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ae Lah: ian tT Coe res , es rte ins, the eet a te Faeroe naaaliectenrn Rear Se Cee aay ve phase, thi ning P STRATEGY PHASE Inthe Strategy phase, the players generate a valuable but limited resource kno ss Command Points (CPs) and spend them to use Strat can save their CPs to spend on Tactical Ploys later in t ertain Tac Ops in this pha: Kill zeams to attempt FIREFIGHT PHASE In the Firefight phase, the players alternate activating operatives or groups of operatives to perform actions with, such as moving around the killzone, shooting the enemy with weapons, fighting in combats or performing unique tasks like planting explosives and manifesting powerful psychic powers. INITIATIVE PHASE 1 READY OPERATIVES ach player readies al fiendly operatives in the killzone by fippng their order token (pg 59) so they show an operative asready. 2. DETERMINE INITIATIVE ‘The payers determine who has the initiative forthe Turning Point Duting the fist Turning Poin, initiative is determined in the mission sequence of your type of play (pq 81) In subsequent “uring Points, the players rll off and the winner decides who tas the initiative, but ifthe result ofthe rol offis ate, the player who did not have initiative in the previous Turning Point tasthe initiative. Use the initiative token asa reminder of who asthe initiative. ee Having the initiative wil give a player influence over the ‘der of certain aspects ofthe battle, such as deciding which pera activates fst during the Turing Point. f more than {ne ule wuld happen simultaneously, for example two rules that take effect atthe end of Turning Point, the player with ‘he tite determines the order in which they take effect Vv STRATEGY PHASE 1, GENERATE COMMAND POINTS Each player generates 1 Command Point (CP) and adcs it to Sos their CP pool. CPs remain in a player's poo! until they are sper (hd ROLL Tactical Ploy Use this Tactical Ploy aftr rolling one og attack dice or deferce dice. You can migh that dice, CPs can be spent on Strategic Ploys. They are used in the Strategy phase as described below, and are unique rules @ cunning general can use to nid their kill team Strategic Ploys «an be found in your factor’ army lis. CPS can also be spent on Tactical Ploys. It will specify when they should be used. Tactical Ploys are minor benefits that can have significant effects if used at the right ime. Other than cal Command Reroll opposite, each player can use each Ploy no more than ance per Turning Point. if Tactical Poy is fot used during a Turning Point, iti only limited by the number of Command Points you have. Tactical Ploys can be found inyour faction’s army Ist. In addition, the Command Reroll Tactical Ply is available to all factons 2. PLAY STRATEGIC PLOYS Starting with the playes who has initiative, each player altemates either using a Strategic Ploy or choosing to pass. The players repeat this process until they have both passed in succession, Ifa player declares they are going to use a Strategic Ploy, they must first pay its CP cost by removing the specified CPs from their pool. fa player does not have enough CPs to pay the cost, they cannot use that Stategic Ploy. When a Strategic Play is used, resolve its effects immediately before alternating to the other player. Each player cannot use the same Strategic Play more than once during each Strategy phase. 3. TARGET REVEAL Starting with the player who tas initiative, the players altemate ‘revealing Tac Ops that may be revealed in the Target Reveal step of this Turing Point, or choosing to pass. Note that players do not have to reveal a Tac Op, but some must be revealed in certain Turning Points in order to be achieved. The players ‘repeat this process until they have both passed in succession ions — selectable secondary ble to you in certain ways to play (see page Vv FIREFIGHT PHAS 1, PERFORM ACTIONS The player who has initiative activates frst. v3t Th ready friendly operative and activates it. Once tay nase completed that operative’ activation, their opporcy ore f tei ready opemtvs ard does the same Theses repeat this process unt all operative inthe kl a been activated. anew Ian operative has a Group Activation of more than 1, ‘must be activated in a group, rather than individually in such cases the selects one friendly ready oper When that opers type to be activated. They repeat this process until they have activated the number of operatives specified by that operative’s Group Activation characteristic, or there are no ‘more friendly operatives of that type left to activate. Thoir Each time a player activates one of their ready operatives, they must determine whether it has the Engage or Conceal order. IF its the first Turning Point, it has the order that was given to it when it was set up before the battle. In all subsequent Tuming Points, they can choose what order to give it. In the right circumstances, an operative with the Conceal orderis not a valid target for an enemy