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158 Cards in this Set

  • Front
  • Back

AVA

Availability determines the number of miniatures one type that can be selected for a battle. Troops with a higher AVA value represent the most common types found on the battlefield.

Deployment

Based on Willpower rolloff of Lieutenants. Winner chooses either:
- Who will go first
- Which table edge to deploy in, and who will deploy first.
Units deploy 12 inches in from table edge;
1 figure kept in reserve until after deployment.

Mercenary units

Mercenary troops cannot be chosen from the Combined Army; likewise, the Combined Army cannot enrol mercenary soldiers from any human army.



Personalities who do not have the Troop


Classification: Mercenary cannot be enrolled.

Combat Groups

When the number of figures in an army is greater


than 10, it must be divided into Combat Groups.



A Group cannot be reorganized during a battle, and neither the miniatures nor the Orders of a Group can be passed on to another Group.

LoF

Line of Fire. If there are any obstacles that completely block an enemy from sight, then


there is no LoF. Miniatures have a 180-degree field of vision.


A miniature must be able to see the target’s head or a body area of equivalent size to be able to fire at him. LoF is reciproca (If I can see you, you can see me).

BTS

The Biotechnological Shield provides a figure with protection against NBCH (Nuclear, Biological, Chemical) damage.



BTS is used to defend against Viral weaponry (as opposed to ARM).

PH

Physique covers all physical skills of a miniature .



A miniature possessing a PH superior to that of another figure will be able to carry


him on his shoulders.

ZC

The Zone of Control is an 8-inch radius around each model.



If any enemy moves into or acts inside the Zone of Control but out of the LoF of a figure, he may use an ARO to change facing.

FC

The Failure Category is the amount by which a dice roll surpasses the target Attribute, after MODs are applied.

Normal Roll

A Normal Roll occurs when a player is not in a direct contest with other miniatures, but is measuring the effectiveness of an Attribute.



If the result is the same or less than the tested Attribute (after MODs), the action is successful.

Order Reserve

Each model fielded provides an Order.



Some units have an additional (Lt, Impetious) order.



Troops in Hidden Deployment (or are off table) do not contribute to the Orders Reserve

Short Movement Skills

Can be used in ARO:



Move, Climb, Discover, Change Facing, Open/Close, Mount/Dismount, Prone/Get Up, Jump.

Long Skills

Cannot be used in ARO:



Airborne Deployment, Intuitive Attack, Overrun, Suppression Fire, Speculative Shot, Hacking (Airborne Deployment), Camo/Hide, Cautious Movement.

Short Skills (Not in ARO)

Forward Observer, Doctor, Engineer, Regenerate, Use MedKit/Auto Medkit, Coma, Reset.

Short Skills (Allowed in ARO)

Alert, Ballistic Skill, Close Combat, Dodge, Hacking, Sensor, Sepsitor.

Using Orders

Each order allows for either:



2 Short Movement Skills;


1 Short Movement and 1 Short Skill;


1 Long Skill

ARO

Must have LoF, limited to Burst 1.



ARO is simultaneous to Order of Active Player.



ARO does not trigger another ARO.



Only miniatures can be reacted to.

Guts Roll

WIP roll to maintain position after being hit;


Go prone or move half of 1rst MOV towards cover;


LT can use his special order to automatically pass any Guts roll during his turn;


No Guts rolls in CC;




BS

Ballistic Skill requires a BS weapon and LoF.



Player can choose the moment during the execution of his order in which to attack.



Roll 1D20 for each Burst of Weapon and adjust for range, camo and cover. Shots can be spread across multiple models.

CC

Models in Close Combat can only CC or Dodge (no shooting).


TAG damage = PH -2 in CC


Lose F2F roll in CC = +3 to ARM


Crit in CC = 1 Automatic Wound, no ARM save.


No Guts rolls in CC.


Must reserve one order for units in CC each turn


Cover

Must be in base contact with cover



Provides -3 to BS skill of attacker and +3 to ARM



Bunkers, embrasures and armoured personnel carriers block LoF to troops inside them; a –6 Mod is applied to all attempts to shoot at them.

Prone

A miniature in Prone position who is in a higher position than the figure shooting at it is considered to have cover.



To shoot at a prone figure, a miniature must be able to see its base.

Area of Effect (Template)

Any mini under the Template will be affected. The targeted miniature does not need to be at the centre of the template.


Height of templates is equal to their radius.


Crit = 1 Automatic Wound, no ARM save.


Camo/TO: Auto revealed.


Direct Template Weapons

No BS roll necessary


Allow use of the Intuitive Attack Skill


Dodge at -6 MOD


If ARO is to shoot, it's considered a Normal roll.

Parabolic Fire

Parabolic fire grenades creates two “shadow” zones; The length of these zones is the height of the obstacle.



The centre of the base of the shooter and the centre of the Circular Template must be situated outside the shadow zones.



Speculative Shot

Firing at an area outside of LoF with a Parabolic Fire weapon (a target figure must be nominated).



Firing/Throwing applies -6 MOD to BS or PH roll.



Figures with Camo or TO cannot be chosen as targets.

Dispersion

If a BS or PH roll is failed when using a weapon which allows Parabolic Fire, place the Circular


Template at the original targeted point, with the number 1 facing in the same direction as the firer’s LoF.


