 So once you've started a new round, the first thing you need to do in a round is roll your command dice. Okay. That's immediately not the... No. That's... You meant to ask, what are command dice? What? What are command dice? What a good question, Matt. So command dice are some special dice with different symbols on. So you get these dice in the two player start set, and they would have different symbols on, depending upon what they do in the game. Now what happens is your leader actually generates these dice as well. So everyone gets three dice to start with, if I would get my three here, and you get those no matter what faction you play, and you always get three, but then depending upon your tactician stat for your leader, you get additional dice. So I've got my pack leader who has tactician one, so that means I get an extra dice. Okay. So some of them have tactician two, which means you get two. So there are some abilities like communications relay, which gives you an extra dice as well, but typically it's your tacti... It's your leader's tactician stat that you need to be looking at, which dictates how many dice you have. Okay. So if you look at what are on these dice, you've got different symbols, and that indicates all what they can do. And also you roll these at the start of every round. So if you use all five of these in one round, it doesn't matter, because in the next round you generate them all again. Roll them again. If you don't use them, can you save them to the next round? No. Okay. Do you use them or not? Yeah. And also if your leader gets destroyed, so say my pack leader gets removed, I lose my additional dice. Okay. But you still have your three? Yeah. I still have my three base, but then I don't get the additional ones. So let's have a look at these symbols. So let's start here. So this means you can immediately after you've activated one model, you can activate another model. Okay. So you would effectively spend that dice. Yeah. So that could be quite powerful. Double attack or something like that. Yeah, exactly. So you know, Lerlie, what I was saying about, you know, getting models into the same cube to attack where you could move one in, fight, and then move another one in as well. So then you get your outnumbered bonus. Yes. So you can only activate one additional model per turn. So I can't just keep spamming additional models. So that's really good as well for, say you want to guarantee you'll be first in the next round, you can spend your additional activation to activate another model and try and finish before your opponent. Okay. But yeah, tactically, the swarm armies like the Viermin, that's really good as well. You've got this arrow with a one in. Now that means you can move an additional cube. So say if my movement, yeah, yeah. So say my movement is two, three on my little ratty here. I could actually go one, two, three, and here I could then spend my movement go four. So that's really, really good for getting across the board. It's also really handy for if you want to move and shoot, if you want to try and get up high, so like one, two, three, that could actually then be a short action of use my additional. Okay, so that doesn't affect the length of the action at all? No, no, no, it just, it gives you an extra cube. And that's very good for some of the weapons have a rule which means they can't, you can't move and shoot. Now that's a normal because it counts as a long action basically to shoot that weapon. If you use that, you can actually move into position. Okay, so you might think you're safe. Think, okay, no way that anyone can get up to that position. Yeah, actually, we'll see. Yeah, we might be able to be careful about that. Yeah, exactly. This is a free assault action. So let's say, let's say Trevor had survived against my nightmare here. What I could do is I could spend that and I would immediately trigger another assault action. As soon as you concluded his initial activation, yeah, spend that straight away and fight again. Yes. So that's really good for, you know, if you've got, if you've got a unit that's great in combat, actually, you know, getting to attack twice in quick succession, it can take someone out. This is all in your turn. I can't import while you're doing something. Say, no, I'm going to move a cube. Yeah, so the majority of these apart from, well, we'll come to those in a minute. And majority of these are always just in your turn. That you can move an X1, you can fight and things like that. So we've had an extra assault. This is an extra shoot. So earlier on, you asked, oh, can I shoot twice? And I said, no. But actually what you can do is you can use one of these to trigger an additional shoot action. So say you've got your Marine here. You could shoot, maybe you missed the first one. Actually, I really need to take this spacer out. You could use that to trigger another shoot. Is that regardless of whether there's any weapon? Yeah, yeah. So like I was saying, there's some of those weapons that can only be fired as a long action. You could potentially sprint and then use that to actually use as your shoot action as it counts as a separate one. This one is quite an easy one. This gives you an additional dice. Let's say you were up here. You've got a good shot here on my leader. So you might say, okay, I'll start with three dice. I'm going to use an additional dice because I'm high up. And then actually I'm going to throw in another dice to really try and take you out. And is that, can you add that dice to any kind of dice test at all? Yeah, it can be a survive test. It can be a fight test. It can be an assault test. Anywhere you think you might need kind of a little bit of an extra boost, you can, that. And then finally, we have the splat. And what that is is leaders all have special abilities so it might be that you can move an extra character or you'll get a bonus for your defense. And these are called like command abilities. So if I look at my pack leader, for example, they've got an ability called feral rush, which means I can select a model from your strike team that is within three cubes of the active model, move it one cube towards the active model. So everything's like moving them around, giving them better defense, those sort of things as well. And they are triggered by spending these kind of splats. So each leader's different and that will actually, that will sort of tailor how you build your team, because you might want to build a team around that command ability. And then so actually an interesting one, just looking at one of mine. So normally I guess it's the same thing, you spend this in your turn. Yes. So but I've got my corporation marine sergeant has overwatch ability, which uses when an enemy model moves into a cube. So actually then you're spending that in me. Yeah. Yeah, so we're not saying about the majority of these are spent in your turn. Actually, some of these command abilities will be spent in your opponent's turn as well. It's interesting. And some of them do really sneaky stuff, like the Marauder leader can spend a splat to steal one of your dice. So that's quite good as well, because you can look at, oh actually I quite fancy using that one. So you're stealing the result rather than you don't re-roll that dice? Yeah, you're stealing the result. Yeah. So in fact, so there are the six different kind of abilities you can do. What you can also do is you can spend one of these dice for a re-roll. So you might say, why would I want to spend one of these dice for a re-roll? Well, I was just wondering, because I was wondering about the dice themselves, because you might actually get ones that aren't helpful to you. Yeah. Yeah, so there you go. And that's exactly why. So in dead zone second edition, basically once you've rolled them, that was it. But for example, we've already established your GCPS aren't great fighting. So if you rolled a load of these, you'd be a bit like, I've got a load of defunct dice here. So now what you can do is you can actually spend them for a re-roll. So say you've been shooting up here again down here, you had a bit of a duff roll, actually. I need to take this rat out. I'm gonna spend my assault action for a re-roll. Now what's interesting is, is when you've got a bit of a dilemma and you think, well actually, let's say you'd rolled another shoot. Well, what do you do then? Do you probably would be better in that case shooting or you could use like an extra activation or an extra movement. Do you've got a bit of a dilemma of do you use it for the re-roll to try and guarantee an instant kill or do you use it for something else? Can I spend, say, could I spend that many, three of these all in one go to add three dice or could I spend three to get three re-rolls all at once? No, so it's limited to how many you can spend. So you can't, like, you can't, for example, use an extra move and a shoot dice at the same time. You have to use one or the other. So I can only add, ever add plus one dice. You can add multiple dice. Okay. Yeah. You can add multiple dice to the roll as well to really guarantee. Could I buy more of them? No. You can only buy one re-roll at that time and you can't re-roll a re-roll. So they're command dice and they can really kind of affect how the, it's a bit like you imagine in the chaos of the battlefield it's your leader shouting things to do. There's sometimes, you might not get the result you want but that's exactly what happens in battle really. You're not going to be able to, your communications might break down or something might happen that you can't then fight against. But at least you can use them for something. Yes, yeah.