operative’s shooting attacks (as explained on pages 64-65), but itis unable to perform various actions. An operative with the Engage order n perform more actions, butis more susceptible to enemy an order, place the relevant order token next to them. The operative then generates a number of action points equal to its Action Point Limit (APL, which are used to perform actions. Actions are explained on page 60. Once all their action points have been used and they have no other actions to perform, their =. activation ends and they are no longer ready. _— es eee ‘When an operative's activation ends, flip their order token to ‘he activated side to signify they are no longer ready. aa nee ate CT ag ere ee es eee nis Eat For example, when a KOMMANDO ® DAKKA BOY performs a Dakka Dash action (see unique actions, right), it can perform a free Dash and free Shoot action without subtracting any additional AP (other than the AP spent on the Dakka Dash action). However, itis subject to those actions’ requirements, therefore it cannot perform the free Dash action if it is within Engagement Range of enemy operatives, and cannot perform the fiee Shoot action if tis within Engagement Range of enemy ‘operatives or has a Conceal order. In ‘addition, for each of the free actions it performs, it cannot perform them __ again during its activation, Each action hasan associated cast ny action TAP Each time a player wishes to ; an operative, they must subtract peycu from the rumber of action points that operative 6 that activation. If they do not have enough ane a etated perform that action, they must select a ogc” Pins then perform that action as specified. While ant ee While an opeatee performing an ection itis known asthe acne eaves Peete, The controling player does not need to 4 operative’ actions when itis activated, et ee perform an action, and then decide the next achon a its effects. Unless otherwise specified, an operative a “ perform the same action more than once dung ms an When its your tun to activate an operate, you don ary ready operatives et to activate but your oppenent hg Yet activated all oftheir operatives, you can selec feng operative that has an Engage order and has already ay this phase to perform a single Overwatch action (ee 63), Each operative can perform one Overwateh action Turing Point, and you can only select an operative to da sof. your opponent still has operatives left to actvate. That ot that once your opponent has activated al thet operatives Firefight phase ends Actions are categorised as follows: * Universal actions can be performed by all oper are detailed over the following pages. + Unique actions ace actions cetailed on an operative! datacard that only they can perform, such as the Dalkka | Dash action found on the example datacard on page'4 * Mission actions are specific to the mission you ate gl and will be detailed by that mission’ briefing, Missions be found on pages 8687 and 120-137. + Free actions can only be performed when another le Specifies. Each time an operative would perform a ree act the following rules apply, 4 © The operative can perform the action, so long as the requirements of the action are met. q © The player does not subtract any additional APto the action © The operative would still count as performing the for all rules purposes, For example, if it performed during its activation, it would not be able to p action again during that activation. CHARGE + ite mowes within Engagement Range of 29 enemy operate ho other hey 1 Qperoove A wants charge operant Lit fst moves mith Urgent Lopecaties ae wrttun Engagement Range Of tat enemy operate, tant fish bo: tne Range chopenatve C As operative C i mites ingaperant Rane of rao f openseve A fe fo corse move written Engagement Range of tat 2 irtnen moves miter Enpayement Range of operotve 2 AS operative O not mth Engagement Range of ay thet trendy opersines, perseve soemy ooensne ‘Aa epecaove Cannot perv te an as the Concaal ont ori @ wtbon Unpngetmert ‘A mathe cen tne move then a Range of eneeny cpecatves 16 addition, a baw epee Cannot perform Den ton nef However as operative A sal hos movement remaining. 69” bil me sueme aczuation it whch pertormen the snithn Engagement Range of operative & 3 kg as i sil fishes the Normal seve Dash cx Fall Back 220 move within Engagement Range of operstve D rag Paar 1 ove the active opexave following the same mules 25.2 Normal Move a0 we following excepbors. + Itean only petoom ts action if it is within Engagement | Range ctan enemy operzve + itean meve withn Engagement Range ctevemy cpetiones Rt | Cannot finish the move within Engagement Range ofan eneny cperatve ths 9 not possible. ‘st cant perform this action (the ction point subtacted forthe Fall Back acton are refunded) Gperstwe Ais performing a Fall Back oction It con move within. Ze gpecnne cannot perform 5 ange of opertve 8, nd con move within Engagement Range of operate C, but Mae eae eaas _

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