The projectile deviates by (FCx2.5) inches in the direction indicated by the second digit of the d20 roll.

Shooting into CC

If figures in CC are shot at, a –6 Mod (Plus Distance, Cover, or Camo MODs) is applied to the shot for each friendly figure engaged in the CC.


If the roll is failed and the FC is the equal to or less than the Modifier from friendly troops, a friendly is hit instead.


Template weapons that touch a figure in CC will always affect all figures involved in that CC.

Suppression Fire

Suppression Fire allows firing the complete Burst (B) in ARO up to Long range.



Affects Coordinated Orders, Cautious Movement or any Short Movement Skill.



SF is maintained until the beginning of the


next active turn of the player who declared it.


Overrun

Overrun is a Long Skill that consists of a Charge with a TAG or a vehicle. CC is substituted by the MOV Skill.


Damage is equal to the PH of the vehicle.


Target can choose to Shoot (Roll BS vs PH),


Countercharge (Normal Roll of CC), or Flee (F2F roll of PH vs PH).

Coordinated Orders

Requires the spending of 1 Order for up to 4 participants; must be stated fully before opponent announces his ARO.


All figures participating must perform exactly the same skills and in the same order; Burst (B) of each miniature is halved, rounding up.


Miniatures provide only one ARO to each enemy that is in LOF.


Requires same training and same Combat Group.


Damage from Falling

If a miniature falls during the game, he must make an ARM Roll against 2.5 points


(rounded up) of Damage per inch of distance fallen.

Unconscious

Considered Prone; does not provide an Order to Reserve. Will lose Camo & TO, but not cover.


Attacked in CC = no CC or ARM roll


Attacked by BS: Normal roll and ARM check


If no Doctor/AutoMedkit, passes directly to dead state.

Immobilization

A failed PH Roll is marked with an Immobilized Marker (IMM), and is unable to take any action that implies movement (Move, Dodge, BS, or


CC). It can however use Discover, Reset, Sepsitor or Sensor Special Skills.



Continue to contribute to the Orders Reserve

Retreat!

Occurs at 60% point loss


All troops in army become Impetuous and move towards their deployment zone unless order is spent.


LT loses Special Order.


Loss of Lieutenant

If the Lt falls Unconscious or Dead, 2 Orders can be spent to designate another Lt.



If at the end of the turn there is no active Lieutenant, there will only be 2 Orders available in total for the next turn (plus Impetious and Religious Orders).

Camouflage

Shots are made before those made by ARO.

Hacking (Attack Mode)

Used on TAGs, HI, Remotes & Doors.


No LoF required. Must be within ZC;


Hacker must make one or two hacking rolls (a Normal roll of WIP modified by the target’s BTS).


Hacker must declare first whether to attempt IMM or Possession. Accumulated results are lost if hacker fails a roll. Cannot Possess Combined Army TAGs.

Reset (TAG)

The T.A.G. must make a Normal or Face to Face Roll (if an enemy Hacker is within hacking range) against its WIP Attribute. If it is not successful, it may try again with consecutive Orders. If it is successful, the POS or IMM marker is removed.

Anti Hacker Protocols

Defense against enemy hacker in ZC;


Face 2 Face roll of WIP modified by BTS.


Success = Enemy Hacker Unconscious.


Crit = Enemy Hacker and repeaters destroyed.


Hacking (Defensive Mode)

No range limit;


Used to defend against hacking attempts, guided missiles, and Airborne Deployment Combat Jump.


Substitutes ARO of target with ARO of hacker.


Face to Face roll of Hacker's WIP modified by BTS.


Crit = Disable of enemy Hacking Device.

Hacking (Guided Ammunition)

Normal WIP roll modified by BTS -3



No LoF or ZC needed



Only guided munitions can be hacked (generates an ARO for every hacker in defending army).


Hacking (Airborne Deployment)

WIP Roll modified by the BTS of Airborne Deployment craft (BTS of -9).



No LoF or ZC necessary; cannot be done as ARO



Forces all enemies with Special Skill AD: Combat Jump to leave the craft at once (-9 to PH roll) to a single landing point.

Irregular

Irregular miniatures do not add their Orders to the Reserve of the army, keeping them for themselves.



Irregular figures cannot be enrolled as Lieutenant, unless their entire army group is also Irregular

Impetuous

Impetuous obliges the miniature, at the beginning of each Active turn and before Orders are spent, to perform a mandatory, free, Impetuous Order.


The figure must move always the whole of his first MOV value directly towards the closest enemy figure; the second Short Skill of the Order can be to repeat the Move Skill, or to perform a Dodge or an Attack.


May attack first and move afterwards or vice versa.


An Impetuous Order can be cancelled by spending 1 Order from the Reserve


Frenzy

After inflicting a Wound, the miniature automatically becomes Impetuous for the rest of the game, losing the advantages from skills such as Camo and TO Camouflage, reducing his skill level to that of Mimetism (-3 to be targeted by BS). The free impetuous Order is obtained at the beginning of the next Active turn.

Alert (ARO)

Spending 1 ARO, the miniature can warn his companions that they are going to be attacked from behind, provided he has a LoF to the attacker. All companion figures can be turned to face the enemy, but do not receive an ARO to act against it immediately. They will of course gain ARO against subsequent Orders.

