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6 Posts

Tide of Iron» Forums » Rules

Subject: special action and movement rss

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dimitris glistras
Greece

mbmb
Hi everybody
We play the base game- not an expansion.

I was wondering wether squads with a specialisation token can move and perform their special ability during the same action.

Obviously not in the case of medic, but what happens with antitank or flamethrowers or mechs?

In the case of antitank or flamethrowers if the can move and perform their special ability (shoot with +X) must they comply to the rules of fire and movement action?

I m' sorry if the answer lies somewhere in the forum but after a little search I couldn't find anything besides a rule applying to a certain expansion (Dof if i' m not mistaking)

 
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dimitris glistras
Greece

mbmb
tnx for the immediate answer!

 
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Chris Hillery
United States
Sacramento
California
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Specialization tokens add "traits" to the squad. Most of those traits are continuous effects, like Anti-Tank's "Armor-Piercing Weaponry" trait that adds +3 firepower and increases their base range to 3 when attacking vehicles. Those traits do not require taking an action.

Some traits, however, allow the unit to take special actions. The description of those traits will all contain the explicit phrase "as an action". Examples are Medic's "Heal" and Engineer's "Dig Entrenchment". In those cases, you must expend one of your three actions in an action turn to activate that trait. (See the definition of "Special Action" on page 12 of the rulebook.) These actions generally Fatigue the unit, so you won't be able activate the unit again.

So, you cannot both Move your Medic and then Heal a unit using that Medic in the same round.
 
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dimitris glistras
Greece

mbmb
got it. tnx!
 
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Ismael Descolado
Brazil
Curitiba
ParanĂ¡
mbmbmb
Ceej wrote:
Examples are Medic's "Heal" and Engineer's "Dig Entrenchment".


I cannot understand why only engineers can dig trenches if every soldier carries a shovel.
 
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