You are on page 1of 2

BREAK OFF (LONG) 3D8 Survive vs 3D8 Fight (X) Survive modifiers: +2 Friends in the same square (not

t 2 per model) Fight modifiers: +1 Friends are in the same square (not 1 per model) +1 Enraged +1 Brawler -1 Support -1 Injured Draw or Survive wins: Take a free Move action. Survive doubles: Take a free Move action. Break Off is a short action Fight wins: Potential damage. Resolve this first at an additional AP1. If Breaking Off model is alive, they take a free Move action Fight doubles: Potential damage. Resolve this at an additional AP1. THROW GRENADE (SHORT) 3D8 Shoot (1) Shoot modifiers: -1 if Indirect weapon at combat range -2 if Indirect weapon at long range Throw Grenade succeeds: HIT Throw Grenade fails: MISS Combat range - scatters one cube Long range - scatters twice. Roll separately for each scatter.

FIGHT (LONG) 3D8 Fight vs 3D8 Fight or Survive (X). Fight modifiers: +1 Moved into cube in this action +1 Friends in the same square +1 Enraged +1 Brawler -1 Injured -1 Pinned -2 Suppressed -1 Support Survive modifiers: +1 Friends in the same square -1 Pinned -2 Suppressed Draw: No effect. Fight wins: Potential damage. Fight doubles: Potential damage. Free Fight or Move action (if no enemies in cube) Survive wins: MISS No effect. Survive doubles: Free Move or Fight action. No Break Off test required to move OVERWATCH (LONG) 3D8 6+ test (1) Overwatch modifiers: +2 Sentry Ability Overwatch fails: Overwatch ends Succeeds: After target action. Overwatch ends. Doubles: Before or after target action. Overwatch ends. Triples: Before or after target action. Overwatch continues

BLAZE AWAY (SHORT) 3D8 Shoot vs 3D8 Survive (X) Shoot modifiers: +1 per supporting model +2 Ammo item. +1 Weight Of Fire +2 Firestorm +1 Spotter Survive modifiers: -1 in cover** +1 if Enraged +1 if Pinned or Suppressed Draw or Survive wins: no effect. Blaze Away wins: Target -1 Aggression Blaze Away doubles: Target -2 Aggression Blaze Away triples: Target -3 Aggression Blaze Away Damage: 1 Potential damage per level beyond Suppressed SLAMMED AND FALLING Slammed: 3D8 5+ vs. Survive (X) Slammed Modifiers: +1 Adjacent cube Falling: 3D8 5+ vs. Survival,

SHOOT (SHORT) 3D8 Shoot vs 3D8 Survive (X) Shoot modifiers: +1 if the active models previous action this Turn was Aim +2 Clear Shot +1 higher level +1 Marksman +2 Sniper -1 if Enraged. -1 if at long range -2 if there are any friendly models in the target cube Survive modifiers: +1 in cover +1 Pinned or Suppressed Draw or Survive wins: MISS Shoot wins: Potential damage. Shoot doubles: Potential damage and -1 Aggression. IT BURNS 3D8 4+ vs. 3 D8 Survive (X). Survive Modifiers: +1 per friendly in same cube -1 additional turn on fire Draw or Survival wins: No effect.

Falling Modifiers: +1 per level after the first. Damage wins: Pinned, plus Potential damage. Survival wins: Pinned, No damage. If a model lands on or is thrown into another model then both models should roll for damage.

Fire win: Fire goes out. Potential damage +1. Fire double: Fire stays. Potential damage +1. Roll again at the start of the models next Turn. Must perform long action to put out fire.

COMMAND XD8 6+ test (1) Command succeeds X = Total Command Command fails: No effect.

BLAST 3D8 4+ vs. 3D8 Survive (X). Blast modifiers: +1 Hit. +2 Shockwave. Survive modifiers: +1 Cover cube. +2 Adjacent cube. Draw or Blast wins: Pinned. If in the same cube as the Frag then model scatters one cube in a random direction. Possible slammed or falling damage Blast doubles: Pinned. If in the same cube as the Frag then model scatters one cube in a random direction. If in adjacent cube then model scatters one cube directly away from the centre of the effect. Possible slammed or falling damage Survive wins: Target is Pinned.