Cautious Movement (Long Skill)

Allows a miniature to move carefully from one point outside the enemy’s LoF to another point also outside the LoF of all his enemies. The figure moves a maximum equivalent to his first value in MOV as long as his start and end points are not in an enemy LoF. He will not generate any ARO if a LoF is crossed in the movement. Cautious Movement cannot be used within the radius of the enemy’s ZC. Not applicable to TAGs, vehicles, Remotes.

Change Facing (Short Skill)

By Spending 1 ARO, a miniature can turn to face any enemy miniature that has entered his ZC or alerted him.



If the miniature does not have an ARO, it can Change Facing if it is hit by an enemy attack or if an allied miniature receives a hit inside its ZC.

Climbing

Requires Normal PH roll



Climb 1/2 of first MOV value vertically



Cannot use other short skills while climbing

Discover

Reveals Camo, TO and Impersonation markers. One attempt per marker/turn.



Normal WIP roll modified by distance and camo MODs



8" +3; 32" +0; 48" -3; +48" -6.

Dodge

T.A.Gs, Remotes and Motorcycles must always apply a -6 MOD in order to Dodge. Vehicles cannot Dodge.


A Dodge roll in the Active turn can be used to face all the ARO generated by an Order. Direct Template weapons and Explode are at -6 to PH roll.


A figure dodging in ARO can move half of its first MOV value, or make any other Short Movement Skill that does not require a roll.

Intuitive Attack

Long order; Normal WIP roll with no Modifiers


Allows an attack against a camouflaged figure that has not been discovered previously, as well as figures inside Zero Visibility Zone.


Direct template and deployable weapons only.

Airborne Deployment Level 1


(Parachutist)

Divide table into 8 sections and identify deployment section prior to deployment (cannot be in enemy's deployment area).



Deployed along table edge of section selected.

Airborne Deployment Level 2


(Airborne Infiltration)

Divide table into 8 sections.


(Cannot infiltrate in enemy's deployment area).



Deploy along table edge of any section.

Airborne Deployment Level 3


(Combat Jump)

Normal PH roll. If failed, deviate by 2.5" x FC.


Place the Circular Template to act as LZ (must be free of scenery elements). Cannot nominate a Smoke zone, Impassable Terrain or Zones of Low Visibility as LZ.


Impetuous figures must spend 1 Order from reserve to refrain from Jumping each turn.


Inferior Combat Jump

Inferior Combat Jump functions exactly the same as normal Combat Jump, but owing to certain weather or technical conditions, figures will make their PH roll with a Modifier of –3.

Tactical Jump (Level x)

Same as Airborne Infiltration, but allows for deployment in enemy's Deployment Zone.

Mimetism

Any miniature attacking a figure with Mimetism will have a -3 Modifier to his BS Attribute for ranged attacks.

Booty

At start of battle, roll 1D20 and acquire item on chart.


A unit with the Special Skill Booty finds an Unconscious figure, he can spend 1 Order to scavenge. He may gain the figure’s ARM value instead of his own, or take one of its weapons or pieces of equipment. He will be able to pick only one object and must throw away any piece of Booty he is currently carrying.

Camouflage (Level 2)

To act against a Camouflage Marker, enemies must succeed in a Discover roll with a -3 Modifier




TO Camouflage

Allows the same type of deployment as L-2 Camouflage, but there is no need to make use of a Marker. Provided that he does not move, the figure with TO Camo will remain completely invisible. The player must take note of his figure’s position in the most detailed possible way.


Does not contribute an Order to the Reserve until marker is placed.


-6 rolls attempting to Discover or shoot at a figure with TO camo.

Climbing Plus

Allows the miniature to climb as many inches as his MOV Attribute, with no need to make a PH Roll. The Climbing Plus Special Skill allows the figure to perform other skills while climbing or hanging.

Doctor (Short Skill)

Allows the miniature, when in base


contact, after passing a WIP Roll, to make his patient pass from the Unconscious state to Normal, with a single Wound. If he fails the WIP


Roll, the figure is considered to be Dead and is removed from the game.

Engineer (Short Skill)

WIP roll in base contact. Success = 1 STR restored. Fail = 1 STR damage.


Can reactive equipment affected by E/M and Adhesive ammo.


Can disable mines, E/Maulers and D-Charges. Engineer must enter the action radius and pass a WIP check to disable or mine will detonate.

Explode

Used by a figure to explode after it falls into an Unconscious state. The area of explosion is that of a Circular Template, causing 13 Shock Damage. Can be Dodged by passing a PH-6 Roll. Exploding is a Short Skill that allows the figure to explode at any moment he deems suitable, after passing a Normal WIP Roll.


Exploding can be used in CC substituting the CC Attribute with WIP, the figure Exploding rather than causing a hit.

Forward Observer


Forward Observers can mark a target (WIP roll), allowing any other miniatureon their side without LoF using Speculative Fire or Guided Ammunition.


Distance Modifier to FO 0-8" +3 8-32" +0 32-48" -3 48"+ -6


Target will remain marked for the remainder of current turn.


Spec. Fire: MOD not applied to shooter.


Guided Ammo: No BS roll necessary.

Ghost Level 1 (Remote Presence)

Remote Presence is considered to confer the Valor: Courage Special Skill (No Guts checks required).



Figures with Remote Presence cannot have a Cube.

Ghost Level X (Mnemonica)

If Lt is killed, personality will transfer to another command unit (Charontid, Anathematic or Avatar) without suffereing loss of Lt.


