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Perkz
• Geardo affects the dice pair of each grunt in the unit.
• Infiltrators can deploy a 12” out of the deployment area suggested by a
scenario.
• Let rip is two actions.
• If used by a single figure (e.g. a Commander) Lifer Juice restores D3 lost
wounds.
• Light Them Up requires a Skill test (11) to work. If this fails and a second action
is available, it can be attempted again (needing a 10). Push moves don’t work
here (i.e. no move+test+retest).
• If charged by a Mimic, a skill check (12) is needed to determine if defensive fire
can be used (in the normal way). Roll once for the whole unit.
• Neural Net Boosters allow the unit to receive Push Moves or Take the Pain
anywhere on the table. Commander death also affect units with NNBs
anywhere on the table.
• Over the top applies to charging units and those making an extra move from a
Push (but not a debus+move).
• Snipe is +2 for an aimed shot.
• Push moves can be used with Swarm to allow a move+move+assault.
• NEW PERK Sniper Specialist Perk (4 points): can set up hidden (marked on
map). After shooting, target unit can make a skill check to locate sniper
(difficulty 12) and make the sniper’s owner reveal their position. If the target
choose to make this check, they must make a Morale check to avoid
suppression.
• NEW PERK Base Movement perk:
2” 4” 6” 9” 12”
-1 point 0 points 2 points 5 points 10 points