AT-43 Cheat Sheet

Game Round Sequence: • Tactical Phase o Calculate Leadership Points (pg 54) o Order the Activation Sequence (pg 55) o Authority Test (pg 56) • Activation Phase o Morale Test (pg 74) o Move (pg 58) and Shoot (pg 60) o Close Combat (pg 70) • Control Phase o Objectives and Tactical Positions (pg 73) o Calculate VP and RP (pg 73) o Time Out (pg 73) Standard LP Uses: • Authority Test – up to commander rank + 1 • Activation Sequence o Relocate First Card (1 LP) o Delay Activation (2 LP) o Extra Activation (2 LP) • Activation o Activate unit without leader / relay (1 LP) o Rally Disorganized Troops (2 LP) • Combat Drills: o Overwatch (1 LP) o Take a Knee (1 LP) o Take Cover (1 LP) o Split Fire (1 LP) • Therian Routines – each routine can only be used once per overseer per round o Infantry – only available to Infantry Overseers  Transfer (1 LP) – convert one fighter  Dash (2 LP) – rush = 30cm  Hyper nanonucleus (2 LP) – reroll damage test once  Reconstruction (3 LP) – repair a destroyed fighter to the unit o AFV – only available to AFV Overseers Morale Tests: Morale test upon the unit’s activation A unit is subject to a Morale test upon its activation, in the following situations: • A Type 1 or Type 2 infantry unit has fallen to 3 members or fewer; • A Type 3 infantry unit has fallen to 1 member; • A unit of armored fighting vehicles is entirely immobilized. The test is resolved before the unit’s activation, before any spending of LP. Morale test outside of the unit’s activation Outside of its activation, a unit of armored fighting vehicles is subjected to a Morale test when one of its members is destroyed or abandoned. Morale Test Resolution Morale Tests Action is the highest Morale value for the unit (most likely the morale of the Leader). The Difficulty is a fixed value of 8. Cover To determine if an obstacle is high enough to protect a fighter, all you need to do is bend down and adopt the point of view of the shooter and judge if it is possible to hide behind the terrain element. If the case is debatable, the obstacle provides cover if the targeted unit was given the order to “Take cover!” When an obstacle does provide cover, the zone of cover is defined by extending the two lines linking the extremities of the shooting unit to the extremities of the obstacle. The zone beyond the obstacle and between these lines is considered the zone of cover.


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Repair (1 LP) – repair 1 SP Dash (2 LP) – rush = 50cm Hyper nanonucleus (2 LP) – reroll damage test once Creation (4 LP) – create a type 1 strider in contact with overseer Fusion (4 LP) – join two type combat striders in a unit to the next higher strider type

AT-43 Cheat Sheet
A fighter whose base is even partially inside the zone of cover is considered behind cover. If at least half of the members of a unit are hidden or behind cover, the whole unit is under cover and benefits from cover tests. In any other case, none of the fighters get Cover tests, even those inside the zone of cover; they don’t have enough time to duck. Rule of Thumb for whether an obstacle provides cover is to look from the model point of view and determine if it obscures ½ of the target or greater. (House Rule) 3D Cover Example A combat strider or a vehicle may run over infantry. Armored fighting vehicles, like any other fighters, always seek the most direct route. It is out of question to zigzag among enemy fighters to run them over, when you can blast them, burn them, mince them or do anything else along that line! When an armored fighting vehicle performs a combat movement, infantry has more than enough time to move out of the way. However, when an armored fighting vehicle performs a rush movement, it is of course possible to crush soldiers who are not paying attention. Roll a die for every infantry miniature whose base is, even partially, on the trajectory of the armored fighting vehicle’s base. • If the fighter is free, he is eliminated on a result of 5 or more. • If the fighter is engaged, he is eliminated on a result of 3 or more. • If the fighter is a support weapon, it is automatically destroyed. If the armored fighting vehicle finishes its movement on soldiers or gunners, the survivors are moved to the sides and 2.5 cm away from any opponent by the player controlling them. If a fighter cannot be repositioned in this way the fighter is eliminated. Special Weapons: Locked Shot • Can only target armored fighting vehicles or terrain with structure points. • It cannot use Overwatch fire.

Cover and Line of Sight Examples

Cover and fighters caught in the zone of fire are ignored. • Shooting tests are resolved differently: The minimum result needed to hit is always the same, not matter the range. The result needed is shown instead of the Accuracy of the weapon. Projection • When a unit contains several of these weapons, each of them can pick a different target. • Cover and fighters caught in the zone of fire are ignored. • No shooting test is necessary, so there are no successes. (Therefore shots cannot be combined to increase the area of effect.) • The Accuracy of the weapon shows the weapons maximum range in cm, as measured from the special weapon bearer. The template is centered on a fighter. All miniatures located even partially under the area of effect suffer a damage test. Sniper Running Over Infantry

AT-43 Cheat Sheet
• This ability can only be used if the fighter doesn’t move at all during his activation. • Cover and fighters caught in the zone of fire are ignored. • This ability cannot be used in “Overwatch!” • The player chooses the target of each impact among the visible fighters of the targeted unit. If the target is an armored fighting vehicle, the player chooses the location of each impact. Jammer • It can only target armored fighting vehicles. • Damage tests are resolved differently: The minimum result needed on the die is always the same. This result is shown instead of the Penetration of the weapon.