A Unit Activation is that unit taking its game turn, where it takes two Actions.
Any Action by part of the unit counts as an Action for the whole unit.
Outside of Close Assault or Transfer Action, a unit doesn't get any actions other than its one activation per game turn.
Move
If moving out of cover and morale <= Shaken, reaction test LV+2 needed. (this test can only be attempted once per activation.)
A unit may move either its Move Rate per action, or Combat Move by rolling d{move rate} times two, or Travel-Move.
The destination of a combat move must be set before rolling, and the unit must move along the path established before the roll.
encumbered troops (causualties or or heavy weapon kits) have -2 to Move Rate. (you can't move more casualties or packs than you have able-bodied troops.)
Entering / Leaving a transport costs one move, and passengers must already be (or on exit, must be placed) within 6".
Travel Move:
double the speed of standard move
column formation is vulnerable: when attacked, count range bands as one closer, and always gains a suppression.
takes one Reorg action to switch between Travel and Standard move-modes.
Mode
Move Rate
troops, full kit
6
very light troops, little kit and no armor
8
slow power armor
6
fast power armor
12
vehicles
12
UAV
24
Move Cost
Terrain Class
1
clear
2
poor
3
difficult
Roads are always cost 1. includes dirt tracks if they're stable and in good order.
Open is cost 1 for everything but low-mobility wheeled, which costs 2. Flat desert, grasslands, firm with minimal obstacles.
Light Scrub: tundra, rougher grasslands...
Rough/Broken: rocks, gullies, thick scrub.
Cultivated: ploughed or paddy fields, orchards.
Slopes: rolling terrain or moderate hills. cost 1 if you have legs, else cost 2.
Swamp: bogs, bayous, soft sand, deep snow...
Open Water:
boat/GEV/grav costs 1.
if unit has amphibious mods, costs 2. (Except Low mobility, which at best swims at cost 3)
power armor and walkers can trudge along the bottom at cost 3.
Rivers/Streams: Often-narrow banks, not easily navigable by water craft or it'd count as open water.
for Grav, it's cost 1.
Low-Mobility can cross a ford at cost 3.
Others can cross anywhere, at cost 3.
Woods: two numbers means different costs for light vs dense:
Light Woods: sparse woodlands, not much undergrowth.
Dense Woods/Jungle.
Motive Type
Scrub
Rough
Cultivated
Slopes
Swamp
Woods
Infantry
1
2
2
1
2
2
Power Armor
1
1
1
1
2
2
Low-Mobility Wheeled
3
-
3
2
-
-
High-Mobility Wheeled
2
3
2
2
3
-
Tracked
1
2
2
2
-
3/-
GEV
2
3
2
2
1
-
Grav (ground-skimming mode)
1
2
1
2
1
-
Walker
1
2
2
1
3
3/-
Fire Small Arms
may include the unit's support weapons at same target unit.
Unit may make two such actions in one activation but only with different people and weapons; each physical gun or person can only fire once per activation.
Range
The size of a range band is "quality die max" -- for an untrained d4, that's 4"
The Base Range Die is d4 if distance is less than 1 range band, d6 if less than 2x...
The Effective Range Die is that plus:
2 shifts for hard cover, or 1 for soft cover
1 shift for in-position
1 shift if target is size0 (one person)
Small Arms Fire is automatically ineffective if the range die shifts past d12.
Fire Support, Special or Heavy Weapon
Unit may make two such actions in one activation but only with different people and weapons; each physical gun or person can only fire once per activation.
Heavy Range
The Range Band for manually aimed heavies is 12".
If the heavy is acting as a support weapon in a small arms volley, it uses the volley's range band.
Close Assault
Reaction test required.
always costs both actions of current activation.
Reorganize
This is the "shuffle elements' positions" and general-purpose "interact with environment" action. (Which comes into play with custom scenarios.)
Shuffling elements can put them in better firing positions, bring them back into unit integrity
includes medical treatment
A unit can only attempt this action once per game turn.
If unit is suppressed, unit must be in cover to attempt this.
REGROUPING: two depleted units can be merged.
Both must be in Integrity.
This counts as a Move for the activated unit, and costs a full activation of the other unit. (The acting unit ends its activation immediately.)
Roll Sender's Quality Die (downshifted per bypassed tier of chain-of-command)
Difficulty is the worst LV of the sender and receiver
on a failure, the message was garbled and the action wasted.
Observe
Clear line of sight auto passes tests against hidden units. (not bombs or traps.)
test needed if hidden unit is in cover:
hidden defender rolls: d4, +cover shifts, +1 shift per 12" (rounded down), +1 for in-position.
observer rolls two dice: unit quality, gear grade:
Tool
Die
Mark 1 Eyeball
d4
basic sensors
d6
enhanced sensors
d8
superior sensors
d10
partial success reveals units (not snipers or traps)
full success reveals snipers, and reveals traps if observer is within 6"
Recon by Fire
Set dice / difficulty as per Firing.
on less than full successs, zero results.
on full success, the only effects are: presence of enemies verified, and target gains suppression.
Recon by Drone
a drone-recon specialist element has plenty of spare drones.
launching is an action.
Then, operating a drone is the only action that unit can do, or the drone is destroyed.
each operation action allows the drone to either move (Rate 24) or Spot (the drone has a gear grade.)
to shoot down an enemy drone, it must be in the first range band. roll attacker quality vs drone's grade.
Remove Suppression
Roll unit quality die, higher than LV, to remove one suppression.
Detach Element
This action designates one or more elements of a unit as a quasi-independent unit.
Of the two subgroups, the main unit is the one with the leader.
The detachment doesn't have a real leader, and doesn't get an activation marker.
Once out of Integrity with the parent, the detachment can only act when a leader Transfers Action to it (at which point it gets the two actions, as per Transfer Action. It's a tier below the parent unit.)
(For Comms Tests, the original Unit Leader is still the Leader of both groups.)
When it moves into Integrity with the parent, the detached element discards its Detached status.
If one sub-unit is outside a transport, and the other sub-unit is inside (or is) the transport, they are not "nearby" for comms or merging purposes.
Rally
A Leader can rally a sub-unit and that unit's leader.
A unit can only attempt this action once per game turn. (Editorial: that's what p16 says, but it feels real sketchy, and perhaps was intended as "unit may be ralled at only once per [activation|game turn]".)
If actor is in direct contact (6 inches) with receiver, no comms roll or ECM test needed.
Else this action is also a Communicate action.
Roll target unit Quality vs Acting LV + Target LV
Success raises confidence. (Capped by Fatigue.)
Transfer Action
If actor is in direct contact (6 inches) with receiver, no comms roll or ECM test needed.
Else this action is also a Communicate action.
On success, receiver gets an immediate Activation, with the normal two Actions.
In Position
entering in-position
Takes an action and a reaction test
threat
test mods
+2
not in at least soft cover
while in-position
Incoming direct fire: unit counts as being at one worse range band; if this shift pushes target die over d12, casualties are impossible.
Against incoming indirect blasts, unit's damage resist test gets one open(armor, impact) shift.
"reorganize" action triggers another "entering" test, but doesn't cost an action -- failing this test means the reorg happened but the unit has lost in-position
exiting in-position
either:
spend one action to exit "in-position" status
react vs lead+2 (regardless of cover)
success means you're no longer "in-position" and your planned action happens