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ANATOMY OF A GAME TURN EverYsooy rigHTs. Noscey guirs. You ON'T ba YOUR voR, MLL KILL YoU MOBILE INFANTRY Gk DurINc & Game TuRN both players get an ‘opportunity to move and fight using their models. First cone player takes a player turn, comprising two ‘actions’ with all of his units, and then the other player takes his player turn and does the same. Aside from reactions due to Alert Status, a player is allowed to take his entire curn before another player is allowed to act in any way. Actions Summary A single action enables a unit to Move, Shoot, Charge or Ready. In a single player's turn a model could potentially Move twice, Shoot twice, Move and Shoot, Shoot and Move ot any other combination of two actions. As long as each action js legal and can be completed without violating one of the conditions listed in the Actions chapter itis valid action (though it may trigger reactions from nearby models on Alert Status) The following are summaries of possible actions. These are explained fully in the Aetions chapter. LLL Loe We MUST MEET THIS THREAT WITH OUR THIS GALAXY NOW AND ALWAYS! ~ Sky MARSHAL DiENNES in a Move Action Summary 1 2. a Nominate unie leader. Measure movement range for models. Reduce movement by half if pushing through diffcul errs, - Move models, starting with the unit leader model. Action Summary Blominate target model and declare unit weapons Sring, ‘Peck distance from individual firing models 0 farget model for range. Gheck line of sight from individual firing models 0 target model ‘Determine Fire Zone around target model, Roll damage dice for all weapons in range and line of sight of target model. Discard any dice that roll a natural 1 (and mark ‘models on low ammo if this is a Shoot reaction). ‘Compare remaining dice to the Kill characteristic ‘of models inside the Fire Zone. Each Kill result ‘makes one model in the Fire Zone make a dodge save, starting with the models closest to the fring unit. Models filing or incapable of this save are removed, Multihit models lose two hits instead ‘of being removed. Remove Kill dice results once used. {. Compare remaining dice to che Target characteristic ‘of models inside the Fire Zone. Each Target result requires one model in the Fire Zone to make a save. Models failing this save are removed, starting swith the model closes othe firing unit. Maltihic models lose one hit instead of being removed. “Models that successfully make armour saves against his flinch away ftom the firing unit. Remove Target dice results once used, Occasionally, a unit will ire with weapons that create more than one size of Fire Zone. In this case, resolve Steps 4 to 8 for the smallest Fire Zone first. Then resolve Steps 4 to 8 for the next largest Fire Zone, and ‘When a Fire Zone contains models of more than one unit within it, use the Allocation rules on page 36 t0 determine the spread of firepower. Artillery Fire Summary 1. Nominate target point and declare weapon firing (Check distance from the to target point for range. vidual firing model Declare long/short and even/odds, Roll rwo six-sided dice and calculate deviation of target point Determine Lethal Zone around final target point. Follow steps 6, 7,.8 and 9 for each individual ‘model within Lerhal Zone. Roll weapon's damage dice. Discard any dice that roll a natural Compare remaining dice co the Kill characteristic of the model. Each Kill resule requires a dodge save. If the model fails or is incapable of this save, it is removed. Multihit models lose ewo hits instead of being removed. Remove Kill dice results once used. 1. Compare remaining dice wo the Target characteristic of the model. Each Target result requires an armour or dodge save. If the model fails this save, it is removed. Multihit models lose one hit instead of being removed. Models that successfully make armour saves against hits flinch away from the centre of the Lethal Zone. Remove Target dice results once used. Artillery fire must be preceded by @ Ready action. Note that LZ (Stream) and Remote weapons Steps 2 0 4, instead placing their Lethal Zones directly (see the Characteristcis chapter for details) 1", 2” and 3° Lethal Zone templates and Stream templates are contained within the Starship Troopers miniatures game box. Charge Action Summary Nominate unit leader Measure movement range for models. Reduce movement by half if pushing through difficult terrain, Move models, starring with the unic leader model Pove 2 many models a8 possible within point blank range of enemy models | Alllocare cach charging models Clote Combat damage dice against enemy models within 10 point blank range. Follow Steps 5, 6, 7 and 8 for ‘ach individual model, Roll Close Combat damage dice. Discard any dice that rola natural 1, Compare remaining dice to the Kill characteristic of the attacked model, i 4 dodge save. If the at models lose two hits in Remove Kill dice results once used. Compareremaining dice1o the Targetcharacterstc of the atacked model. Each Target result equines an atmour or dodge save. If the attacked model Kis this save, is removed. Multhit models ne one hit instead oF being removed. Models ther successfully make armour saves against hits finch away from attacking model. Remove Target dice results once used. Once all damage dice for the charging unit have been resolved, each model within poine black ange must flinch away from latger opponents Rule of Thumb Units act, models react. ALERT STATUS Naturally a players forces are not going to si ily by alow an enemy todo whatever they wish without ecod Whenever an opposing player is taking his turg, models are watching their surroundings carefully thie action if enemy units get too close, To rep this, during an opposing players turn all of your bral are considcted to be on ‘Alert Status Models (oot whole units) on Alert Status can opt co ifenemy models complete an action within 10° of tha default reaction is Shoot but some races and mal have other reactions they can use, which wil be fg in their descriptions. Reactions may be one of I actions or they may have special effects react even when they would normally be entitled tp $0 (possibly because they get removed a Models can react any number of ti Player's turn and still participate in uy during their own player turn Reactions Shoot or Charge reactions must be targeted a the units that tigger them if possible. Move or ty reactions do not need to be targeted in any way, For example, an MI model has @ unis of warrior move within 10° That madel may we the defish reaction, the MI Beat Feet Move reaction or the M QB Retdy reaction. Should the reacting model chogae Shoot reaction, is must saree the warrior unit thar it reaction. Should the recting madel choote rhe Bua Move reaction, it may chose to run in any direction lore that reactions are performed by model, noe As such, individual models can make separate teas Within agiven unit. Thisis one ofthe few sieuationces models can end their action (or in this cae reaction) of command of theie unit leader er example, an MI unit coniting of a sergeang irenper: and an M8 Ape Marauder bas a tanker bg ain 20° Koowing that bs poor moopen ee Hal 1 incineraxed in the tankers next action, the Mi p bas the sergeane and al fve trooper perform she Ba reaction. Despite being part ofthe same unis, the Mi takes the Shoot reaction, holding bis ground cand fring ‘he approaching behemoths to give his sauadiate tg