Fireteams: Basic Rules
Fireteam Creation
Each Army has a Fireteams Chart that indicates the quantity and type of Fireteams that the player may create during the game.
- During the Deployment Phase, place a Fireteam Leader Token (FIRETEAM LEADER), or equivalent, beside one of the Troopers that meet the Requirements of this rule. In that moment, the player must make a Coherency Check relative to the chosen Fireteam Leader.
- During the game, spend a Command Token and place a Fireteam Leader Token (FIRETEAM LEADER) beside one of the Troopers that meet the instructions of the Fireteams Chart of their Army.
Creating a Fireteam during the game requires the Operational Use of a Command Token.
When a Fireteam is created, the player must declare which Troopers are part of it, and must follow all the rules and instructions in the Fireteams Chart.
The following Troopers cannot be part of a Fireteam:
- Peripherals and their Controllers.
- Troopers in Marker form.
- Troopers with the Infiltration Special Skill.
- Troopers possessing Skills with the Airborne Deployment Label.
- Troopers that activate or are in the Suppressive Fire State.
- Troopers who deploy in Decoy State.
- Troopers in Isolated State or any Null State.
Additionally, members of a Fireteam cannot be part of a Coordinated Order.
Rejoining the Fireteam in the States Phase
At the end of the next States Phase, any Troopers who left a Fireteam may automatically rejoin it if they are in Coherency with the Fireteam Leader.
Fireteam Types
The types of Fireteams that the player may use during a match are:
Fireteam Duo
When created, a Fireteam Duo must contain two Troopers.
Fireteam Haris
When created, a Fireteam Haris must contain three Troopers.
Fireteam Core
When created, a Fireteam Core must contain a minimum of three and a maximum of five Troopers.
Some Sectorials can modify the conditions for creating a Fireteam, which will be listed in the Sectorial’s Fireteams Chart.
General Rules for Fireteams
- The members of a Fireteam must observe the Coherency rule in regard to the Fireteam Leader.
- A Trooper cannot simultaneously be part of more than one Fireteam.
- All members of a Fireteam must belong to the same Combat Group.
- When a Regular Order is spent on a member of a Fireteam, they automatically become the Fireteam Leader. Additionally, they activate the other members of the Fireteam (see Fireteam Order).
- Fireteams must contain a minimum of two Troopers and a maximum of five Troopers (always observing the Army's Fireteams Chart).
- Fireteams allow the use of the Fireteam Bonuses for two, three, four, or five members, depending on the Fireteam Level.
Fireteams and CC Combat
- In Close Combat, whether in the Active or Reactive Turn, when several members are engaged in the same CC, only the Fireteam Leader can be chosen to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.
- In the Reactive Turn, if the Fireteam Leader is not engaged in that CC, the player must choose one of the Fireteam members who are engaged in that CC to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.
- In ARO, the enemy will be able to target any Fireteam member engaged in the CC, but only one of them.
Fireteams and Suppressive Fire
- A Trooper stops being part of a Fireteam if he declares the Suppressive Fire Common Skill. In addition, a Trooper’s Suppressive Fire State is automatically cancelled if they join a Fireteam.
Fireteams and Comms Attack
- In the Reactive Turn, if the Fireteam has more than one Hacker and the player declares a Hacking ARO, every reactive Hacker may use a different Hacking Program.