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==Actions== ===Assault (Fight)=== *An assault is taken when a unit makes both a Move action and Ranged Attack action *The range increment penalty adds up every 2 inches instead of 4 *The unit takes CDT for both actions ===Close Combat (fight)=== *Difficulty is Base defense *Damages are weapon Base Damage + active die result *Passive effect depends on the weapon caracteristics *Nemesis effect depends on the weapon characteristics *Unless stated otherwise, the target’s armor is deduced of the damages dealt *A unit can be used to tackle and imobilize another. *To do so, the player must first declare they try to immobilize, then make the roll. *The difficulty is the same, plus 6. *The player trying to immobilize may state if they're tackle agressively or not. *If so, the attack, if successful deals half the damages. *If not, the attack will only deal damages on a Nemesis score of 1 ===Designation === The designation of a target needs that the unit performing this action uses a designator. It must be within 12" of its target. When designating a target, the unit takes 2CDT by territory that separates the silo from the target. No command order can reduce this amount. When the CDTs are depleted, the missile strikes. ===Lifting=== Any Unit equiped with Medium or Heavy Grappling Arms can lift a container and take it away. While the unit uses its arms to lift the container, it cannot use them to fight. ===Moving=== A vehicle can move up to its max move x 2 inches in a turn, an exo armor can move up to its max move inches. It takes as many CDT as its Move Increment for every 2 inches traveled. It does mean the first 2 inches are “free”. ===Order (Will)=== A character that doesn’t do anything else than moving can issue an order to those who have a lower character level. There are two kind of orders : *The first one is the cohesion order. The player chooses any number of units with no CDT and able to perform the same order (shoot at one particular target, move toward one particular spot, etc.). The difficulty of the test is 3 x (number of target units ) *The second is the technical order. The player chooses a unit with CDT on it, and states how much they want to take off. The difficulty of the roll is 3 x ( number of tokens) The players has to choose the target difficulty. If the roll is a failure the order doesn't have any effect. A character who issues an order takes two CDT, in addition to the CDT they take for moving, if they do. ===Ramming (pilot)=== Ramming is making one vehicle run into another. *Difficulty is Base defense *damages are weight class of the attacker + every 2 inches crossed + active die result *Passive : on 7+, the target takes 2 CDT *Nemesis : on 1- the attacker takes as much damage as the target, on 3- they take half *Unless stated otherwise, the target’s armor is reduced by the damages dealt *If the attacker takes damages from the ram, he also reduces his armor ===Ranged Attack (fight)=== *Difficulty is Base defense + range increment x every complete 4 inches of distance. Less than 4 inches doesn’t give range increment penalty and is considered “point blank” *The range increment distance is of 2" instead of 4" for infantry units. *Firing against an opponent that took cover adds a range increment penalty *Damages are weapon Base Damage + active die result *Passive effect depend on the weapon characteristics *Nemesis effect depend on the weapon characteristics *Unless stated otherwise, the target’s armor is deduced of the damages dealt ===Repair (Tech)=== *A unit equiped with repair tools can attempt a repair on another mech. *The roll difficulty is 2 x the target number of hitpoint to recover. *Once the repair is made, all the remaining hit points ticked / become X *If the repair is a failure, half of the hit points ticked / become X (rounded up)
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