New Stargrunt II Rules
The following are rules I added to Stargrunt II.
Conducting Ambushes
The regular Stargrunt II turn sequence makes it very difficult to conduct a proper ambush. These house rules can be used as scenario specific rules in order to run an ambush scenario.
Simple Ambush
The easiest way to set up an ambush is to make the ambush a complete surprise to the side being ambushed. This isn't very realistic, but it works particularly well in demonstration games or for fast scenarios.
First, the player that will be ambushed writes down the order that his units will move on the table, and the distance separating them.
Next, the player conducting the ambush places his figures on the tabletop, or places hidden unit counters and dummy counters on the tabletop. Typically, the ambusher has restrictions on where on the table he can set up.
Then, the player being ambushed shows the other player the order in which his units will move, and the distance separating them.
Finally, the player conducting the ambush indicates where he wants the lead unit to be when the ambush is sprung. The ambushed player places his first unit on the table at the indicated location, then he places all of the other units in the column on the table at the correct distance separating them.
The ambush scenario now begins, with the ambushing player being allowed to activate his units first (even if he has more units on the table than the ambushed player).
Complex Ambush
Ambushes rarely work flawlessly. Ambushes have been triggered prematurely, or the hidden units have been discovered early. If you want these possibilities in your ambush scenario, conduct a complex ambush.
First, the player that will be ambushed writes down the order that his units will move on the table, and the distance separating them.
Next, the player conducting the ambush places his figures on the tabletop, or places hidden unit counters and dummy counters on the tabletop. Typically, the ambusher has restrictions on where on the table he can set up. Complex Ambushes, though, usually have less constraints on where the ambusher may set up due to the possibility of the ambush being sprung prematurely.
Then, the player being ambushed shows the other player the order in which his units will move, and the distance separating them.
A route for the ambushed player's convoy/column is determined ahead of time, either as part of the scenario specific rules, or by allowing the ambushed player to plot a course across the table. The first unit in the ambushed player's convoy/column is moved onto the edge of the table.
Each turn, the ambushing player makes a Reaction Test for all of his units. The test is at Threat Level -1. This means that the test is not made by units with a Leadership value of 1. If none of the ambushing units fail the test, the lead unit in column is moved it's full movement, and the rest of the column's units are placed on the table behind it, at the indicated separation distance.
If one or more ambushing units do fail the Reaction Test, they have attacked the convoy/column prematurely. Roll the movement die type for the lead unit in the column. This is the number of inches the lead unit moves before the ambush is sprung prematurely. The rest of the units in the column/convoy are placed on the table behind it, at the indicated separation distance. The game now begins with the ambushing player activating first, even if that player has more units on the table.
If no units sprung the ambush prematurely that turn, the ambushed player now gets to make spotting attempts for his units to see if they can spot the ambushers. Each unit in the column can make one spotting attempt. The scenario may indicate whether or not a unit within a vehicle can spot (for instance, an infantry unit packed into the back of an APC may not have access to windows in the APC and may not be able to see out of the vehicle).
If a spotting attempt is successful, the game begins with the column at their current position. The ambushed player (the player who's units succeeded in making a spotting attempt) activate first, even if that player has more units on the table.
This process of making reaction tests, moving the lead unit, and then making spotting tests occurs until ambusher is ready to spring the ambush. The ambusher determines where the ambush will take place. The ambusher must still make Reaction Tests for his units. If any fail, the lead unit is still moved a random number of inches forward on the table. If this takes the unit past the point where the ambusher wants to spring the ambush, too bad. If no reaction test was failed, the lead unit is moved either its full movement distance, or to the point where the ambusher wants the unit. This point must be on the unit's movement path, and the lead unit must move less than or equal to its full movement distance.
The game now begins with the ambushing player activating first, even if that player has more units on the table. The ambusher does not get one last attempt to try and spot the ambushers.
Options
The scenario may or may not allow "spotting by fire". This should be spelled out in the scenario. There should be a good reason to allow a unit to fire blindly in the hope of hitting a hidden unit. If a unit, for instance, is travelling through an area that they know has a high probability of hiding an ambush, "spotting by fire" should be allowed.
Cross Training
General Rule
This rule is optional for human forces. This rule is required for Phalon forces.
If a squad is cross trained, any figure in the squad can use any weapon or piece of equipment assigned to the squad. This includes support weapons, Electronic Warfare equipment, medikits, Forward Artillery Observer sighting equipment, etc. Unless stated otherwise, assume human squads are cross trained. All Phalon units are cross trained.
