rogue hammer sqr
rogue hammer sqr
▸ Activation Level: in the respective Phase, each player -1 Target is a Monster (add the AT value)
receives 2 full activations and 2 partial activations (adjust up -1 Shooter is a Hero
or down if not at the 75-125pts standard).
▸ Firefight: if the target of a shooting attack is within 9" and
▸ End Phase: resolve any timed effects, and check victory
survives, it will fire back (no interaction with its own
conditions.
activation).
Full Actions Partial Actions
Close Combat
Move and Fire/Assault Move ▸ If within 3" of an enemy, a unit is not forced to attack, but if it
Double Move Fire/Assault does, it will be a close combat. Units that cannot move are
Move and Defend Carry Out/Meditate excepted, but can shoot only at enemies within 3".
▸ Combat Shock: if attacked in close combat, an Infantry unit
Regroup
immediately loses 1 Cohesion. If destroyed by it, the attacker
Move and Carry Out/Meditate can move to occupy its position.
▸ The Fight: both involved units roll 1D6 + close combat
▸ Complete a unit's activation before activating another.
value, modified as follows:
▸ A unit cannot be activated more than once in the same turn.
▸ Units just arrived from off-table can be activated normally. +1 Hero vs Squad
+1 Defending an obstacle
Movement +1 More Cohesion than opponent (only if both Infantry)
▸ Move up to Speed. Models cannot move through each other,
but Vehicles/Monsters can push Infantry (friend or foe) aside. ▸ Resolution: the unit with the lower score loses Cohesion
▸ Bad Going: if crossing rough terrain or obstacles, units have equal to the difference, then retreats 1 move away (2 moves if
their Speed capped for the whole activation (max 4" for losing 3+ Cohesion, Combat Shock excluded). The other unit
Infantry, Monsters and Walkers, 3" for Tracked Vehicles). can move to occupy the position.
Heroes ignore it. Wheeled Vehicles treat it as impassable. ▸ Draw: both units lose 1 Cohesion. Starting with the attacker,
decide to stay or retreat 1 full move away. If both decide to
Fire Combat stay, fight again.
▸ Targets: a unit must fire at a single target. Heroes cannot be ▸ Overrun: if one unit rolls a 1 and the other a 6, the one that
targeted if within 2” of a Squad. rolled 1 is immediately destroyed. The other regains +1
▸ Range Bands: units have different Firepower values for the 3 Cohesion and can move to occupy the position.
range bands (9”, 24”, unlimited, cannot fire on a “NA” value).
Other Actions
▸ Line of Sight: other units block LoS, unless the firer/target is
particularly taller or in elevated terrain. ▸ Regroup: the unit regains 2 Cohesion (3 if within 6" and LoS
of a Hero).
▸ Area Terrain: allows visibility up to 3".
▸ Defend: -1 damage if hit by ranged attacks. Impossible if
▸ Linear Terrain: blocks LoS unless either the firer or the
moving closer to any enemies. Keep the status until the unit is
target are within 3".
next activated.
▸ The Firepower Roll: 2D6 + relevant Firepower. To hit, the
▸ Carry Out: perform non-combat/mission action.
roll must reach:
▸ Meditate: regain 1 Power Point (see Psionics).
ROGUE HAMMER QRS 2/4
Heroes Transports
▸ Heroes ignore Bad Going. ▸ Units moving within 2" of a transport can embark, provided it
▸ Cannot be targeted if within 2” of a Squad. If shot at, -1 to hit. has enough free capacity (squads take 3, Heroes 1).
▸ When shooting, inflict -1 damage. ▸ Transported units can disembark by activating normally
(provided they move).
▸ +1 to the close combat roll vs Squads.
▸ If a transport is penetrated but not destroyed, all units inside
▸ Regrouping units in LoS and within 6” gain 1 extra Cohesion.
loses 1 Cohesion.
Vehicles ▸ If destroyed, all units disembark within 2" and lose 2
Cohesion.
