Professional Documents
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Turn Structure
1. Turn Initiative Phase 2. Maintenance Phase 3. Command Phase 4. Action Phase 5. Close Com at Phase
# - $ction Phase
Pla!er (ith the hi#her Turn Initiative decides (hich *la!er activates a unit first. Pla!er must declare and *erform a Movement Action and ma! *erform a Shootin# Action.
Movement Actions
Effect Move u* to 44 in an! direction. 2ast models move u* to "4 and Su*er 2ast models move u* to .4. &n The Move u* to .4 in an! direction. 2ast models move u* to 'ou le 124 and Su*er 2ast models move u* to 1"4. Tar#et unit must e (ithin &n The 'ou le ran#e. Ma%e Horror tests. If unactivated= tar#et unit ma! ma%e Cool test to fall ac%. If failed= tar#et unit ecomes 2leein# and 'isor#ani)ed. If *assed= tar#et unit fallin# ac% ma%es Assault &n The 'ou le move directl! a(a!. Assaultin# unit ma%es &n The 'ou le move to(ards tar#et unit and must ma>imi)e ase contact. Melee resolved in the Close Com at Phase. :nit ma! ma%e an Advance move. All unit ases must e ;ide out of line of si#ht of all enem! models. /nem! models cannot see or tar#et a hidden unit. ;idden unit ma! move u* to 24 and remain hidden. Must Snea% sta! (ithin same terrain *iece or all unit ases must remain out of line of si#ht of all enem! models. 'ro* *rone. 2leein# units (ithin 124 of enem! models ;it The 'irt ma! not ;it The 'irt. Prone models ma! onl! move u* to 24. Position 'ro* Infantr! &fficer or 'ro* -ehicle on dro* 'ro* Troo* mar%er *laced in Command Phase. Ma! not move /ntr! further. 'ro* -ehicle counts as movin# fast. Com*ulsor! 2leein# unit ma%es &n The 'ou le move a(a! from Move enem! unit. Advance $ction
2 - Maintenance Phase
Pla!er (ith the hi#her Turn Initiative decides (hich *la!er resolves all their Maintenance Phase actions first. 1. Remove Smo%e effect 2. Remove Su**ressed status 3. Resolve 1urnin# effects
1urnin# Resolution Ta le
Effect 2ire urned out. The terrain no lon#er *rovides cover. 2ire continues to urn. Models suffer a 3i#ht Infantr! 3$" *enetration class hit and must attem*t to leave the terrain. 4. Resolve 'o(n status Roll 1$2
'o(n Resolution Ta le
Effect Model stands u*. 5om ie models automaticall! stand ac% u*. 3$4 Model sta!s 'o(n 5$" Model ecomes a +oner 5. Resolve Scenario effects Roll 1$2
! - Co""an Phase
Pla!er (ith the hi#her Turn Initiative decides (hich *la!er attem*ts to issue all their orders first. Pla!er ma! attem*t to issue one order *er &fficer. &fficers can onl! issue orders to units (ithin their command radius 6e7ual to Cool Ratin# in inches8. The 2orce Commander or an! &fficer (ith the Forward Observer S*ecial Rule ma! issue a Call In 'ro* Troo*ers order. The 2orce Commander ma! issue a Call In &ff 1oard Stri%e order. Cor*orals ma! onl! issue Assume &ver(atch or Re#rou* orders. 'isor#ani)ed &fficers ma! onl! issue a Re#rou* order. 'o(n or 2leein# &fficers ma! not issue orders. 2orce Commander ma! issue orders to an! unit. &ther &fficers ma! onl! issue orders to their unit. Some orders re7uire a command roll.
