Here's the updated introduction to Unit Characteristics. Which also replaces the old 'model characteristics' section. Since the new unit cards have made model-specific characteristics obsolete.
Each unit of models in WarStrike has eleven stats that define the abilities shared by all of the models in that unit. These are collectively known as the unit's characteristics.
Each unit's characteristics, as well as it's weapons, special rules, points cost, and other information is listed on its unit card.
The front of the card, an example of which is shown in Figure 4 lists the first 7 characteristics in a row along the top. These are known as the unit's passive characteristics.
- Movement (Mv)
- Awareness (Aw)
- Evasion (Ev)
- Armor (Ar)
- Toughness (To)
- Leadership (Ld)
- Nerve (Nv)
The back of the card, as shown in Figure 5, lists the last four characteristics. Which are used when attacking enemy units. These are known as the unit's active characteristics.
- Ballistic Skill (BS)
- Throw (Th)
- Weapon Skill (WS)
- Strength (Str)
We'll discuss each of these characteristics in turn.
A unit's Movement characteristic defines how far, in inches, the models within that unit can move at a quick walk, or jog, during a single turn.
A unit's Awareness represents the distance within which it is able to perceive hidden enemies. It also represents the range at which it can most effectively fire it's ranged weapons.
A units's Evasion characteristic represents its ability to avoid being hit by the enemy's ranged weapons. Whether by hugging terrain as it moves, waiting for enemies to reload before sprinting across open ground, or exotic technological means such as adaptive camouflage. Or possibly even interference with their enemy's thinking processes.
Most models will wear armor of some sort as protection from enemy weapons. Whether it's the simple helmet and flak jacket of an infantryman, or a fully-enclosing suit of power armor. A unit's Armor characteristic then, represents the ability of its models' armor to deflect an incoming shot.
A units's toughness represents its models' ability of to resist damage from enemy weapons. A shot might penetrate a model's armor, yet do so little actual damage that it fails to have any effect on that model's ability to continue fighting.
Units of models with an especially high toughness might have extra internal 'backup' organs, bionic enhancements, or regeneration powers that allow them to shrug off all but the strongest, most damaging hits.
A unit's Leadership characteristic represents the ability of its leader to focus their troops' attention. Prodding them forward into action when they'd much rather stay put and keep their heads down.
A unit's Nerve represents its collective spirit, or morale, during a battle. If the unit takes enough enemy fire, their Nv will be reduced and they'll be less likely to follow your orders. If their Nv is reduced far enough, they may even flee from combat.
Ballistic Skill (BS)
A unit's ballistic skill represents the general ability of its models to hit a static target with a ranged weapon. Such as a pistol or rifle.
A unit's throw represents how far its models can lob a grenade, bomb, or other small object.
Weapon Skill (WS)
A unit's weapon skill represents its general ability to hit an enemy with its melee weapons. As well as their ability to parry, or avoid the melee weapons of an enemy unit.
A unit's strength represents the ability of its models to strike a crippling blow against an enemy in melee. One which takes the foe out of the fight entirely.
Base Stat, Current Stat
Whenever the rules refer to a unit's starting characteristic, this means the unit's base stat that it started the game with.
Whenever the rules refer to a unit's current stat, that means the unit's current modified stat for that characteristic.
For example, take the LaansGuard unit from Figure 4. They start the game with a Nv of 3, which is their base nerve characteristic. If the unit has taken 2 suppression markers from enemy shooting, their base Nv will still be 3. But their current Nv will be 1 because of the presence of the nerve markers.
Modifying A Unit's Characteristics
Certain rules or wargear may modify a unit's characteristics during the game. Thus, these characteristics might have 1 or more points either added to, or subtracted from them during a particular test. The characteristic may even be multiplied or divided.
If a rule causes a unit's characteristics to be doubled or halved, this change is always applied before any other modifiers are added or subtracted from the characteristic.
No characteristic modifier, or combination of modifiers, may take a unit characteristic below zero for any reason.