Weapons and equipment may be recovered. "Recovering" applies to weapons and equipment picked up from figures that are untreated casualties, figures that were wounded, or figures that were killed. It requires a Reorganise action to recover equipment. In addition to a Reorganise action, an Equipment Recovery Test is needed to recover equipment or weapons (see Equipment Recovery Test, below).
The Reorganise Action used to recover equipment can also be used for other purposes, such as bringing figures back into integrity range, creating a detached element, treating wounded figures, etc. This Reorganise action does not have to be used for anything other than weapon/equipment recovery, or it can be used for some other purposes and not others. For instance, you might want to use a Reorganise action to recover a support weapon from a wounded trooper, but you may not want to determine the status of the wounded trooper with that same Reorganise action as you may be waiting for a medic to join the squad before treating the squad's wounded.
Restriction: All troopers in a squad are cross-trained in the use of all equipment and weapons in that squad. Assume that troopers in one squad are cross-trained in the use of weapons and equipment in another squad only if both squads normally have the weapon or piece of equipment in question.
Example: A platoon has a command squad consisting of the platoon leader, an NCO, an EW trooper, a SAW trooper, and four troopers with Advanced Assault Rifles. The platoon also has three regular squads with AARs and SAWs, and a Forward Artillery Observer team with AARs and FAO equipment. During play, the EW trooper and the SAW trooper in the command platoon are wounded. Any member of the command squad can attempt to recover either the EW unit or the SAW. Any regular squad can attempt to recover the SAW, but can not attempt to recover the EW equipment. The FAO team may not attempt to recover the SAW nor the EW equipment.
Exception 1: A scenario designer may declare any weapon or piece of equipment as cross trained by some or all squads in a scenario. For instance, a scenario designer may declare that all troopers are cross trained in the operation of SAWs, even if their squad or team wasn't issued a SAW. Assume that all troopers are cross trained in the standard weapon of that force, such as the Advanced Assault Rifle for most human armies.
Exception 2: Snipers and other independent figures attached to a squad do not count for cross training purposes. For example, if a squad has a sniper attached to it, the sniper's weapon can not be recovered if the sniper is wounded, nor can the sniper recover the squad's special equipment or support weapons (unless the scenario designer allows it, as per exception 1, above).
Exception 3: Phalons are cross trained in all weapons and equipment.
The Equipment Recovery Test
An Equipment Recovery Test must be made in order to recover weapons and equipment from a wounded figure. One Equipment Recovery Test must be made for each weapon or piece of equipment being recovered. The Equipment Recovery Test is made with a Threat Level of 2 (TL2).
An Equipment Recovery Test is essentially the same thing as a TL2 Reaction Test. Roll the squad's Quality Die. The Equipment Recover Test succeeds if the the die roll exceeds the sum of the squad's Leadership Value plus the Threat Level.
- If the Equipment Recovery Test succeeds, the wounded figure's weapon or piece of equipment may be given to another figure in the squad.
- If the Equipment Recovery Test fails, assume that no other trooper can figure out the weapon or piece of equipment, or that it was damaged, lost, out of ammunition, or in some other state such that it can not be used by another trooper. In the case of a failed Equipment Recovery Test, mark the wounded figure to show that its weapon or equipment can not be recovered.
Any number of Equipment Recovery Tests can be made per Reorganise action, though only one Equipment Recovery Test can be made per piece of equipment or weapon being recovered. If the Equipment Recovery Test fails, the figure is marked to show that the weapon or equipment can not be recovered. A squad can not keep taking Reorganise actions and making Equipment Recovery Tests until the weapon is recovered.
The Equipment Recovery Test is made during a Reorganise action. The squad still conducts the Reorganise action even if all they were doing was attempting to recover equipment or weapons and the Equipment Recovery Test failed.
If a casualty figure is treated and he turns out to be okay, he can use his weapon or equipment even if a previous Equipment Recovery Test failed.
Troopers with small arms may keep their small arms when they recover a support weapon or equipment. Troopers with one support weapon or piece of special equipment must discard it if they intend to use a different support weapon or piece of equipment.
Example: A Veteran/2 Phalon squad consists of a squad leader, a support pulser trooper, a plasma projector trooper, a missile trooper, and five pulser troopers. The support pulser trooper and the plasma projector trooper were wounded. The squad conducts a Reorganise action to recover the two support weapons. Since the squad's Leadership Value is a 2 and the squad is Veteran, the player must roll greater than a 4 on a D10 in order to recover the weapons. The player rolls a 4 for the support pulser and a 9 for the plasma projector. The support pulser trooper is marked to indicate that the support pulser is not recoverable. The plasma projector is recovered. If the wounded support pulser trooper has his wounds treated and he is okay, the support pulser can be used again. Otherwise, the support pulser can not be recovered.