FRAG 3D8 4+ vs. 3D8 Survive (X). Frag modifiers: +1 Hit +2 Massive Frag. Survive Modifiers: +1 cover cube. +2 adjacent cube. Draw / Frag wins: Pinned and potential damage. If in the same cube as the Frag then model scatters one cube in a random direction. Possible slammed or falling damage Frag doubles: Pinned and potential damage. If in the same cube as the Frag then model scatters one cube in a random direction. If in adjacent cube then model scatters one cube directly away from the centre of the effect. Possible slammed or falling damage Survive wins: T arget is Pinned as above but unharmed. Survive doubles: no effect.

Energy: 1 Unactivated friendly model within 4 cubes gets immediate free short action. Does not mark target model as activated. Pause: 1 Unactivated or overwatching enemy model within 4 cubes. Mark it as activated. Clarity: Take the next Battle Card from the top of your draw deck and add it to your hand. Command doubles Drive: 1 Friendly model (activated or unactivated) within 4 cubes gets immediate free short action. Does not mark the target model as activated Indecision: 1 Unactivated or overwatching enemy model within 8 cubes. Mark it as activated. Planning: Choose any one card to add to draw deck from Discard pile. Reshuffle draw deck. Command triples: Choose one of the following options: Inspiration: 1 friendly model (activated or unactivated) within 8 cubes gets immediate free short action.. This action does not mark the target model as activated Confusion: Nominate an unactivated or overwatching enemy model anywhere on the battlefield. Mark it as activated. Cunning: Look through your discard pile and choose any one card to add to your hand.

Survive doubles: No effect. PSYCHIC MIND STORM 3 dice 5+ test (X) Mind Storm wins: The targets Aggression is reduced by a number of steps equal to the difference in successes. Draw/Target wins: No effect. Target doubles: The Psychic suffers feedback. Their Aggression is reduced by a number of steps equal to the difference in successes PSYCHIC PASSION 3 dice 5+ test (2) Passion fails: No effect. Passion succeeds: The target models activation marker is removed. The model may be used again this Round, waiving the normal restriction for acting once per round). PSYCHIC BLANK 3 dice 5+ test (2) Blank fails: No effect. Blank succeeds: The target model is marked as activated. PSYCHIC CLARITY 3 dice 5+ test (1) Clarity fails: No effect. Clarity succeeds: The targets Aggression is increased by one, up to a maximum of Alert. Clarity doubles: The targets Aggression is increased by two, up to a maximum of Alert MUTATIONS Acid Bite Acid Breath Crippling Spasms Overactive Metabolism Razor Claws Spiny Growths Vestigial Wings Wasting Muscles Model gains Range F, AP 2 weapon. Model gains Range 2, AP 2, Limited Range weapon. Model gains Slow Model gains Agile. Model gains Range F, AP1 weapon. Model gains Tough. No effect on Tough or Really Tough models. Model gains Glide. Model gains Vulnerable.

VEHICLE DAMAGE TABLE

1: Damaged Engines

Every time you want to move the vehicle, roll a single dice first. If you roll 1-4 then the vehicle stalls and cannot be moved at all. On a 5+ action is counted as having taken place, but does not move. Every time you want to use a weapon, roll a single dice first. On a 1-4 then the weapon doesnt work. The action is counted as having taken place A random weapon system is destroyed

2:Damaged Weapons

3: Weapon Destroyed

4: Scanners Shot

For the remainder of the battle every Shoot or Blaze Away action by the vehicle is at -1 dice. Each turn the vehicle must move along the shortest possible route towards an exit point. They may continue to attack enemy models as they retreat. If the vehicle has already suffered a 6 or 7 result on this table then treat this result as an 8. The vehicle can no longer move. If it has not got a turret or other means to move the weapons then they may only shoot in a straight line from their current position. The vehicle catches fire. See It Burns!

5: Crew Panic

6: Immobilised

7: Fire!

8 : Fuel Breach!

A huge explosion destroys the vehicle. In addition, treat this as a frag grenade exploding in this cube with a +2 dice modifier