Mnemonica does not require the spending of an Order and functions automatically.


New command unit will acquire WIP of previous one, but no special skills or equipment.

Shock Immunity

The miniature is immune to Shock Ammunition and Shock weapons, ignoring their special effect and considering them as normal weapons and Ammunition.


Total Immunity (Level 2)

The miniature is immune to all the special Weapons and Ammunition (Except Adhesive, E/M, Monofilament and Plasma), which are considered as normal attacks.

Basic Impersonation (Level 1)

Can deploy anywhere outside of enemy; deployment zone (and not in base contact). -6 MOD to Discover Impersonator (stage 1).


No Modifer to Discover is first Discover roll is successful.


Can only impersonate humans. Affected by E/M Ammunition.


An impersonator not yet discovered can make a BS attack before his opponent can react (Normal roll) and then is revealed.

Impersonation Plus (Level 2)

Same as Basic Impersonation, but can impersonate aliens as well as humans.

Infiltrate (2 options)

Miniature can be deployed up to the central area of the game table (within the half corresponding to his army).


Further deployment into enemy half of board yield -1 MOD for every 4" to PH roll. If the roll is failed, figure disperses and loses all camo status.


It is not allowed to Infiltrate inside the enemy’s Zone of Deployment, or in base contact with another figure.

Inspiring Leadership

If the figure with this Special Skill is the Lieutenant, the Characteristics of Instruction and Fury (Such as Regular, Impetuous, etc.) of all the troops under his command are replaced by his own. While the figure remains conscious on the battlefield, his troops will not disband, behaving as Religious Troops. If an Impetuous Troop, the figure possessing Inspiring Leadership must act before the other members in his group.

Martial Art Level 1 (Vital Points)

When both fighters succeed in a CC Face to Face Roll, but this figure scores a hit, the enemy does not receive the +3 ARM bonus for being in CC.

Martial Art Level 2 (Courage)

Functions same as Valor, implying that a Gut Roll after being hit with a BS weapon is not necessary.

Martial Art Level 3 (First Attack)

This allows the figure to attack first in CC,


making a Normal Roll to hit. If the defender survives, he can counter attack with a Normal Roll of CC. A figure with this ability may also


use the CC Attribute instead of PH to disengage from Close Combat.


This level is only applicable in CC.

Martial Art Level 4 (Empty Mind)

This functions as Sixth Sense L1, cancelling out Martial Arts Skills of Levels 1-3 of opponents. It also makes opponents incapable of turning to face this figure as an ARO when he enters their ZC from behind, unless they have Sixth Sense


Level 2.

Martial Art Level 5 (Personal Defense)

When in combat with several enemies, they will not receive the positive Modifiers from fighting in a group. Personal Defence also allows the martial artist to hit all his adversaries at once with a single successful roll in CC, requiring each one to make a separate ARM Roll. This level can only be used in CC.

Mechanized Deployment

During the deployment phase a miniature with Mechanized Deployment can be deployed in any part of the half of the game table corresponding to his side. All the figures with Mechanized Deployment must be placed in the same 8 inch radius area with a central figure.

Morat

All the Morat have a racial ability equivalent to the Religious Troop Special Skill. In addition, the presence of Morat troops in an army


increases the Retreat! threshold from 60% to 75%.

MultiTerrain

Before starting the battle, figures with Multiterrain will be able to choose in which type of terrain they will be specialized. They will only be able to choose one type out of the five


possible types (Aquatic, Desert, Mountain, Jungle, or Zero-G) and will reduce the MV difficulty of that Terrain by one level.

Poison

The figure’s CC weapon is counted as having Shock Special Ammunition. The effect of the Poison can be combined with any other Special Ammunition that his CC weapon possesses.


In addition, each time a figure with the PoisonSkill suffers a Wound in CC, his blood splatters automatically to cause a Damage 9 hit on his adversary. Blood splatters cause Normal (Never special) Damage, and as the direct result of a Short CC Skill, they cannot be dodged.

Regeneration

Regeneration is a Short Skill that allows the miniature, after passing a Normal PH Roll, to regenerate 1 Wound and even recover from


an Unconscious state.



Figures with Regeneration automatically possess Shock Immunity.

Religious Troops

Skill functions automatically and allows the figure to keep his Order for himself after losing his Lt, in addition to the minimum Orders due to Loss of Lt.


In addition the miniature may choose not be affected by the rules of Retreat! If all a player’s figures are Religious, then two of them may give up their Orders to elect a new Lt.

Repeater

This allows Hackers to use their skill in a radius of 8 inches around the Repeater.



The Hacker can be at any distance from the Repeater, and he does not need to keep a LoF with it.

Sensor

The miniature that possess Sensor can make a Normal WIP Roll (Distance and Camouflage Modifiers are not applied) to Discover all models that are Camouflaged or in Hidden Deployment within a radius of 8 inches around him. Sensor is a Short Skill and does not need a LoF.


Miniatures cannot Camouflage again, or return to the Impersonation state within the Sensor area.

Shasvastii

No Shasvastii troop yields Victory Points to his enemy until his Spawn-Embryo has been wiped out. It is therefore considered that, to count VP for victory as for Retreat.


Shasvastii have three levels: Unconscious, Dead, and Spawn. When the Shasvastii is Dead, replace it with a Spawn-Embryo Marker.


