Professional Documents
Culture Documents
FAQ
V1.2
March 2023
Page 11: Positioning within a cube. Amend second sentence to "You can place a model
wherever you like on the board, including partly over the lines that form the grid between
cubes and/or partly over the edge of the board."
Page 11: Cube capacity. Amend the 3rd sentence as follows "You may not voluntarily
move or insert models from your either Strike Team into a cube if this would exceed the
capacity of that cube."
Models with a Move Speed stat of “-” may not use this Advance ability to move.
Page 17: Moving away from enemies (Breaking Away). Add the following:
If, when a model leaves a cube containing enemy models, a pinned enemy model is chosen
for the free Assault action, it may not Fight and therefore does nothing and remains pinned.
Page 19: Moving up and down levels. Add the following to the end of the third paragraph:
If moving up, down or horizontally by climbing walls, the movement may pass through cubes
with no floor. The movement must end in a cube with a floor, or the model will fall (see
Falling, page 26).
Once the model has finished Falling/Scattering, resolve falling damage as normal. Fall
height is measured from the last floor the model was standing on. The movement which
caused the fall may not continue after the fall, e.g. a Sprint action may NOT be one cube
movement, then a fall, then another cube of movement. If not Pinned, the model that fell may
then perform other actions as normal.
A model may not move to a cube on a higher level with no floor and then fall.
While in a cube with a friendly model with the Defender Shield keyword, the equipped model
and all size 1 or 2 friendly models gain +1 to their Armour value. Each model can only
benefit from a single Defender Shield bonus at a time.
Page 32, Dropsuit. Amend first sentence of second paragraph to “When called in, place the
Drop Suit model in any cube on the table which has no other models in it”.
Page 35: Grenade. Change first paragraph to "Grenades are thrown using a Shoot action.
Choose a target cube within range. If you do not have LOS to the target cube, then both the
shooting model and the target cube must be visible when viewed from directly above. I.e. the
grenade is thrown directly into the cube if you have LOS, or lobbed over whatever is blocking
LOS."
Remove the first sentence of the fourth paragraph (all grenades are one-use and R3).
Page 36: Invigorate. Amend second sentence to "Weapons with Invigorate may target a
single friendly model up to the stated range, or in the same cube as the active model."
Page 37: Knockback. Amended first sentence “When a model with this keyword, or a model
using a weapon with this keyword, makes a Shoot or Fight test and rolls more successes
than the target model (regardless of whether the target is Surviving or Fighting back, or
whether any damage is caused) it will force the target into a different cube on the same
level”.
The only exceptions are that a Psychic weapon does not need Line of Sight to its target in
order to be used, and is not affected by Smoke modifiers.
Page 39, Smoke. Add to end of 3rd paragraph “Additionally, if the shooting and/or target
models are located in a cube adjacent to a smoke filled cube, the attack will include the -1
dice modifier.”
Page 40, Tactician (n). Amend end of second sentence to “...while the Tactician model
remains is in play (i.e. not left the game, yet to deploy or killed).”
Page 41, Trap. Replace the final sentence of the first paragraph with “Once detonated, the
trap token is removed from play.”
Add text to first sentence in third paragraph “If a model or weapons has the ability to shoot a
trap into a target cube, roll a 3 dice Ranged test (1) with no modifiers or rerolls allowed.”
Page 55, Chem Chase scenario. Final paragraph should read as follows:
Claiming an objective. You must have the only model(s) in the cube. You gain 3 2 VPs at the
end of each Round if you can claim it. The VPs are awarded for each objective claimed, not
per model on the objective.
Page 56-57: Smash and Grab scenario. Replace final bullet point with “The defender
counts as having 1VP for each objective not destroyed (they are not scored each round). I.e.
They effectively start the game with 6VP, but lose 1 each time an objective is destroyed.
Remember to count these points when determining if the end of the game is triggered at the
end of rounds 3, 4 and 5.”
Dance of Death: After the active model performs a Fight an Assault action, make a 1 cube
Move, the model does not need to make a Break Away test to leave a cube containing an
enemy mode. Maximum once per activation. This model may not also use a Move
Command Dice.
Page 15, Replace * text with "A model with an energy shield in its profile may not take one
from the equipment list."
Page 39, Juggernaut Excavator. Remove Frenzy (1) from Power Hammer.