ITEMS
Ammo: 1 point One-use. Blaze Away action is made with +2 dice. AP Ammo: 2 points One-use. Shoot action is made with an additional AP1. Energy Shield (x) : (X)+1 points Roll a number of dice equal to the number in brackets. Every 6+ you roll, one potential damage is absorbed by the shield. If you roll more 1s than successes, it is destroyed. Frag Grenade : 3 points One-use. Range 3, Limited Range, Frag Glue Grenade : 3 points One-use. Range 3, Limited Range, Immediately mark all models in that cube as activated Holo-Sight : 3 points Aim action +2 to Shoot instead of the normal +1 Intel One-use. When a piece of Intel is picked up by a model, immediately remove the counter from the board. It is worth +1 VP regardless of the Strike Teams mission. Jump Packs: 1 point A model equipped with a jump pack can: Move up or down levels without needing a wall to climb. Jump over solid walls on the same level. Jump over gaps in the floor of the same level (up to one cube wide). Medi-Pack : 3 points One-use. They may only be used on any living models, and cannot repair Constructs and Vehicles. Using a medi-pack is a long action for the model carrying it. It does not require a dice roll and works automatically. The effect of using a medi-pack is to remove one level of damage from the target model. The medi-pack is then discarded. Sentry Gun : 5 points Range 8, Rapid Fire, Weight of Fire, Deployable, Sentry . Smoke Grenade : 2 points Range 3, Limited Range, One-use. Use the Throw Grenade action to work out which cube the smoke grenade ends up in. When a smoke grenade goes off, that cube is completely blocked for all LOS. A model in that cube cannot be a target for Shoot actions and Blaze Away actions against that cube are modified by -2. Any adjacent cube on the same or higher level modifies all Shoot and Blaze Away attacks into or through it by -1 dice. This modifier is only taken once regardless of how many smoky cubes the LOS passes through. Roll a single dice at the end of each Round for the smoke grenade. On a roll of 1-4 the smoke continues. On a roll of a 5+ the smoke dissipates remove the marker. Note that you only roll once for the grenade itself, not once for each cube the smoke affects. Stealth Cloak : 5 points The stealth cloak reduces Shoot attacks by -2 dice, Blaze Away attacks by -1 dice and has no effect on Fight. Targeter : 1 point This works like the Spotter ability. However, unlike Spotter, it only works as long as the model with the targeter has not been activated that Round.

