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UNIT TAGS

Agile
  • A mech with this tag treats difficult terrain as normal terrain. See Terrain.
  • A mech with this tag is able to stand up from prone in difficult terrain. 
  • A mech that ends up prone in difficult terrain that isn't agile usually can't get up! See Mechs.
  • A mech with this tag only uses 3" of their move when vaulting high cover. See Cover.
  • A mech with this tag has no risk of tripping when stomping over units that are only one scaler smaller than they are. See Mechs.

Alert (X)
Any unit trying to spot another unit that is attempting to hide or sneak gains a bonus to their spot test equal to the rating (X) of the tag.


Ambulance (X)
  • Any allied foot-unit within a number of inches equal to the rating (X) of a unit with this tag are treated as having the Medic tag, as long as the vehicle is stationary and has a pilot.
  • If an allied foot-unit already has the Medic tag, they receive a bonus to any treatment rolls they make whilst in range of the ambulance equal to the rating of the tag. See Wounds and Injuries.

Artificial Intelligence
  • A robot with this tag makes courage checks as normal and does not automatically pass courage tests like a robot normally does. See Robots.
  • A robot with this tag ignores any malfunction injuries resulting from damage. See Wounds and Injuries.
  • A robot with this tag cannot be hacked. See Hacking.

Auto-loaders
The unit's mounted weapons require no cooldown after using automatic or rapid fire. See Weapon Tags.


Auto-pilot (X)
The vehicle or mech can operate independently without a pilot. MA and RE stats are dependent on the rating (X) of this tag. CC is always 2. CO is always 12. All other stats are per the vehicle or mech as normal.

MA CC RE CO
X 2 X 12

  • A vehicle or mech on auto-pilot cannot fire any mounted weapons.
  • A vehicle or mech on auto-pilot automatically passes any courage tests, unless otherwise stated.
  • Note that an auto-pilot is not the same as an artificial intelligence.

Big Tracks
A unit with this tag has 'tank tracks' that make it easier to roll over obstacles, such as cover and enemy units!
  • When piling through very low or low cover, a unit with this tag rolls 2D6 instead of 1D6, and adds their ST. See Cover.
  • If a unit with this tag fails to pile through any cover, it does come to a stop but does not need to test to see if it falls prone, or if it loses control. See Cover.
  • When a mech with this tag successfully stomps over an enemy unit, the enemy unit takes 2D6 damage, not 1D6 damage, plus the ST of the mech, with a scaler equal to the ST scaler of the mech.The smaller unit's DE is doubled as normal for a close combat attack. See Mechs.
  • A mech with this tag ignores the risk of tripping when stomping over enemy units. See Mechs.

Brutal (X)
A unit with this tag is vicious in unarmed close combat, able to use the dirtiest moves to cause as much damage as possible, with little regard for their own safety.
  • If the unit elects to use brutal, their ST has a bonus equal to the rating (X) of the tag with any unarmed attack they make in close combat that turn.
  • When using brutal in a turn, the unit's DE suffers a -1 penalty for the purposes of any retaliatory close combat attacks that turn.

Bull Charge
  • A unit with this tag that ends a sprint or run move in base-to-base contact with an enemy unit may elect to bull charge and double their ST for the purposes of any close combat attack they make on that enemy unit that turn.
  • The charging unit may not attempt to dodge/parry any retaliatory attacks from that enemy unit that turn if they carry out a bull charge.
  • A unit with this tag doubles their ST for the purposes of piling through cover. See Cover.

Caltrops


Clan Honour
  • A unit with this tag cannot break-off from close combat that they initiate.
  • A unit with this tag must pursue a unit they initiated close combat with if that unit breaks-off from close-combat.
  • The exception to this is if the enemy unit breaks-off in the same turn that close-combat is initiated. In this case, the unit with this tag must be assigned to move in the next turn and move directly towards the enemy unit as fast as is possible in order to get back into base-to-base contact.
  • A unit with this tag that becomes the sole member of their squad that isn't incapacitated, automatically passes any further courage tests that game.

Clumsy
A unit that is clumsy that starts a move in difficult terrain, gets stuck and can't move that turn on a roll of 4 or 5 on a D6. On a roll of 6 they also fall over prone and cannot get up again. See Terrain.