Recovering Equipment Between Two Squads
Equipment and weapons can be recovered by a different squad as long as they follow the restriction listed above.
If recovering a weapon or piece of equipment from another squad, the squad attempting the recovery must conduct a Reorganise action. The casualty, wounded, or dead figure from the other squad must be within the integrity range of the squad attempting the recovery.
To keep things simple, assume that in science fiction scenarios it is impossible to use weapons captured from the enemy. In historical games (such as World War II games), or if the scenario designer chooses for science fiction games, weapons may be recovered from an enemy casualty, or a wounded or dead enemy.
Fuel-Air Explosives
Acknowledgements
Many thanks to Oerjan Ariander for giving me a tutorial on fuel-air explosives, for providing ideas and suggestions with regard to these rules, and for going over these rules to make sure they seemed reasonable.
Overview and Stargrunt II Background
Fuel-Air Explosives (FAEs) consist of a cloud of fuel, in the form of an aerosol, dispersed over an area and then exploded with a detonator. The main destructive force of an FAE is high overpressure, which is useful against soft targets such as minefields, armored vehicles, aircraft parked in the open, and bunkers. For more information, check out this page. These are also known as thermobaric weapons. Because of the vacuum they create after detonation, and the resulting rush of air back into the blast area, the Russian military calls them "vacuum bombs".
All human armies can use FAEs. Owing to their biotech abilities and their physiology, Phalons favour the use of fuel-air explosives (FAEs) as their high explosive weapon.
Note: many modern combat vehicles do not have the ability to form a complete seal against the outside elements. This is why contemporary thermobaric weapons are so dangerous against modern APCs. These rules assume that in the Stargrunt II universe armoured fighting vehicles are capable of being completely sealed. If adapting these weapons for use in a modern game, remember that it may be impossible to completely seal the vehicle against the effects of these weapons.
General Rules
FAEs come with the same sized blast radius as other artillery systems (see the Stargrunt II rulebook, page 46). An FAE's blast radius us double if it detonates inside a building or enclosed space (like a cave). This extended blast radius ends if it hits a blast wall (a wall designed to maintain internal integrity in case of an explosion, as decided by the scenario designer).
FAEs have an Impact of D10.
FAEs destroy minefields in the same way as regular Stargrunt II artillery.
Fuel-Air Explosives only work on planets with an atmosphere. The D10 Impact value assumes an atmosphere as dense as the Earth's atmosphere. Thinner atmospheres lower the FAE's impact. An atmosphere as thin as the Earth's on top of a mountain gives the FAE an impact of D8. Mars' atmosphere would give the FAE an impact of D6 or perhaps D4, as determined by the scenario's designer. A thicker atmosphere gives an FAE an impact as high as a D12. Any thicker than that, and troops — even Phalons — would need protective suits and specially sealed buildings anyway. Assume in those cases that the protective equipment and the thicker atmosphere mostly cancel each other out, and give the troops regular armour values and give the FAE a D10 or D12 impact.
FAEs Versus Infantry
Troops with hard, all-covering armour and included breathing apparatus — such as Power Armour and NSL panzergrenadier clamshell armour — use their regular armour values when defending against an FAE explosion. Phalons fall into this category, too, so Phalons caught in an FAE blast use their regular armour values.
Troops without all-covering rigid armour and breathing apparatus have an armour value of D4 versus FAEs regardless of the actual armour they are wearing.
FAEs ignore cover (except when used against troops in point targets; see the additional rules, below). There are no armour die shifts due to cover versus an FAE explosion.
FAEs and Point Targets
As per the Stargrunt II rulebook, a point target is a vehicle or a building. The effect on point targets and the troops within them differs greatly depending on whether the point target is "open" or "sealed". A point target is classed as "sealed" if it is airtight and all hatches, windows, doors, etc. are closed. A point target is classed as "open" if it is not airtight, or if it is airtight but a hatch, door, window, etc. is open.