ABILITES CONTINUED
Gun Crazy Shoot and Blaze Away are long actions for this model. If you wish to use any weapons, start by taking a single Shoot or Blaze Away action as normal. Roll a single dice: On a roll of 1 - 2 ,your opponent chooses an unused weapon to attack a valid target of their choice, On a roll of 3 4, models turn ends. On a roll of 5 8, choose an unused weapon to attack a valid target of their choice. Each weapon may only be used once per Turn. Continue to roll a dice as above after each attack until you either run out of weapons, run out of targets or you roll a 14. Hover The model may rise or fall by one level when performing a Sprint. You must be able to place the model in the new position. Secondly, the model is particularly vulnerable to Blasts and will roll -1 dice when resisting their effects. Indirect In addition to Shoot or Blaze Away can choose to attack targets the model cannot see. Targets must be visible from directly above. Cannot target anything that is under half the weapons listed Range. Throw Grenade action. Cannot Aim. Irresistible If the target of this weapon has the Tough ability then it is treated as having +1 Armour instead. If it has the Really Tough ability then it is treated as having +2 Armour instead. The AP of the weapons attack will reduce this total target AP as usual. Knockback When a weapon with this ability hits its target it may knock it back into a different cube. Resolve the attack as normal. Then, if the target did not double the attacker the target is moved one cube directly away from the attacker After it has been moved, the target loses 1 Aggression in addition to any other damage they suffer. Life Support The model has an in-built automated Life Support system that does its best to keep them alive. If the model is injured, but not killed, by an attack then the Life Support automatically kicks into overdrive. The model is immediately returned to an undamaged state. This happens automatically and does not cost an action. This works once per battle. Life Support cannot resurrect models that have been killed outright by a single attack. Also note that Life Support only works on the model itself and cannot be used on nearby models (unlike a medi-pack). Limited Range The weapon cannot be used beyond combat range. Long Reload Once fired this weapon, mark with reload token, it cannot fire again until a long action has been spent to remove the token Marksman The model gets +1 dice to Shoot actions in addition to any other modifiers that may apply. Massive Frag Treat this as a Frag weapon with a +2 modifier for the explosion effects. See page 69 for the Frag rules. Medic The model is able to heal Injured troopers as if he had a medi-pack (see page 78). However, this ability may be used repeatedly, unlike the item. Mutant Mutant Battle Cards may only be played on models with this ability. Non Combatant Cannot use weapons, if involved in a fight can only use survive One-Use This item can only be used once during the battle. Operator Controls models with the Remote ability. When an Operator model is activated they must choose between taking actions as normal, or controlling one unactivated Remote from their own Strike Team. If they decide to control a Remote then the Operator does not act this Turn. Instead, their activation is transferred to the Remote which may take actions this Turn as if it was a normal model. The only limitation is that a Remote model cannot set Overwatch. If an Operator uses a Remote then both models are marked as activated. An Operator may choose to control the same or different Remote models in each Turn. Own Agenda Roll one dice at the start of the models activation. On a roll of 1-2 the opposing player may control the models actions for this Turn. This can include attacking the active models friends. This counts as an activation for the active models side, not t he player who is actually controlling it. On a roll of 3-4 the model does nothing that activation. On a roll of 5-8 the owner of the active model chooses the models actions like normal. Psychic The first time in a Round a model with this ability is the target of a Shoot attack, roll a psychic test. The number of successes is the negative modifier to all Shoot attacks against it that Round. All other psychic actions have a Range of 4 and may target any model of the Psychics choice within that range regardless of LOS. Rampage When a model with this ability is Injured by an attack, but not Killed, The models Aggression changes to Enraged and cannot be reduced. Roll one dice at the start of the models activation. On a roll of 1-2 the opposing player may control the models actions for this Turn. This can include attacking the active models friends. On a roll of 3-6 the owner of the active model chooses the models actions like normal. On a roll of 7-8 the owner of the active model chooses the models actions like normal. In addition, the model counts as Fast for this Turn Rapid Fire The weapon may not Shoot, it may only Blaze Away. Really Tough The model ignores 2 points of potential damage per successful attack against it. Remote The model cannot act without an Operator (see above). A Remote is not counted as a model for purposes of working out how many activations a Strike Team has left. Resourceful Once per battle this model can redo a single normal test after he has seen the result. The dice for the test are rolled again with all the modifiers that applied the first time. This includes any cards that were played. Scavenger The model may carry up to 3 items instead of the normal limit of 1. You may not play a Booby Trap card on this model. Scout The model sneaks ahead of his comrades to scout out the battlefield. At the start of a game this model can be placed anywhere in the deployment areas described on page 38. Sentry At the start of the game and every subsequent Round, before any Turns are taken, place an Overwatch counter on any deployed items or models with this ability in addition to any other action(s) they may choose to take during their Turn. Shockwave Once a normal attack has been resolved, roll a Blast effect with a +2 modifier. Single Shot The weapon may not Blaze Away, it may only Shoot. Slow The model cannot take Sprint or Climb actions. Sniper The model gets +2 dice to Shoot actions in addition to any other modifiers that may apply. Solid A model with this ability is not affected by weapon effects that move their target to a new cube, such as Knockback. In addition, the model will not be Pinned by Blasts. However, the model may still be Pinned or Suppressed by Blaze Away attacks. Spotter If one or more models with this ability can see the target of a Blaze Away attack then it is resolved with an additional +1 modifier. This modifier does not count as an action for the Spotter and works regardless of whether the Spotter has been activated or not this Round. Stranded The model has been separated from its comrades and is trying to make its way back to safety. At the start of the battle, a model with this ability is set up by the owning player as if it were a Scout for the opposing side. This will place them on the wrong side of the battlefield. If the model can leave the table via their own Strike Teams deployment area then they earn an additional +2 VPs regardless of the mission. Stranded models cannot have Battle Cards played on them by their own Strike Team. Strategist The model is able to take Command actions. Each model in the Strike Team with this ability adds +2 to the Strike Teams Comma nd Pool. If this model is Killed, immediately reduce their Strike Teams Command Pool, by 2. Support The weapon is large and cumbersome. A model that has one or more weapons with this ability has all Fight tests modified by -1 dice, whether it rolls against Fight or Survive. This penalty applies only once regardless of how many such weapons a model is carrying. Tactician The model is able to take Command actions. Each model in the Strike Team with this ability adds +1 to the Strike Teams Comma nd Pool. If this model is Killed, immediately reduce their Strike Teams Command Pool, by 1. Teleport Long action that moves the model upto two cubes in any direction without the need for a clear route between them. Opposing models cannot Overwatch against Teleport actions. If the teleporting model ends this move in the same cube as an enemy model then they will Fight as normal. Tough The model ignores 1 point of potential damage per successful attack against it. Toxic A model struck by a Toxic weapon is treated as if it had Vulnerable. This ability is ignored by models with the Construct ability. Toxic Smokescreen Once per battle. Not an action and may be done even if there are enemy models in the same cube. If the model moves away, the Toxic Smokescreen remains in the cube it was deployed in. It disperses in the same way as a smoke grenade. The effect is identical to a smoke grenade going off in the models cube with the added bonus of the smoke being Toxic Vehicle Includes Construct. Can only change level by moving up or down a ramp. They may not climb up or down walls. They are not affected by Blasts or Frags of any type or size and cannot be moved into another cube by damage (other than Catastrophic Damage). When a Vehicle is destroyed it is left in place and treated as terrain and makes that cube count as cover. Vehicles are listed with a number in brackets e.g. Vehicle (4). They take injuries as normal. Vehicles gain injuries until they reach the total in brackets and are destroyed. Once you have resolved the attack and calculated the resulting injuries, roll a single dice if the Vehicle has not been destroyed. If the dice roll is equal or less than the number of injuries the vehicle has sustained in the battle so far then it has suffered Catastrophic Damage. Volatile If a model carrying a weapon with this ability is saved from injury by its armour then roll a dice. On a roll of a 1 the fuel tank ruptures and sets the model on fire. See It Burns! The Volatile weapon is destroyed. Vulnerable A model with this ability is never Injured. Any damage that gets through the models armour will kill them. Weight Of Fire The model gets +1 dice to Blaze Away actions in addition to any other modifiers that may apply.