The Spawn-Embryo cannot move from its location, attack, or defend itself. It has ARM 0, BTS 0 and if it suffers one Wound it must be removed from the battlefield.

Sixth Sense Level 1

Allows a miniature to react to camouflaged models or Impersonators within his 8" ZC with a simultaneous Face to Face roll. No modifiers for Camo apply.


Sixth Sense Level 2

Allows the miniature to react in a simultaneous fashion to attacks (Not to movements or any other actions) by Impersonators, Camouflaged figures and enemies hidden by a Zero Visibility Zone in LoF, no matter the distance, and without applying Modifier due to Camo/Visibility.

Strategos Level 1

If the Strategos figure is the Lieutenant, he


can assign the Lieutenant Special Order to any other miniature of his combat group.

Strategos Level 2

This level allows to the player, during the


Deployment phase to reserve two miniatures to deploy after his adversary. It is compulsory to be the Lieutenant to use this Special Skill.

Strategos Level 3

If the Strategos figure is the Lieutenant, he


not only can use the preceding levels of this Skill, but can also prevent his adversary, during Deployment, deploying a miniature after him.


A Strategos L2 against a Strategos L3 can reserve one figure in his deployment, while the L3 can reserve two miniatures.

Super Jump

It allows the miniature to jump as many inches as indicated in his MOV, without having to make a PH Roll.


Damage from falling is reduced by total of MOV value (in inches) and the result multiplied by 2.5


Figure can carry out his second skill while jumping.


Total Reaction

Total Reaction allows the firing of the whole Burst (B) of a weapon in ARO.

Terrain

Figures with this skill will act as if the terrain were a level of difficulty lower: if it is Impassable terrain, it will be considered as Very Difficult, if it is Difficult terrain, it will be considered as Normal.

Valor Level 1 (Courage)

Models with Courage are not required to make Gut checks after being impacted by a BS weapon.



The figure is not required to keep his position


if he does not want to

Valor Level 2 (Dogged)

Dogged allows the miniature to ignore the state of Unconscious; he will be able to act normally provided he keeps spending Orders in a consecutive way. The figure will die when the turn he would have fallen Unconscious finishes, if the player stops spending Orders on him in a consecutive way, or if he suffers another Wound. Dogged cannot be used in ARO.

Valor Level 3 (No Wound Incapacitation)

This Special Skill functions automatically, allowing the miniature, after receiving a Wound, to avoid passing to the Unconscious state. Another Wound will be needed to destroy him. The miniature can be cured by a Doctor, AutoMediKit, MediKit, and Regeneration, although if he fails this roll he will automatically die.

Veteran

The Veteran Skill provides the Sixth Sense Level 2 and Valor Level 3 (No Wound Incapacitation) Skills

Adhesive Ammo (ADH)

This is a type of ammunition with a heavy load of fast adhesive, designed to immobilize a target. Once hit by this kind of ammo, the target must make a PH Roll with a -6 Modifier. If he fails the roll, his state changes to Immobilized.

Armor Piercing (AP) Ammo

AP ammo reduces armor value sby half (Always rounding up), with a minimum ARM of 1. If the target is behind physical cover, AP ammo will only affect the ARM of the figure and not the Modifier provided by cover.

Double Action (DA) Ammo

Double Action ammo obliges its target to perform two ARM rolls. Even if the target fails the first of them, or is Unconscious, he must still make the second roll. Criticals with DA Ammo cause a direct Wound and require the target to perform the additional ARM roll as well.

Electromagnetic (E/M) Ammo

If a miniature receives a hit from E/M Special Ammunition he must make an ARM roll using his BTS Attribute. If failed, all his Equipment and Weaponry, if vulnerable, is affected by the E/M pulse and enters the Disabled (DIS) state. Ariadnian Heavy Infantries and troops that are not Heavy Infantry, REM or T.A.G.s must make a Guts Roll when affected by E/M ammo. Any figure behind Cover, even not in base contact with it, applies a +3 Modifier to its BTS.

Explosive Ammo

Explosive ammo requires the miniature hit to perform three ARM rolls. Even if the target fails some of them, or is Unconscious, he must still make all three rolls. Criticals cause a direct Wound and require the target to perform additional 2 ARM rolls.

Fire Ammo

Once a miniature suffers Fire damage, he will have to make an


Arm roll. If he fails, he receives a Wound and will have to keep


making ARM rolls until he dies or passes an ARM roll. After passing


an ARM roll, the fire will be extinguished. Fire damages the systems of Camouflage and TO, reducing this to Mimetism until they are repaired. Moreover, Fire ammo disables all levels of Impersonation, Optical Disruption and Holoprojectors (Disabled until repaired).

Guided Ammo (GUI)

GUI ammo is able to dodge any obstacle until reaching a target determined by a Forward Observer. It allows shooting at an objective previously marked by the Observer, with no need of LoF or any BS Roll. The maximum rate of fire of Guided Special Ammunition, by magazine capacity and fire system re-calibration, is 5 rounds per Game Turn.


Guided Ammunition can be hacked and intercepted by ECM as well.


Guided projectiles have BTS–3.

Monofilament Ammo (MF)

Monofilament Ammo (and CC Weapons) reduces any ARM value to 0. It has a fixed Damage of 12 and kills right away (Dead state and remove from the game table) independent of the number of Wounds, points of Structure or Special Skills. CC Monofilament weapons do not add a Defense Bonus. Monofilament Weapons are affected by E/M Ammo.