Shootin# Actions
There are three t!*es of infantr! shootin# actions. 1. 9ormal 2irin# 3. &ff 1oard Stri%es 2. Su**ression 2irin#
&rders
Or er Re#rou* Sar#e Is A +oner Assume &ver(atch ;old Position 2orm :* Call In 'ro* Troo*ers Call In &ff 1oard Stri%e <ust 'o It Co""an Effect Roll &fficer Cool Remove 'isor#ani)ed status from a unit. Ratin# Troo* Cool Remove 'isor#ani)ed status from a unit Ratin# $ 2 (ithout an &fficer. :nit (ith no enem! models in line of si#ht 9one #oes into &ver(atch. Pla!er (ith fe(er unactivated units ma! &fficer Cool dela! activatin# a unit. Chec%ed durin# the Ratin# Action Phase. A sor models from a unit (ithout an 9one &fficer. Place a dro* mar%er for each dro* unit. 9one 'ro* Troo*ers arrive in Action Phase. &fficer Cool Place strafin# )one and aircraft. 'ama#e Ratin# $ 2 resolved in the Action Phase. :nit tem*oraril! i#nores 'isor#ani)ed= &fficer Cool Su**ressed= or :nit Coherenc! Ratin# restrictions. Issued durin# the Action Phase.
3i#ht Infantr! Move &r 2ire. 34 tem*late for ;/ #renade. ;/ #renade or -er! 3i#ht AT misses scatter 1d"4. -aries 3i#ht Infantr! ;eav! Infantr! 3i#ht AT 3i#ht Infantr! 34 tem*late for 1$3 #renades and 54 tem*late for 4B #renades. :sa le once *er #ame. 1ac% 1last. 34 tem*late and 3i#ht Infantr! *enetration class hits for AT e>*losives. 54 tem*late and 3i#ht AT *enetration class hits for ;/ e>*losives. 34 to the left. 24 to the left. 14 to the left. 4 5 " 14 to the ri#ht. 24 to the ri#ht. 34 to the ri#ht. Move &r 2ire. Move &r 2ire. 124 Minimum Ran#e. Move &r 2ire. 1.4 Minimum Ran#e.
Mo ifier
$2 B1 $2 $1 $1 $2 $3 $1 B1 $1 B1 -aries $1 -aries $1 $1 $1 B1 B1 B2 B1
Mo ifier
B1 B1 B2 B2 $1 $1 B2 B1 B1 $1 $1 $1
Penetration Class
A A 'C2B 3B 4B 5B "
A A A 2B 3B 4B 5B
A A A A 2B 3B 4B
,eav% Infantr%
$r"our Rating
,eav% $T1,E
(ight Infantr%
(ight $T1,E
An infantr! model (ith the Extra Armour S*ecial Rule a**lies a $1 modifier to all Com ined 'ama#e Ta le die rolls. A G'4 means the shot automaticall! *roduces a 'o(n result. An GA4 means the shot automaticall! *roduces a +oner result or *enetrates the armour. An G94 means the shot cannot *enetrate the armour.
# - $ction Phase
-ehicle S*eed Ta le
Spee Class I II III IMax Slo2 Spee 24 44 "4 04 124 Max Me iu" Spee 54 .4 124 154 1.4 Max )ast Spee .4 124 1"4 2D4 244
Movement Actions
If a vehicleAs movement *ath overla*s an infantr! model or ends in contact (ith another vehicle or structure it ma! *erform an &verrun= Ram= or Mech Assault attac%. $ttac3 &verrun Effect If a vehicle contacts an infantr! model after movin# more than 124= roll 1d". &n a 4 or etter 64B8= the vehicle &verruns the infantr! model and inflicts a -er! 3i#ht AT *enetration class hit. If a vehicle contacts another vehicle or structure after movin# more than "4= it Rams the vehicle or structure. It inflicts a hit at an AT *enetration class e7ual to the armour class of the side of the vehicle that rammed the vehicle or structure. The rammin# vehicle receives a hit one AT *enetration class lo(er on the same side. A mech e7ui**ed (ith vehicle close com at (ea*ons that moves into ase contact (ith a vehicle or structure= inflicts one hit *er (ea*on at an AT *enetration class determined ! the vehicleAs chassis si)e.
/m ar%in#
*istance 0ehicle Move -ehicle moved u* to 44 -ehicle moved more than 44 Infantr% Move"ent Cost 24 Cannot /m ar%
The vehicle cannot move until the entire unit em ar%s. An unactivated vehicle cannot move more than 44 after a unit em ar%s.
