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Actions

REPOSITION1AP

Move the active operative up to its Move stat to a location it can be placed. This must be done in one or more straight-line increments, and increments are always rounded up to the nearest inch.

It cannot move within control range of an enemy operative, unless one or more other friendly operatives are already within control range of that enemy operative, in which case it can move within control range of that enemy operative but cannot finish the move there.

An operative cannot perform this action while within control range of an enemy operative, or during the same activation in which it performed the Fall Back or Charge action.

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SCOUT SQUAD OPERATIVES


Most Space Marines begin their service to the Chapter in the Scout Company. Lightly armed in comparison to their elder brothers, Scout Squads wield a range of specialist weapons and equipment to undertake clandestine operations, often deep behind enemy lines.

FACTION RULES


Veterans of their Chapter, these highly experienced warriors choose to train the next generation of battle-brothers. They lead by example, commanding the respect of their charges with their courage and tactical acumen.

FORWARD SCOUTING


Heavy ordnance or a rapid advance previously neutralised the area. Move in its wake to secure the killzone.

At the end of the Set Up Operatives step, you can select and resolve up to five Forward Scouting options. Each option has a number in brackets, which is the maximum number of times you can select and resolve it for the battle. For example, your five selections could be Reposition (2), Trip Alarm (1), Booby Trap (1) and Diversion (1). If both players have this rule, alternate resolving selection by selection, starting with the player that has initiative.

4. Roll Defence Dice


The defender collects three defence dice. If the target operative is in cover, they can retain one normal success without rolling it — this is known as a cover save. They roll the remainder.

Each result that equals or beats the target’s Save stat is a success and is retained. Each result that doesn’t is a fail and is discarded. Each result of 6 is always a critical success. Each other success is a normal success. Each result of 1 is always a fail.

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