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The turn sequence

The turn sequence TEAM ABILITY: UNITED NATIONS 1. Roll for initiative TEAM ABILITY:
1. Roll for initiative SPACE COMMAND (UNSC) 2. Phase A: Player A activate 2 characters. COVENANT EMPIRE
2. Phase A: Player A activate 2 characters. 3. Phase B: Player B activate 2 characters. Characters with the Covenant Empire team ability
When this character is adjacent to a friendly UNSC
3. Phase B: Player B activate 2 characters. 4. Repeat Phase A and B until all Characters are activated may replace their attack value with the unmodified
4. Repeat Phase A and B until all Characters are activated
characters modify his range values by +2". Give
this character a power action and choose an 5. Repeat Step 1. attack value of an adjacent friendly character with the
5. Repeat Step 1.
Covenant Empire team ability
adjacent UNSC friendly character. The chosen Character Actions
Character Actions character modifies its damage value by +1 while 1. MOVE.
1. MOVE. adjacent to this character and making ranged combat Plasma: Range 8", Blast (3) (Especial). On a hit mark the
attacks this turn. Uncopyable. 2. RUN/ FULL SPEED: Character can only move, his Speed hit character. At the beginning of your next turn, deal 4
2. RUN/ FULL SPEED: Character can only move, his Speed value increase in +6” for the remainder of the fase. damage to the character marked in this way and apply
value increase in +6” for the remainder of the fase. the area damage.
Plasma: Range 8", Blast (3) (Especial). On a hit mark the
hit character. At the beginning of your next turn, deal 4 3. ATTACK.
3. ATTACK. Frag: Range 8". Blast (3), Damage 4. Each other hit
damage to the character marked in this way and apply
the area damage. 4. MOVE AND ATTACK: Move the unit and then attack. If your character is knocked back from the target.
4. MOVE AND ATTACK: Move the unit and then attack. If your unit moves more than 4" and attacks, -3 to attack.
unit moves more than 4" and attacks, -3 to attack. Flashbang: Range 8", No damage, Blast (no damage).
Frag: Range 8". Blast (3), Damage 4. Each other hit
character is knocked back from the target. 5. ATTACK AND COVER: can attack and then move up to 4". Put an action token on all hit characters that have zero
5. ATTACK AND COVER: can attack and then move up to 4". action tokens.
Flashbang: Range 8", No damage, Blast (no damage). 6. Move and OPEN A DOOR: The character can move up to
6. Move and OPEN A DOOR: The character can move up to his speed value, if at the end of his movement is next to a door Thermite: Armor Piercing, Penetrating, damage 5,
Put an action token on all hit characters that have zero
his speed value, if at the end of his movement is next to a door (in base contact) he can open the door. Blast (3), A character with this grenade can use it to clear
action tokens.
(in base contact) he can open the door. an area of 4" of blocking terrain or walls.
Thermite: Armor Piercing, Penetrating, damage 5, 7. OPEN A DOOR and MOVE: Open door and move up to 4".
7. OPEN A DOOR and MOVE: Open door and move up to 4".
Blast (3), A character with this grenade can use it to clear
an area of 4" of blocking terrain or walls. 8. OPEN A DOOR and ATTACK: Open door and Attack with -3
8. OPEN A DOOR and ATTACK: Open door and Attack with -3 penalty.
penalty.
9. Do a Power/ Special Action
9. Do a Power/ Special Action
10. Don't do anything.
10. Don't do anything.

TEAM ABILITY:
TEAM ABILITY:
The turn sequence THE FLOOD The turn sequence INSURRECTIONIST
Characters using the Flood Ally team ability treat 1. Roll for initiative
1. Roll for initiative
hindering terrain as clear terrain for movement Characters using the Insurrectionists team ability
2. Phase A: Player A activate 2 characters. 2. Phase A: Player A activate 2 characters. treat hindering terrain as clear terrain for movement
purposes. Give this character a power action, he can 3. Phase B: Player B activate 2 characters.
3. Phase B: Player B activate 2 characters. purposes. If this character has cover, his cover bonus
4. Repeat Phase A and B until all Characters are activated
move and his speed value increase in +4" (he still 4. Repeat Phase A and B until all Characters are activated
need to make any break away test if necessary). is +2 instead of +1.
5. Repeat Step 1. 5. Repeat Step 1.

