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===2005 edition=== The 2005 edition (first encountered in the "HIT!" box) changes a lot of stuff. Action points are gone, mandatory plastic shells for vehicles and artillery are gone (they can use dice too now!), infantry formations and armorite plates are gone as well. In addition, infantry is now polystyrene, not polyethylene. [[File:Light assault clone infantry v2005.jpg|thumb|right|A 2005 statlist ("armlist") for the same squad of light assault clone infantry. Top right: point cost. Attributes, left to right: army rank, speed, weapon range, firepower, melee, special abilities (Пр4 indicates a jump pack with jump length+height=4), armor. You can probably guess what do Д6, Д12, and Д20 mean.]] The game now has point costs as a dedicated attribute, as opposed to them being a function of army rank and tied into the action point system. Initiative is determined by a d12 roll-off; the game is still built on alternating activations, but, instead of infantry formations, the entire statlist's worth of infantry, regardless of their relative positions (excluding those acting as pilots), counts as a unit that activates at once. Unlike in 2002, units can't activate more than once per round, either. During a unit's activation, it can move, fire, and attack in melee (in any order, but no more than once each) if it's a ground unit; flyers have another instance of movement instead of melee combat. When an infantry unit is activated, its troopers go through this routine one at a time. Movement and ranges are still measured in 5-cm steps; however, you now have to measure distances while traversing buildings as well - gone are the days of standartized stairways. Infantry can move mobile artillery pieces; unlike the 2002 version, one trooper is enough, but movement per speed point is halved while doing so. Vehicles have different movement rules and rates depending on whether they're wheeled, tracked, legged, or flying. Wheeled and tracked vehicles use the same rates (1:1 movement rate forward and backwards, one speed point buys a rotation); walkers move two times slower backwards, but can shift sideways at half speed; flyers don't move backwards and only rotate up to 90 degrees for one speed point. [[File:Mortar v2005.jpg|thumb|left|A 2005 statlist ("techlist") of the Mortar. Top line: signifies it as a mobile artillery piece, as opposed to a stationary one. Right side gauge: ammo. Bottom gauge: integrity. Attributes, top to bottom: point cost, army rank, firerate. Weapon attributes: range, power. Shells explode in a radius of 1 step, dealing a d20-power hit to those within.]] Army rank now acts as a measure of whether a trooper can man a given artillery piece or pilot a vehicle (you need to have at least as much army rank as the machine has!).<br /> While shooting using plastic shells, every type of a shell has its own ammo cost equal to the power of that shell. Troopers that are hit but remain standing have to roll equal or under their armor on a d6, while those who fall or lean onto objects are slain; artillery pieces receive the shell power's worth of damage if they stand and twice that if they fall or are lying down already; vehicles follow rules similar to those of artillery pieces, but also have to roll equal or under their current hull integrity to see if the pilot was wounded (d12 if standing, d20 otherwise).<br /> While shooting using dice, every shot has its ammo cost equal to the number of power dice. To hit, you have to roll equal or higher than the measured range (in 5-cm steps) on the range dice; to deal damage, you have to roll over the target's armor (static for troopers, equal to current hull integrity for artillery and vehicles), with each power die counting separately and dealing 1 point of damage on a success. If a vehicle takes damage, its pilot has to roll equal or under his armor on a d6 to survive.<br /> During an activation, a trooper can fire his personal weapons once or fire an artillery piece times up to its firerate. Vehicles can fire times up to their firerate as well, but no more than once with each weapon. <br /> As an optional rule, every trooper can have grenades (a range d6 power d20 explosion 1 step/d20 personal weapon); these work a bit differently from other weapons, as they always go off when lobbed, centered on a point in range equal to the d6 result.<br /> Ammo rules are optional. [[File:Werewolf v2005.jpg|thumb|right|A 2005 statlist ("techlist") for the Werewolf heavy combat vehicle. Unlike in the 2002 version, vehicles now have faction allegiance as well; the faction logos were redesigned as well as to make them less 40k-copied. Right side gauge: ammo. Bottom gauge: current hull integrity, with relevant speed scores above. Attributes to the right of the vehicle image: point cost, army rank, firerate. Weapon attributes: range, power. ББ signifies melee. The rockets explode in a radius of 2 steps, dealing a d20-power hit to thost within.]] Melee combat requires contact (btb is ok). Troopers roll d6+melee when attacking and d6+armor when defending, while vehicles roll d6+current hull+melee regardless of whether they've started it. If the attacker can't roll over the defender, the defender suffers nothing; if the attacker does roll over the defender, the defender receives the difference as damage.<br /> When attacking from behind, you can roll the d6 twice and pick the better result; in addition, vehicles attacked from behind don't use their melee score for defense. Shooting from melee is prohibited. Capturing a vehicle without a pilot involves moving a trooper into contact and waiting until the next round for the vehicle to become operational. Capturing an artillery piece involves moving a trooper into contact as well; however, it can be fired this very round, if neither it nor its new crew did so yet. Some troopers can repair vehicles and artillery; this restores 1 hull point (and makes the machine stand up, if using plastic shell rules), but takes the trooper's entire activation, including movement (you have to start the activation in contact). It's possible to repair a vehicle you're piloting by skipping that vehicle's entire activation as well.<br /> Some troopers can jump instead of moving on foot, with maximum total length+height of the jump being equal to the jump pack's power. Other optional rules include aiming (troopers can double range dice results when firing if they forfeit all other actions, but not for grenades) and panic (troopers start running away to the closest table edge for one round if their survival roll equals their armor).
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