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Firefight
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==Unit Stats== [[File:Firefight-keywords.jpg|200px|thumb|right|A handy chart of keywords and what they do]] Units have their cards with the following info: * '''Type''' - Command, Troop, Specialist or Support. Usually, for every 2 Troops, you can take either 1 Specialist or 1 Support. * '''SP''' - Movement and sprint distance in inches * '''SH''' - Shooting (ballistic) skill, for ranged weapons * '''AS''' - Assault (melee) skill, for Assault weapons. A - means the unit cannot fight in an assault. * '''AR''' - Armor, the target for hit rolls to cause wounds. * '''HP''' - Health per model. * '''NE''' - Equivalent to Leadership. When called for, roll one D8 against the value. * '''HE''' - Height, used mostly to check whether some terrain or cover is too high for it to look over. * '''Base''' - Base size used for the unit. No more loose "wherever it fits" rules. * '''US''' - Unit strength, for determining who has control over objectives. In case of a tied total score, neither player gets the objective. * '''PTS''' - Point cost of the unit. Under the numbers, any keywords it has will be listed. Units with the Tactician keyword will also have a colored cube in parenthesis, either black, orange or green, indicating which command dice they give you. '''Command Orders''' listed under a unit, such as the Marauder Captain's aura, has to be activated using command points during that unit's activation. Activating an order does not count as an action, but can only be used if the unit is not pinned. Auras last until the end of the round (full turn). The number of models in each unit is listed under the Weapons part. Units that can bring extra models will have them priced under the Options of the unit card.
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