Specialists are units that have certain qualities or abilities that allow them to act differently from typical units.


A character is any combatant who displays an unusual skillset or level of competency. These personnel can include both player characters and notable NPCs, but generally represent unique individuals or singular teams, rather than entire companies of soldiers or squadrons of vehicles. Because of this, characters are not represented by a separate unit on the battlefield, but are instead added to another unit in the army. The unit the character is added to receives any weapons and abilities that the character has. Note that characters can be added to any type of unit, including vehicles and war engines.

The unit and the character must operate together throughout the entire battle, unless specifically stated otherwise.

If character's unit is destroyed, roll a D6 to determine the character's fate.

  • On a result of 1, the character escapes disaster and can join another unit information.
  • On a result of 2-3, the character survives but is incapacitated. If at least one unit in formation survives combat, the character makes a full recovery later.
  • On a result of 4-6, the character is killed in action.


Characters who have the training or natural aptitude for leadership are considered officers. While officers may not necessarily provide any bonuses to their attached unit, they serve an important role in the chain of command, particularly in the event the lead officer of a formation is put out of commission.

A unit may have multiple officers, but one must be selected as the active officer before the start of battle.

If a unit's officer is killed or incapacitated, another officer within the unit may be nominated to take their place.


Officers who serve as the senior authority of a formation are called commanders. Commanders affect the command rating of their formation, making their continued service crucial to an army's success.

Units may only have a single commander, who must be selected from among the active officers before the start of battle.

If a formation's commander is killed or incapacitated, another officer within the unit may be nominated to take their place. Additionally, a commander's death inflicts an additional point of Shock.


Environmental Save

Units with filtration systems or isolated air supplies may have environmental saves (X), which allow them a save against X if affected by environmental effects or gaseous weapons. No modifiers ever apply to environmental saves, but they can be used in response to dangerous terrain featuring toxic fumes or a vacuum.

Invulnerability Save

Units with protective devices or supernatural durability may have invulnerability saves (X), which allow them a second save against X if they fail their first save. They may take this secondary save against any form of attack, even attacks that would normally not allow a save to be taken. No modifiers ever apply to invulnerability saves, and they cannot be used in response to dangerous terrain.

Regeneration Save

Units with medical or lesser regenerative capabilities may have regeneration saves (X), which allow them a second save against X if they fail their first save. They may take this secondary save against any form of attack, with the exception of hits inflicted by macro-weapons, but a successful save still inflicts one point of Shock. No modifiers ever apply to regeneration saves, and they cannot be used in response to dangerous terrain.

Reinforced Armour

Units with reinforced armour are protected by plating many times thicker than that found on most vehicles and have extremely robust internal construction too. As a result, they still take their saving throw when hit by macro-weapons. In addition, they may use their armour save to re-roll a failed save against any non-macro-weapon hit, including those inflicted during assaults. Note this does not protect against dangerous terrain.

Thick Rear Armour

Some armoured units are noted as having thick rear armour. These units have equally thick armour all round, letting them ignore the -1 save modifier when caught in a crossfire.


Jump Pack

Some units are noted as having jump packs. These units are equipped with special devices that allow them to fly for short distances, usually in a series of long hops.

Units equipped with jump packs may ignore dangerous or impassable terrain as they move. They may not land on impassable terrain, and if they land in dangerous terrain they must still take a dangerous terrain test. Units equipped with jump packs may also move over other friendly units as they move, but may not land on them. Units with jump packs are affected by enemy units and zones of control normally, and cannot jump over enemy formations.


Some infantry units are noted as being mounted, either riding on bikes or living creatures such as horses. Mounted units count as vehicles for terrain effects, but as infantry units for all other purposes.


Some units are noted as being walkers. They are able to negotiate dangerous terrain more easily than other units. To represent this, they may re-roll any failed dangerous terrain tests.



Some units are seen by their allies as ablative, sacrificial, or just plain disposable, making them expendable.

A formation does not receive Shock when a unit with expendable is destroyed, including the extra point of Shock from the first casualty of a crossfire, or when an expendable unit is hit by a weapon with disrupt.

If a formation is comprised completely of expendable units, then they do not benefit from any of the rules above.

Expendable units killed in an assault still count for the purposes of working out its result.


Some units are noted as being fearless. Such units are either exceptionally brave or so crazed that they will never run away even when broken, though they can still be ordered to withdraw.

Units that are fearless are immune to damage from losing an assault (both the additional hits and being wiped out if already broken) and from the damage inflicted by Shock if broken. When broken or otherwise forced to take a withdrawal move, fearless units may choose not to withdraw, and if the unit elects to withdraw it will be destroyed only if it ends its move adjacent an enemy rather than within 4 tiles. Fearless units that remain stationary do not take additional damage. Note that other units in the formation that are not fearless will be affected normally by additional hits for Shock, losing an assault, and similar — do not allocate any of the hits to the units that are immune, but distribute them as normal to units that are not.

Fearless units still count as part of a formation, and so will sometimes be dragged along as their formation withdraws in order to stay in formation. Finally, note that not needing to withdraw can mean that fearless units can end an assault still in an enemy zone of control, or even in close contact with the enemy.


Some units are noted as being healers (+X). At the beginning of an assault, healers can choose an infantry unit in formation to give a regeneration save of X. If no unit is chosen before an assault commences, the healer selects itself.


