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Monday, 27 March 2017

Impulse Actions (House Rule)

When a (standard) Unit is Activated, they can (typically) perform 2 Actions before being treated as Done.  Possible Actions, their respective costs and application are detailed below.  Unless otherwise stated, Actions can be executed in any order desired e.g., Walk then Shoot or Shoot then Walk:

  • Run (Action Points 2/Automatic Resolution)
    Allows the Unit to employ their Running Template
  • Walk (1/Automatic)
    Allows the Unit to employ their Walking Template
  • Crawl (0.5/Automatic)
    Allows the Unit to employ their Walking Template

  • Open/Close (1/Skill check, fails on a 1)
    Allows the Unit to Unlock and Open,Lock and Close a Door or similar
  • Hurdle (1/Skill check, fails on a 1)
    Allows the Unit to scale a Level equal to half their height
  • Climb (2/Skill check, fails on a 1 or 2) Allows the Unit to scale a Level equal to their height

  • Clear Jam (1/Skill check, fails on a 1) Clears a Ranged Weapon of a Jam
    Notes: apply Murphy's Law upon failure
  • Ambush (2/Automatic) Activates the Ambush Special Rule
    Resolution: Skill Check, fails on a 1
    Notes: Can be partially applied between Turns - but if you forget, your loss!
  • Aim (1/Automatic)
    Allows the Unit to upgrade their Skill Die for their next Shooting Action
    Notes: does not stack and is lost if the Unit is Moved.  Cannot be applied to Weapons/Units subject to Brace Trait.

  • Shoot (1/Range Skill Check)
    Allows the Unit to employ a Ranged Weapon
    Notes: Can only be employed once per Impulse
  • Close Combat (0/Automatic)
    Allows the Unit to engage in Close Combat on any Target within Crawl Template Range
    Notes: cannot be combined with any range weapon attack during the Impulse
  • Charge (0/Automatic)
    Allows the Unit to upgrade their Skill Die for their next Shooting Action
    Notes: does not stack.  Required to be combined with a preceding Walk+ straight-line movement during the same Impulse and ends with a Close Combat attack.