CnC (X)
One crew member on-board a unit with this tag can be assigned to operate a command and control system and is designated the operator.
  • The operator cannot also pilot or be the gunner for mounted weapons whilst operating the CnC system.
  • Whilst operating the CnC system, that crew member must be assigned to overwatch and can not carry out other actions in a turn.
  •  The one exception is to dodge/parry a close-combat attack. If an operator does so, all further benefit from the CnC system is lost for the rest of the turn.
  • The operator can control a number of drones equal to the rating (X) of the CnC unit.
  • The operator provides a hub for line of communication amongst allied units. As long as the CnC system is operated, all allied units are assumed to have a line of communication with all other allied units.
  • If the operator has the Leader tag, when operating a CnC system, all allied units, not just squad members, benefit from the tag.

Comms Link
A unit with this tag has a line-of-communication to all allied units with this tag, and to any allied unit on-board a vehicle with the Comms System tag.


Comms System
Any allied unit on board a vehicle with this tag has a line-of- communication to any allied unit with the Comms Link tag or that is on board another vehicle with this tag.


Cyber-HUD
A unit with this tag can mark a target they shoot at and any allied units who also shoot at that target that turn, that have the neural transceiver tag, receive a +1 bonus to hit that target.
CyberHUD

Cyber-Strength
  • A unit with this tag does not double penalties from moving when rolling to hit with a weapon with the heavy tag.
  • A unit with this tag doubles their ST for the purposes of any damage they cause in close combat.

Cyberoptics
  • A unit with this tag is immune to flash damage.
  • A unit with this tag can ignore any penalties to spot or hit targets in darkness or in smoke.
  • Any firearm used by a unit with this tag is considered to be scoped.

Dodging (X)
A unit with this tag may re-roll any failed test to dodge a close combat attack, using the rating (X) of the tag, instead of their RE.


Drone Operator (X)


Eagle Eyes
A unit with this tag does not suffer the -1 penalty to hit for shooting from overwatch. See Overwatch.


ECM (X)


ECCM (X)


Ejector Seat


EMP Shielding (X)
The unit receives a DE bonus against damage from EMP attacks equal to the rating (X) of this tag.


Enclosed Cockpit
The unit's crew cannot be specifically targeted with aimed attacks. See Actions.


Erratic


Expert Sniper
A unit with this tag may make a single re-roll of any failed roll to hit of an aimed shot made at extreme range.
Expert Sniper

Fast
A foot-unit that is fast may move an additional 1" when running and this is not treated as sprinting. See Stats.


Flyer
The unit can fly. See Flyers.


Genetically Enhanced
  • A unit with this tag does not require medical attention in order to regain consciousness after being knocked out. In the end phase of a turn the unit is knocked out, make a courage test. If passed, the unit comes round and is not stunned. If failed, the unit remains unconscious. See Wounds and Injuries.
  • A unit with this tag does not require medical attention to be stabilised when seriously injured. In the end phase, if the unit passes their shock test, they are automatically stabilised. See Wounds and Injuries.
  • A unit with this tag has a +3 DE bonus against any damage from inhaled, ingested or contact toxins and poisons, including riot gas and smoke. This bonus does not apply to intravenously delivered toxins and poisons, such as those from darts from a tranq gun or a syringe.

Grenadier (X)
A unit with this tag is trained in effective use of grenades. Their ST has a bonus equal to the rating (X) of the tag for the purposes of determining the range bracket when throwing a grenade. See Stats.


Hacker (X)


Head-shooter
A unit with this tag may make a single re-roll of any damage from a firearm caused with an aimed shot at extreme range.


Hive Mind
A unit with this tag has a form of telepathy that provides a line of communication with any other allied unit with this tag. This cannot be disrupted with ECM or EMP damage.


Hoverer
The unit can travel horizontally at slightly above ground-level without actually making contact with the ground. Difficult terrain is treated as normal terrain by a vehicle with this tag. See Flyers.


Immune to Gas
A unit with this tag is immune to inhaled gases.


Jink
A vehicle with this tag is able to attempt a jink to avoid incoming fire, unless it has already had an action this turn and did not move, or is on overwatch or in close combat.
  • A jink is handled the same way as a foot-unit diving to prone, except the jinking vehicle doesn't actually end up prone, regardless of whether the RE test is failed or passed.
  • Instead, if the RE test is failed, as well as being hit, the unit must also pass a control test or lose control. See Vehicles.
  • Unlike a foot-unit, a vehicle can attempt to jink any number of shots in a turn, still without needing or burning an action.
  • When the vehicle takes its action in a turn that it has already jinked in, it must move at least 6" from its current position.

Law Enforcer
A unit with this tag cannot make ranged attacks on an enemy unit that is unarmed or only armed with melee weapons, unless they have had or have a line-of-sight to an allied unit that has been or is being attacked by the enemy unit.