Nanotech Ammo

Nanotech causes the loss of 1 Wound. Nanotech weapons ignore normal armour, and can only


be stopped by BTS. To resist the damage of Nanotech ammo, a successful BTS Roll is required.

Plasma Ammo

Plasma Special Ammunition causes simultaneous Normal and E/M Damage that disables the equipment and weaponry of the target. It requires the target to make an ARM roll and a BTS roll to avoid each type of damage. It also uses the Area of Effect Template from its point of impact to determine figures hit. A Critical with Plasma ammo means a direct Wound to the target and also a BTS roll.

Shock Ammo (SH)

Shock ammo means that after a failed ARM roll, the target passes directly to the Dead state, ignoring the Unconscious state. When it hits its target, Shock ammo cancels the effects of the Dogged and No Wound Incapacitation. Shock ammo does not have any special effect on figures with more than 1 Wound, Heavy Infantry with power armour, or figures that possess Structure instead of Wounds such as Remotes and TAGs. (acts as normal ammo).

Smoke Ammo

Smoke ammo generates a Zero Visibility Zone with the size of a Circular Template and without height limit. Only grenades and grenade launchers can be loaded with this type of ammo. The Smoke curtain will remain throughout the turn of the player in which it was thrown, and the Template is removed when the turn finishes. The Template area is considered a Zero Visibility Zone.

Stunning Ammo

With Stunning ammo, the Unconscious state only lasts a whole turn, applying its effect at the end of the Order, although further impacts will provoke Unconsciousness for as many turns as times the ARM Roll is failed. It can be loaded into any MULTI weapon.

Heavy Multi Ammo

AP or EXP ammo may be chosen by the shooter but the B value is reduced to 2. The types may be alternated between, not during, Bursts.



Heavy MULTI ammo is only available in heavy weaponry, such as MULTI Heavy Machine Guns.

Light Multi Ammo

AP or DA ammo may be chosen by the shooter but the B value is reduced to 2. The types may be alternated between, not during, Bursts.



Light MULTI ammo is only available in light weapons such as MULTI Rifles.

Integrated Ammo

AP and EXP (MULTI Heavy, Machine Gun Ammo, for instance), or AP and DA (eg: MULTI Light, Rifle) may be chosen by the shooter but the B value is reduced to 1.


In ARO, MULTI weapons can only select one type of Special Ammunition to fire (they may not use Integrated Ammo).

Autocannon

The Autocannon is always loaded with Integrated Armour Piercing and Explosive (AP+EXP) ammo, and their effects are combined. It cannot be used in Close Combat.

Chain Rifle

This is a Direct (Large Teardrop) Template Weapon with no distance or dispersion. Chain Rifles cannot be used in CC. Does not require a BS Roll, as it hits automatically. Face to Face Rolls do not occur against a Chain Rifle attack: they will always be Normal Rolls.


A PH roll with a -6 Modifier is required to Dodge this weapon.

Demolition Charges (Short Skill)

Explosion will only affect the surface which they are stuck to (no template). Can be placed in CC.


D-Charges can be remote detonated by any Engineer of the same army. Each figure equipped with D-Charges has a total of 3 charges.


D-Charges load AP+EXP ammo, Damage 14, and can be placed or detonated in ARO.

Electric Pulse

This is a CC Weapon, activated by contact. It is an automatic device which does not require any CC roll, but it imposes a MOD of –6 to an adversary’s CC, who must make a Modified Normal roll. If the adversary fails his CC roll because of the Modifier (If the FC is equal or less than 6 in other words), then he will be automatically Immobilized during that game turn.

E/Marat

This is an E/M portable weapon, using a Circular Template. It is activated by the use of a Short Skill and emits a Damage 13 E/M pulse. The Template must be placed centred on the figure carrying the E/Marat, who will need to make a Guts roll.


Can be used in CC, substituting CC with WIP. Can be used in ARO and allows for Intuitive Attacks.

E/Mauler

This is an E/M deployable weapon, with a Circular Template effect, activated by proximity. Emits an E/M pulse of Damage 13. A Short Skill is used to deploy it. E/Maulers cannot be Camouflaged and can recognize ally figures (never activate in their presence, even if Unconscious). E/Maulers deactivate any guided projectile penetrating their radius.


Each figure equipped with an E/Mauler will carry 3 of the devices. This weapon allows for Intuitive Attacks.

Flamethrower (Lt FT/Hvy FT)

Using this weapon does not require a BS Roll. There are no Face to Face Rolls against a Flamethrower shot; only Normal Rolls. Flamethrowers use FIRE ammo. The roll required to Dodge this weapon is PH with a -6 Modifier. Flamethrowers allow performance of Intuitive Attacks.

Flash Pulse

Flash jams the vision and sensor systems of the target, so the only Skills he can perform are Movement Short Skills (except Discover) and those which don’t required LoF to act. Flash Pulse is considered an Attack and it is a Short Skill or ARO which requires LoF (even using the Hacker Plus Device) and success at a Normal or Face to Face WIP roll. The target must roll BTS against Damage 13. The effect of the Flash Pulse is active until the end of that player turn.

