Abilities |
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Move! Move! Move! (1CP):
Until the end of the Turning Point, each time a friendly operative that was issued this Guardsman Order is activated, until the end of that activation, add ▲ to its Movement characteristic. |
Take Aim! (1CP):
Until the end of the Turning Point, each time a friendly operative that was issued this Guardsman Order makes a shooting attack, in the Roll Attack Dice step of that shooting attack, you can re-roll any or all of your attack dice results of 1. |
Hold Position! (1CP):
Until the end of the Turning Point, each time a shooting attack is made against a friendly operative that was issued this Guardsman Order, in the Roll Defence Dice step of that shooting attack, if it is in Cover, you can re-roll any or all of your defence dice results of 1. |
Fix Bayonets! (1CP):
Each time a friendly operative that was issued this Guardsman Order fights in combat, in the Roll Attack Dice step of that combat, you can re-roll any or all of your attack dice results of 1. |