Universal Special Rules
Here you will find each of the keywords/special rules in the game and how they interact with the game
Unit USR
This is not a complete list yet
| Airborne | This unit may be deployed off of the table (into reserves). It will still receive an activation card. When this unit activates it must either remain in reserves or enter the game. When the unit enters the game, place a 40mm token where the unit should land then roll a leadership check. If the leadership check passes, place the Unit Leader on the token (it can be removed), and then the unit must be placed in coherency. The unit has spent a Move Action to come on to the table, but still has its remaining actions. If the leadership check fails the token scatters 2d5, the unit leader is placed down, and the unit is placed in coherency. The unit is in overwatch and their activation ends. If the unit should scatter into impassable terrain, another unit, or any other obstacle the unit normally wouldn’t be allowed to move onto, roll 1 die for every model in the unit, each roll of a 10 does 1 damage to the unit (saves and such are permitted). The unit is then placed as close as possible to the final scatter point while maintaining coherency. If this happens the unit’s activation ends, and it isn’t placed into overwatch. |
| Coherency (x”) | All models in the unit must remain within (x”) of the unit leader to maintain coherency |
| Command Range (x”) | All friendly units within (x”) may add 1 to their leadership |
| Fireteam | A unit with this ability can split up into two different fireteams. The squad is divided as evenly as possible, with special weapons also being equally divided. This split creates 2 new “units”. Both units activate during the squad’s Activation. Each fireteam must have 1 model nominated to be the team leader (just make it something easily distinguishable). Each fireteam must remain within 3″ of its team leader, and each team leader must remain within 12″ of its squad leader. |
| Independent | A unit with this rule does not have to maintain coherency nor be within command range of anyone. If the unit has more than one model, each model must remain within 1″ of at least one other model in the unit |
| Multi-Activate (x) | A unit with this rule contributes (x) cards to the stack, rather than one. In addition it receives X cards during the action phase. It may activate and perform actions during each of its activations as normal. |
| Transport (x) | Units with the Transport (X) keyword may carry (x) infantry models. Models take 1 slot for each hit point (so a two HP model takes 2 of X slots) |
| Vanguard | When deploying this unit, it can be placed anywhere on the battlefield, as long as it is at least 9″ away from enemy units. Units placed in Vanguard are placed after all non-vanguard units are placed |
| Vehicle | Uses Vehicle Movement Rules. Vehicles have facings. All vehicles receive also have Multi-Activate (2) |
| Walker | Units with this keyword use movement rules for infantry |
Weapon USR
| Semi Automatic | Weapons with this keyword may be used to make 2 shoot actions, even if the unit isn’t normally allowed to repeat actions. The second shoot action incurs a -1 to hit Recoil penalty | ||||||||
| Set Up (x) | A weapon with this rule needs to spend an action to “set up” or prepare to use it. Typically this will be heavier weapons like mortars and machine guns. Once a weapon is set up, place a “set up” token by the weapon. It remains “set up” until the unit moves for any reason | ||||||||
| Facings | These are annotated with a direction (front) and an angle (90), so a weapon might say Front 90. This is the firing arc of the weapon. It is intended for all vehicles to ba based in T and T, and they should be on square bases. This will make it easier to determine firing arcs and facings | ||||||||
| Optics | If a weapon with this keyword causes a casualty, the player that controls the optics weapon may choose the casualty. Note that the casualty must come from LoS of the Optics weapon | ||||||||