In close-combat, a unit with this tag may only make subduing attacks on an enemy unit that can be subdued. See Close Combat.
Law Enforcer

Leader
Any squad member assigned to the squad with the unit with this tag, may make a single re-roll of any failed courage test when within line of sight or line of communication of the unit with this tag.


Limited Mobility
  • A robot or mech with this tag cannot voluntarily change stance (it is always standing) and if knocked down prone it cannot get back up.
  • A robot or mech with this tag cannot vault over cover. See Cover.

Martial Artist (X)
  • A unit with this tag that fails a dodge or parry of a close combat attack may re-roll the dodge or parry, using their rating (X) in this tag instead of their RE.

Medic
A unit with this tag can provide treatment to injured foot-units. See Wounds and Injuries.


Military Veteran
  • A unit with this tag may make a single re-roll for a failed stun test when going prone after sprinting. See Actions.
  • A unit with this tag can make a single re-roll for a failed Courage test when the target of covering fire. See Overwatch.

Mind Blast


More Machine Than Man
  • EMP damage is treated as lethal damage when taken by a unit with this tag. EMP Shielding applies as normal.
  • A unit with this tag cannot be seriously injured. Any such injury is ignored and the unit is unharmed.
  • A unit with this tag can force a re-roll of any knocked out or incapacitated lethal injury. If the new result is seriously injured, this is then ignored and the unit is unharmed.

Neural Link
A unit with the neural transceiver tag can mentally interface with a mech or vehicle with this tag, in order to pilot it, and ignore any stat penalties it has.


Neural Transceiver
  • The unit has a line of communication with any other unit in the faction with this tag.
  • The unit can ignore any stat penalties from a vehicle or mech with the neural link tag when piloting it.

Night Vision
A unit with this tag can ignore any penalties to spot or hit targets in darkness.


Ninja Training


Non-lethal
  • A unit with this tag cannot initiate close combat.
  • A unit with this tag cannot make close combat attacks.
  • A unit with this tag cannot use any weapon that does not have the Stun Rounds tag and must use stun rounds if they have one.

Open Top
The unit's crew can be specifically targeted with aimed attacks. See Actions.


Optional Gunner (X)
The unit has a number of mounted weapons (X) that can be crewed.


Optional Pilot
The unit does not require a pilot and can operate independently without one.


Pain Immunity
The unit feels no pain. The unit does not make shock tests when seriously injured. See Wounds and Injuries.


Passengers (X)
The unit can transport a number of foot-units (in addition to pilot and gunners) equal to the rating (X) of the tag. See Vehicles.


Pilot Required
  • The unit requires a pilot (that is conscious, not stunned or incapacitated) otherwise it cannot move or fire mounted weapons.
  • If a unit with this tag has a pilot that becomes stunned, knocked out or incapacitated, the vehicle automatically loses control until a pilot is able to regain control. See Vehicles.

Power Leap
A unit with this tag does not use any of their movement to vault high cover. See Cover.

The unit can vault over higher obstacles, up on to higher ground or just hop across open ground, such as difficult terrain.
  • Any part of the unit's move can be allocated to the leap up (with a minimuim of 1") but no allocation is required to come back down again. The distance to be crossed must be allocated to the leap across.
  • A unit can only make one power leap per turn.
Example 1: A sprinting unit that can power leap has 12" of their move left and reaches a 3" high, 0.5" thick wall. The unit will use 3" for the leap up and 0.5" to cross. Coming back down on the other side does not use any movement, so after landing the unit still has 8.5" left.

Example 2: A running unit with power leap has 4" left and reaches a 4" wide crevasse. The unit would need a minimum of 1" for the leap up and then 4" for the leap across. The unit won't be leaping that crevasse this turn.


Precognition
A unit with this tag regularly has insights into and flashes and visions of their future.
  • If the unit is the instigator of a snowball and has their hand forced, they can refuse having their hand forced. See Overwatch.
  • The unit may re-roll any failed Reaction tests of any kind once per test.

Reflective Armour (X)
The unit receives a DE bonus against damage from laser attacks equal to the rating (X) of this tag.


Rugged
The unit treats difficult terrain as normal terrain. See Terrain.


Run and Gun
A unit with this tag can use a ranged weapon when sprinting, with a -4 penalty to their roll to hit.


Samurai Code
A unit with this tag that retreats off of the table is treated as killed at the end of the game.


