CHEAT SHEET

This page contains Actions, attack modifiers and **KEYWORDS** for quick reference.

## KEYWORD GLOSSARY

### **MODEL KEYWORDS**

**FAST:** -

**FLYER:** This **MODEL** always counts as being **OBSCURED**. In addition, whenever this **MODEL** is activated, this **MODEL** must always move at least 1 tile.

**GROUNDED:** This **MODEL** cannot *Climb onto* or *Climb over* **TERRAIN**.

**GUARD:** Whenever a **MODEL** within 2 tiles gains wounds, this **MODEL** may absorb the wounds in its place.

**HORDE (N):** Whenever this **MODEL** activates, you may also activate (N) **MODELS** with the **HORDE (N) KEYWORD**. The chosen **MODELS** share their turn with the first one. The **MODELS** activated by this rule cannot use this rule.

**INFANTRY:** **MODELS** with the **INFANTRY** **KEYWORD** can occupy or exit **TERRAIN** and **TRANSPORT MODELS** with 1 action. While occupying a **TERRAIN** or **TRANSPORT**, the **MODEL** cannot interact with any rules and it is removed from the board. It is considered to be on the side of the board. If the **MODEL** containing an **INFANTRY MODEL** is destroyed, the **MODELS** occupying it receive 2 wounds and they are placed on the board within 1 tile of the **TRANSPORT** before it is removed from play.

* When an **INFANTRY MODEL** occupies a **TERRAIN** piece, it can perform a **FIRE** Action using the **TERRAIN** piece as its position for the purposes of **LoS**. Enemy **MODELS** can perform a **FIGHT** action against **MODELS** within a **TERRAIN** piece.

**JUMPER:** This **MODEL** can move vertically without penalty and can move over **TERRAIN** features and other **MODELS** as long as it does not end its turn on a **MODEL** or **TERRAIN** feature without tiles.

**LEADER:** For each Leader **MODEL**, increase your TP limit by 1. If the **LEADER MODEL** is incapacitated, the TP limit is not reduced. In addition, **MODELS** within **LoS** of a **LEADER MODEL** can reroll their morale rolls.

**SCOUT:** During the Deployment Phase, this **MODEL** can be deployed up to 12 tiles from your **SIDE’S** edge in place of 6 tiles from the edge.

**STUNNED:** **STUNNED** **MODELS** have a -1 Action Penalty.

**TITAN:** This **MODEL** cannot be **PUSHED** by non **TITAN MODELS**.

**TRANSPORT (N):** The (N) is the amount of **INFANTRY MODELS** this **MODEL** can contain. The **TRANSPORT MODEL** can dismount its occupants with 1 Action. The occupants are placed within 1 tile of the **TRANSPORT MODEL** if they are dismounted.

**TOUGH (N):** Each time this **MODEL** is hit in the Roll to Hit step, roll a d12, if the result is (N) or more, you ignore the hit.

### **WEAPON KEYWORDS**

**AREA (N):** Whenever you perform an attack with this weapon, you may target a tile or **MODEL** within **LoS**, roll to hit against each **MODEL** within (N) tiles of the chosen **MODEL** or tile. If the **AREA** is a "**AREA** **S"** where S stands for small, choose 4 tiles that are adjacent to each other as the affected tiles.

**BURST (N):** You may reroll a number of dice equal to (N).

**DEADLY (N):** This weapon crits on a (N) or more during the Roll To Hit.

**ED (N):** ED stands for environmental destroyer, this weapon deals double damage to objects.

**HEAVY:** If the **MODEL** moves with a weapon that has the **HEAVY KEYWORD**, reduce their Ranged Attack die by 1 until the end of the turn.

**MELEE:** This weapon can only be used during Melee Attack.

**NIMBLE:** This weapon gains no penalty mod for firing at a **MODEL** within 1 tile.

**PUSH (N):** At the end of the damage step, if this weapon deals damage, you may choose to move the target (N) tiles in a direction of your choice.

**SHIELD (N):** This weapon cannot be used during an attack. Instead, it improves its user’s AC value by (N) and the **MODEL** cannot be critically hit.

**SHORT (N):** This weapon can only target models within (N) tiles.

**INDIRECT:** This weapon can target **MODELS** not within **LoS**. If the target is not within **LoS**, this **MODEL** gains a -1 Attack Die penalty.

**SMART:** If the target is within **LoS** and **OBSCURED**, you do not gain the penalty for **SHOOTING** at an **OBSCURED** **MODEL**.

**STUN (N):** During the Roll to hit phase, if you roll a (N) or more, the target is **STUNNED**.

## **ACTIVATION ACTIONS**

Each time a **MODEL** is activated, it may perform an amount of the following actions once per activation equal to its Actions value:

