Have ap to use. Stalkers have 2, preds have 3. Potential for this to increase as the levels go up.
Run is 2ap, doubles movement value. Preds are 5, stalkers are 6. Can never move more than double base move. Obviously with boardgame this is squares so you move squares.
Aim action increases you roll to hit by 2 and range by 2. So pred castor has range of 18, increased to 20 with aim, and needs to roll under 15 to hit, 17 if they aimed.
Shooting is 1ap. Fire a number of shoots equal to rate of fire of weapon. Castor has rate of fire of 2 so fires two shots. So roll 2 dice, under 15 or 17 if aimed. From the successes you then have to roll armour. Roll under armour value but this is modified by weapon strength. So for every value over 10 you reduce the armour. Eg weapon strength of 12, reduce armour roll by 2, so instead of under 15, preds roll under 13.
If its strength 8 then it adds 2 to the armour so a pred has to roll under 17.
Pred has armour that can never be reduced below 11.
Can only do an action once a turn so cannot move, shoot, move or shoot twice. But run is 2ap to double move.
Pred hunter gets 3 items from armoury. Cannot wait to see this, apparently its full of items.
Pred hunter info for you. Check out the rules for each level.
Preds count as one model is a squad. That goes for berserker aswell. Youngbloods though may be a squad, we shall see.
Alien stalker dodge has been reduced to 1-5. We found 10 made stalkers far too resilient.
Infant aliens can move through light cover as of it was open ground.