Throughout the Player’s Turn, they will be required to spend Action Points (AP) so their models can perform Actions. There are two types of Actions – Standard Actions and Special Actions.
Standard Actions are Actions that can be applied to a single model. Each Standard Action uses up 1 Action Point from the model’s pool.
A model can spend a single Action Point to move their movement value in inches across the battlefield.
A model can declare a charge against an enemy model. To declare a charge, a model must have Line of Sight on the model. Once the charge has been declared, the controlling player rolls as many dice as their Movement (MV) characteristic. This roll has a difficulty of 2+ on flat terrain, 4+ on light terrain, and 6+ on dense terrain. For each success, a model may add +1” to the distance the model moves towards the enemy in addition to their standard move. Models that successfully reach their target get to strike against them – unless a particular perk or ability contradicts this rule. Charging models that have an enemy model in their threat range may immediately make a Fight! Action for free. For example, if a model has MV 4 and gets 2 successes – the model will move a total of 6”.
If a model fails a charge, they still move the entire distance they rolled to cover. For example, as per the example above, the model still moves 6” even if they did not successfully end with an opponent in their Threat range.
A model can declare they are going to attack their opponents. They roll attacks against their opponent and resolve any wounds they may have caused. If the model declared a charge! against their target, they may make a free attack. When a model declares this Action, they may must move up to their Threat Range to get in base to base with an enemy model. If they fail to get into base contact with an enemy model, they simply move their Threat Range.
Models armed with ranged weapons may either load their ranged weapon, or fire it by using an Action Point. A model may not fire if they are in close combat, or have not reloaded with a previous Action. It should be noted that some weapons (such modern day and futuristic guns) do not need to be loaded. This is mainly a function of archaic weaponry.
A model can run. When this Action Point is declared, a model declaring the Action move twice their Movement Value. Their activation ends immediately after they complete this action. You cannot run through Difficult Terrain.
Models that have been knocked over must spend an Action Point to stand back up. When this Action Point is spent, a model can stand up if they are knocked over (see page X for more details).
Special Actions are Actions that can only be applied to a single model. A model declaring a special action must spend a single Action Point (AP) to do it.
An Action Point can be spent for a model to make a Power Attack. Power Attacks are detailed in the Combat chapter.
An Action Point can be spent for a model to make a Finesse Attack. Finesse Attacks are detailed in the Combat chapter.
A large or huge model can attempt to Slam! a same size or larger target, or trample a smaller target. Slam! attacks are detailed in the Combat chapter.
A model who is given the interact Action Point can perform actions that involve scenery pieces. Mainly this is interacting with objects such as chests, doors or objectives.
Models that reach a point in which they can climb a structure, may attempt to do so by making a Movement check. To jump between two raised points, a model may attempt a Movement (MOV) check (TN 4) as well by spending a single Action Point. Each success is equal to 1” of Movement. It should be noted that this is for sheer surfaces – using a ladder or rope is considered simply a Move action.
Banding Actions are coordinated actions that can be performed by multiple models. To perform a Banding Action, a model must be nominated as the leader of this action. To do this, a model must be chosen and that model must spend an Action Point (AP). Once this is done, that model can nominate up to four other models within 6” to join him in committing to one of the Banding Actions listed below by spending an additional Action Point (AP). Once the Banding Action is complete, the models are no longer connected in any way and count as individuals.
A model can only perform a Banding Action with models of their rank or lower. Thus, a Hero can incorporate other Heroes, Veterans, or Regulars into their actions, where as a Veteran can only include other Veterans and Regulars. Regulars can only include other Regulars when executing a Banding Action.
A model can not be incorporated into a Banding Action if they have already finished their activation, even if they have Action Points (AP) held in reserve for an Interrupt.
When this Banding Action is performed, the models involved can either Move or Charge! Models that end in base to base contact with another model can immediately execute a free Fight! Action immediately after the order ends. Once this action is completed, the nominated model’s Activation ends.
Bring it Down!
When this Banding Action is performed, the models involves can strike a single model in melee. To coordinate this action, all of the models that are part of this Banding Action must be in melee combat with the same model. The nominated model then makes a single Attack, but adds +1 to their ATT skill and +1 to their DAM for each model involved. Once this action is completed, the nominated model’s Activation ends.
On my Mark!
When this Banding Action is performed, the models involved can target a single model with a Ranged Attack. To perform this action, each model involved must have a loaded Ranged Weapon and be within range of their target. The nominating model then makes a single Ranged Attack, but adds +1 to their MRK and +1 to their DAM for each model involved. Once this action is completed, the nominated model’s Activation ends.
Action Points are generated by each model which is a reflection of their Initiative Value (IV) Attribute. Thus, a model with an Initiative Value (IV) of 3 would generate 3 Action Points.
If you hold onto actions during your turn, you can spend them during your opponent’s turn to interrupt that action. These interrupts are specific, and are the only actions that can be attempted on your opponent’s turn. Interrupts must be declared before any models are moved, and only a Model that is targeted can declare an Interrupt.
If a model declares a charge against a model that still has remaining Action Points, that model may declare a counter-charge. A counter-charge essentially allows that model to charge and resolve their attacks in tandem with the attacks being made against them. This means that even if a model is incapacitated after the active player resolves their attacks, they still get their attacks before being removed from the battlefield.
To resolve a Counter-Charge, the Charger first moves their full distance. If any models did not reach their target, then the models declaring the Interrupt then charge the models that failed to reach them.
A model may attempt to dodge an attack that causes an Area of Effect. To do this, each model must make an IV test, with the Target Number being the amount of Successes that were scored by the attacker using the Area of Effect Attack. Each success is added to your Armour Roll to soak the damage.
A model may flee as a reaction to a charge. This means they get to move directly back at their full movement. If models are still caught within the charge, they will still have attacks resolved against them.
A model that has a loaded ranged weapon may attempt to fire on a model that is within the range of their weapon. A model may not load a weapon during their opponent’s active turn. It needs to be stated that some weapons do not require to be loaded, and this only applies to archaic weapons, and not modern weapons such as guns.
A model may attempt to form a bulwark and defend against their opponent’s attacks. This gives the defending model +1 to their defense attribute.
A model that is already in close combat can declare a fight! Action. After the active player has resolved his combat, then the non-active player may resolve their own attack. This means that even if a model is incapacitated after the active player resolves their attacks, they still get their attacks before being removed from the battlefield.
The Action Sequence
Actions do have a sequence in terms of how they are executed. When in doubt, the model who declares the action is the one who executes the action first. This is especially important to remember during Interrupts, where both players act – the player who declared the Action rolls first.