Character Actions Plasma: Range 8", Blast (3) (Especial). On a hit mark the Character Actions Plasma: Range 8", Blast (3) (Especial). On a hit mark the
1. MOVE. 1. MOVE. hit character. At the beginning of your next turn, deal 4
hit character. At the beginning of your next turn, deal 4
damage to the character marked in this way and apply damage to the character marked in this way and apply
2. RUN/ FULL SPEED: Character can only move, his Speed 2. RUN/ FULL SPEED: Character can only move, his Speed the area damage.
the area damage.
value increase in +6” for the remainder of the fase. value increase in +6” for the remainder of the fase.
Frag: Range 8". Blast (3), Damage 4. Each other hit Frag: Range 8". Blast (3), Damage 4. Each other hit
3. ATTACK. 3. ATTACK. character is knocked back from the target.
character is knocked back from the target.

4. MOVE AND ATTACK: Move the unit and then attack. If your 4. MOVE AND ATTACK: Move the unit and then attack. If your Flashbang: Range 8", No damage, Blast (no damage).
Flashbang: Range 8", No damage, Blast (no damage).
unit moves more than 4" and attacks, -3 to attack. unit moves more than 4" and attacks, -3 to attack. Put an action token on all hit characters that have zero
Put an action token on all hit characters that have zero
action tokens. action tokens.
5. ATTACK AND COVER: can attack and then move up to 4". 5. ATTACK AND COVER: can attack and then move up to 4".
Thermite: Armor Piercing, Penetrating, damage 5, Thermite: Armor Piercing, Penetrating, damage 5,
6. Move and OPEN A DOOR: The character can move up to 6. Move and OPEN A DOOR: The character can move up to Blast (3), A character with this grenade can use it to clear
Blast (3), A character with this grenade can use it to clear
his speed value, if at the end of his movement is next to a door his speed value, if at the end of his movement is next to a door an area of 4" of blocking terrain or walls.
an area of 4" of blocking terrain or walls.
(in base contact) he can open the door. (in base contact) he can open the door.

7. OPEN A DOOR and MOVE: Open door and move up to 4". 7. OPEN A DOOR and MOVE: Open door and move up to 4".

8. OPEN A DOOR and ATTACK: Open door and Attack with -3 8. OPEN A DOOR and ATTACK: Open door and Attack with -3
penalty. penalty.

9. Do a Power/ Special Action 9. Do a Power/ Special Action

10. Don't do anything. 10. Don't do anything.


The turn sequence
The turn sequence TEAM ABILITY: UNITED NATIONS 1. Roll for initiative TEAM ABILITY:
1. Roll for initiative SPACE COMMAND (UNSC) 2. Phase A: Player A activate 2 characters. COVENANT EMPIRE
2. Phase A: Player A activate 2 characters. 3. Phase B: Player B activate 2 characters. Characters with the Covenant Empire team ability
When this character is adjacent to a friendly UNSC
3. Phase B: Player B activate 2 characters. 4. Repeat Phase A and B until all Characters are activated may replace their attack value with the unmodified
4. Repeat Phase A and B until all Characters are activated
characters modify his range values by +2". Give
this character a power action and choose an 5. Repeat Step 1. attack value of an adjacent friendly character with the
5. Repeat Step 1.
Covenant Empire team ability
adjacent UNSC friendly character. The chosen Character Actions
Character Actions character modifies its damage value by +1 while 1. MOVE.
1. MOVE. adjacent to this character and making ranged combat Plasma: Range 8", Blast (3) (Especial). On a hit mark the
attacks this turn. Uncopyable. 2. RUN/ FULL SPEED: Character can only move, his Speed hit character. At the beginning of your next turn, deal 4
2. RUN/ FULL SPEED: Character can only move, his Speed value increase in +6” for the remainder of the fase. damage to the character marked in this way and apply
value increase in +6” for the remainder of the fase. the area damage.
Plasma: Range 8", Blast (3) (Especial). On a hit mark the
hit character. At the beginning of your next turn, deal 4 3. ATTACK.
3. ATTACK. Frag: Range 8". Blast (3), Damage 4. Each other hit
damage to the character marked in this way and apply
the area damage. 4. MOVE AND ATTACK: Move the unit and then attack. If your character is knocked back from the target.
4. MOVE AND ATTACK: Move the unit and then attack. If your unit moves more than 4" and attacks, -3 to attack.
unit moves more than 4" and attacks, -3 to attack. Flashbang: Range 8", No damage, Blast (no damage).
Frag: Range 8". Blast (3), Damage 4. Each other hit
character is knocked back from the target. 5. ATTACK AND COVER: can attack and then move up to 4". Put an action token on all hit characters that have zero
5. ATTACK AND COVER: can attack and then move up to 4". action tokens.
Flashbang: Range 8", No damage, Blast (no damage). 6. Move and OPEN A DOOR: The character can move up to
6. Move and OPEN A DOOR: The character can move up to his speed value, if at the end of his movement is next to a door Thermite: Armor Piercing, Penetrating, damage 5,
Put an action token on all hit characters that have zero
his speed value, if at the end of his movement is next to a door (in base contact) he can open the door. Blast (3), A character with this grenade can use it to clear
action tokens.
(in base contact) he can open the door. an area of 4" of blocking terrain or walls.
Thermite: Armor Piercing, Penetrating, damage 5, 7. OPEN A DOOR and MOVE: Open door and move up to 4".
7. OPEN A DOOR and MOVE: Open door and move up to 4".
Blast (3), A character with this grenade can use it to clear
an area of 4" of blocking terrain or walls. 8. OPEN A DOOR and ATTACK: Open door and Attack with -3
8. OPEN A DOOR and ATTACK: Open door and Attack with -3 penalty.
penalty.
9. Do a Power/ Special Action
9. Do a Power/ Special Action
10. Don't do anything.
10. Don't do anything.

