Defense Die Strength: Each unit has a defense die strength that ranges from 1 to 10. In addition to the unit’s defense die strength the unit might also receive bonuses from its leader, attachments or terrain.
Resistance: Each unit has a resistance which indicates how much damage is negated by unconventional attacks such as nuclear, biologic, chemical or psychic damage. Depending on the type of attack, the resistance can either be subtracted directly from the special attack damage or generate a random number between 1 and the resistance.
Movement Rate: This number represents the number of movement points a unit can move per turn. The number of movement points that an army can move during any turn is limited by the lowest movement rate of the cards comprising that army. If a unit has a movement rate of 3 and all the other the units in the army have a movement rate of 2 then the movement rate for that army is limited to 2 points per turn. Movement points are spent by an army to enter hexes on the game board and determine how far an army can move in any turn.
Hit Points: This number represents the number of damage points that a unit can sustain before being removed from the game. Units receive damage during challenges when the opponent’s attack die roll exceeds the unit’s defense die roll. The difference in the rolls is applied as damage. Units can be “repaired” at a stronghold our outpost by expending action points and resources.
Attack Range: This number describes the number of rows that a unit can shoot at during combat in the tactical combat module (described later). A unit with a range of 1 can only reach targets directly in front of it while a unit with a range of 2 could shoot
over 1 row to the row behind it. A unit card with a range of 3 could target any row on the battle board.
Special Abilities: Most units have some special abilities that set them apart from others. Some abilities allow the unit to attack multiple times while others allow the unit to modify a target’s defense or attack strength’s with a successful hit in a combat challenge. See the appendix at the end of the manual for a full description of all the unit special abilities.
Supply Required: Units operating in an army require supply (described later.) If a unit in an army is out of supply then it suffers a penalty to its attack and defense die and has its movement rate reduced to 1. Units with the “Commando” special ability never require supply. Units that have just conducted an airborne assault receive one free turn of supply but after that are subjected to supply rules unless they have the “Commando” special ability.
Combat Capable: Non-stealthed (described later) armies with a unit in them are able to exert definitive control over a hex and are described as being combat capable. A non-stealthed combat capable enemy army that moves into a hex controlled by a non- stealthed combat capable army must give battle that round and cannot coexist in the same hex unless a siege situation exists (see control and siege later in the manual)
Resource Cost: To deploy a unit to the game board you must pay its resource cost indicated by the colored icons on the side of the unit’s card. In addition to paying the resource cost you must pay Action Points (AP) equal to half the total number of resource points.
Facilities: Facilities represent permanent structures, buildings and outposts that help your faction expand your control over the game board map, provide supply, and allow the creation of special tactics, attachments and munitions cards. Facilities are deployed directly to the board and once placed cannot be moved. Multiple copies of a facility can be added to a deck and once eliminated a facility is sent to the discard pile. Facilities are limited to a certain number of copies per deck indicated on the facility’s menu entry in the “Create/Edit Deck Menu.” Facilities all have the following key attributes:
Facility Type: Each facility has a type designator that describes the facilities basic function. Outposts extend supply and allow for army creation and unit deployment. Laboratories allow for the creation of attachment, enhancement and munitions cards. Intel Centers provide extra action points and defense against espionage.
Facility Level: Each facility has a level designator that ranges from 1 to 5. Most facilities begin or enter play at level 1 however there are some exceptions. Upgrading a facility to a higher lever costs both action points and resources (described later) but enhances the structure in various ways usually increasing the structures survivability but also often providing other key effects. Strongholds and Outpost for example must be upgraded to allow for the deployment of more facilities to that location. Laboratories and Academies are upgraded to provide more die for“challenges”that allow for the creation of attachment, munitions and tactics cards.
Defense Die Strength: Each facility has a defense die strength that ranges from 1 to 10.