OVERWATCH: On it's activation a unit may use both it's action to enter OVERWATCH . Place an OVERWATCH token next to the unit. While on OVERWATCH the unit may fire with any or all of it's weapons on a enemy unit that completes an action within LOS and range. The same circumstances that would allow a reactive-fire attempt will allow overwatch-fire. If the unit wishes to use it's overwatch-fire, the token is removed, and one die is rolled. If the result is a BLANK , the unit may fire normally at the triggering enemy unit. If the result is a HIT , the unit's attack is treated as SUSTAINED ATTACK . The attack may only target the triggering unit, and is completed before the enemy unit may finish it's activation.
A unit on OVERWATCH may only attack one enemy unit, and when the attack is complete, they may perform no other actions unless re-activated through a command squad ability.
More than one unit may be placed on OVERWATCH , and an enemy unit may trigger more than one overwatch-fire. However, the controlling player must declare which units will use their overwatch before any dice rolls are made, including the initial roll to determine normal or sustained attack.
If the attack used includes range C weapons , the enemy may retailiate as normal.
The NCO command squad ability STIMULANT KIT may not be combined with OVERWATCH .
Units with ADVANCED REACTIVE FIRE roll TWO dice to determine normal or sustained attack. If either of them result in a HIT the attack is sustained.
Units with SUPERIOR REACTIVE FIRE roll THREE dice to determine normal or sustained attack. If any of them result in a HIT the attack is sustained.