▸ Vehicles cannot Regroup.
▸ They move up to Speed in a straight line, pushing Infantry Monsters
(friend or foe) aside. Each movement action can include an up
▸ Monsters can only move (as Infantry, can push actual Infantry
to 90° turn at any point.
aside) and attack.
Tracked Vehicles are capped at 3” in Bad Going. Wheeled
Vehicles cannot enter it at all. ▸ Monsters are Immune to Combat Shock.
▸ Vehicles do not inflict or suffer Combat Shock ▸ If shot at,+1 to hit but -1 damage (add any AT value to the
damage roll).
▸ They are never forced to retreat from a lost close combat.
Instead it’s the opposite unit (unless a vehicle too) that must ▸ Ramming: instead of attacking in close combat,
move until outside 3”. automatically hit a structure (damage equal to Size) or non-
walker Vehicles (add Size to the penetration roll).
▸ Open Vehicles: receive damage and can engage/be engaged
in close combat as normal. If classified as Light, -1 to be hit
Buildings
vs ranged attacks.
▸ Buildings are considered by room (a single one for "normal"
▸ Armored Vehicles: if hit, the Armor on the relevant facing
buildings). One room has a capacity of 3.
must be penetrated (impossible with AT values of “NA”).
They cannot engage in close combat. If already within 3” of ▸ To move inside, a unit must contact an access point. It takes a
enemies, they cannot move closer, but can Fire (enemy move action to move to an adjacent room.
responds with either a Firefight or an assault). If engaged, ▸ Buildings block LoS. Units in a room with any openings can
they suffer an automatic hit (use the close combat AT value). shoot and be shot at from outside (hard cover).
▸ Walkers: treated as Infantry for terrain. If attacking a close- ▸ Units attacking another in an adjacent room resolve first a
combat capable unit within 3”, they will engage in close simultaneous Firefight (hit on 8+), then an unavoidable close
combat (inflicting Combat Shock). Otherwise they can choose combat (no Combat Shock).
to Fire or assault. If they lose a close combat, roll for ▸ Rooms can be shot at. They are hit on 6+, and must be
penetration with a bonus equal to the differences in scores. penetrated like Vehicles. Armor values are:
▸ Penetration Roll: 2D6 + AT. Results with a * can be applied
multiple times. 8 Wooden building
10 Stone building
Minor Damage (Penetration roll = Armor) 11 Heavy stone building
1-2 * Slow Down: Speed is halved, rounding down. 12 Fortifications
3-4 * Firepower Reduced: All shooting is -1 to hit.
▸ Minor damage removes -1 Armor.
5 * Armor Breach: Armor on this facing reduced by 1.
▸ Major damage removes -1D6 Armor.
Immobilized: Unable to move or turn. If the Vehicle is
6
Immobilized again, it is Knocked Out. ▸ On Catastrophic Damage or 0 Armor, the room, and any
directly above, collapses. Any adjacent rooms suffer -1 Armor.
Major Damage (Penetration roll > Armor) ▸ Any unit inside a collapsing room suffers 1D6 damage, and
Immobilized: The Vehicle is unable to move or turn. If the must either change room or move outside.
1-3
Vehicle is Immobilized again, it is Knocked Out.
* Burning: The Vehicle is immobilized. At the start of each
4
turn roll 1D6. On a 6 it suffers Catastrophic damage.
5-6 Knocked Out: The Vehicle ceases to function.
Battlefield Events
Stray Shelling: On each quarter of the table randomly
1 select a terrain feature. All units within, in contact with or
on the feature take 2 points of damage.
2 Lull in the Fighting: All units regain 1 point of Cohesion.
Reinforcements: Each player may select one Squad on the
3 table. The Squad is removed and an identical Squad at full
Cohesion is placed within 3” of their table edge.
Pinned Down: The player selects a unit. It and the closest
4
visible enemy cannot activate during their next Phase.
5 Critter: A creature appears in the center of the table.
6 Grind: The duration of the battle is increased by 1 turn.