'isem ar%in#
*istance 0ehicle Move -ehicle did not move -ehicle moved u* to 44 -ehicle moved u* to "4 -ehicle moved more than "4. :nit ta%es 1d" 3i#ht Infantr! *enetration class hits. Infantr% Move"ent Cost 24 34 44 .4
Ram
Mech Assault
Shootin# Actions
There are three t!*es of vehicle shootin# actions. 1. 9ormal 2irin# 3. Main +un 2irin# 2. Su**ression 2irin#
Mud$S(am* Mechs move u* to Medium s*eed 6more than Trac%ed and @heeled move u* to Slo( s*eed 2A scale8 Mechs and @heeled must ma%e Stuc% chec%. & stacle 614 or less8 Road Sno( 6more than 1A scale8 Mechs move u* to 9ormal s*eed Trac%ed move u* to Medium s*eed Im*assi le terrain for @heeled All vehicles move u* to 2ast s*eed Trac%ed and @heeled move dou le normal distances. Mechs move u* to 2ast s*eed Trac%ed and @heeled move u* to Medium s*eed
@ater Mechs and Trac%ed move u* to Medium s*eed 63 $ "A scale8 @heeled move u* to Slo( s*eed @ater 6more than "A scale8 @oods Mechs move u* to Slo( s*eed Im*assi le terrain for Trac%ed and @heeled &*en terrain for all vehicles (ith Am*hi ious and Sealed ;ull Mechs move u* to Medium s*eed Trac%ed and @heeled move u* to Slo( s*eed
Stuc% Ta le
Roll 1 Result Stuc%H The vehicle is immo ili)ed. Cre( must ma%e a Cool test if an! enem! vehicles are (ithin line of si#ht. If failed= the cre( *erforms a 1ail &ut. Sli**in#H The vehicle slo(s to half movement. If vehicle remains in the terrain= a**l! $1 modifier to additional Stuc% chec% die rolls. -ehicle moves normall!.
2 3$"
A lative Armour. If the (ea*on *enetration ratin# e>ceeds the armour ratin# ! 2 or less. Armour 5one *reviousl! *enetrated Main +un firin# <ac%eted Shells
$2 B2 B1
,. Resolve Cool Tests The cre( of a *enetrated vehicle ma%es a Cool test. If failed the cre( *erforms a 1ail &ut.
0$1D 11 12
Trac%edC@heeled 2lan% Ta le
Roll 2$5 "$. 0$1D 11 12 Effect Trac%C@heels 'ama#ed. Slo( s*eed onl!. Trac%C@heels 'estro!ed. -ehicle immo ili)ed. Cre( ;it. 1d3 cre( mem ers ta%e 3i#ht Infantr! *enetration class hit. Cre( ;it. All cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. 2uelCAmmo ;it. -ehicle e>*lodes. All cre( mem ers ecome +oners and all units (ithin 34 ta%e 1d" 3i#ht Infantr! *enetration class hits.
Trac%edC@heeled Rear Ta le
Roll 2$5 "$. 0$1D 11 12 Effect /n#ine 'ama#ed. Slo( s*eed onl!. If alread! dama#ed then /n#ine 'estro!ed and vehicle immo ili)ed. Control Mechanisms 'ama#ed. -ehicle immo ili)ed. /n#ine 'estro!ed. -ehicle immo ili)ed. /n#ine 'estro!ed. All cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. 2uelCAmmo ;it. -ehicle e>*lodes. All cre( mem ers ecome +oners and all units (ithin 34 ta%e 1d" 3i#ht Infantr! Penetration class hits.
Trac%edC@heeled Turret Ta le
Roll 2$5 "$. 0$1D Effect Turret <ammed. Cannot chan#e traverse. Turret <ammed. Turret cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Cannot chan#e traverse. Main +un 'estro!ed. Turret cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Main +un cannot fire. Turret 'estro!ed. Turret cre( mem ers ecome +oners and other cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Main +un and Coa>ial$mounted (ea*ons cannot fire. Ammo ;it. -ehicle destro!ed. All cre( mem ers ecome +oners.
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