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==Game Summary== As mentioned above, Bolt Action shares many similarities with 40K, with a few key differences and plenty of minor changes to distinguish it. The core mechanic of Bolt Action is the command dice system. Each player has a number of command dice equal to the number of units they have, each player having a different color. All the dice are put in a bag and are drawn out. The player whose die is drawn gets to perform one of six orders, which are shown on each of the facings on the d6: *Advance: The basic order, a unit can move 6" and shoot. *Fire: The unit remains stationary and shoots, slightly more accurate than if they advanced. *Run: The unit moves 12", or in CQC. *Rally: The unit loses more pins. *Down: They become harder to hit, but can perform no other action. *Ambush: They open fire on any unit that moves in their line of sight. Every unit has one of three levels of experience: inexperienced, regular, and veteran. Each level is a step up in durability, morale, and damage output. The third mechanic, which works with the orders above, is pinning. Every time a unit is hit at least once by another unit they take a single pin marker. Having at least one pin will force the unit to take an order test when they want to perform any order except Down. Veterans, regulars, and inexperienced troops have a morale level of 10, 9, and 8 respectively and the order test works exactly like a Leadership test in 40K and Fantasy: roll less than or equal to your morale on 2d6. Each pin marker acts as a negative modifier to the morale level. If they fail, they simply go down. The final core mechanic is how shooting works. Every unit hits on a d6 roll of a 3 or more, but plenty of modifiers apply, including distance, their movement, how much cover the enemy unit is in, and pin markers. If a unit hits, they give a pin marker to the enemy, then roll damage. The likelihood of wounding is based off the veterancy of the enemy troops and the pen value of the weapon used.
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