<p class="source-note">From <a href="../core-rules/">Core Rules</a>. <a href="../lore-core-rules/">Read this book’s lore</a>. Readable tables and original source diagrams.</p>

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### ACTIONS

The following section covers the actions models can perform when activated. Note that some model Types or Subtypes (notably the Vehicle Type and the Beast Subtype) may alter which actions the model can perform (see pages 43-47).

Unless stated otherwise (for example, due to a weapon trait or special rule), a model may not perform the same action twice in the same activation.

### MODEL ACTIONS

Models that are not Engaged or Seriously Injured/Damaged can perform the following actions. If they are Suppressed when they are activated, they lose their Suppressed marker and may only perform one action instead of the usual two:

### AIMED SHOT (DOUBLE)

The model makes an attack with a ranged weapon without the Heavy trait and applies a +1 modifier to their Hit roll (see page 72).

### BRACED SHOT (DOUBLE)

The model makes an attack with a ranged weapon with the Heavy trait (see page 72).

### CHARGE (DOUBLE)

The model moves their Movement characteristic plus 06" towards a targeted enemy model and may move within 1" of enemy models as long as they end the move Engaged with the targeted model. If they end this move Engaged with the targeted model, they must perform a Fight or Coup de Grace action as a Free action. Otherwise, they must move as close as possible to the target.

When a Vehicle performs a Charge action, it may only make one turn of up to go0 at any point during the move. If a Vehicle cannot perform sufficient turns to be able to move directly towards a model, it may not target the model with a Charge action.

### COUP DE GRACE (SINGLE)

This action may only be performed by Fighters. Choose one Seriously Injured enemy Fighter within 1" of the Fighter; each player rolls a 06 and adds their Fighter's Strength characteristic to the result. If the activating Fighter's total is equal to or higher than the enemy Fighter's total then the enemy Fighter immediately goes Out of Action.

### CRAWL THROUGH DUCTWAY (DOUBLE)

This action may only be performed by Fighters. If the Fighter is within 1" of a ductway, they may be placed within 1" of the other end of the ductway, provided they can be set up so that they are not within 1" of an enemy model and so that their base does not overlap that of another friendly model or an obstacle.

### DASH ( DOUBLE)

The model may move a distance equal to their Movement characteristic plus their Initiative characteristic in inches (see page 66). When a Vehicle performs a Dash action, it may only make one turn of up to go0 at any point during the move.

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### ENGAGE (SINGLE)

The model moves 06" towards a targeted enemy model and may move within 1" of enemy models as long as they end the move Engaged with the targeted model. If they end this move Engaged with the targeted model, they must perform a Fight or Coup de Grace action as a Free action. Otherwise, they must move as close as possible to the target.

### FIRE ALL (DOUBLE)

This action may only be performed by Vehicles. The Vehicle fires all ranged weapons it is equipped with regardless of if they have the Heavy trait or not. Each weapon may target a different enemy model, declare all targets before rolling any dice.

### GROUP ACTIVATION (SINGLE)

This action may only be performed by Fighters. The Fighter selects any number of friendly Ready Fighters within 3" and makes a Leadership check with a -1 modifier per Fighter selected after the first. If the check is passed then after the Fighter has completed their activation, each of the other Fighters may be activated in turn. Fully resolve each Fighter's activation before moving on to the next Fighter.

This action cannot be performed by a Fighter that has been selected as the target of this action this round.

### INTERACT (SINGLE)

The model interacts with a part of the battlefield or an object. The rules for the object will say what happens when this action is performed.

### MOVE (SINGLE)

The model may move a distance equal to their Movement characteristic (see page 66).

### RELOAD (SINGLE)

Pick one of the model's weapons that is Out of Ammo and reload it (see page 73).

### REPAIR (SINGLE)

This action may only be performed by Fighters. Choose one Seriously Damaged friendly Vehicle within 1" of the Fighter. The selected friendly Vehicle immediately makes a Recovery test.

### SABOTAGE (SINGLE)

This action may only be performed by Fighters. Choose one Seriously Damaged enemy Vehicle within 1" of the Fighter and make an Intelligence check for them. If the Intelligence check is passed then the enemy Vehicle immediately goes Out of Action; if it is failed then the Fighter fails to destroy any critical parts of the Vehicle, in which case the action fails and is wasted.