Page 58, Commando Captain. In special order text, replace “...Move, Shoot or Fight
result…” with “...Advance, Shoot or Assault result…”.
Page 73, Neuro-linked Chovar. Change keywords on Mind Blast weapon to “Psychic -
Explosive (Blast)”
Page 85, Needle Drone. Change keywords on Psychic Burst weapon to “Psychic -
Explosive (Blast)”
Page 92, Stage 3A. ‘Ghoul’ with rifle, amend points cost from 10 to 8.
Page 111, Kira Nikolovski. Note that Adrenaline shot and Stimulant shot shown in the unit
keywords allow Kira to use the Adrenaline shot and Stimulants as described in the items
section, each one once per round. One-use does not apply.
Page 111, Add * text at bottom of table "A model with an energy shield in its profile may not
take one from the equipment list."
Page 116, Progenitor. In the special order text, replace “Move” with “Advance action”.
Q: Do Items with weapon profiles (e.g. Combat Blades) add their keywords to the
weapon the model is armed with?
A: No, they have their own weapon profiles, therefore they are separate weapons. In an
Assault, a model must choose one weapon to fight with, e.g. GCPS Ranger armed with
Thermal Mines and carrying the Combat Blades item must choose to fight with AP3 or
Frenzy (1), not both.
Q: Can a unit with Speed "-" be moved by an effect from the recon table, a leader's
Special Order or any other effect?
A: It may not be moved voluntarily by the controlling player or the opponent e.g. recon effect
or Special Order movement. It may be affected by involuntary movement, e.g. blast or
knockback.
Q: How is range measured?
A: The diagram below shows how range should be measured from the Veer-myn in the
bottom corner. The below measurements apply, unless the height difference between the
models is greater than the horizontal distance. Whichever distance is greater is the one used
as the measurement between the active model and the target.
Q. When moving diagonally, does that count as one or more points of movement?
A. Moving directly to any adjacent cube (of which there are potentially eight on the same
level, nine above and nine below) costs one point of your Speed (SP) value. This is
assuming that there is terrain to climb if required, and that there are no solid walls blocking
the route (see diagram on page 17 of the rulebook).
When moving orthogonally (left side pictures on page 18), the model requires a clear path or
a gap of sufficient size to pass through.
When moving diagonally (right side picture on page 18 and both pictures on page 19), an
orthogonal route is calculated only for the purposes of checking that there is a path
available, which is not blocked by terrain and has terrain available to climb if required. This
must be the shortest orthogonal route possible, but the model will have several possible
routes to consider (two when moving diagonally in one plane, or four when moving
diagonally on both the horizontal and vertical planes). For example, when moving diagonally
to a cube on a higher level, the orthogonal route will trace through a cube forwards, a cube
sideways and a cube upwards, in any order.
See right side picture on page 19. That example shows the move is possible only by the
orthogonal route of up, forwards, sideways left [as the model faces]. The other three possible
orthogonal routes are blocked by solid walls along the route.
The diagonal move still only requires one point of Speed (SP) value and the model moves
directly from the original cube to the destination cube, with no interaction with enemies or
items along the orthogonal route.
The orthogonal routes considered may not be any longer than the shortest possible. That
would be an indirect route and would require more points of Speed (SP) value. For example,
an orthogonal route of up, sideways, forwards and down would require at least two points of
Speed (SP) value.
If moving up diagonally, face your model towards the cube you are moving to and think about
the orthogonal route they are taking to get there. If there is a full wall in front of the model, or
to the left or right of the model, that is connected along an edge or at a corner to the floor you
are moving to, that can be used for climbing. If it’s a partial wall in one of those positions, that
can be used too (your strike team are skilled climbers so a bit of a gap can be ignored). If the
only wall is behind your model, that cannot be used.
If there is scatter terrain in the middle of a cube, decide with your opponent if it is suitable for
climbing up to the next level.
You lose access to the Leader’s Tactician value, so this will usually mean rolling only three
Command Dice at the start of the next round. If you have another model with Tactician in
your Strike Team still alive, then you may use it to increase the number of dice as usual.
Q. Can I use a Shoot result on a Command Dice to fire a ranged weapon that would
normally require a long action, e.g. a weapon with Heavy or Sniper Scope keywords?
A. Yes, it allows a Shoot Action regardless of whether that would normally be a long or short
action.