Some units are noted as being infiltrators. These are allowed to double their speed when they make a charge move, but only when they charge. Additionally, infiltrators ignore enemy zones of control so long as they start their movement concealed. Unit coherency rules still apply to infiltrators.


Some units are noted as being scouts. These units are trained to operate on their own, scouting ahead of their formation to seek out the enemy. Scout units only have to remain within 5 tiles of another unit from their formation, rather than adjacent as would normally be the case. In addition, scouts are trained to spread out so they can cover a wide area, giving them a 2-tile zone of control. Note that these abilities only apply to scout units and cannot be transferred to other units in the same formation or transport units carrying the scouts.


Some infantry units are noted as being snipers. Roll separately when shooting with a sniper unit. If they hit, the attacker can choose which enemy unit is hit from those within range and in line of fire for the sniper unit. Additionally, the target suffers a -1 save modifier.


Some units are noted as being sappers. Sappers may take a special action to construct fieldworks, demolish structures, and deploy or clear minefields.

Weapon Qualities


Certain weapons are designed to disrupt enemy formations as much as kill enemy troops. To represent this, weapons noted as having the disrupt ability inflict a point of Shock on enemy formations for each hit they inflict, rather than for each kill they inflict. Any units that fail their save still lose integrity as normal, but units destroyed by disruptor weapons do not cause a second point of Shock.

Extra Attacks

Some assault and close combat weapons are noted as having extra attacks (+X). Units armed with these weapons receive a number of extra attacks equal to X during an assault. For example, an assault weapon noted as having extra attacks (+2) would allow the unit using it to make two extra close combat attacks in an assault. Sometimes the entry will specify a dice roll rather than a fixed number: a weapon that had extra attacks (D3) would attack D3 times each time it attacked (but not D3 extra times). Extra attacks can apply to shooting attacks, close combat attacks, and firefight attacks.

First Strike

Weapons with the first strike ability attack first in an assault. Resolve the attack and inflict damage for the weapon before attacks without first strike are made. This may result in some enemy units being destroyed before they can attack. If the ability is noted for a weapon with extra attacks, then only the extra attacks get the first strike ability; otherwise, it will count for all close combat attacks if noted for an assault weapon, or all firefight attacks if noted for small arms. If opposing units both have first strike weapons, then all first strike attacks are resolved simultaneously and their results applied to both sides before other attacks are resolved.


Some weapons are noted as being gaseous. Only units with environmental, invulnerable, or regeneration saves receive a saving throw against hits from a gas weapon. Any other type of target that is hit does not get a saving throw at all: armour and cover saves are both ignored, though the -1 to hit modifier for targets in cover does apply.

Ignore Cover

Some weapons are noted as being able to ignore cover. These weapons are designed to negate the effects of cover, either by blasting it apart or simply bypassing it altogether. These weapons ignore cover to hit modifiers, and negate infantry cover saves.

Indirect Fire

Some weapons that can fire barrages are noted as having the indirect fire ability. Units armed with indirect fire weapons are allowed to fire indirectly if their formation takes a sustained fire action. Units belonging to a formation that fails the action test may shoot normally as part of their hold action, but may not fire indirectly. Units firing an indirect barrage still receive the +1 modifier for taking a sustained fire action. In addition, no line of fire is required for an indirect barrage, as it is assumed that the barrage is fired high in the air so that the shots rain down on the target and ignore any intervening terrain. Co-ordinates for the barrage are provided by targeters that are either in other friendly formations that do have a line of fire or from orbital surveillance. Finally, the high trajectory used by weapons firing indirectly greatly increases their range, but means they cannot fire at targets that are too close by. To represent this, weapons firing indirectly double their range, but have a minimum range of 8 tiles.


Weapons that display significant levels of power or damage potential are called macro-weapons. Only units with reinforced armour or invulnerable saves receive a saving throw against hits from a macro-weapon. Any other type of target that is hit does not get a saving throw at all: armour and cover saves are both ignored, though the -1 to hit modifier for targets in cover does apply.

Units on board a transport vehicle destroyed by a macro-weapon only receive a save if they would have one were they hit by the macro-weapon directly.

In an assault, some small arms and assault weapons that are allowed extra attacks can have the macro-weapon ability as well. In this case the macro-weapon ability only applies to the extra attacks.

If an attacking formation scores hits both with normal weapons and weapons with the macro-weapon ability, then the defender must allocate and make any saves for the normal hits first, and then allocate and make any saves for the macro-weapon hits. Hits from macro-weapons can only be applied to units that are in a position to be hit by a macro-weapon.


Some weapons are noted as being poisoned (X). Whenever an infantry unit with an integrity above 1 is damaged by a poisoned weapon, it must make an additional invulnerable save or regeneration save, or a save against X. Failure results in the unit losing one additional point of integrity.


Some weapons are noted as being single shot. These weapons may be used once per battle and may not then be used again.


Some weapons are noted as being slow firing. These weapons must take one turn to reload after they have fired. This means that if they fire on one turn they may not fire during the next.


Some weapons are noted as being Titan Killers (X). Enemy units hit by such weapons may not take a cover or armour save, even if they have reinforced armour. Additional rules apply if the target hit is a war engine. In all other ways, Titan Killers are treated as macro-weapons.

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