FAQ

Hidden units

A unit may become hidden if it's out of Line of sight and performs a Hide action, or being stealthy and deploying as such.

Hidden units become revealed the moment they shoot (unless having supressed weapons) or run. When they have supressed weapons, the enemy can only react after being fired, or identifying them with a TQ check against the hidden unit. They can also be discovered by spotting actions at optimum range. While spotting can't be reacted, spotting&fired can, even if the unit fails to adquire a target.

The use of a grid nullufies this rule completely. Augmented senses, advanced sensors, animal teams, locals... etc also help countering it.

Movement of vehicles

Wheeled, tracked and walker move on the ground, with the penalties that correspond to the terrain.

A Nap of Earth flier hovers a bit from the ground. They can move over any terrain, as long as there is not a vertical face of 4cm or more. This means they can hover over most trees, small buildings, hills etc, but not cliffs, cities, etc. When it stops moving, it's assumed it's 2cm above the current place.

A flier moves where it pleases, ignoring terrain. It's also high in the sky, and are considered to be visible and to see everything, unless there's a terrain "shadow" (like being behind a building). They can also move as NOE fliers if they desire, but they must say so when moving.

Shooting with vehicles

When a vehicle uses a Fire order (as activation or reaction), it shoots the main weapon and at most one support weapon. If they are at half crew, they can only shoot one.

To resolve this, first fire the first weapon as normal, and resolve everything, including defense and casualties of the targeted unit. Then, fire the second weapon.

This only counts as one activation/reaction, so each Fire only makes you lose 1D Firepower, not 2.

Shooting ATGMs

ATGMs are one of the most effective weapon against armored tanks, although they can be defeated with proper countermeasures. They work like this:

  1. Declare the fire order on the unit with the ATGM, with the target. If the ATGM is not in a team or in a leader, you could also separate fire with the rest of the squad (requires a TQ test). The ATGM and the target must be at least 6" apart. Also, if the ATGM has already been shot, a successful TQ check is needed to rearm.
  2. The target and every unit with Line of Sight to the activated unit declares their reaction. Vehicles may also try to retreat or shoot down the missile with point defense.
  3. The order of reactions is determined.
  4. When the ATGM shoots, it throws as many dice as the power of the weapon, plus TL differences. The defender uses normal armor defense.
  5. Compare success as normal.
  6. If there is at least one success, check in the Vehicle damage table, using the Heavy Gun section. With one success, use a D8, with two, a D10, with three or more, a D12.

ATGMs are also support weapons: when shooting in a squad, not alone, they are non AT weapons of the relevant category and give dice as normal. Some may have additional effects that work alone (as ATGM described above) or as a squad weapon.

Shooting AT weapons

Much like ATGMs, AT weapons fire alone, independent of the rest of the unit. However, in addition to TL, they also receive the team bonus. They use the Light, Medium or Heavy table depending on the kind of weapon it is.

For example, a supression cannon gives AT2, so they throw 2D. If they have a TL advantage of 1, they throw 3D. The enemy would roll his armor with one die less because of the weapon effect. When calculating damage, we would check the "Medium gun" table, with a +1 on the result due to the weapon. If we decided to not shoot as AT, we would also get the advantages because the bonuses specify that they are for the squad.

Shooting non AT weapons at vehicles

Normal infantry without AT weapons, or the AT weapons firing with the whole squad may also choose to shoot at vehicles, although their capabalities are limited. Simply take into account if you are using a Heavy support weapon or not, and use the table on pg 114 to see if you can do something to the vehicle. Then resolve the shooting as normal, taking into account the penalties, and when determining damage, use the Small Arms (if shooting without support weapons) or the Light Gun section of the corresponding vehicle class, with a -2 to the die roll.

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