Impact X Archives

Impact X – Rules Update 1.3.0

This post has been archived with permission from the Impact X blog.


Activating: When multiple effects occur at the same timing during a units activation (without pre-arranged resolution timings such as with detonate and standby) the player controlling the activating unit decides the order that effects resolve in. This is a new addition and clears up a lot of confusion around timing issues.

Armor X Keyword: Armor X works in the same way that Armor does, but is a limited keyword instead of unlimited. This gives some granularity and control to the system.

Base Contact: This is a reversal from a previous rule that friendly models could not be base to base with other friendly models in different units. This allows you to gain cover from vehicles and emplacements while ignoring the cover yourself. It also clears up some illegal game-states that could be created under certain circumstances and cleans up and streamlines the rules.

Climb Clamber: While climbing a mini can partially overhang a ledge as long as the mini is stable. This is a reversal on previous reversal… essentially back to where we started.

Cohesion: When placing minis into cohesion minis can partially overhand a ledge as long as the mini is stable. This is a reversal on a pervious reversal… essentially back to where we started.

Compel Keyword: The Compel keyword was added. If a unit is suppressed but not panicked and within range 1-2 of another unit with Compel that unit can gain 1 suppression to perform a move action. Note: the unit must be suppressed, not have a suppression, so Compel can never grant a third action, only a second. Compel action must be a move action. Compel happens after the rally step which means 2 things – 1) because it has already completed its rally step its number of actions and panic status is already set for the activation, so Compel cant cause a unit to panic 2) because it is after the rally step, the compel move must be the first action the unit performs.

Compulsory Move: When performing compulsory moves the base of a mini may partially overhang a ledge as long as the mini is stable. This is a reversal of a reversal… essentially back to where we started. While performing a compulsory move units that would land on terrain they would normally ignore they may slide backwards along the movement tool by up to half their base size without taking damage, if they still cant they go as far as they can and take damage as normal. This is something Ive been advocating for and allows repulsor vehicles to be played less restrictively.

Cover: When attacking if you are base to base with a vehicle or emplacement you ignore the cover they grant when attacking just like they were terrain this is new and covered in the base to base rules. Models on clear pegs now count their peg and base when determining cover unless their base is notched, this is partial reversal on rules and makes flying troopers competitive with normal troopers while keeping the vehicle rules as intended.

Cunning Keyword: this is a new keyword – when breaking ties on command card initiative, a character with cunning wins the tie if the command card they played has their picture in the top right. If both players both have cunning and both played command cards with their picture then determine initiative as normal.

Danger Sense X Keyword: this is a new keyword – Danger Sense adds additional defense dice when defending up to the X number. These dice are only added against ranged attacks. The die must be the color of the die on the units card if there is ever an effect that adds more dice. Units with Danger Sense may chose how many suppression to remove when they remove suppression. This means that during the rally phase you can roll the appropriate amount of dice and then chose to not remove the full amount, as well as when recovering you may chose to keep a number of suppression. Units without Danger Sense must remove the full amount of suppression when rallying or recovering.

Dauntless Keyword: this is a new keyword – If a unit is suppressed but not panicked that unit can gain 1 suppression to perform a move action. Note: the unit must be suppressed, not have a suppression, so Dauntless can never grant a third action, only a second. Dauntless action must be a move action. Dauntless happens after the rally step which means 2 things – 1) because it has already completed its rally step its number of actions and panic status is already set for the activation, so Dauntless cant cause a unit to panic 2) because it is after the rally step, the Dauntless move must be the first action the unit performs.

Detonate: When a charge detonates and hits multiple targets, the player who controls the charge determines the order the targets are hit in. This was always the case but now it is explicit. When a condition token detonates and hits multiple units the player controlling the unit that triggered it determines the order attacks happen in. This is a new clarification.

Difficult Terrain: when moving determine a units maximum speed before applying negative modifiers. This precedent was set by cover rules and assumed, but now explicitly stated.

Embark Disembark: this is a new mechanic and a bit complicated so lets bullet point it.

  • Embark and Disembark actions are performed from the transported unit, not the transporting unit.
  • Units maintain all their tokens when embarking and disembarking.
  • If the transporting unit moved more than once during its activation the transported unit treats its disembark the same as a withdraw action.
  • A unit cannot start a melee with its disembark action. but abilities like steady and relentless can trigger if the transporting unit did not move more than once.
  • you cannot embark or disembark if you control an objective token.
  • To embark you must end a standard move in base contact with the vehicle. to disembark place the unit leader in base contact with the vehicle and perform a speed 1 move. You cannot embark and disembark on the same activation. Game Effect:

Dual Sided Cards: this is a new mechanic. You only pay once for the card, you dont add the cost of both sides together. You determine which side is face up when deploying that unit – dont forget this, it may cause you to have the wrong side face up during a game if you have not changed it. only the face up side is active. Cards are flipped by various conditions, most commonly Reconfigure.