The turn sequence


The turn sequence TEAM ABILITY: UNITED NATIONS 1. Roll for initiative TEAM ABILITY:
1. Roll for initiative SPACE COMMAND (UNSC) 2. Phase A: Player A activate 2 characters. COVENANT EMPIRE
2. Phase A: Player A activate 2 characters. 3. Phase B: Player B activate 2 characters. Characters with the Covenant Empire team ability
When this character is adjacent to a friendly UNSC
3. Phase B: Player B activate 2 characters. 4. Repeat Phase A and B until all Characters are activated may replace their attack value with the unmodified
4. Repeat Phase A and B until all Characters are activated
characters modify his range values by +2". Give
this character a power action and choose an 5. Repeat Step 1. attack value of an adjacent friendly character with the
5. Repeat Step 1.
Covenant Empire team ability
adjacent UNSC friendly character. The chosen Character Actions
Character Actions character modifies its damage value by +1 while 1. MOVE.
1. MOVE. adjacent to this character and making ranged combat Plasma: Range 8", Blast (3) (Especial). On a hit mark the
attacks this turn. Uncopyable. 2. RUN/ FULL SPEED: Character can only move, his Speed hit character. At the beginning of your next turn, deal 4
2. RUN/ FULL SPEED: Character can only move, his Speed value increase in +6” for the remainder of the fase. damage to the character marked in this way and apply
value increase in +6” for the remainder of the fase. the area damage.
Plasma: Range 8", Blast (3) (Especial). On a hit mark the
hit character. At the beginning of your next turn, deal 4 3. ATTACK.
3. ATTACK. Frag: Range 8". Blast (3), Damage 4. Each other hit
damage to the character marked in this way and apply
the area damage. 4. MOVE AND ATTACK: Move the unit and then attack. If your character is knocked back from the target.
4. MOVE AND ATTACK: Move the unit and then attack. If your unit moves more than 4" and attacks, -3 to attack.
unit moves more than 4" and attacks, -3 to attack. Flashbang: Range 8", No damage, Blast (no damage).
Frag: Range 8". Blast (3), Damage 4. Each other hit
character is knocked back from the target. 5. ATTACK AND COVER: can attack and then move up to 4". Put an action token on all hit characters that have zero
5. ATTACK AND COVER: can attack and then move up to 4". action tokens.
Flashbang: Range 8", No damage, Blast (no damage). 6. Move and OPEN A DOOR: The character can move up to
6. Move and OPEN A DOOR: The character can move up to his speed value, if at the end of his movement is next to a door Thermite: Armor Piercing, Penetrating, damage 5,
Put an action token on all hit characters that have zero
his speed value, if at the end of his movement is next to a door (in base contact) he can open the door. Blast (3), A character with this grenade can use it to clear
action tokens.
(in base contact) he can open the door. an area of 4" of blocking terrain or walls.
Thermite: Armor Piercing, Penetrating, damage 5, 7. OPEN A DOOR and MOVE: Open door and move up to 4".
7. OPEN A DOOR and MOVE: Open door and move up to 4".
Blast (3), A character with this grenade can use it to clear
an area of 4" of blocking terrain or walls. 8. OPEN A DOOR and ATTACK: Open door and Attack with -3
8. OPEN A DOOR and ATTACK: Open door and Attack with -3 penalty.
penalty.
9. Do a Power/ Special Action
9. Do a Power/ Special Action
10. Don't do anything.
10. Don't do anything.

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