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Tactical Miniatures Guide

This quick reference sheet summarizes various actions characters can take in a game. It lists different types of movement like crawling, sneaking, walking, running, and sprinting. It also outlines combat actions such as melee attacks, ranged shooting, aiming, reloading, and throwing grenades. Additional actions include rallying, using psionic abilities, spotting enemies, first aid, picking up objects, standing up, making tech rolls, leadership rolls, and attempting a quantum leap teleport. For each action, it provides a brief description of how the action works according to the game's rules.

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0% found this document useful (0 votes)
66 views1 page

Tactical Miniatures Guide

This quick reference sheet summarizes various actions characters can take in a game. It lists different types of movement like crawling, sneaking, walking, running, and sprinting. It also outlines combat actions such as melee attacks, ranged shooting, aiming, reloading, and throwing grenades. Additional actions include rallying, using psionic abilities, spotting enemies, first aid, picking up objects, standing up, making tech rolls, leadership rolls, and attempting a quantum leap teleport. For each action, it provides a brief description of how the action works according to the game's rules.

Uploaded by

philippe imbs
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ACTIONS AND REACTIONS QUICK REFERENCE SHEET

MOVEMENT CRAWL
Place the model face down and move it 1”.

SNEAK/HIDDEN
Move 2” along, around or through a terrain feature. Terrain does not affect this movement. A Sneaking character is
Hidden and may not be targeted unless the shooter first Spots him (see Spot, p.12)

WALK
Move up to 2”. No Terrain roll is required if Walking in broken terrain.

RUN
Move 4”, +1” per level in the Fast or Extra Legs Traits. Make a Terrain roll in broken terrain.

SPRINT
Move 6”, +1” per level in the Fast or Extra Legs Traits, in a straight line. Make a Terrain roll if any part of the
movement is in broken terrain.

ATTACK MELEE
Attack an adjacent opponent. A character may perform as many attacks as he has actions, or may spend
additional actions to make a single Powerful Blow – each additional action spent in this way adds +1 to the Melee
roll. See Melee Combat, p.18.

SHOOT(RANGE​)
The character performs a ranged attack. See Ranged Combat (p.16) for details.

AIM Add +1 to the next Shoot roll performed in the same Activation. Two consecutive Aim actions may be stacked, for
a total +2 bonus. All bonuses are lost if the character moves, receives a Pin, or is caught in a grenade blast.

DRAW Draw a weapon, or holster one and draw another.

RELOAD Reload a weapon.

PRIME/THROW Draw a grenade and ready it for throwing or throw a grenade. See Grenades, p.17.
GRENADE

RALLY Remove one Pin marker from the character. If the character has no active enemy in LoS, remove two Pin markers.

PSI ROLL The character concentrates and uses a Psionic Ability. Most Psionic Abilities require TN10 (although there are
exceptions – see Psionic Abilities, p.57. Using a Psionic Ability does not reveal the position of a Hidden Psionic
character (with the exception of Electrokinesis) A critical success with a Psionic Ability costs no Stress, a critical
failure costs +1 Stress.

SPOT Perform a TN10 Spot roll to detect a Hidden target. Targets within 2” are automatically Spotted.

FIRST AID Heal any condition on a Wounded character. The TN is (10 + target’s Wounds - target’s Tough level).

PICK UP Pick up an object from the ground (dropped weapon, equipment from an OOA character, etc).
OBJECTS/HEAVY
LOAD Picking up a Heavy weapon or item, or a fallen comrade. The carrier loses 1” from his movement, unless Crawling,
until he puts down his load. Dropping a Heavy load is a free action which may be performed at any time but may
damage equipment (roll a d20 – on 18+ it breaks) or worsen a Wounded character’s conditions (add 1 Wound).

STAND UP A Prone character stands back up.

TECH ROLL Repair, operate or reset machinery, including opening hatch doors, operating vehicles or alien equipment, as
described in the mission rules. TN10 unless stated otherwise, and add any levels in the Tech Trait.

LEADERSHIP Persuade, impress, rally or lead others.


ROLL

QUANTUM LEAP A character wearing a Quantum Harness may attempt to teleport anywhere on the battlefield. TN10.

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