The scenario designer has to indicate which buildings and vehicles are airtight and capable of being sealed before the game begins. Here are some general guidelines:
- civilian buildings and vehicles are not airtight, unless they have been specially modified
- military buildings (e.g. bunkers) are airtight
- open top military vehicles are not airtight
- tanks and APCs are airtight as long as they haven't been disabled or destroyed
A building or vehicle that is not airtight offers no protection against FAEs. A point target that is airtight but is not sealed offers no protection against FAEs. This is important to remember. FAEs work due to air pressure, and even a small opening is enough to cause massive pressure within an otherwise closed building or vehicle.
Building Sealed Status
An airtight building is sealed if all the blast doors, windows, etc. are closed. A player declares whether or not a building is sealed when the game begins if he has troops within the building, or when troops first move into a building. A unit may not fire out of a sealed building unless it was specifically designed to allow this kind of fire. The scenario designer has to specify such buildings at the beginning of the game.
Once declared as sealed or open, it takes a Reorganise action or a Move action to change the building's status. These Move or Reorganise actions may also be used for other purposes, such as treating casualties (in the case of the Reorganise action) or moving into a building (in the case of the Move action).
Units may move in and out of a sealed building if it is empty, or it contains only friendly units. If a player wishes to enter or leave a sealed building and have the building retain its sealed status, it costs an additional 2" of movement over and above the regular movement cost for entering or leaving the building. This cost does not apply to open buildings. The player can ignore this cost if the unit enters or leaves a sealed building and declares that it is now open.
A unit may only enter a sealed building if it is occupied by friendly units, or it is empty. A unit can not enter a sealed building containing enemy units without first breaching a wall or door. Once breached the building is treated as open. (The scenario designer may choose to ignore this rule for some/all of the buildings in a scenario.)
Vehicle Sealed Status
Vehicles are handled differently from buildings. Whenever the vehicle's sealed status comes into question, roll the vehicle's Quality Die. If the result is greater than the vehicle's Leadership Value, the vehicle is sealed. Otherwise someone on the vehicle has left a hatch open or the crew is operating "unbuttoned", and the vehicle is not sealed. (See below for a more detailed and advanced way of handling sealed vehicles).
FAEs Versus Sealed Point Targets
This procedure is used for a sealed point target caught inside an FAE's blast radius:
- Roll the point target's armour die versus the FAE's D10 impact die. Use the point target's lowest armour rating for its armour die. For instance, a vehicle with 3/2 front/side armour would have an armour rating of 2 and would roll 2D12 for its armour roll.
- If the armour die is greater than or equal to the impact die, the target has suffered a non-penetrating hit. Roll for the non-penetrating hit as per the Stargrunt II rulebook, page 39, but treat a SUSPENSION hit as a SYSTEMS hit. Troops, civilians, and cargo inside the point target are immune to the effects of the FAE.
- If the armour die is less than the impact die, the point target has been disabled or destroyed as per the usual Stargrunt II rules. The point target has also been penetrated. Do not determine casualties using the regular vehicle and building rules. Instead, roll the FAE's D10 impact die versus the armour die of the troops inside the point target. Treat this as an FAE explosion (i.e. troops with rigid armour and breathing apparatus, and Phalons, use their regular armour die, while all others have a D4 armour die).
FAEs Versus Open Point Targets
This procedure is used for an open point target caught inside an FAE's blast radius, or for point targets that are not airtight:
- Roll the FAE's D10 impact die versus the armour die of the troops inside the point target. Treat this as an FAE explosion (i.e. troops with rigid armour and breathing apparatus, and Phalons, use their regular armour die, while all others have a D4 armour die).
- Roll the point target's armour die versus the FAE's D10 impact die, but reduce the target's armour class by 2. If a target had armour class 5 (and would therefore roll 5D12), reduce it to armour class 3 (3D12). The lowest any point target can drop to is armour class 0 (which is a D6, as per the Stargrunt II rulebook). Use a point target's lowest armour rating for its armour die. For instance, a vehicle with 3/2 front/side armour would have an armour rating of 2, reduced to 0, and would roll D6 for its armour roll.
- If the armour die is greater than or equal to the impact die, the target has suffered a non-penetrating hit. Roll for the non-penetrating hit as per the Stargrunt II rulebook, page 39, but treat a SUSPENSION hit as a SYSTEMS hit. If the armour die is less than the impact die, the point target has been disabled or destroyed as per the usual Stargrunt II rules.
Example: an NSL bunker (armour class 3) with Power Armour, Jagers and Panzergrenadiers are within the blast radius of a Phalon fuel-air explosive warhead. The bunker is open to the air, so the warhead has full effect on the inhabitants and the bunker's effective armour class is reduced to 1. The Power Armour roll D12 armour versus D10 impact. The Panzergrenadiers roll D8 armour versus D10 impact. The Jagers, however, roll D4 armour versus D10 impact. The bunker must now test to see if it survives the blast. A D12 is rolled for the bunker versus the D10 impact of the blast.