Game Effect: game effect has been added for some reason, a game effect is anything that occurs within the game because of card text, ability, or action.

Guardian X: when defending with multiple guardian units, the defending player declares which unit is guardianing the attack and resolves it before moving on to the next guardian. This has always been the case but is now explicitly stated.

Impervious X: when defending against a weapon that has pierce, the Impervious unit always rolls additional dice even if the pierce has been spent previously. This is a strength boost to the interaction between guardian and impervious.

Infiltrate Keyword: the infiltrate keyword has been added. when deploying place the unit beyond range 3 of all enemies. If there are no enemies deployed yet the infiltrate unit may deploy anywhere. This does not meet the deployment requirements for disarray unless they are actually deployed into the zone.

Issuing Orders: Orders are issued one at a time in the order chosen by the controlling player, but all of one source must be completed before moving on tho the next. A unit can only receive one order during the command phase, even if that order does not remain on the unit. This adjusts to account for comms relay and other abilities.

Light Transport (open/closed): new keyword. A light transport can embark and disembark 1 unit consisting of a small base mini at a time. During deployment if a vehicle with transport is already on the table the player may chose to deploy a unit as embarked on that vehicle. while defending if a transport with the open type suffers 1 or more wounds the embarked unit also suffers 1 automatic wound. If a vehicle is defeated while transporting a unit that unit suffers 1 wound for the damage, 1 wound for the vehicle destroyed, and gains 1 suppression.

Melee: a unit cannot move out of melee and then back into melee with the same unit in the same activation. This prevents boba from disengage shenanigans.

Movement: models bases can partially overhang terrain if the mini is stable. This is a reversal of a reversal. back to where we started.

Movement, Vehicle: if a vehicle with a non-round base performs a pivot it does displace troopers. This is a clarification to new vehicles with oblong bases.

Panic: a panicking unit cannot use its panic movement to begin a melee. this is a new rule to maintain the spirit of the panic rule.

Pivot: updated to be in line with the vehicle movement rule – pivots can displace with a non-round base.

Quick Thinking: quick thinking is a new card action that grants both a dodge and an aim. because it is not a dodge or aim action a unit with quick thinking can perform both actions, but does not trigger abilities that call out aim or dodge.

Range: range for abilities other than attack range is measured from closest mini to mini. this was always the case but is being specifically called out for abilities like repair and treat.

Reconfigure: this is a new keyword that allows some double sided cards to be flipped using a recover action.

Repair: this keyword has been modified to work on both ground and repulsor vehicles. Previously it only worked on ground vehicles.

Resilience: weapon destroyed is now weapon disrupted. a disrupted rolls half its dice rounded up, controlling player determines which dice to use out of the pool. an ATST for example which is 2R2B2W would throw 2R1B if disrupted.

Speeder X: has been updated with the new overhang and new compulsory move rules.

Tactical X: new keyword, after performing a standard move you may gain 1 aim token. note this is a standard move not a climb, pivot etc, and you are gaining a free aim token, not performing a free aim action.

Transport X (open/closed): new keyword. A transport can embark and disembark 1 unit consisting of small based minis at a time. During deployment if a vehicle with transport is already on the table the player may chose to deploy a unit as embarked on that vehicle. while defending if a transport with the open type suffers 1 or more wounds the embarked unit also suffers 1 automatic wound. If a vehicle is defeated while transporting a unit that unit suffers 1 wound for the damage, 1 wound for the vehicle destroyed, and gains 1 suppression.

Transported: new mechanic. while embarked a unit cannot perform any actions except a disembark. a transported unit cannot be attacked or defend. a transported unit cannot gain any tokens other than suppression (because they cant defend they cant be attacked but this applies to abilities like mind trick or master of evil). while transported a unit removes suppression as per normal. Units can receive and issue orders as per normal while being transported. game text on objective cards does not apply to transported vehicles – so a transported trooper does not count towards key positions or intercept for example. when measuring range to or from a transported unit use the vehicles base instead.

Treat X: updated to allow healing to emplacement troopers.

Vehicle: updated to account for the weapon disrupted condition.

Weakpoint: updated to account for weakpoints that aren’t in the rear.

Withdraw: updated to clarify you can begin a melee from a withdraw action, although you do not trigger other events like charge.

Errata:

Limited Visibility: updated to be a ranged attack limitation not a line of sight limitation. (this is how most people played it anyways).

Battle Meditation: Specifically limits to command card orders so that entourage can be freed up and less limited.

Long Range Comms: updated to say commander or operative instead of just commander.

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