Q. How does the Asterian Cypher Gas Cloud (Toxic (3)) work?
A. Read the Gas Cloud keyword text, then read the Gas Cloud (Toxic (n)) keyword text. All
of the text applies.
Q. At what point during the damage process do the Dismantle, Tough or Toxic
keywords take effect? After or before Energy Shields and Armour?
A. After you resolve the dice tests for the attack (e.g. ranged test vs survive test) you will
have the difference in successes between the rolls. Energy Shields give another dice roll to
reduce that number, then Armour reduces that number too (unless mitigated by AP). This
leaves the number of HP lost: Dismantle, Tough and Toxic all act from that number.
For example 1 HP is lost after resolving Energy Shields and Armour. Dismantle would add 1,
Tough would subtract 1 and Toxic (2) would add 2 to the overall HP lost.
Q. It isn’t clear from the text of my Leader’s Special Order when it can be used. Can I
use it whenever I like?
A. If the timing when it can be used isn’t clear, follow these two general rules:
1. Any ability granted for the rest of the Round must be declared before any attack is
declared.
For example, the Marauder Warlord’s Green Rage must be used before moving into a cube
with an enemy model if you wish to use Frenzy (3) in the resulting Assault. Chief Brokkr’s
Strike it Lucky cannot be used as a reaction when a Brokkr is the target of a Shoot action,
in your opponent’s turn. You must declare it during your own turn as a precaution, in case
the model is targeted later in the round.
2. Any ability that counts only for a single action/attack/assault can be declared after the
initial dice roll is made (including any Frenzy, Weight of Fire, Resilient and rolling extra
dice from exploding 8s) but before any re-rolls purchased with Command Dice.
For example, the Forge Lord’s Defender of the Star Realm. After rolling the dice for a Fight
or Survive test, declare you wish to use the Special Order to re-roll failures. With the Forge
Guard Huscarl’s Starforged Armour, you may see the outcome of the initial dice rolls
before declaring you wish to use the Special Order to reduce the AP of the attack. When
using the Commando Sergeant’s By The Numbers, after rolling the dice for a Fight, Shoot
or Survive test, declare you wish to use the Special Order to re-roll failures.
Remember that each die can only be re-rolled once during a test, for any reason. So keep
track of which ‘failure’ dice are available for re-rolling, and which have already been re-rolled
and cannot be rolled again.
Q. Where are the rules for equipment purchased for models in my Strike Team?
A. If the equipment is named the same as an item shown on pages 42-43, then the equipment
follows the rules exactly as shown for the item (including One-use keyword if shown in
brackets next to the item name).
If the equipment does not have an identical item type, then look up the name of the equipment
in the keywords section on pages 31-41. Follow the rules for that keyword, including any
mention of One-use in the keyword name or description.
Q. My model seems to have an Item in its unit profile, do I use the item rules?
A. No. If a model has something that sounds like an item or equipment in the unit profile, it is
not considered an Item for game rules. So don't reference the items section, just look up the
specific keywords referenced.
Example 1: GCPS Riot Trooper has the defender shield keyword on the unit profile. Look up
the Defender Shield keyword to see how it works, but this is not considered an Item. So the
model could still take a piece of equipment or pick up an Item in the game.
Example 2: GCPS Ranger Specialist with laser carbine also has thermal mines in his weapon
stats. The rules for his thermal mines are given in the weapon stat line, with no keywords.
Therefore do not reference the thermal mines keyword text when using this weapon, you don't
need to. The thermal mines keyword text is for thermal mines purchased as additional
equipment, not for weapons already part of the unit profile.
Example 3: Marauder living legend Boomer has a variety of grenades on his weapon stats.
So do not reference the Item rules for these grenades (they are part of the unit profile, not
Items or Equipment purchased). You will need to reference the Grenade keyword to use the
grenades correctly.
Note: the Grenade keyword text no longer has One-use included (see errata section of this
document).
Q. If a model is moved into another cube by a scatter roll or Knockback or any other
forced movement, which player decides how the model is positioned in the destination
cube?
A. The player who controls the model is responsible for positioning it in the cube it has been
moved into. Note with Knockback in an assault action, the player controlling the model with
Knockback may choose the direction the model is thrown, but position within that cube is still
decided by the controller of the thrown model.
