Main Rules: Difference between revisions

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* When the last model in a unit is destroyed, the unit is said to be destroyed.
* When the last model in a unit is destroyed, the unit is said to be destroyed.


=== DATASHEETS ===
== DATASHEETS ==
'''Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. A condensed version of a model’s datasheet can be found in its construction guide – this contains less information than the full version, but will still let you get your unit on the field straight away.'''
'''Each unit has a datasheet that lists the characteristics, wargear and abilities of its models – here we explain what some of it means, while the rules found elsewhere in this section explain how it’s all used in the game. A condensed version of a model’s datasheet can be found in its construction guide – this contains less information than the full version, but will still let you get your unit on the field straight away.'''


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* Characteristic of ‘-’ can never be modified.
* Characteristic of ‘-’ can never be modified.


=== THE BATTLE ROUND ===
== THE BATTLE ROUND ==
'''Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives and desperate counter-attacks, into the last dying moments when victory hangs by a thread.'''
'''Minute by bloody minute the battle grinds on, from the opening volleys of shots through furious offensives and desperate counter-attacks, into the last dying moments when victory hangs by a thread.'''


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* Progress to the Movement phase.
* Progress to the Movement phase.


=== MOVEMENT PHASE ===
== MOVEMENT PHASE ==
'''The ground shakes to the tread of marching feet and the growl of engines as armies advance across the battlefield and vie for advantageous positions.'''
'''The ground shakes to the tread of marching feet and the growl of engines as armies advance across the battlefield and vie for advantageous positions.'''
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* Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are '''TITANIC'''.
* Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are '''TITANIC'''.
* Units that Fall Back are subjected to a '''SWEEPING ADVANCE'''.
* Units that Fall Back are subjected to a '''SWEEPING ADVANCE'''.
== INDEPENDENT CHARACTERS ==
A unit with the '''<Character>'''  keyword can join units as long as they share the same faction keyword. To do so, either move a Character unit within unit coherency of the joined unit and specify that the Character is joined with the unit in question. If a character makes a move action to join a unit, that “joined” unit is considered to have moved and cannot move any further in this phase.
When moving a unit a character has joined, individual move characteristics are still the same for the unit and the character, but the character must remain within unit coherency to still be considered attached to the unit. For all intents and purposes, the character is considered part of the unit and shares Run results, charge results, and any buffs\debuffs with the unit.
To unjoin a unit, simply either declare the unit is unjoined or move the Character out of Unit Coherency. In that regard, the Character is treated with all normal Character rules.
==== '''Determining Leadership''' ====
The Leadership value of the unit will change to be the highest leadership value in the unit..
==== '''Determining Toughness''' ====
When determining the toughness of a unit with a character that is joined, the toughness of the unit is determined by the highest number of models with the same toughness characteristic. For example, a character with toughness 5 joins a 5 man unit that is Toughness 4. When shooting at the unit, the Toughness of the unit is Toughness 4. If the unit has equal models with differing toughness characteristics, the characteristic is able to be chosen by the controlling player.
* Units with the '''CHARACTER''' keyword can join other units at will as long as they are within Coherency.
* '''CHARACTER''' units can leave other units at will once declared by the controlling player.
* '''CHARACTER''' units joined with a unit share '''KEYWORDS''' with that unit.


== 2. REINFORCEMENTS ==
== 2. REINFORCEMENTS ==
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Occasionally a Reinforcement unit that is a '''TRANSPORT''' model will require any embarked units to disembark when that unit is set up (such as a unit with the '''Drop Pod Assault''' ability). A unit that disembarks from a '''TRANSPORT''' model that is a Reinforcement unit on the turn that '''TRANSPORT''' model is set up on the battlefield for the first time is also considered to be a Reinforcement unit. This only applies on the turn that the '''TRANSPORT''' model is set up on the battlefield. If a unit disembarks from that '''TRANSPORT''' model in a later turn, it is no longer considered a Reinforcement Unit.
Occasionally a Reinforcement unit that is a '''TRANSPORT''' model will require any embarked units to disembark when that unit is set up (such as a unit with the '''Drop Pod Assault''' ability). A unit that disembarks from a '''TRANSPORT''' model that is a Reinforcement unit on the turn that '''TRANSPORT''' model is set up on the battlefield for the first time is also considered to be a Reinforcement unit. This only applies on the turn that the '''TRANSPORT''' model is set up on the battlefield. If a unit disembarks from that '''TRANSPORT''' model in a later turn, it is no longer considered a Reinforcement Unit.
=== VEHICLE MOVEMENT ===
Vehicles have to abide by the following rules for movement, similar to the aircraft rules.
* A vehicle can pivot once during their move on the spot up to 90 degrees before moving in a straight line in that direction..
* A vehicle can pivot up to 90 degrees to bring it’s weapons to bear on the foe and not be considered to have moved, but is not allowed to move once pivoting.
* A vehicle can pivot up to 360 degrees but is considered to have moved. The vehicle is not allowed to move once pivoting.
Vehicles with the '''FLY''' keyword can pivot up to 90 degrees, move, then pivot an additional 90 degrees after moving. Vehicles additionally with the '''AELDARI''' or '''DRUKHARI''' keywords can pivot up to 180 degrees, then further pivot 180 degrees after moving.
==== Vehicle Targeting ====
Moving has an effect on the ability of a vehicle to be able to target accurately.
* Remaining stationary, or pivoting up to 90 degrees during the move allows the vehicle to fire normally.
* Moving up to half of the vehicles speed, or pivoting past 90 degrees during the move allows the vehicle to fire one weapon at it’s normal Ballistic Skill, but every other weapon fires Snap Shots.
* Moving further than half speed, all weapons on the vehicle fire snap shots unless the weapon is an Assault Weapon, in that case, the weapon can fire normally.
* Advancing a vehicle, adding an additional D6 to the movement, and only Assault Weapons can fire from the vehicle, but at a -1 penalty to hit.
'''Walker Vehicles'''
Walker Vehicles disregard the normal vehicle movement rules, instead, are able to move and turn just like normal infantry.
'''Vehicle Charging'''
Vehicles can only charge units that are in front of them specifically within a 180 degree area in the front.
'''Firing Arcs'''
Weapon line of sight on vehicles is now determined by the weapon on the model versus the model itself, and it’s line of sight is based off the ability of the weapon to rotate. If the weapon doesn’t rotate or isn’t able to rotate (with best intentions minded) it is fired with a 45 degree angle. See diagram for reference:
[[File:Firing Arcs.png|thumb]]


=== ADVANCED RULES ===
=== ADVANCED RULES ===