Dive To Prone
A foot-unit that is not prone may automatically attempt to dodge a successful ranged attack by taking a dive to prone, regardless of whether they've taken their action in a turn or not and it does not use their action.
The unit is placed in a prone stance at their current position and then makes a reaction test.
Roll 2D6 and compare the total to the diving unit's RE.
If a mech or vehicle has a stat rated as P, this indicates that the pilot's stat is used instead.
A unit's DE and ST may have a scaler, indicated by an X and a number, in brackets following the stat.
A scaler shows a difference in scale between one unit and another.
How these are applied is explained when relevant elsewhere in the rules.
Tags are special attributes, skills and abilities that units (and many other objects in the game, such as weapons) can have.
They can change the standard rules for the tagged unit.
See Unit Tags and Weapon Tags.
Units are regularly required to make tests of their stats.
These can be refered to as
Most tests like this involve rolling a number of six-sided die (D6) and then comparing a total to a stat.
Example 1: A standard Courage test requires the total of 2D6 to be compared with the unit's Courage stat.
Example 2: A standard roll to hit, or to hit roll, requires the total of 2D6 to be compared with either a unit's Marksmanship stat or Close Combat stat, depending on the type of attack they are making.
Usually when the total is equal to or less than the stat, the test is passed. When the total is greater than the stat, the test is failed.
Some tests have a difficulty, which changes the number of D6 rolled and the results used to determine the total.
3D6 are rolled and the total of the two lowest results is used.
2D6 are rolled and the two results added together for the final result.
3D6 are rolled and the total of the two highest results is used.
A unit is often required to apply modifiers to a stat before making a test.
A modifier will either be a bonus or a penalty.
The modifiers for a test are applied to a unit's stat before the test is made.
Sometimes a modifer may be a multiple or a division of a stat. These are usually applied before other penalties or bonuses (unless otherwise stated in the rules).
If a stat that is divided ends up a fraction, round it up to the nearest whole number.
If the stat being tested ends up being less than 2 after modifiers have been applied, the test is automatically failed.
If the stat being tested ends up being 12 or more after modifiers have been applied, the test is still made and if the total of the dice rolls is 12, the test is still considered failed.