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==Differences to 40k== If you're tired of GeeDubs shenanigans and are looking into alternatives, you've probably found this page looking exactly for an answer to that question, instead of googling it for more reputable sources. The most important differences are: * '''Measuring Movement and Range''' - You only measure the distance of the unit leader to anywhere. For movement, you measure it, move him, then position the rest of the squad 3" around him, or 6" if the unit has more than 10 models. For shooting, you check if the target is visible (ignoring squadmates as LoS blockers) and within range of the leader. * '''Unit Stats''' - The rolling stats go from 1 to 8, meaning you roll D8s instead of D6s. * '''Unit activation''' - Players take turns activating their units, doing two short, non repeating actions (moving, shooting, laying on the ground) or a single long action (sprinting, which is double move). If a player has activated all his units while the other still has more to activate, the second player will continue to activate them all. * '''No save rolls''' - There are no save rolls. After landing hits, the attacking player rolls to wound against the target's armor value, plus or minus any modifiers. * '''No charge rolls''' - Because rolling dice to determine if you can run a short distance is fucking dumb, you just need to measure if the target is within range of a sprint action. If so, you can charge. * '''Command Points''' - CP are generated every round and any unspent points are lost. One of the basic uses is removing pin markers from your units. Another basic use is activating a second unit after finishing a go with one, then resuming the normal activation order. Faction orders can only be given to units within 12" of a Command type unit. [[File:Command-dice.png|thumb|200px|Firefight's command dice. You can print and paste over a D6, or just assign numbers to values]]
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