dag_quick_reference.pdf

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QUICK REFERENCE SHEET
GAME TURN
STEP 1: PREPARATION PHASE
LINGERING EFFECTS STAGE
O Players roll d20s: Choice of efect order, lowest to highest.
RESET UNIT CARDS
O Remove all temporary movement markers from Units.
COHERENCY AND LEADERSHIP
Coherency: Units of a Squad within 2” of another Squad-mate.
O 1” added for each SZ above Medium
O Out of Coherency (OOC): -2 all TN’s except Armor Saves.
O Check at end of Squad’s Activation.
O Any Unit not in Coherency, and did not Close Assault, efects
entire Squad.
O Last Unit of a Squad is always OOC unless deployed as a Squad
of 1.
O Regain Coherency by ending Activation in range.
O Leader’s Sphere of Inluence (SOI): 4”
O Ignore Coherency range while within Leader’s SOI
O Use Leader’s Psyche (PS) for all checks of that Stat
O Leaders are never Out of Coherency
STEP 2: INITIATIVE PHASE
O Players roll d20s: Lowest roll wins Initiative.
O Game Turn begins with the Initiative winner, irst.
Winner may nominate another Player’s Squad/Individual, irst.
STEP 3: ACTIVATION PHASE
O Nominate one Squad or Individual.
O Activate one Unit (if Squad) and use all AP.
O Repeat until all Units in that Squad have expended their AP's.
O Turn the Unit card, place temporary movement markers.
O Play passes to the next player in Initiative order for this Turn.
O Repeat until all players have Activated all their Units.
FEAR
O Units within 8” Enemies with ‘Cause Fear’ receive a Fear
Counter if their PS is lower than Fear Causing Unit’s PS.
O Fear Counter = -2 to all TN’s except Armor Saves.
O Individuals may roll to remove Fear Counters.
O Efects of Fear are not cumulative.
O May have multiple Fear counters for multiple checks.
STEP 4: END OF TURN
PRONE UNITS
GOING PRONE
O 1 AP to willing go Prone or Stand from Prone.
O Prone Units with a SZ of ’Medium’, ‘Small’ or ‘Tiny’ have a
height of 1”.
O rone Units with a SZ of ’Large’or ‘Huge’ have a height of 2”.
O Half the Prone Unit’s base MV: round down, minimum of 1.
O A Prone Unit moving into B2B with an Enemy is not a Charge.
O CA by a Prone Unit are -2 Assault (AS).
O CA against a Prone Unit are +2 AS to hit.
O All Attacks on Prone Units are considered from the Front Arc.
O RA against a Prone Unit are -2 Target Number (TN) to hit.
PANIC TEST
O Panic Counter if Squad is at half or less starting Units.
O Panic Counter if Individual is at half or less starting HP.
O Units with Panic Counter PS check at start of Activation.
O Success removes Panic Counter, Unit immune to future Panic.
O Failure causes the Unit to lee.
O Fleeing will use all AP to move in Scatter direction.
O Re-test at the beginning of each Activation.
COWARDICE WILL NOT BE TOLERATED
O All Units (Friendly or Enemy) attack Panicked Units.
O Units leeing from CA are automatically attacked.
O Units that scatter through other Units are attacked.
O Use single Weapon (not Attack Group) with highest PW.
MOVEMENT TABLE
Open No Penalty
Rough -1 MV per AP*
Dangerous -2 MV per AP*
Small Obstacles (SO) -1 to MV
Stairs and Ladders No penalty
Move through...
- equal SZ or smaller Units of same Force No penalty
- enemy or larger SZ Units of same Force Impassable
Jumping Half MV (min 1) per AP spent
Climbing Half MV (min 1) per AP spent
- climbing Units may only climb. No other actions
allowed.
- assaults against Climbing Units receive +4 TN to hit.
Falling: Armor save of 1 PW / 1” fallen
- if Falling further than Unit’s Prone height.
- faling onto another Unit causes an equal PW roll.
- all Units afect by Falling are Prone.
* Only apply largest penalty per AP spent
Group.
O Both Units roll d20 and add DF.
O Lowest attacks irst (Tie to lowest DF, else Charger
wins).
O RA from Hold: Shoot as Enemy Activates, during Movement, or
before AP spent
O Pysche (PS) check (d20 equal to or less than PS stat) to
ire.
O RF may be banked from Game Turn Unit when On-
Hold.
O Evade: Under AoE Template.