ABILITES
Agile Each Turn, the model may count one Climb or one Sprint action as a short action instead of a long action. The model may take a Move action as normal. AP (x) Attacks by a model or weapon with this ability ignore a number of points of armour equal to the number after the AP. AP is cumulative. If a result or card says that the damage should be resolved at an AP value then add this to the weapons native value. Beast The model cannot pick up, carry or use items. BOOM ! When a model with this ability is Killed, they explode. In addition, the model may choose to trigger the explosion when it is active. This could be during its own Turn or as part of an Overwatch action. Regardless of the cause, when the model explodes treat it as a Frag Hit in that cube. If a model explodes as a result of this ability then they cannot be revived by any means. They are permanently dead. Big BOOM! As BOOM! except that the effect of the explosion is a Massive Frag Brawler The model gets +1 dice to any test of his Fight stat in addition to any other modifiers that may apply. Construct This model is an artificial creature and as such is immune to certain effects. The models Aggression stat is Alert and cannot be changed. CSW If the gunner, loader and weapon are in B2B contact and the same cube then they activate as a single entity. If separated then the models act individually, but the weapon can only fire if all models are in base contact. All ranges and LOS are measured from the gunner model. Loader must die first, then weapon gets the Long Reload and Slow abilities. Deliberate Shoot, Blaze Away and Throw are long actions for this weapon. If a model has other weapons then this penalty only applies when using the Deliberate weapon. Deployable Deployable weapons always start the battle packed. Cannot be fired whilst packed and is treated like any other item. A Deployable weapon may only be deployed and re-packed by a model with the Engineer ability. To deploy the weapon the Engineer must be carrying it. Long action to deploy, the weapon wherever you like in the cube with the engineer. Place an Overwatch marker next to the weapon. The weapon cannot be moved whilst it is deployed, including by Blast, etc. Long action to re-pack the weapon and the Engineer must start his action in the same cube as the deployed weapon. Replace the weapon with the appropriate item counter. The Engineer does not have to carry the packed weapon. Deployable weapons do not take actions and do not count towards the number of models remaining to activate in a Round. All they do is react to enemy actions. Discipline When this model takes a Get Mean! action it may choose to raise or lower its Aggression by one step. Engineer The model is experienced with tripwires and mines and so cannot have a Booby Trap card played on him. In addition, the Engineer can set up and take down Deployable weapons (see Deployable). If a Strike Team contains one or more models with this ability as well as any Deployable weapons then the weapons may be set up or packed at the start of a battle as the player chooses. If they are set up at the start then they may only be positioned in a cube that one of the Engineer models could have deployed in himself. Fast Sprint is a short action for this model. Firestorm The weapon gets +2 dice to Blaze Away actions in addition to any other modifiers that may apply. Glide The model may drop any number of levels in a single Move or Sprint action without harm. This may be done as a deliberate movement or as the result of being blasted out of a position. In either case they glide to the ground unharmed by the drop and land on their feet. For every level they drop they may move one cube sideways (orthogonally or diagonally) relative to their original position.

You might also like