Quick reference

All the most important tables and lists, in one place.

Actions and Blast markers (ground formations)

Actions table

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).

Action Test Modifiers table
StateModifier
The formation has at least one Blast marker-1
You are trying to retain the initiative with the formation-1
Blast Marker table
ConditionResult
For each Blast markerOne unit is Suppressed and may not shoot
The formation has as many Blast markers as it has units remaining, or moreThe formation is Broken and must withdraw

Actions and Blast markers (aircraft formations)

Aircraft actions table

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.

Aircraft Action Test Modifiers table
ConditionModifiers (cumulative)
For each Blast marker on the formation-1
You are trying to retain the initiative with the formation-1

Terrain effects and shooting

Terrain Effects table
TerrainInfantryVehicleWar Engine
Buildings4+ Cover SaveImpassableImpassable
CliffsImpassableImpassableImpassable
Fortifications3+ Cover Save, See rulesSee rulesImpassable
Jungle4+ Cover SaveImpassableDangerous
Marsh6+ Cover Save, DangerousDangerousDangerous
Open ground, hillsNo EffectNo EffectNo Effect
River6+ Cover Save, DangerousImpassableNo Effect
RoadsSee rulesSee rulesSee rules
Ruins, rubble4+ Cover SaveDangerousDangerous
Scrub6+ Cover SaveNo EffectNo Effect
Woods5+ Cover SaveDangerousDangerous
To Hit Modifiers table
ConditionModifiers (cumulative)
Target is in cover-1*
The shooting formation is carrying out a Double or Marshal action-1
The shooting formation is carrying out a Sustained Fire action+1
*You can choose to ignore the cover modifier if it applies to some units in the target formation but not to others. However, you can’t score hits on units in cover unless you take the -1 to hit modifier.
7+ To Hit table
Required scoreD6 roll needed
76 followed by 4, 5 or 6
86 followed by 5 or 6
96 followed by 6
10Cannot hit
For example, to score 8+ you must roll a 6 followed by a roll of 5 or 6.
Barrage table
Barrage Points (BPs)Extra Barrage templatesExtra Blast markersTo hit rolls
APAT
1NoneNone6+6+
2NoneNone5+6+
3NoneNone4+5+
4–5OneNone4+5+
6–7OneOne4+5+
8–9TwoOne4+5+
10–12TwoTwo4+5+
13–15TwoThree4+5+
16–18TwoFour4+5+

Assaults

Assault Modifiers table
ConditionModifiers (cumulative)
For each kill you have inflicted during the assault+1
You have more units than the opposing formation+1*
You have more than twice as many units as the opposing formation+1*
Your formation has no Blast markers+1**
The opposing formation has more Blast markers+1**
For each unit with the Inspiring ability+1
* Count the total number of units remaining in the charging formation against the total number of units remaining in the defending formation. Don’t include units from other formations that were lending supporting fire.
** Count Broken enemy formations as having as many Blast markers as units.

Rallying

Rally Test Modifiers table
ConditionModifiers (cumulative)
Formation is Broken-2
There are enemy units within 30cm-1

Tournaments

Tournament Game Goals table

Blitzkrieg (Blitz). Capture the objective on your opponent’s board edge.

Break Their Spirit (BTS). Destroy the enemy formation worth the most points.

Defend the Flag (DTF). Control all three objectives in your table half.

Take and Hold (T&H). Capture two objectives in your opponent’s table half.

They Shall Not Pass (TSNP). No unbroken enemy formations in your table half.