Some Marine units may conduct a Special Action. No Special Actions can be taken if the unit is not “Active”.
Recon: Only a Scout Marine unit may conduct this action. An Active HQ unit anywhere on the map can also “assist” that Scout unit with the Recon action (this counts as a Special Action for the HQ unit).

The player rolls one die per Active Scout unit. Add one to the die roll (+1) if he assigns an Active HQ unit to assist that action (a maximum of one HQ unit per Scout unit) and deduct one (-1) if the Scout unit is Stunned. Note that each Scout/HQ combo conducts its own separate Recon Action. If the net die roll is “4” or more, the Recon is successful. During the subsequent Kay’otz Activation Phase, the player draws two random Kay’otz Activation Cards (instead of the normal one card) and chooses the one he wants the aliens to use this turn. Play then proceeds normally with the selected card as the active card.
Build Strongpoint: Marine Squad, Special Ops and Heavy Weapons units may attempt to build a “Strongpoint” marker in their hex.

The player rolls one die and a score of “4”or more successfully builds the Strongpoint. Add one to the die roll (+1) if the unit is adjacent to an Active HQ unit and deduct one (-1) if the unit is Stunned. If a Marine unit with a “Strongpoint” marker in its hex is targeted, or the alien’s “line of fire” passes through a Strongpoint hex, reduce the Combating alien’s CF by an additional one (-1). Once deployed, the “Strongpoint” marker never moves from that hex and can never be destroyed. Alien units can enter a hex with a Strongpoint marker but get no benefit from it. A Strongpoint marker itself does not block LOS. A maximum of three Strongpoints can be in the game at one time.
Rally: All types of units may attempt to Rally. A Rally action allows a “Stunned” or “Paralyzed” unit to attempt to remove/downgrade that marker. Roll one die for each such unit – on a roll of “5” or more, remove the “Stunned” marker or flip the “Paralyzed” marker over to its “Stunned” side. Add two to the die roll (+2) if an Active Logistics unit is adjacent to the Rallying unit. Add one to the die roll (+1) if the Rallying unit is adjacent to an Active HQ unit. Subtract one from the die roll (-1) if the unit is adjacent to any Active alien unit(s). These die roll modifiers are cumulative.
Re-Supply: An Active Logistic unit may re-supply one(only) adjacent Marine unit (in any condition) that is on its “Out of Ammo” side.
Request Reinforcements: An Active HQ unit may request that one additional Marine unit of any type be brought onto the map. Deduct one (-1) if the HQ unit is Stunned. The player rolls one die and on a roll of “3” or more, he may take any one Marine unit from the available pool of units (not from those that have been eliminated from the game due to a Combat or Event result) and place it on the map per the scenario instructions. This newly arriving unit may activate immediately and perform an eligible action.
