Apart from tiles representing fighting units, each player has a number of special Instant Action Tiles. These tiles cannot be used when a Battle starts, but only in phases when players place their units on the board. Instant Action Tiles are not placed on the board, but are discarded after use.
If player uses Battle tile - Battle begins. This tile may not be used if any of other players has drawn his last tile. After the Battle Tile is used, the player’s turn ends.
Move tile allows its user to move one of his units to an adjacent, unoccupied hex and/or turn it in any direction desired. Netted tile may not be repositioned by using this Instant Action
Tile.
Push Back tile allows one of the friendly units to push away an adjacent enemy unit, creating a distance of one hex between them. The enemy unit can only be pushed away onto an
unoccupied. If there is more than one unoccupied hex available, the player controlling the enemy unit decides which one to place his tile on. The pushed back unit may not be turned during the move.
Grenade tile destroys one chosen enemy unit. A Grenade can only be thrown onto a hex adjacent to its user’s HQ. It does not affect enemy HQs. Grenade cannot be thrown from a netted HQ.
Sniper tile inflicts one wound to a single chosen enemy unit on the board. The Sniper may not hit enemy Hqs.
Air Strike tile inflicts one wound to a unit on a target hex and other units adjacent to it. All units within the area are hit, including friendly ones. 7 hex spaces are covered with
the strike and the Air Strike must be called so that the blast range does not exceed board boundaries. The Air Strike does not affect HQs. The Air Strike may be called in onto an empty hex or a hex occupied by a
friendly unit.