Grenade Launcher (Lt, Hvy GL)

The GL can be loaded with Normal, E/M, or SMOKE ammo. It is a Circular Template weapon, and its shots can be affected by Dispersion of up to the FC multiplied by 2.5 inches. It can be used with Speculative and Parbolic Fire. GLs cannot be used in close combat.

Heavy Machine Gun

This weapon cannot be used in Close Combat. Heavier versions can load Special Ammunition,


allowing the Heavy MULTI mode. MULTI Machine Guns cannot be picked up with the Booty or Impersonation Special Skills.

Hyper Rapid Magnetic Cannon

This weapon loads Armour Piercing (AP) ammo. It is only available for vehicles and TAGs and cannot be used in Close Combat or be picked up with the Booty or Impersonation Special Skills.

Mines

Mines can use a Circular or Small Teardrop Template, as the player prefers, and are activated by proximity or by ARO. They can be Dodged by a PH-6 roll. Each figure carrying Mines will have a total of 3. Mines can be placed in ARO and cannot be hacked, although they are affected by E/M. Mines are placed Camouflaged (-3 WIP to Discover) and don’t explode when they are destroyed (can be deactivated by Engineers).

Monofilament Mines

Covers the area of detonation with a web of monofilaments that can only be removed using an E/M weapon or by a successful WIP roll by an Engineer. After detonation, the Mines Marker is not removed and the player must put a Circular or Small Teardrop Template to mark the area. Figures take damage at the beginning of each Order or ARO they spend entering or while in the radius.

Missile Launcher (ML)

A Missile Launcher has an area of effect defined by the Circular Template. It must place the centre of the Template over the target miniature. The target miniature receives AP+EXP damage. Other


miniatures affected by the Circular Template will suffer only EXP damage.

Nanopulser

The Nanopulser has a Damage 13, uses a Small Teardrop Direct Template weapon and requires targets to make a BTS roll or take 1 Wound. This weapon allows performance of Intuitive Attacks.


Nanopulsers cannot be picked up with the Booty or Impersonation Special Skills.

Ojotnik

More powerful than a conventional assault rifle, it loads Armour Piercing (AP) ammo, although it has a lower fire rate. It cannot be used in Close Combat.

Panzerfaust

This portable Rocket Launcher cannot be used


in Close Combat. It will always use AP and EXP ammunition simultaneously. It is a disposable weapon with only 2 uses. Any soldier can be equipped with a Panzerfaust without having to do away with his basic equipment.

Pistol

This weapon is used at Short Range and Close Combat. It cannot load Special Ammunition. In Close Combat it is used with the CC Attribute, not with BS, and allows only B (Burst) 1, even though it causes the same Damage.

Plasma Rifle

This is an alien weapon that cannot be used in


Close Combat. It is loaded with Plasma Special Ammunition. An Area of Effect Template must be placed at the point of impact: either a Circular or a Small Teardrop Template may be chosen.

El Sepsitor

The Sepsitor is a weapon with an 8 inch radius range and Burst 1, but it does not need LoF. Sepsitor is a Short Attack skill. In order to use the Sepsitor, a WIP Face to Face roll is made against the WIP or other skill used by the target, which must have a Cube. If the target wins the roll, he must perform a Guts Roll. A successful Sepsitor roll allows the target figure to be added to the ranks of the army, but without his Order contributing to the Orders Reserve. Sepsitor cannot be hacked or picked up. -3 to dsicover possessed troops.

Shotguns

Use a Small Teardrop Template, without Dispersion. Cannot be used in CC. Heavy, Light and Boarding Shotguns place the Small Teardrop Template at the point of impact of the shot, affecting an additional area. The Template will only be placed when the BS Roll is successful and always following the LoF. A miniature with 2 Light Shotguns is considered to be armed with a Light Shotgun with Burst 3. Boarding and Heavy Shotguns allow the firing of Normal Ammunition with a Template, or the Special Ammunition stated in the Weapons Chart as a standard shot with


B value of 2 and without Template. All the shots in a burst must be


of the same type of ammunition. The Boarding and Heavy Shotguns


allow the firer to choose the type of ammunition shot in ARO.

AutoMedkit

Allows a figure to recover from the Unconscious state. It requires the spending of 1 Complete Order and the passing of a PH roll. If the roll is successful, the figure recovers from 1 Wound automatically, leaving the Unconscious state and adding his Order to his army’s Orders Reserve as usual in the next active turn. If the figure fails his roll, he will automatically pass to the Dead state. Can be used several times, provided that they pass their PH roll. Affected by E/M ammo.

Brace (TAG/Vehicle)

Each figure can cling to a single brace. The number of braces, indicated between brackets, marks the number of figures that the vehicle or T.A.G can transport.


In order to get on or off a brace, a figure must use the Short Skills Mount/Dismount. Troops gripping braces cannot perform any other action save Dismount or Dodge. When Dodging, it is always assumed that the figure jumps off the vehicle. Troops cannot be deployed already gripped to braces.

Deployable Repeater

Instrument to amplify the range of hackers. Placing and activating a Deployable Repeater is a Short Skill, and it must be marked by a Marker placed in base contact with the user. It cannot be Camouflaged.


Deployable Repeaters have ARM 0, BTS 0, STR 1 and an effective range radius of 8 inches. Each figure with Deployable Repeater carries a total of 3.