Satellite Surveillance
A unit with this tag has a connection to a surveillance satellite in orbit and can relay any information that provides to any other allied unit in line of communication, as long as the unit with this tag has an operator. See the tag CnC.
  • The operator automatically spots sneaking and hiding enemy units, without needing a line-of-sight, unless the enemy unit has the ECM tag. See Electronic Warfare.
  • The operator can take a special action in the end phase of a turn to track one enemy unit. Any ranged attacks by any allied unit (in line-of-communication to the operator) on that enemy unit in the next turn are with a +1 bonus to hit.
  • The operator is assumed to have line-of-sight to all enemy units only for the purposes of acting as a spotter for indirect fire. The operator must have a line of communication to the shooter of indirect fire to act as their spotter. See Indirect Fire.

Slow
A unit with this tag cannot sprint or go flat-out.


Sneaky
A unit that is sneaky can move at their base Speed and is still considered to be sneaking.


Stable Platform
  • A vehicle or mech with this tag suffers no penalty to its roll to hit with mounted weapons when rushing or running.
  • A vehicle or mech with this tag may shoot ONE mounted weapon when flat out or sprinting, with a -4 penalty to its rolls to hit.

Stealthy (X)
Any unit trying to spot another unit that is stealthy that is trying to hide or sneak, suffers a penalty to their spot test equal to the rating (X) of the tag.


Streetwise (X)


Stupid


SWAT Training
The unit with this tag is trained in special weapons use and combat tactics in close quarters and urban environments.
  • The unit may re-roll once any roll to hit made from a ranged attack they make at short range.
  • The unit may re-roll once any roll to hit made when throwing a grenade at short range.
  • Any covering fire the unit provides for another unit with this tag, applies a -2 penalty to the Courage test of the suppressed enemy units. See Overwatch.
  • Any line-of-sight between two units with this tag is also treated as a line-of-communication that cannot be affected by ECM or EMP.
  • Rolling to hit a unit with this tag in corner cover is with a -4 penalty, even if the unit is standing. See Cover.

Swordmaster
A unit with this tag doubles their CC when attacking with a sword of any kind, including a katana. Typically this will provide them a high enough CC to split between multiple attacks. See Close Combat.


Turbo
A unit with this tag can move an additional 2" when going flat-out. See Stats.


VTOL
A unit with this tag can gain or lose altitude without having to move horizontally. They can also hold their altitude without having to move horizontally. See Flyers.


Weapons Expert
  • A unit with this tag may use scrounged weapons without the usual penalty to hit when using a scrounged weapon. See Scrounging.
  • A unit with this tag can choose to re-roll once any damage roll made with a weapon with the Heavy or Very Heavy tag.



Unit Tag Force Value Guide

Tag
FV
Agile
+20
Alert (X)
+(Xx2)
Ambulance (X)
+(Xx5)
Artificial Intelligence
+10
Auto-loaders
+25
Auto-pilot (X)
+(Xx2)
Big Tracks
+20
Brutal (X)
+(Xx2)
Bull Charge
+10
Caltrops
+5
Clan Honour
+5
Clumsy
-5
CnC (X)
+(Xx10)
Comms Link
+10
Comms System
+10
Cyber-HUD
+10
Cyber-Strength
+15
Cybernetic Upgrades
+10
Dodging (X)
+(Xx5)
Drone Operator (X)
+(Xx10)
Eagle Eyes
+15
ECM (X)
+(Xx5)
ECCM (X)
+(Xx5)
Ejector Seat
+5
EMP Shielding (X)
+(Xx10)
Enclosed Cockpit
0
Erratic
-20
Expert Sniper
+10
Fast
+10
Flyer
+30
Genetically Enhanced
+15
Grenadier (X)
+(Xx2)
Hacker (X)
+(Xx10)
Hive Mind
+15
Hoverer
+20
Jink
+20
Law Enforcer
0
Leader
+25
Limited Mobility
-10
Martial Artist (X)
+(Xx5)
Medic
+10
Military Veteran
+15
Mind Blast
+25
Neural Link
+15
Neural Transceiver
+15
Ninja Training
+25
Non-lethal
-20
Open Top
-10
Optional Gunner (X)
0
Optional Pilot
0
Pain Immunity
+20
Passengers (X)
+(Xx2)
Pilot Required
-10
Power Leap
+10
Precognition
+20
Reflective Armour (X)
+(Xx2)
Rugged
+20
Run and Gun
+10
Samurai Code
-10
Satellite Surveillance
+20
Slow
-10
Sneaky
+15
Stable Platform
+20
Stealthy (X)
+(Xx2)
Stupid
-10
SWAT Training
+15
Swordmaster
+20
Turbo
+10
VTOL
+20
Weapons Expert
+15