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General Rules
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Setup
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Battle Scenarios
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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
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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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Restrictions
Restrictions are a core mechanic that prevent a unit from being issued incompatible or overlapping commands.
When a command is resolved, it may apply one or more named restrictions to the unit (e.g., Run, Shoot, Defend). These restrictions last for the rest of the round unless explicitly removed.
A unit cannot be issued a command if it already has any restriction that the command would apply.
Ruling Clarification
- You cannot stack the same restriction by issuing the same command again.
- Restrictions are gained when a command is resolved, not when declared.
- You may issue a command that gives different restrictions than the ones already applied, as long as there’s no overlap.
- Most units will accumulate one or two restrictions per turn.
- Some commands apply multiple restrictions at once (e.g., Rally applies Run, Shoot, and Defend).
- Restrictions do not affect movement or stats directly—they limit what commands the unit may receive.
Examples
1. A unit Runs
→ It gains the Run restriction.
→ It cannot be ordered to Rally, since Rally also applies Run.
2. A unit uses Rally
→ It gains Run, Shoot, and Defend restrictions.
→ It cannot be given any of those commands again this round.
3. A unit Defends, then attempts to use Rally
→ Illegal. Rally applies Defend, which the unit already has. Command is blocked.
4. A unit Shoots, then Moves
→ Legal. Shoot applies the Shoot restriction, and Move applies none. No overlap.
Summary
- Commands with multiple restrictions (like Rally) have broader blocking effects.
- Restrictions block commands that would apply the same name again.
- You cannot issue a command that applies a restriction the unit already has.
- Restrictions are applied when a command resolves, not when declared.
- A unit may hold multiple different restrictions at once.
- Restrictions last for the rest of the round unless removed by a rule.