O PS check to move MV in inches.
HOLD ACTIONS
O On Hold: 2 AP, ends Unit’s Activation. Holds 1 AP until next
Activation to:
O Get the Jump: When Charged, attack with CA Attack
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QUICK REFERENCE SHEET
CLOSE / RANGED ASSAULT
1. Check Rate of Fire (RF)
2. Spend AP
3. Select Valid Target
4. Determine TN (Attacker’s AS + Target’s Defense (DF))
5. Add any Modiiers
6. Roll d20, equal or under TN to hit.
ORolls equal or above the Weapons MAL.
O Attacker automatically hits itself.
O May also still hit target if suficient TN.
O MAL BL: Center AoE on attacker.
O MAL on ST or SP: Hit attacker and Scatter for direction.
O MAL Casting: See individual Casting rules.
O Critical Success: (Natural 1 on d20)
O Automatically hits.
O Negates Armor Saves.
O All Weapon Abilities of the attack succeed.
O Critical Failure: (Natural 20 on d20)
O Automatically misses
O Costs the Unit an additional AP.
O May also MAL.
RANGED ASSAULT MODIFIERS
Aiming +2 TN To Hit
Range -1 for each full 4”
Partial Cover (Less than 50% obscured) -2 Cover TN
Cover (More than 50% obscured) -4 Cover TN
Firing through Gaps (LOS between Units) -4 Cover TN
Firing over Units -4 Cover TN
Terrain Stands no LOS beyond 8”
Indirect Attack -2 TN To Hit
Prone or Dying Target -2 TN
Climbing Target +4 TN
Firing into CA -4 TN
Friendly Fire TN +2 TN for each Unit in CA with Target
If miss Target but under Friendly Fire TN, hits Random Unit in CA
Target Priority Threat Zone of 10”
- Must target closest Enemy in Threat Zone with LOS.
- May target another Enemy in Threat Zone and LOS if it has
fewer negative RA Modiiers.
NOTE: Cover bonuses do not stack for any reason. Use only the
largest penalty.
CLOSE ASSAULT MODIFIERS
Charging +1 AS, +1 PW and a bonus AP
Ganging Up +1 AS and +1 PW per friendly Unit in B2B
with target.
Rear Arc +1 AS and +1 PW if originating in Unit’s
Rear Arc.
Prone Target +2 AS
Dying Target +4 AS, not cumulative with Prone.
Prone Attacker -2 AS (This applies to Parry rolls as well)
INDIRECT AND AREA OF EFFECT RA
Indirect: LOS from any Friendly Unit (within Attacker’s PS in in).
Blast (BL):
O Target Point of Impact (POI),in LOS.
O DF of 3.
O Ignore Target Priority.
O Misses Scatter: Roll d20, moves ½ roll (round down) in inches.
O Scatter Distance cannot be more than ½ distance to POI.
O Scatter Direction of d20’s top triangle facing.
BREAK FREE FROM CA
O Free Spins while in CA do not count towards movement.
Distract: Spend 1 AP, may attempt CA with 1 weapon,
Success:Breaks free (no damage), may move 1AP of MV.
Failure: Enemy immediately gains 1 AP of CA on the Unit.
SPRAY (SP) / STREAM (ST)
O Center on Target Unit. Obey Target Priority.
O No to Hit Required. Roll only for Criticals and MAL.
DYING UNITS
O Units reduced to 0 HP are Dying and considered Prone.
O Immediately remove unless friendly healing Ability or
Scenario rule.
O Remove next time Squad/Individual activates.
O Remove if receive double original HP in Damage.
O CA against Drying Units: +4 TN to hit
(not cumulative with Prone).
O Dying Units do not effect Movement, LOS or Threat Zones.
O Other Units cannot end Movement on top of Dying Units.
O Dying Units cannot receive AP, make Assaults, or hold Units
in CA.
ARMOR SAVE AND DAMAGE
O Armor Save: Target Unit’s AR - Attacker's PW.
Power Multipliers: (PW with an ‘X’ multiplier) Speciied
number of saves
Overkill: Armor Save TN of 1 and Multipliers require
speciied number of 1’s
O Target Unit rolls equal to or under TN, else 1 HP damage.
Critical Success: (Natural 1 on d20)
O negates all remaining Damage
O negates Power Multipliers and any effects of Weapon
Abilities.
Critical Failure: (Natural 20 on d20)
O fails and takes an additional Wound.
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