1 Move The squad may move up to its MOV in inches Movement
3 Run The squad may move up to twice its MOV in inches Movement 1 Take Cover This squad gains plus one DEX during tests until its next activation Movement 1 Aim Each model in the squad gains plus one ACC during this activation Shooting 1 Shoot Light weapons Each model in the squad may fire one Light weapon Shooting 2 Shoot Medium weapons Each model in the squad may fire one Light or Medium weapon Shooting 3 Shoot Heavy weapons Each model in the squad may fire one Light, Medium or Heavy weapon Shooting 2 Suppressing Fire Make an X vs POW test against an enemy squad: X is equal the combined number of shots of all medium and heavy weapons in range of the enemy squad; if this squad succeeds the enemy squad losses one action point during their next activation. Shooting
1 Attack Each model in the squad may make a close combat attack against a squad it is base contact with Assault 1 Regroup If fleeing the squad may make a POW check; if they pass they are no longer fleeing. Morale
Name MOV ACC MEL STR DEX POW HP ACT M1 Abrams 6 2 0 5 1 4 6 5 US Army Ranger 6 2 2 2 2 3 1 3 Dark Young 6 1 3 4 2 5 4 4 Byakhee 10 1 3 3 3 4 2 3
Name RNG STR Type M4 Carbine 24 3 Medium (1), Browning .50 Cal 36 5 Heavy (2), Howitzer 48 8 Heavy (1), Blast (2)
Shooting o Shooter makes an ACC vs DEX test for each weapon a number of times equal to its shots; each success causes a hit with the respective weapon o Shooter makes a STR of weapon vs STR of target test for each weapon a number of times equal to its hits; each success causes the closest model to lose a hit point Melee o The attacker makes a MEL vs DEX test for each model in the squad; each success causes a hit at the models respective STR o The Attacker makes a STR vs STR test for each model a number of times equal to its hits; each success causes the closest model to lose a hit point M1 Abrahams Name MOV ACC MEL STR DEX POW HP ACT M1 Abrahams 6 2 0 5 1 4 6 5 Equipment: Browning .50 Cal, Howitzer, Smoke Launchers, Fire control system, Composition: 1 M1 Abrahams on a tank base Special Rules: Unyielding, Armor (1), Vehicle (Tank) Special Actions: none
Us Army Rangers Name MOV ACC MEL STR DEX POW HP ACT US Army Rangers 6 2 2 2 2 3 1 3 Equipment: M4 Carbine, Composition: 5 US Army Rangers on medium base Special Rules: Armor (1) Special Actions: none
Dark Young Name MOV ACC MEL STR DEX POW HP ACT Dark Young 6 1 3 4 2 5 4 4 Equipment: None Composition: 1 Dark Young on a medium base Special Rules: Eldritch, Unspeakable, Multiple Attacks (3) Special Actions: Drain Blood,
Byakhee Name MOV ACC MEL STR DEX POW HP ACT Byakhee 10 1 3 3 3 4 2 3 Equipment: None Composition: 1 Byakhee on a small base Special Rules: Eldritch, Unspeakable, Multiple Attacks (2), Flyer Special Actions: none
Special rules Armor During damage calculation increase this models strength by the number in parentheses when determining if it loses ant hit points. Unyielding When making a shoot weapon action a squad with this special lowers the activation cost of the action by one. To a minimum of one. Eldritch All units within 12 inches and line of sight of a model with this rule without the Eldritch, or Unspeakable special rule, must make a POW check at the start of their activation; if they fail they lose one POW permanently. Unspeakable All units within 12 inches and line of sight of a model with this rule without the Eldritch, or Unspeakable special rule, must make a POW check at the start of their activation; if they fail they lose one ACT until their next activation. Multiple Attacks When making an Attack action a model with this rule may make a number of attacks equal to the number in parentheses. Flyer Squads with this special rule ignore terrain when moving.
Special Actions Cost Name Action Type 2 Drain Blood Each model in the squad may make a close combat attack against a squad it is base contact with. If a model is killed by this attack; one model in the attacking squad gains 1 HP. Assault