Advanced Rule: FAEs and Vehicles
The standard rule assumes that any time an FAE hits a vehicle it is sealed unless the vehicle fails a reaction test. Players would argue that when engaging the Phalons (or a human force with these weapons) that standard procedure would be for a vehicle crew to fight sealed until reasonably sure that the threat has subsided. These advanced rules are for players who don't mind keeping track of "sealed" and "open" vehicles. These rules apply to vehicles that can be sealed by way of hatches, etc. They do not apply to civilian vehicles, canvas covered trucks, etc.
In games where a defender is attacked by surprise in a situation where they think they are safe, assume the defender's vehicles are open. In games where an attacker is making an attack into an area he knows is hostile, the attacking player may assume that his vehicles are sealed or open at the player's discretion. In all other cases, make a Reaction Test the first time a vehicle is activated or the first time the vehicle is attacked. If the Reaction Test is failed, the vehicle is open.
It does not normally take an action to seal or open a vehicle (exception: see below). A vehicle is designated as sealed or open at the beginning of its activation. It remains in that state throughout its activation and until it is next activated. If desired, a unit may change their sealed/opened status during a Reorganise action.
Vehicles that transport infantry are a special case. The vehicle is declared open when the infantry load onto or unload from the vehicle. The vehicle stays in that state until the vehicle's next activation.
All communications with a sealed vehicle must be made with a communication roll, including Transfer Actions. This is regardless of whether or not the vehicle is within 6" of a command unit. If the command unit is inside the vehicle itsel a communication roll is not needed with the vehicle's crew (but a communication roll is needed to contact any unit outside the vehicle).
Snipers are allowed to target the crew or passengers of an open vehicle. Snipers cannot target the crew or passengers of a sealed vehicle.
Sealed units that have taken System hits cannot communicate with any other unit. They do not get to automatically change to open status when they are activated. They may, however, use a Reorganise action to open during their activation.
Opportunity Fire and Overwatch
Introduction
In Stargrunt II, any squad that makes two movement actions in the same activation triggers something called Reaction Fire. This allows the squad to be fired at in the middle of the two move actions. This rule covers situations where a unit spends both actions moving. However, imagine a situation where a unit guards a road and there are two buildings on either side of the road. If the buildings are within one movement action of each other, an enemy unit can cross from one building to another without worry. Or imagine a unit hidden from view suddenly rushing forward into view with its first action and firing in its second action. The target of the fire can be suppressed or hurt without a chance to defend itself.
To cover these situation, I have created two separate, but related, rules: Opportunity Fire and Overwatch. These two rules have been extensively playtested and fit the Stargrunt II game mechanics. They are also similar to rules used in the forthcoming FMA Skirmish game.
Note that there is no change to the regular Stargrunt II Reaction Fire rule. It is still in effect when using this rule modification.
Opportunity Fire
Whenever an enemy unit conducts an action within Line of Sight of a friendly unit, the friendly unit may attempt Opportunity Fire. In order to attempt Opportunity Fire, the unit must not have been activated in that turn.
In order to attempt Opportunity Fire, the unit must make a Reaction Test with at Threat Level of 0/0/1 for High/Medium/Low motivation troops. If the test is successful, the unit is marked as activated and it may make an immediate Opportunity Fire action (see below). If the test fails, the unit does not take the Opportunity Fire action and it is NOT marked as activated. A unit may attempt only one Opportunity Fire action per enemy unit action.
The Opportunity Fire action is exactly like a regular Fire action, except that the enemy unit's range die is shifted up one due to the hastiness of the fire. For missile fire, which does not use a range die, the target's ECM die is shifted up one to represent the problems with obtaining a proper lock on the target.
The unit gets to make one Fire action as its sole activation. It does not get a second action, nor can it do anything but fire.
Opportunity Fire may be conducted against any enemy unit within Line of Sight that has conducted any action. Opportunity Fire can be declared against an enemy unit that does an Opportunity Fire action! This can lead to a chain of Opportunity Fire.
Broken and Routed units may not conduct Opportunity Fire.
Resolving Opportunity Fire
If the enemy unit was moving, the player conducting Opportunity Fire gets to choose the point on the target unit's movement path where the fire takes place. All modifiers for terrain, in position, etc. are based on the conditions at that location.
