-
General Rules
-
Setup
-
Battle Scenarios
-
The Turn
- Actions & 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 to an Activation
- Command Override
- Spoils of War
- End Turn
- Inability to Command
- Turn Structure and Commands
- Show Remaining Articles (6) Collapse Articles
-
Movement
-
Shooting
-
Ranged Weapons
-
Damage & Rally
-
Cover
-
Defend and Ditch
-
Close Combat
-
Melee Weapon Types
-
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
- Show Remaining Articles (7) Collapse Articles
-
Multiplayer
-
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
- Show Remaining Articles (63) Collapse Articles
Multiplayer Spoils of War
If a player chooses not to react after being targeted, they take a token from the central pool and hold onto it; this is spoils of war token. Players with this token can still activate units as normal if it is their turn, or they are reacting, by pulling from the central pool. During the turn, if another player chooses not to react, the player with the spoils must either give the token to them or immediately use it. If the chosen command requires a target it must be a unit belonging to the player choosing not to react and their unit may not react against this command.
Example: Player A does not react to being targeted and takes a spoils of war token. Player B then chooses not to react to another action, prompting Player A to either use the token immediately or pass it to Player B. Play continues until all commands are spent and the turn ends in which case the player with the last activation goes first and decides the rotation.
multiplayer, multiplayer_spoils_of_war