ECM (Vehicles, TAGs)

ECM requires a Normal Roll of 5 or less for each incoming guided projectiles to deflect and detonate the projectile without causing any damage. ECM functions automatically and does not require spending of any Orders or having LoF and can be used in ARO. ECM allows reacting in ARO against enemy guided projectiles.

Medkit

Using the MediKit is a Short Skill that requires a PH Roll with a -3 Modifier by the patient. If he fails his roll, he will immediately pass to the Dead


state. If he passes the roll, the patient recovers 1 Wound, automatically leaving the Unconscious state and contributing his Order again to the Orders Reserve of his army in the next active turn. Miniatures can be healed from the Unconscious state as many times as necessary, provided they pass their PH-3 Rolls. Human MediKits do not work on Aliens (Assault Packs, Dog-Warriors, etc.) and vice versa.

Motorcycles

Motorcycles can use the Dodge Skill with a –6 MOD. Normally, army Motorcycles have an integrated Light Grenade Launcher with Smoke ammo. Motorcycles are not susceptible to being hacked, although they are affected by E/M ammo. Motorcycles cannot Overrun.

MultiSpectral Visor (Level 1)

This allows the performance of Discovery or Shoot


rolls without having to apply the Modifiers for Mimetism, Camouflage and Low Visibility Zones.

MultiSpectral Visor (Level 2)

This allows the performance of Discovery or Shoot rolls without having to apply any Modifier for any level of the Camouflage and Hiding skill, for Optical Disruption Devices (ODD) and Low Visibility Zones.


Level 2 allows LoF through Zero Visibility Zones and doesn’t apply the –6 Modifier.

MultiSpectral Visor (Level 3)

This works exactly the same as the previous levels but will also allow attacks against a Camouflage or a TO Camouflage Marker without having to pass any Discover roll previously. These attacks against a Marker do not reveal it to the rest of the army. Also, L3 prevents the use of Combat Camouflage against its user.

Level 1 Optical Disruptor

It allows the possessor, without spending any


Order or making any roll, to deploy with an activated OD. During the battle, any figure trying to aim at the possessor of an OD will suffer a –6 to his BS Attribute rolls.

Level 2 Optical Disruptor

Creates an Optical Disruptor Field around the miniature the diameter of a Circular Template. This allows deployment with an activated Optical Disruptor Field, without having to spend any Order or make any roll. This functions only in the deployment phase. Any figure aiming at the bearer of an activated ODF will suffer a –6 to his BS Attribute roll. Defensive ODFs do not require any Order or need any roll. Any miniature placed within an ODF area receives a –6 Modifier to be shot at that is lost after leaving the field. Does not stack with Camo and cannot be used in CC.

Power Armor

Power Armor is unaffected by Shock but can be hacked and be damaged by E/M ammo. A heavy powered armour taken with the Booty skill only gives its ARM value and no other Attributes, and it is not affected by E/M ammo. Ariadna power armor cannot be hacked and are not affected by E/M.

Remote Presence

TAGs allow the enrolment of Remotes in the army as Hackers do. Unmanned TAGs and Remotes have the Valor: Courage skill. TAGs cannot be claimed by the Booty skill.


Manned TAGs cannot be repaired once they pass from Unconscious to Dead, (taking the fourth point of Structure damage), while Remote Presence TAGs can be repaired and recovered from the Dead state.

X-Visor

Modifiers for Long Distance are reduced to 0 and those of Maximum Distance drop to –3.

360 Visor

The miniature possesses a natural or artificial


capacity of seeing his surroundings in 360º. A 360º Visor functions automatically and does not require the spending of an Order to be activated. It allows a LoF of 360º, so the figure has no blind points and cannot be surprised from behind.

Difficult Terrain

Restrictions are applied to MOV of MI, HI, TAGs, Remotes, Motorcycles and vehicles. These are only able to move half of their MOV values.

Very Difficult Terrain

TAGs, Remotes, Motorcycles, or vehicles will


not be able to penetrate this terrain, which will make impossible any Mechanized Deployment. All the other troop types, save Skirmishers, will have their two MOV values restricted to half.

Impassable Terrain

TAGs, Remotes, Motorcycles, vehicles, or MI


and HI are not allowed to enter here, which will make impossible any Deployment by Combat Jump and Mechanized Deployment. All other troop types, including Skirmishers, will have their MOV restricted by half.

Low Visibility Zone

With this type of terrain any skill which requires LoF passing through any of these zones will have a Modifier of –3 to the roll (BS; Discover, Forward Observer, etc.). Thus, miniatures already possessing the Camo and TO Camo, or ODD, will have their Modifier increased when discovered and shot at by an additional –3. A Camouflaged figure in a Low Visibility Zone will have therefore have a Modifier to hit of –6 instead of the usual –3; landing with Combat Jump will not be possible into these areas.

Zero Visibility Zone

In Zero Vis Zones, there is no LoF. Only those skills that don’t require LoF, or those that need to be in base contact can be used. Combat Jump is impossible in these Zones. However, it is allowed to place Suppression Fires and Speculative Shots over a Zero Vis Zone, adding in both cases the Modifier of –6 to BS to Modifiers. In an active turn, miniatures with a Special Skill or Equipment which ignores the blocking of LoF created by Zero Vis Zones, can perform a BS attack or FO before his target. If


his adversary survives the attack all enemy figures with LoF to the attacker


can perform their ARO despite the Zone