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==FAQ/General Bulletin== *There are three kinds of teams: Tank Teams, Infantry Teams, and Aircraft Teams **Tank Teams include every type of ground based vehicle, not just literal tanks. It is further broken down into Armoured, Unarmoured, and Transport types **Infantry Teams include all units made up of men fighting on foot **Aircraft Teams are comprised of Strike Aircraft and Helicopters *For most units moving will lead to worse shooting (or not being able to shoot at all) *Tactical Speed allows you to shoot after moving *Dash speed prohibits shooting and the maximum distance depends on the unit and the terrain *Tank Teams must roll higher than their Cross value when moving into or through terrain or immediately end their movement *Movement can be enhanced using various orders based on Skill or Motivation *Friendly Tank and Infantry Teams can move through each other *Tank Teams can never move through other Tank Teams (except wrecks) *Units are hit based on their own Is Hit On value and not the shooting team's skill **A unit's Is Hit On value is modified by Concealment, Smoke, and other factors **Remaining in place and not shooting will make your units Gone To Ground **Units that are Gone to Ground and also Concealed are even harder to hit *Infantry, aircraft, and soft skinned vehicles that are hit must make a saving throw or be destroyed **If the infantry unit is in Bullet Proof Cover the shooting team must also pass a Fire Power test **Armored vehicles take the armor value (AV) on the card, add a d6, and compare it to the shooting weapon's anti-tank (AT) value ***If the total is less than the shooting weapon's AT then the target fails their Armour Save (if the weapon's AT exceeding your AV by 6 or more you will automatically fail) ***If the total is the same as the shooting weapon's AT then the target also fails but the shot does limited damage ***Failing an Armour Save does not mean automatic destruction. If the shooting unit then fails a Firepower roll the target stays alive (but is possibly Bailed Out) ***The hull and turret are considered separately. Roll a d6 if both are exposed. On a 4+ the turret (if there is one) is hit instead of the hull ****This only matters if the shooting unit is flanking the target (behind a line drawn across the front of the hull or turret) *Long Range shooting carries a penalty to hit and AT (but this is often negated by rules for Laser Range Finders or Guided Missile technology) *You will find the rules on the back of cards, but just in case you're simply browsing, here are what they all mean **Brutal: Forces infantry units to reroll saves against this weapon **Laser Rangefinder: Negates penalty of shooting at longer range **Advanced Stabilizer: Increases the units maximum Tactical Speed **Stabilizer: Increases the units maximum Tactical Speed, but adds a penalty to shooting when moving beyond the standard Tactical Speed **Dedicated AA: Allows you to use full ROF against air units instead of just one die **HEAT: Negates Firepower penalty for Long Range **Guided: Negates hit penalty for Long Range **Thermal Imaging: Allows unit to ignore smoke, friendly or foe
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