If a model is forced into a cube with no floor or half-floor (e.g. by knockback, falling, or weird
alien psychic powers) follow the rules described in Scatter on page 27 for how the model falls,
lands or scatters.
Q. How do I position a model in a cube when it is too big to fit? E.g I charge my Spectra
in against Veer-myn C in the diagram on page 11.
A. If the cube has sufficient capacity to hold a model of that Size (stat) but does not physically
fit because of terrain or other models, you may state the position of the model within the cube
and place it close by or at the side of the board until you are able to place it back where it
should be on the board (i.e. when it moves somewhere else or other models are moved/killed).
You may find it helpful to keep an empty base available to place in any cube where the actual
model can't fit, as a substitute piece to mark the position of the model. When determining how
LoS is drawn to and from the absent model/substitute base, use the actual model to determine
where eligible parts would be. Be reasonable and display good sportsmanship.
Q. If cube capacity is limited to 4 size-points of models per side (page 11, Rulebook),
when does Overstacked (page 29, Rulebook) come into play? i.e. When can I fit more
models in a cube than normally allowed?
A. Overstacked is a rule to cover unusual situations when more models are in a cube than
would normally occur. This is basically limited to models falling into a cube which they don't fit
into (because of cube capacity) but they are unable to scatter out of (e.g. Timmy fell into a
well), and rampaging models because they are temporarily part of neither strike team (as
stated in the rampage rules).
Other than those reasons, you may not choose to move (e.g. normal actions, knockback, weird
alien psychic powers) or insert (e.g. special order allowing placement of models etc.) models
into a cube which would cause it to be Overstacked. Refer to the last paragraph of the scatter
rules (page 27, Rulebook) for dealing with models that would be scattered into a cube with
insufficient capacity.
Q. Why are there some keywords on weapon stats that don’t apply to weapons?
A. To make best use of page space, some keywords which apply to a unit all the time are
shown in their weapon stats. E.g. Medic keyword in the Enforcer Operative Medic profile.
This doesn’t mean the enforcer medic uses a pistol to heal people, it’s just a way of including
it on the profile without it being on all other operative profiles.
To be clear, the following keywords are always active on a unit, even if they only appear on a
weapon stat line: CLOAKING DEVICE, COMBAT TEAM TRAINING, COMMUNICATIONS
RELAY, DEFENDER SHIELD, ENGINEER, HACKER, MEDIC, SHIELD GENERATOR (x),
TACTICIAN (x), UNDER CONTROL.
Any other keywords on weapon stat lines may only be used if the weapon is ‘in use’. Only one
weapon may be ‘in use’ at one time, so if there is a choice you must choose which one (before
any dice are rolled for a test, if applicable). E.g. Companion or Tenacious keywords are only
active during a Fight test if that weapon is ‘in use’ to Fight with.
If a keyword on a weapon stat may be used during a Survive test, choose which weapon the
model is using to defend itself with. E.g. Forge Father Artificer with Heavy Heat Hammer and
Buzz Saw upgrade may choose to use the Buzz Saw during a Survive test to benefit from the
Companion keyword, but may not benefit from Companion when using the Heavy Heat
Hammer when Fighting or Surviving.
Q. If an action / movement / event results in two different consequences triggering,
which is resolved first?
A. There have been a few queries about events that may trigger simultaneously, these
guidelines will hopefully clarify order of resolution (this may get updated as more queries are
observed):
1. First, dead models are removed from the board.
2. Any explosions take priority over all other effects. E.g. When a model with Boom (x) is
killed, the dead model is removed and the explosion is resolved (there is no opportunity
to move any models out of the cube before the explosion).
3. Traps will trigger immediately when a model moves into a cube, before any other
effects (like assault actions triggered by moving into a cube with an enemy). If a
model’s movement would trigger the movement of other models (e.g. Marauder Ripper
Warlord special order) resolve the consequence of each movement (e.g. triggering of
traps, falling) and then if possible resolve any assaults triggered by moving into a cube
with an enemy. If both models in an assault moved into the cube during the movement
action (e.g. Ripper Warlord special order) then both models must Fight and both
receive the +1 dice for moving into the cube in this action.
4. When breaking away from an enemy, all effects resulting from the assault (e.g. death,
pinning, Knockback) take effect before the model performs the Advance action from
wherever they are.
5. Effects from an enemy shoot attack (e.g. death, explosions, pinning, Knockback) take
place before Evade moves.