Stand-alone rules
Racial independence rules
Independent soldiers
The Warriors of the Federation do not panic at the loss of their commander, nor do they become ignorant when confronted with an emergency. Pen @ fun @ pavilion wWw. ļ½ļ½ļ½Uļ½Eć Of course, sometimes you will find that these well-trained soldiers do think a little too much.
Units with this rule will automatically regroup when they suffer more than 50% casualties, and will automatically gain +1 for morale calculations, but when the command to charge is given to the troops, an additional command test is required (soldiers think it's stupid to fight hand-to-hand), and if they fail, they will retreat back 2D6 distance.
Think flexibly
The warriors of the Federation will automatically look for the best way to save themselves and strike at the enemy, rather than blindly standing still and firing at the enemy.
Soldiers holding this rule will automatically enter cover within a six-inch radius of cover when entering the firing phase. When you give a shot command to a soldier, if you need the soldier to shoot an enemy who is not closest to him, he will automatically enter the shooting round without passing the leadership test.
Save yourself
The warriors of the Federation will not waste their lives fighting savage monsters, but will instead seek the most effective way to kill their enemies.
When an enemy charges a unit holding this rule, perform a leadership test, and if passed, immediately retreat 2D6 distance and fire a hasty shot at the charging enemy.
Perfect the mind
The soldiers of the Federation are highly resistant to supernatural abilities and psychic attacks, and in fact, this resistance is deeply linked to the Federation's own genetic traits.
When an enemy psyker casts a psychic energy on a unit holding the rule, it is automatically considered a failure.
Science is our will
The Federation's mastery of high technology makes the Federation's weapons systems extremely susceptible to failure and always safe.
Federation weapons do not have unstable or overheating properties, and if a Federation vehicle is destroyed, it will only be destroyed and will not explode if it results in a D6 or greater.
If the breakdown is determined to be an explosion, the explosion judgment is skipped and the wreckage is placed directly on the table.
Efficient firewall
The Federation's well-established information warfare capabilities make the Federation's system security almost unbreakable. Even if you get hit by chance, you can recover quickly.
When encountering a data attack or electromagnetic attack, such as the Curse of the Machine God or the EMP grenade, the enemy needs to roll D6 again, if the number is less than or equal to three, the attack will be invalid; If it passes, it will enter the normal settlement link. When the enemy is successfully resolved, regardless of the outcome, the Federation Vehicle will only be incapacitated for one turn, ignoring the rest of the negative effects.