A model that is in cover (defined as any model that is partly obscured by terrain that comes between it and the model attacking it in ranged combat) is more difficult to hit. When shooting at this model, the attacker must subtract 1d6 from the roll. This is done before the dice are rolled.
Models that use an action to go Prone are more difficult to hit. A Prone model is considered to be in Cover (see above). The model must spend an action to get up from Prone before they can Move. A model that remains Prone can move at half their Movement (rounded down) without having to get up.
A model that spends an action to Aim, negates the cover bonus of the target model.
If a model is hit in combat, the attacking player rolls for armor penetration. Attacker (2d6 + Strength + modifiers)
Defender (Armor + modifiers) = Failure to Wound Attacker (2d6 + Strength + modifiers) > Defender (Armor + modifiers) = Wound
The critical hit
If you roll doubles and you successfully hit, then on your armor penetration roll, you get to add an additional d6.
When rolling for Morale, the player rolls 2d6 and attempts to roll under their Morale score.. Morale is rolled for each unit or Individual at the end of each turn if the player’s force lost two or more models during the turn. If a unit or individual model fails its morale, then that model(s) is shaken. Models that are Shaken cannot attack and must move to cover on their activation. If already in cover, they can take no other action. If a Shaken model(s) fails the morale test at the end of the turn, then it is broken. The model(s) must move to their starting board edge. They can take no other action. The model will continue to take morale tests until it passes or exits the board.
There is no required unit coherency, but any model more than 3” from its starting unit, must roll for morale separately. Units get +2 to their morale roll if there are 3 or more models in the unit within 3” of one another.
Often times when building a force, you cannot exactly reach the point level determined. Those points were “lost” in the game or used on pointless add-ons. Now, you can have something useful to do with them. Any points left over after you build your force, become Reputation Points. For every 2 Reputation points, you can re-roll one d6 at any time. Points can only be used once. You can only re-roll your own die rolls, not your opponent’s. A player can never have more than 10 Reputation points. Points in excess of this that are not spent, are lost.
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