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===Later (around 2016 onwards) sets=== First, they remade infantry so troopers now have premolded bases; next (in latest sets), they also reduced the squad size to four troopers.<br /> No more alternating activations (it's IGOYGO now). When a unit (a trooper, an artillery piece with a trooper manning it, a vehicle, or a cyborg) activates, it can (in any order) move, fire, and fight in melee; it can also skip any of these or exchange any of these for extra movement. A trooper's speed is a function of armor; 4 steps for 4-armor, 3 steps for 5-6 armor, 2 steps for 7-8 armor, 1 step for anyone thicker.<br /> Vehicles and artillery fire using the familiar spring-loaded guns, while troopers have to rely on dice (d6+weapon power against armor, exploding on sixes; if over armor, deal damage equal to the difference; if equal to armor, deal 1 damage and, if the target is a trooper, put him face down and consider him wounded to be treated later). Some troopers have two separate ranged weapons, and this allows them to use each gun once per activation. Once per turn, you can issue a grenade throw order instead of shooting (a 3-step-range 5-power shot with a 3-power shot resolved against everyone within 2 steps of the initial target). Sufficient cover provides +2 armor to the target.<br /> If a trooper doesn't do anything but shooting during both the previous turn and the current turn, he can get +2 to the shot roll; if his target is no more than 2 steps away, he can get another +2.<br /> Wounded troopers suffer -2 armor and cannot move, but can still shoot.<br /> Plastic shells kill troopers who fall upon being hit, wound troopers who lean onto objects, and deal d6 (exploding) damage to vehicles and artillery pieces, one extra point if they fall (they are raised back afterwards). Mortars can fire large-headed shells, dealing double damage; however, you have to roll 4+ to be allowed to do so, and you only get three such shells per game. [[File:Felician specfor, latest version.jpg|thumb|left|A statlist ("armlist") for a pre-four-troopers Felician specfor squad. Attributes, left to right: shooting, melee, armor.]] Melee engagement occurs when units are no more than 1 step away from each other. Attacking in melee is simple - d6+melee vs armor, difference becomes damage if over armor, wounds if equal to armor. Melee combat is simultaneous - the target responds in a similar fashion (unless it's a vehicle or an artillery piece); both sides can die as a result.<br /> Vehicles can instead ram (d6+armor vs armor). Unlike in the 2002 version, troopers always dodge. When the turn ends, the player has to roll for every wounded trooper; wounded troopers die on 1, remain in this state on 2-4 and fully recover on 5+. As an optional rule, heavily armored troopers (the "halo/waha warriors") can be given two hit points at 8-armor and three at 9-armor.
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