Infantry Rules

Each infantry unit will have the following characteristics:


  • Fire – the models in this unit will need to roll a 4 or better on a d6 to put fire onto their targets
  • CQB – they will need a 4 or better on a d6 in order to hit their opponent in close combat
  • Morale – the unit will need a 3 or better in order to pass a Morale test
  • Armor – wearing light body armor gives some protection (5+) vs small arms fire.
  • Movement – the unit can move up to 6” during an activation



Infantry models need to remain within 1” of another member of their unit.  If, for some reason, they are separated they must spend their next possible activation getting back into unit cohesion.  Note – this can happen as part of their regular movement.


Unless the scenario calls for something different, you can always hold your forces in reserve. Troops in reserve enter the board starting in the second turn. You will need to roll a 4+ for each unit in order to have them come in. Once you nominate and successfully roll to bring them on, you must bring them on the board that turn. (ie, you can’t hold back until a favorable number of units have made the required roll) However, you can bring them on at any time during your turn. Units that come in from reserve enter on the controlling player’s board edge unless otherwise noted in their profile.


Infantry models can move any direction during an activation where they chose to move. Normal infantry will move up to 6” and fast infantry up to 8” during an activation.  Nominate a model in the center of your group and move that model first. You will then move the other models into coherency with the center model keeping the same basic shape of the formation.  Or you can measure each one individually.  Since most weapons can shoot the board, it won’t matter that much and should speed up gameplay.

Terrain and movement

At the beginning of the game, both players need to discuss how terrain will affect their troops. Terrain will either be clear, difficult or impassable.

  • For difficult terrain, movement is reduced by 1/2 for any unit looking to move through it.
  • You should decide if a terrain piece is passable to infantry troops but impassible to vehicles.
  • For the most part, buildings are treated as difficult terrain (since most buildings we see on the table top have been bombed or suffered a similar injustice) Moving up or down a level will cost 2” in movement per level. Non-ruined buildings are treated as clear terrain and each level costs 1” in movement.

Infantry Special Rules

  • CQB Specialist – these troops gain an additional d3/d6 for assaulting in CQB combat plus a die modifier of +1 to the initiative roll in the first round of CQB.
  • Conscript – these troops must roll their leadership at the beginning of their turn in order to activate.
  • Fanatic – Fanatics don’t take break and will fight to the last model.
  • Fast – these models are extremely nimble and can cover more ground.  Their base movement is 8″
  • Fearless – these units are immune to pinning and breaking – as a note, if you give this trait to a troop type, it should probably be reserved for mindless alien bug things that have no concept of individuality or fear or robots.
  • Gene Enhanced – They ignore an unsaved wound on a roll of 6+.
  • Improved Close Combat – these units may re-roll any 1s in close combat.
  • Improved Targeting – these units have highly sophisticated targeting equipment.  They can re-roll any 1s when shooting at enemy troops or vehicles.
  • Jump Infantry – through natural means or jet packs, these units are able to move 12″ each activation.  If they use their jump packs and land in difficult terrain, roll a d6, if the result is a 1, the unit will take a wound (with saves)
  • Light Infantry – these troops are known for their ability to handle any type of terrain.  As a result, they ignore negative modifiers for moving though difficult terrain.
  • Recon – Troops with this special rule are allowed to make an additional move at the start of the game after deployment and before the first turn.  Additionally, they do not suffer movement restrictions from difficult terrain.
  • Resolute – these troops will automatically pass tests to un-pin or regroup.  Note, the still take pinning checks as normal.
  • Terrifying – Units within 10″ of these creatures must pass a leadership test or break.  Once a unit has passed this test once, they do not have to retest.

Special Infantry Types

  • Capture16Heavy weapons teams typically consist of 2-3 models. They will activate as normal. However, if one of the operators is a casualty and the unit drops below 50% strength, the unit isn’t removed. Instead it loses 1 action per turn.
  • Snipers are 2 wound models. This can be represented by two models (a spotter and a shooter) or by a single model. They are typically expert marksmen and use the most accurate rifle available. To represent this, snipers will always hit on a 3+ regardless of range.  Obscured targets still receive a -1 modifier though.  Snipers cannot be targeted by the enemy unless they are spotted. To spot a sniper, you must have one of your units within line of sight and within 30” of the sniper’s location in the same turn they have fired.  If the sniper fires on a unit they will be forced to take a pinning check as normal. If a sniper causes a wound in that unit they will need to take the pinning check at a -2 to their leadership.  Finally when a sniper rolls a 6 to hit, they can pick which model suffers the wound.  If a sniper fires within 30” of an enemy unit and within line of sight, they are considered spotted.  For a sniper to be “un spotted” they must move out of LOS for at least one turn.  Also, if the enemy has a unit within 18” of the sniper and has LoS it is automatically spotted.
  • Spotters – spotters are special teams that will direct in off board fire on the enemy. Like snipers, spotters are two wound models.  If you have a unit within 18” of spotter you may target them like any other unit otherwise, they cannot be targeted.
  • Leaders – leaders are special characters that will join a unit in order to give them a leadership boost. Units within 12” of a leader can reroll 1 failed morale check per turn.