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General Rules
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Setup
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Battle Scenarios
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The Turn
- Commands
- Restrictions
- Move Command
- Shoot Command
- Defend Command
- Run Command
- Advance Command
- Assault Command
- Ditch Command
- Overrun Command
- Covering Fire Command
- Intervene Command
- Rally Command
- Snap Fire Command
- Command Tokens
- Reacting
- Command Override
- Spoils of War
- End Turn
- Inability to Command
- Turn Structure
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Movement
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Shooting
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Ranged Weapons
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Damage & Rally
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Cover
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Defend and Ditch
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Close Combat
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Melee Weapon Types
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Vehicles
- Vehicles
- Hull
- Facings
- Shield
- System Damage
- Minor Systems
- Major Systems
- Vehicle Hit Points
- Vehicle Field of Fire
- Halo
- (x) Face
- Turret
- Vehicle Actions
- Overcharge
- Overkill
- Ramming Speed
- Vehicles in Melee
- Vehicle Facing Special Rules
- Burst Barrier
- Secondary Shielding
- Shunt Field
- Vehicles in Cover
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Multiplayer
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Special Rules
- Agile
- Armageddon
- Battering Ram
- Blood Craze
- Blood-drunk
- Bombard
- Borer
- Call of the Masters
- Cascade
- Caterpillar
- Cavalry
- Character (named unit)
- Cleave
- Convergence
- Corpse Eater
- Corrosive
- Corruption
- Crush
- Dart
- Dead Hard
- Death Strike
- Defensive
- Detonate
- Dismember
- Dispersion
- Doom
- Drag
- Drill
- Escort (unit name)
- Explosive
- Fissure
- Fizion
- Flying
- Fracture
- Frenzy
- Friendly Friendly Fire
- Guardian (unit name)
- Hidden in Chaos
- High Explosive
- Horde Rule
- Hyper-charge
- Immortal
- Imperfect Host
- Implode
- Inescapable
- Infiltrate
- Interlinked
- Marked
- Mechanized
- Mortar
- Overflow
- Phalanx
- Piercing
- Pike
- Prey on the Weak
- Ram
- Re-enforce
- Recon
- Relentless
- Rupture (named rule)
- Schism (Host)
- Shock
- Simmer
- Singularity
- Spawn
- Stalk
- Stealth
- Strider
- Survival (named rule)
- Swarm
- Toxic
- Trudging
- Ultrasonic
- Un-living Infection
- Unstable Platform
- Vulnerability Analysis
- Will of the Masters
- Wrath of the Masters
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Models and Units
Description
A model represents a single miniature.
A unit is a group of models that activate together.
Expanded Description
All stats and rules apply to each model individually unless a rule says otherwise.
Units act as a single group when issued commands unless a rule says otherwise.
Models in a unit must stay within 2 inches of another model in the same unit.
This is called coherency.
Coherency is checked during and after movement unless a rule says otherwise.
If models from the same unit are no longer in coherency, use the Combining and Splitting Units rules to resolve it.
If a movement, damage, scenario, or special rule creates a specific exception, use that rule instead.
Example
A unit contains three models.
When the unit is issued a command, the models act together as one unit.
During movement, each model must remain within 2 inches of another model in the same unit.
If the models end up outside coherency, resolve the situation using the Combining and Splitting Units rules unless another specific rule applies.
FAQ
Q: What is a model?
A: A model is a single miniature.
Q: What is a unit?
A: A unit is a group of models that activate together.
Q: Do rules apply to the whole unit or each model?
A: Stats and rules apply to each model individually unless a rule says otherwise.
Q: How do units act when issued commands?
A: They act as a single group unless a rule says otherwise.
Q: What is coherency?
A: Coherency means models in a unit must remain within 2 inches of another model in the same unit.
Q: When is coherency checked?
A: During and after movement unless a rule says otherwise.
Q: What happens if a unit is no longer in coherency?
A: Resolve it using the Combining and Splitting Units rules, unless a more specific rule applies.