Quick reference
All the most important tables and lists, in one place.Actions and Blast markers (ground formations)
Advance.You may make one move and then shoot. Engage. You may make one charge move and then fight an assault. Double. You may make two moves and then shoot with a -1 to hit modifier. March. You may make three moves, but the formation may not shoot or add supporting fire to any nearby assaults this turn. Marshal. You may either shoot with a -1 to hit modifier and then regroup or make one move and then regroup*. If the formation is incoherent then you must choose to move. Overwatch. You may not move the formation, but instead you have it take up overwatch. You may not choose this action if the formation is incoherent. Sustained Fire. You may not move the formation (not even to turn units in place), but you can shoot with a +1 to hit modifier. You may not choose this action if the formation is incoherent. Hold. You must take this action when you fail an Action test for your formation — no other option is allowed. You may make one move or shoot or regroup*. If the formation is incoherent then you must choose to move. *A regroup allows you to remove some of the Blast markers affecting the formation (roll two D6 and remove a number of Blast markers equal to whichever score is highest). |
| State | Modifier | |
|---|---|---|
| The formation has at least one Blast marker | -1 | |
| You are trying to retain the initiative with the formation | -1 | |
| Condition | Result |
|---|---|
| For each Blast marker | One unit is Suppressed and may not shoot |
| The formation has as many Blast markers as it has units remaining, or more | The formation is Broken and must withdraw |
Actions and Blast markers (aircraft formations)
Interception. You may use your Fighters or Fighter-Bombers to attack enemy aircraft that are already in the play area. Ground Attack. You may use your aircraft to attack enemy ground units. Combat Air Patrol. You may ready your Fighters or Fighter-Bombers to interrupt an enemy ground attack. Stand Down. You must take this action when you fail an Action test for your aircraft formation — no other option is allowed. The formation remains outside the play area (in reserve) and may do nothing this turn. You can attempt a new action next turn as normal. |
| Condition | Modifiers (cumulative) |
|---|---|
| For each Blast marker on the formation | -1 |
| You are trying to retain the initiative with the formation | -1 |
Terrain effects and shooting
| Required score | D6 roll needed |
|---|---|
| 7 | 6 followed by 4, 5 or 6 |
| 8 | 6 followed by 5 or 6 |
| 9 | 6 followed by 6 |
| 10 | Cannot hit |
| For example, to score 8+ you must roll a 6 followed by a roll of 5 or 6. | |
| Barrage Points (BPs) | Extra Barrage templates | Extra Blast markers | To hit rolls | |
|---|---|---|---|---|
| AP | AT | |||
| 1 | None | None | 6+ | 6+ |
| 2 | None | None | 5+ | 6+ |
| 3 | None | None | 4+ | 5+ |
| 4–5 | One | None | 4+ | 5+ |
| 6–7 | One | One | 4+ | 5+ |
| 8–9 | Two | One | 4+ | 5+ |
| 10–12 | Two | Two | 4+ | 5+ |
| 13–15 | Two | Three | 4+ | 5+ |
| 16–18 | Two | Four | 4+ | 5+ |
Assaults
Rallying
| Condition | Modifiers (cumulative) |
|---|---|
| Formation is Broken | -2 |
| There are enemy units within 30cm | -1 |
Tournaments
Blitzkrieg (Blitz). Break Their Spirit (BTS). Defend the Flag (DTF). Take and Hold (T&H). They Shall Not Pass (TSNP). |