Aeldari USRs: Difference between revisions
Created page with " === Acrobatic === A unit that consists entirely of models with this special rule adds 3" to its maximum move distance when it Runs and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. ---- === Aerobatic Grace === A model with this special rule has a 4+ cover save unless it remained stationary in its previous Movement phase. ---- === Assured Destruction === Models..." |
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=== Acrobatic === | === Acrobatic === | ||
A unit that consists entirely of models with this special rule adds 3" to its | A unit that consists entirely of models with this special rule adds 3" to its roll when it Advances and when it makes charge moves. Furthermore, models with this special rule do not suffer the Initiative penalty for charging enemies through difficult terrain. | ||
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=== Disarming Strike === | === Disarming Strike === | ||
Before rolling To Hit whilst in a | Before rolling To Hit whilst in a melee, Jain Zar can choose to nominate one of her opponent’s melee weapons. Her opponent counts as not being equipped with that weapon until the end of the phase. If Jain Zar does this, she makes one less Attack than normal this phase. | ||
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=== Flickerjump === | === Flickerjump === | ||
Once per turn, when a unit comprised entirely of models with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp Jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back or charging. The firing unit | Once per turn, when a unit comprised entirely of models with this special rule is chosen as the target of a shooting attack, it can immediately make a Warp Jump, moving 2D6" instead of 6+2D6", so long as it is not Falling Back or charging. The firing unit can choose a different target. A unit that makes a Warp jump in this way cannot make a Warp jump in its following Movement phase. | ||
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=== Inescapable Accuracy === | === Inescapable Accuracy === | ||
A model with this special rule re-rolls failed To Hit rolls when firing at a unit that Zoomed, Swooped, Turbo-boosted or | A model with this special rule re-rolls failed To Hit rolls when firing at a unit that Zoomed, Swooped, Turbo-boosted or Advanced during its previous turn. | ||
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=== Linked Fire === | === Linked Fire === | ||
If a Fire Prism squadron contains more than one model, the squadron can link its prism cannons instead of firing normally. Nominate one model in the squadron as the firer; the other models in the squadron cannot fire their prism cannons this turn. The firer shoots with its prism cannon as normal, adding 1 to the Strength (to a maximum of 10) and | If a Fire Prism squadron contains more than one model, the squadron can link its prism cannons instead of firing normally. Nominate one model in the squadron as the firer; the other models in the squadron cannot fire their prism cannons this turn. The firer shoots with its prism cannon as normal, adding 1 to the Strength (to a maximum of 10) and adding 1 from the AP (to a minimum of 1) for each other Fire Prism in the squadron that could have otherwise fired its prism cannon normally. For example, a squadron of 3 Fire Prisms, 1 of which is affected by a Crew Stunned result and can only fire Snap Shots, could fire a single focussed shot at Strength 8 AP1. | ||
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=== Shield of Grace === | === Shield of Grace === | ||
Asurmen has a 4+ invulnerable save. This is increased to a 3+ invulnerable save whilst he is fighting in | Asurmen has a 4+ invulnerable save. This is increased to a 3+ invulnerable save whilst he is fighting in melee. | ||
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=== The Path of Command === | === The Path of Command === | ||
Friendly Aeldari units within 12" can re-roll hit rolls of 1. | |||
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