If the Opportunity Fire fails, the target unit can continue to move. If it was making a combat move, it must continue towards its declared destination. If the unit was making a regular move, it may move in any direction up to its remaining movement distance (i.e. if it has a move of 6" and moved 2" towards a hill when it was attacked, after the attack it may move 4" in any direction, including back to its original start position.)
If the enemy unit receives a suppression result, the suppression takes place in a location based on the target unit's movement. If the target unit was making a normal move, the unit stops moving at the point where the fire took place and it is given a suppression marker right there. If the target unit was making a combat move, it finishes its move! It gets a suppression marker at the end of its move. This gives a unit moving within possible line of sight of an enemy a bonus for conducting a combat move.
If a unit takes casualties from Opportunity Fire while combat moving, it has three choices:
- The unit can stop moving.
- The unit can pick up the wounded and continue moving, but for the rest of their movement they are considered encumbered and lose 2" off their remaining movement.
- The unit can abandon the wounded, but they suffer the "abandoned casualty" modifier to all Reaction Tests.
If the target unit was conducting any other kind of action (such as a fire action, rally, reorganize, transfer, etc.) the Opportunity Fire occurs after that action is completed, but the Opportunity Fire must be declared before the enemy unit's action is resolved. For instance, if an enemy unit does a fire action, a friendly unit can attempt Opportunity Fire at that enemy. However, the Opportunity Fire is declared before the enemy fires, and is resolved after the enemy unit's fire has been resolved.
Opportunity Fire is resolved in exactly the same way as regular fire except that the range die is shifted up one.
Overwatch
The Overwatch Action allows a unit to prepare for Opportunity Fire. A unit that conducts an Overwatch action receives an Overwatch Counter. An Overwatch Counter allows a unit to conduct Opportunity Fire without having to make a Reaction Test. An Overwatch action uses up one of the unit's two actions for that activation. It must be the unit's second action, and the unit can not have conducted a Fire action with its first action.
Whenever an enemy unit conducts an action within line of sight of a unit with an Overwatch Counter, the Overwatch Counter can be "spent" and the "overwatching" unit can conduct an Opportunity Fire action at the enemy unit. This Opportunity Fire action is EXACTLY like that mentioned above under "Opportunity Fire" except that no Reaction Test is made. Spending an Overwatch counter is the only way an activated unit can conduct Opportunity Fire.
A unit that has an Overwatch counter loses that counter the next time it is activated. Otherwise Overwatch counters remain on the board until they are used.
Example of Opportunity Fire and Overwatch
A unit of NAC marines is activated. The unit moves forward into a prepared position with its first activation. An ESU squad sees them move. It does not have an Overwatch Counter so it makes an Opportunity Fire attempt. The ESU unit is a regular unit with a leadership value of 2, and has normal motivation. It rolls a D8 and rolls a 1. It missed it's roll, so it can not make an Opportunity Fire attempt. However, the ESU unit is still not activated, either.
The NAC unit is now in place, and for its second action it goes "In Position". It now has an "In Position" marker placed beside it.
The ESU unit is now activated. The unit conducts an Overwatch action and receives an Overwatch counter. This counts as the unit's entire activation.
A second NAC unit makes a combat move across an open field. The ESU unit can see it. It waits until the NAC unit moves into the open as close as possible to the ESU unit, then it spends its Overwatch Counter and fires. The ESU unit is at medium range (D6) but the range die is shifted up one (to a D8).
The dice are rolled and the ESU unit hits the NAC unit, suppressing it and doing one casualty. The NAC unit decides to carry the wounded man. It continues to move along its movement path, but subtracts 2" from it's movement distance. Once it has finished moving, it is given a suppression marker.
The ESU player conducted an Overwatch action while the NAC player was moving, so that does not count as an activation. Therefore it is now the ESU player's turn to activate a unit.
The ESU player activates the platoon's command squad and successfully transfers an action to the unit that conducted the Overwatch action. (If the unit still had its Overwatch counter, it would lose it as soon as it was re-activated). The unit makes a normal move out of the prepared position and over to a clump of trees.
The NAC player attempts to conduct Opportunity Fire against this ESU unit with one of his marine squads. The ESU unit is stopped in the open before it can get to the trees. The player rolls a 5 for the unit's Reaction Test and the unit can make an Opportunity Fire attempt. The fire results in the ESU unit being suppressed. Since the ESU unit was making a regular move, not a combat move, it loses the rest of its move and is now sitting in the open, suppressed.