Actions are the primary method by which a Unit interacts with the battlefield state. When a Unit is nominated during the Activation Phase, it must perform a Command Roll utilizing 2d6 to determine its available Action Points for that Activation. If the 2d6 total meets or exceeds the Faction Command Value, the result is a Pass and the Unit receives 2 Action Points (AP). If the total is less than the Faction Command Value, the Unit receives 1 Action Point (AP). Actions are categorized as either Simple Actions or Complex Actions. A Unit cannot perform the same Action more than once per Activation. Units with the Shaken status are prohibited from performing Complex Actions. Action Points are expended immediately upon the resolution of an Action.
-
Simple Actions (1 AP):
- Move: The Unit moves up to its maximum move distance.
- Shoot: The Unit performs a ranged combat attack.
- Rally: The Unit removes its Shaken status.
- Special: The Unit resolves a Support Card effect or scenario-specific interaction.
-
Complex Actions (2 AP):
- Dash: The Unit moves up to twice its maximum move distance and receives a Dash Token.
- Charge: The Unit moves up to its maximum move distance in a straight line to establish base contact with an enemy Unit. The Unit initiates Close Combat and receives a +1 modifier to the quantity of dice rolled for the attack.
- Overwatch: The Unit remains stationary and receives an Overwatch Token. This token is removed if the Unit performs a move, spends the token, or begins a new Activation.
- Volley Fire: The Unit performs a ranged attack and adds +1 attack die per remaining base in the Unit to the Attack Pool.
- Dig-In: The Unit remains stationary and receives a Dug-In Token. This token provides a +1 modifier to the Save Value and grants the Unit Cover. This token is removed if the Unit performs a move.