### SHOOT (SINGLE)

The model makes an attack with a ranged weapon without the Heavy trait (see page 72).

### TREAT ALLY (SINGLE)

This action may only be performed by Fighters. Choose one Seriously Injured friendly Fighter within 1" of the Fighter. The selected friendly Fighter immediately makes a Recovery test.

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### ENGAGED MODELS

Models that are Engaged with an enemy model can only perform the following actions:

### ENGAGED STATUS

If a model is in base to base contact with an enemy model, they are usually considered to be Engaged (see page 40). This limits the actions that are available for them to perform.

An Engaged model can never be Suppressed, and if a Suppressed model becomes Engaged, they lose their Suppressed marker.

Note that a Seriously Injured/Damaged model can never be Engaged, and does not Engage enemy models - models may freely move within 1" of enemy Seriously Injured/ Damaged models.

### FIGHT (DOUBLE)

Resolve a combat this model is Engaged with (see page 7 4).

### RETREAT (DOUBLE)

The model may move a distance equal to their Initiative characteristic (see page 66). During this move they may freely move within 1" of enemy models, but they must end this move at least 1" away from enemy models.

### SERIOUSLY INJURED FIGHTERS

Fighters.that are Seriously Injured can perform the following actions:

### CRAWL (DOUBLE)

The Fighter may move a distance equal to their Strength characteristic in inches (see page 66).

### DESPERATE ESCAPE (DOUBLE)

The Fighter flees the battle and they go Out of Action. Roll a D6; on a result of a 1 or 2 they roll on the Lasting Injury table, otherwise they are considered to be Out Cold (see page 78).

### TEND WOUNDS (DOUBLE)

When the Fighter makes a Recovery test, they roll an additional Injury dice.

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### SERIOUSLY DAMAGED VEHICLES

Vehicles that are Seriously Damaged can perform the following actions:

### CONDUCT REPAIRS (DOUBLE)

When the Vehicle rolls to recover, it rolls an additional Injury dice.

### DESPERATE ESCAPE (DOUBLE)

The Vehicle flees the battle and goes Out of Action. Roll a D6; on a result of a 1 or 2 it rolls on the Lasting Damage table, otherwise it is considered to have Superficial Damage (see page 79).

### FREEWHEEL (DOUBLE)

The Vehicle may move D6" (see page 66).

### SERIOUSLY INJURED/DAMAGED STATUS

When a model is wounded by an attack, there is a chance they may become Seriously Injured/Damaged (see page 77). A Seriously Injured/ Damaged model is temporarily unable to continue fighting, though with time they may manage to recover and rejoin the fight. Until such a time, however, they are vulnerable to attacks from enemy models and cannot defend themselves.

A Seriously Injured/Damaged model can only perform the actions listed here. If a model starts their activation Seriously Injured/ Damaged, after they have finished resolving their action, they try to get back into the fight by making a Recovery test.

### RECOVERY TESTS

After a model that started their activation Seriously Injured/Damaged completes their activation, the controlling player makes a Recovery test for them by rolling an Injury dice:

- If the result is Out of Action, the model is removed from play and rolls on the Lasting Injury or Lasting Damage table (see pages 78-79).

- If the result is Seriously Injured, the model remains Seriously Injured/Damaged.

- If the result is Injured, the model recovers enough to continue fighting or restarts their engine. Remove the Seriously Wounded/Damaged marker next to them.

Note that if a model becomes Seriously Injured/ Damaged during their activation, they do not make a Recovery test at the end of their activation.

Assistance: When making a Recovery test for a Seriously Injured Fighter, one friendly Fighter that is within 1" and is neither Engaged nor Seriously Injured can offer assistance. If they do so, roll 1 extra Injury dice (note: Vehicles cannot be assisted in Recovery tests and cannot assist others).

Multiple Injury Dice: It may happen that due to assistance, items of wargear, Gang Tactics or skills, several Injury dice are rolled when making a Recovery test. Regardless of how many are rolled, 1 Injury dice is picked by the recovering model's controlling player and resolved - the others are discarded, as described previously.

Enemy Models: If a model is within 1" of an enemy model that is not Seriously Injured/Damaged when they make a Recovery test, then they are automatically taken Out of Action - there is no need to roll the Injury dice.