Actions
Performing Actions
During a turn, each unit may carry out one or more actions. There are 2 broad categories of actions, Targeted Actions and Independent Actions. To perform an action, use the following sequence.
- Choose Unit to Activate - Declare one of your units which you want to perform the action. A unit cannot perform an action if it is fatigued. A unit which is broken may only attempt the rally action. Remove one action token from your pool and assign it to the unit as a fatigue token.
- Select Action - Declare one of the actions available to the chosen unit
- Declare Target - For a targeted action, you must also declare the unit which will be the target of the action. For example, shooting is a targeted action, so you must declare which unit you are attempting to shoot at. Skip this step for Independent Actions
- Declare Reaction - For all actions, your opponent may have the opportunity to perform a simultaneous reaction, with the following restrictions. An Independent Action can be reacted to with a Targeted Action against the original unit, or with another Independent Reaction if the original unit started within the units run distance. A Targeted Action can usually only be reacted to by the target unit, which may perform either an Independent Action, or a Targeted Action against the original unit. Spells may never be cast as a reaction. A unit performing a reaction does not need to spend an action token, but does gain a point of fatigue.
- Resolve Action - The effects of the action and any reaction occur simultaneously, so for example if two units shoot at each other, the full strength of both units gets to attack, with casualties removed afterwards.
Available Actions
Movement Actions
- Move (Independent) - A standard move by the unit, taking care to use available cover. A unit may move up to its standard movement distance in inches, applying any terrain modifiers as appropriate
- Run (Independent) - A flat out run by the unit, sacrificing cover for speed. A unit may run up to its running movement value in inches, applying any terrain modifiers as appropriate. If this unit is fired upon during this action, it reduces its target value by 2 & gains no cover bonus.
- Go to Ground (Independent - Reaction only) - A unit which has been fired upon can go to ground as a reaction, adding 2 to its target value for the duration of this action.
Shooting Actions
- Make Ready (Independent) - A unit must make ready before it can fire. Place a ready marker next
- to the unit. If the unit moves or is attacked, it loses the ready marker. Aim (Independent) - Can only be performed by a unit with a ready marker. Place an aim marker next to the unit. The unit spends extra time taking aim on a target, and will get a +2 bonus to hit
- next time it fires. If the unit moves or is attacked, it loses the aim marker. Shoot (Targeted) - The unit may fire on one enemy unit within range.
Combat Actions
combat action will normally result in a round of combat being fought, if the unit makes contact with its target. See the following section for how to resolve a round of combat.
- Charge (Targeted) - Unit moves up to their standard movement to engage an enemy unit an fight a round of combat. The target unit must react, or become broken and flee. If the unit moved over half of its standard move to engage, it may apply any charge bonus it has in the following round of combat.
- Counter-charge (Targeted - Reaction Only) - The unit may counter-charge into an oncoming enemy unit. If the enemy unit is over half the units standard move when the charge is declared, the counter-charging unit may add any charge combat bonus it has in the following round of combat.
- Defend (Targeted - Reaction Only) - The unit may brace to receive an oncoming charge. If the enemy unit is at over half its standard move when the charge is declared, the defending unit may add any defend combat bonus it has in the following round of combat.
- Shield Wall (Targeted - Reaction Only) - Units equipped with shields may adopt a shield wall formation to receive an oncoming charge. While in shield wall, a unit may re-roll any failed defence dice, but halves the number of attack dice rolled (rounding down).
Magic Actions
- Store Power (Independent) - A magic user may store a single point of power as an action. Place a power token next to the unit.
- Cast Spell (Targeted) - A magic user may attempt to cast an offensive or defensive spell. See the magic section for details.
- Counter Spell (Targeted - Reaction Only) - A magic user may react to an enemy spell casting by attempting to counter spell. In contrast to most reaction, the magic user does not have to be the target of the spell in order to react.
Morale Actions
- Regroup (Independent) - A unit may spend an action to remove one morale token. A broken unit may regroup, but remains broken.
- Rally (Independent) - A broken unit may make an immediate attempt to rally, by taking a morale test. If the test is passed, the unit is no longer broken.
- Flee (Independent) - A unit may be forced to flee if it fails a morale test, or if it is charged when it is broken or fatigued. A unit which flees makes a standard move directly away from the unit which caused it to flee.
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