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Opponents

Choice
All-out Attack
Attack
Defend
Side-step
Step Back
Turn Around
Disengage

SIDE-STEP
Order of
Attack
Attack First
Attack Second
Attack First
Attack First
Simultaneous
Attack Second
Attack First

Weapon
Selection
Close Combat
Close Combat
Close Combat
Close Combat
Ranged Weapons
1
Close Combat
2
Ranged Weapons

Special Rules
You may make one 45 turn immediately before you
attack.

Notes
1. Your opponent is allowed to turn before you can
attack. If you are still in their rear 180 arc you gain +1
To hit with all your attacks.
2. Your opponent is able to get some distance before you
fire, and all your attacks take place outside your
opponents void shields.

Opponents
Choice
All-out Attack
Attack
Defend
Side-step
Step Back
Turn Around
Disengage

STEP BACK
Order of
Weapon
Attack
Selection
Attack Second Close Combat
Attack Second Ranged Weapons
Attack First
Ranged Weapons
Attack First
Ranged Weapons
Simultaneous Ranged Weapons
1
Attack Second Ranged Weapons
2
Attack First
Ranged Weapons
Special Rules
None.

Notes
1. Your opponent is allowed to turn before you can
attack. If you are still in their rear 180 arc you gain +1
To hit with all your attacks.
2. Your opponent is able to get some distance before you
fire, and all your attacks take place outside your
opponents void shields.

Opponents
Choice
All-out Attack
Attack
Defend
Side-step
Step Back
Turn Around
Disengage

TURN AROUND
Order of
Weapon
Attack
Selection
Move Second May Not Attack
Move Second May Not Attack
Move First
May Not Attack
Move First
May Not Attack
Move First
May Not Attack
1
See Notes
May Not Attack
2
Move Second May Not Attack
Special Rules

You may make as many 45 turns as if you had advance


orders, but may not attack.

Notes
1. Both players roll a D6. Reroll any ties. The player
with the lower score must move first.
2. Your opponent must make his disengaging move
before you turn around.

Opponents
Choice
All-out Attack
Attack
Defend
Side-step
Step Back
Turn Around
Disengage

DISENGAGE
Order of
Weapon
Attack
Selection
Move Second May Not Attack
Move Second May Not Attack
Move Second May Not Attack
Move Second May Not Attack
Move Second May Not Attack
Move First
May Not Attack
1
See Notes
May Not Attack
Special Rules

You may only leave close combat by using this option.


You may make a normal charge move, including as
many turns as you are allowed. You may not finish the
move in base-to-base contact with any enemy model.
You may not disengage if you have damaged legs or
reactor. If you have damaged MIUs you must roll 4+ on
a D6 in order to disengage. If you fail the roll you stay in
place and may not attack.

Notes
1. Both players roll a D6. Reroll any ties. The player
with the lower score must move first.

ALL-OUT ATTACK
Order of
Weapon
Attack
Selection
Simultaneous Close Combat
Attack First
Close Combat
Attack First
Close Combat
May Not
May Not Attack
Attack
Step Back
Simultaneous Close Combat
1
Turn Around Attack Second Close Combat
2
Disengage
Attack First
Ranged Weapons
Opponents
Choice
All-out Attack
Attack
Defend
Side-step

Special Rules
You may make two improvised attacks, and add +1 to the
number of critical hits you inflict with any close combat
weapons or improvised attacks. All opponents attack you
at +1 to hit with close combat and improvised attacks.

Notes
1. You attack before your opponent can turn. If you are
in your opponents rear 180 arc, you gain +1 to hit.
2. You catch your opponent as he attempts to turn
around. All of your attacks automatically hit.

Opponents
Choice
All-out Attack
Attack
Defend
Side-step
Step Back
Turn Around
Disengage

ATTACK
Order of
Attack
Attack Second
Simultaneous
Attack First
Attack First
Attack First
Attack First
Attack First

Weapon
Selection
Close Combat
Close Combat
Close Combat
Close Combat
Ranged Weapons
1
Close Combat
2
Ranged Weapons

Special Rules
None.

Notes
1. You attack before your opponent can turn. If you are
in your opponents rear 180 arc, you gain +1 to hit.
2. You are able to fire your ranged weapons before your
opponent has gotten too far away. All your attacks
take place inside your opponents void shields, and
receive a +1 modifier to hit.

Opponents
Choice
All-out Attack
Attack
Defend
Side-step
Step Back
Turn Around
Disengage

DEFEND
Order of
Attack
Attack Second
Attack Second
Simultaneous
Attack Second
Attack Second
Attack Second
Attack First

Weapon
Selection
Close Combat
Close Combat
Close Combat
Close Combat
Ranged Weapons
1
Close Combat
2
Ranged Weapons

Special Rules
All opponents using close combat weapons and
improvised attacks receive a 2 modifier to hit.

Notes
1. Your opponent is allowed to turn before you can
attack. If you are in your opponents rear 180 arc, you
gain +1 to hit with all your attacks.
2. Your opponent is able to get some way away before
you fire, and all your attacks take place outside your
opponents void shields.