* **MOVE (1 Action):** This action can be performed twice. This **MODEL** can move a distance equal to its Movement value if it is not within 1 tile of an enemy **MODEL**.
* **FIRE (1 Action):** This **MODEL** can **SHOOT** one of its Weapons at a target within **LoS**. If there are enemy **MODELS** within 1 tile of this **MODEL**, you can only target the nearest **MODELS**.
	+ **ENVIRONMENTAL DESTRUCTION**: If the target is an Object(A barrel, box, etc), the object’s AC value is a 7 and its HP value is a 10.
	+ You may choose to gain 1 Heat Token to Fire a second time. A **MODEL** with a Heat token has -4 AC. In addition, the Heat Token is removed the next time the **MODEL** activates during the next **ROUND**.
* **CHARGE (1 Action):** If this **MODEL** is not within 1 tile of an enemy **MODEL**, this **MODEL** can move twice towards a target enemy **MODEL**. The target can **SHOOT** at this **MODEL** before this **MODEL** performs its movements, this is called **OVERWATCH**. If this **MODEL** is wounded during the **CHARGE**, it can only move once.
* **FIGHT (1 Action):** If this **MODEL** is within 1 tile of an enemy **MODEL**, this model can perform a Melee Attack with all of its **MELEE** weapons against 1 **MODEL** within 1 tile.
	+ **SHOVE:** Instead of dealing damage, you may choose to **PUSH** the target 1 tile. You cannot **PUSH MODELS** vertically up. If the target falls vertically to a lower tile, the target is dealt 5 wounds and it gains the **SHOCKED KEYWORD**. **MODELS** with the **BIG KEYWORD** can only be **SHOVED** by **MODELS** with the **BIG KEYWORD**.

* **Manipulate (1 Action):** This **MODEL** can relocate an object(Barrels, boxes, etc) within its tile to a position within its tile or a position in a neighboring tile. If the object is moved to a lower tile, the object falls and deals 5 wounds to all **MODELS** within the tile the object fell to.
* **RESOLVE (1 Action):** If this **MODEL** is **STUNNED,** roll a d12, if the result is a 3 or more, the **MODEL** removes the **STUNNED** **KEYWORD**.
* **FALLBACK (2 Actions):** This **MODEL** can move a distance equal to its Movement value.
* **SECURE (1 Action):** If this **MODEL** is within 1 tile of a primary objective, it can control the objective if there are more **MODELS** from your **SIDE** within 2 tiles of the objective.
* **LEAP (2 Actions):** Once per turn, If there is a gap of 1 tile, the **MODEL** can leap the distance.

## ATTACK MODIFIERS

 The **MODEL** is higher vertically than the target.
 The target is **OBSCURED**.
 The **MODEL** is **STUNNED**.
 The target is within 1 tile.
 The target is within 1 tile of a friendly **MODEL**.
 If the **MODEL** is performing **OVERWATCH**, it can only use 1 attack die.

 The target is **FLANKED**(The target has at least two enemy models in adjacent tiles.).
 The **MODEL** is **STUNNED**.

## CORE TACTICS

### TACTIC: REROLL (1TP)

Once per phase, you can perform a **REROLL**.

### TACTIC: EMERGENCY (1TP)

Once per **ROUND**, you may activate a **MODEL** with the initiative 2nd value during the Lightning Phase.

### TACTIC: TAKE COVER (1TP)

Whenever you first activate a **MODEL,** but before it performs any actions, you may choose to have the **MODEL** Take Cover. While a **MODEL** is Taking Cover and it is **CLOSE** to another **MODEL** or **TERRAIN**, it cannot be targeted. In addition, while a **MODEL** is Taking Cover, it cannot use the **FIRE** or **FIGHT** action. This effect lasts until its next activation.

### TACTIC: REINFORCEMENTS (0TP)

If the mission allows it, before the Lightning Phase, players can set a single **MODEL** from their **UNIT** on a tile within 1 tile of any Edge of the board. The **MODEL** cannot be placed within 3 tiles of an enemy **MODEL**. **MODELS** deployed in this way deduct points from the reinforcement point pool from the mission. If there are not enough points to deploy a **MODEL**, the **MODEL** cannot be **DEPLOYED**.

## **COMPANIES**

#### TACTICS: TRACERS (2TP)

For the duration of a phase, whenever a friendly **MODEL** within **LoS** Rolls To Hit for a **SHOOTING** attack, you may **REROLL** it.

### DEMOLITIONS

When **MODELS** from this **COMPANY** use an **AREA** weapon, It cannot hit friendly **MODELS**.

#### TACTICS: EXPLOSIVES (1TP)

Once per **ROUND**, at the cost of one action, a **MODEL** from this **COMPANY** may place a mine. Place a token that represents a mine within 1 tile of this **MODEL**. If an enemy **MODEL** enters a tile within 1 tile of the mine, the mine explodes and deals 2 wounds to all **MODELS** within 2 tiles of the mine and the mine is removed.

### HEAVY WEAPONS

When a **MODEL** from this **COMPANY** uses a **BURST** weapon, increase its **BURST** value by 1.

#### TACTICS: BELT FED (1TP)

Once per **ROUND**, you can use the **FIRE** Action a second time without gaining Heat.

### FIGHTERS

Each time a **MODEL** from this **COMPANY** performs a **CHARGE**, it can move the full distance even if it was wounded during the **CHARGE**.

#### TACTICS: BLITZ (1TP)

Once per **ROUND**, A **MODEL** from this **COMPANY** can **FIGHT** a second time.

### SUPPORT

When a **MODEL** from this **COMPANY** activates, it can designate 1 patient **MODEL**. Improve the patients AC by 1 until the end of the next time it is attacked.

#### TACTICS: SURGERY (1TP)

At the cost of one Action, this **MODEL** can remove 2 wounds from a **MODEL** that shares a tile with it.

### SPECIAL FORCES

**MODELS** from this **COMPANY** gain the **JUMPER KEYWORD**, if the **MODEL** already has the **JUMPER KEYWORD**, it gains +1 AC.

#### TACTICS: SABOTAGE (1TP)

If this **MODEL** is within 2 tiles of a primary objective, you can shut the primary objective off until the start of the next **ROUND**. It provides no victory points while it is shut down.