Special Actions
22.1Advance
A unit may forgo its Action and attacks to Advance during the Movement Phase.
If using free measurement, roll 1d6. The unit may move that many additional inches.
If using hexes, roll 1d6.
Roll Bonus Movement
1-2 +1 hex
3-4 +2 hexes
5-6 +3 hexes
A unit that Advances cannot make ranged attacks unless it has an Assault weapon or another rule allows it.
22.2 Dodge
A unit may perform the Dodge Action.
Until the start of its next turn, attacks targeting that unit suffer -1 to Hit Checks. This unit suffers -2 to hit
A unit cannot Dodge while Stunned or Immobilized.
22.3 Aim
A unit may perform the Aim Action during the Action Phase.
If it does, it gains +1 to its next ranged Hit Check before the end of its next Ranged Phase.
Aiming is canceled if the unit:
- Moves
- Advances
- Disengages
- Becomes engaged
- Uses another Action before shooting
22.4 Overwatch
A unit may perform the Overwatch Action during the Action Phase.
Until the start of its next turn, if an enemy unit moves into range and line of sight, the Overwatching unit may immediately make a ranged attack against it.
Overwatch attacks suffer -1 to Hit Checks.
A unit may only fire Overwatch once per round unless a rule says otherwise.
22.5 Load and Unload
A Transport may use the Load/Unload Action to embark or disembark units.
A unit may load into a Transport if:
-
It is within 1 inch of the Transport or adjacent to it
-
The Transport has enough capacity
-
The unit has a tag allowed by the Transport
A unit may unload from a Transport by being placed within 1 inch of it or in an adjacent legal hex.
A unit that unloads cannot move again that turn unless a rule says otherwise.
22.6 Interact
The Interact Action is used for objectives and mission tasks.
Examples include:
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Pick up an artifact
-
Upload data
-
Control a relay
-
Activate a console
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Sabotage a structure
-
Secure a resource cache
The mission determines which units may Interact and what conditions are required.