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Activation 1, 2 or 3 dice against Q. Two or three fails means turn over. One fail allows the enemy a reaction
move. A leader who is within one Long, standing up and in line of sight gives a +1 bonus for activation and
reaction.
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Reaction One model can attempt one action, needing the roll against Q. Each model can only react once per
turn mark any who have reacted with a stone.
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Action costs
Move 1 action Attack 1 action Power attack / aimed shot 2 actions
Stand up 1 action Reload 1 action Lie down Free after movement
Issue group move costs leader 1 action and must be leaders final action. Figures ordered (2 to 5) must in base
to base contact and one must be within Long of leader.
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HTH combat Adjacent models roll Q+1D.
-1 per extra enemy in contact +2 prone enemy (who are killed if beaten)
-2 using pistol in HTH +1 ambush bonus
-1 Sharpshooter +1 mounted v foot
+1 defending obstacle or elevation
+1 Big v smaller
+2 powered armour
+1 HTH Specialist
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Ranged combat Shooter & target roll Q+1D.
-1 per extra enemy in contact +1 target Big or Huge
-1 target in cover +2 assault rifle, SMG
-1 shooting at double range +1 pistol
-2 shooting at triple range +1 Sharpshooter
-1 HTH Specialist
nd rd
-1 shooting at 2 or 3 target (SMG or assault rifle only). Must be within one Short of the previous.
-1 target prone and beyond Short range. Target killed if beaten.
-1 SMG firing as Move-and-fire
Aimed shot: -1 to enemys score
Roll of 1 by the shooter means out of ammo weapon must be reloaded.
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Grenades Can be thrown to one Long and need line of sight. Blast radius is one Short. All targets in radius are
attacked at a C of +3. Any figures who fall or recoil are moved outside the radius.
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Combat results
Beaten with odd number on winners die : Recoil in HTH, move 1 Short towards cover from firing
Beaten with even number on winners die : Knocked down
Doubled: Killed
Tripled: Gruesome death
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nd rd
Assault rifle Range Long Can hit 2 & 3 . targets at within 1 Short of the previous.
Pistol Range Medium If using two can fire at two targets at -1 (not aimed).
nd rd
SMG Range Medium Can hit 2 & 3 . targets at within 1 Short of the previous.
Can fire for 0 actions when firer moves.
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Morale Roll on 3 dice against Q when (1) Gruesome kill with 1 Long (2) leader is killed (3) under half strength.
Each failure means move one move towards nearest table edge or nearest unoccupied cover. Three fails
means removed from play. Leaders add to Q as usual.
1 x NCO @ 44; 9 x Rifles @ 24 = 260

Goblin NCO

Points 44 Quality 4+ Combat 1 Leader, SMG

Goblin rifleman

Points 24 Quality 4+ Combat 1 Assault Rifle

1 x NCO @ 64; 3 x SMG @ 38; 1 x Pistol @ 34; 1 x Twin Pistols @ 48 = 260

NCO - Torkel Torkelson

Points 64 Quality 3+ Combat 2

Leader, Pistol, Short Move, Steadfast

Skalagrim Helgison, Sigfast Galtisson, Kotkell Grithsson

Points 38 Quality 3+ Combat 2

SMG, Short Move, Steadfast

Kari Elvarson

Points 34 Quality 3+ Combat 2

Pistol, Short Move, Steadfast

Styrr Snorrison

Points 48 Quality 3+ Combat 2

Pistols: Twin, Short Move, Steadfast