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Each sector gains an unique fireteam bonus.
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Bonuses are only active for troopers while in a fireteam.
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If a trooper leaves a fireteam or a fireteam gets cancelled, troopers automatically loses all bonuses.
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If a trooper rolls for metachemistry or booty, he keeps the result of that roll, but still loses the equipment. If such a trooper rejoin a fireteam, he will get his old equipment again.
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Before Deployment, while choosing which list they want to play, players decide which Bonus they want to use and declare it to their opponent. (Fireteam Upgrades or Change the system).
Each game a different bonus can be chosen.
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Effective CountermeasuresDodge Action:Progressive Guts Movement:
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All Hacking devices gain the following Hacking Program:

U-Turn:
Attack MOD: 0
Opponent MOD: -3
Damage: -
B: 1
Target: -
Skill Type: Short/ARO
Special: If your Opponent declares an BS Attack guided anywhere on the Table.
Ignoring Range and Hacking area, you can declare this Hacking attack. The BS attack of your opponent will also become an face to face with this Hacking attack.
If this Hacking attack ist successful, the attack is redirected to the Unit of the executing BS attack guided attack and it suffers the damage and special effects of the ammunition type.

(If multiple Units declare this skill, the mod is stacking, but the attacking unit only suffers the damage once, even if multiple U-Turn hacking attacks are succesful)
Dodge during active turn is only legal, if you are attacked by a BS Attack, CC Attack or Hacking. Guts movement is allowed in all situations after being target by a successful Attack (regardless of whether armor saves are rolled), as long as the tier of cover or removal from hazard is not decreased. (In other words, Guts does not have to strictly improve cover in order to be used.)
For area hazards like templates and hacking, the movement must be no closer to the hacker or repeater, or no deeper into the template area.
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Example:
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An O-Yoroi is hit by shots from an Avatar's MULTI HMG. After rolling its saves, the O-Yoroi opts to duck back 2" further behind the building it is using for cover. This does not completely break LoF to the Avatar, but Partial Cover is maintained, and the JSA TAG might have a chance to get the rest of the way to safety after a subsequent round of shooting, if it survives.
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Biometric Visors Auto-Discover:T2 gains AP:Extremely Impetuous:
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Troopers possessing the Biometric Visor piece of Equipment automatically succeed at all Discover attempts, including vs Camouflage markers, Impersonation markers, and troopers in Holomask and Holoprojector states. Additionally, Discovers versus IMP-1 markers reveal the trooper immediately, rather than putting them into IMP-2 state.T2 Ammunition gains AP Impetuous models must use their Impetuous Order.
If they want to cancel the Impetuous Order, they need to spend one Regular Order of their Order Pool,
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Intent: Biometric Visors have long been underwhelming pieces of equipment, and virtually useless for their intended purpose. This is intended to fill their obvious niche more appropriately and thematically.
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If a model fails its Normal Roll on a Objective or an Objective Card, it gains a cumulative +3 WIP for its next roll on that objective in the next order.
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