Post by fuegan on Dec 14, 2010 9:10:37 GMT -5
Tactical Points:
Tactical Points: Units which have tactical points defined in their profile are allowed to expend them in order to do feats on the battlefield which they would otherwise be unable to do. Mark these with counters or keep track on a piece of paper each time they are used. These counters may only be used once per turn for each unit and once used, they are not regained over the course of the game, so be mindful of their use!
Using Tactical Points: Unless specifically defined, all Tactics are rolled during the start of that unit’s movement phase. In order to use a specific tactic, the unit must pass a leadership test. If passed, the unit follows the benefits and restrictions of the tactic used. If failed, the unit disregards the order and continues its turn as normal. The tactics available to every army varies between codex but below is a list of tactics available to every unit regardless of codex that may be used, in addition to the tactics defined in the army’s respective codex.
Universal Tactics:
Overwatch: The unit may not shoot or launch assaults this turn. This unit does not count as moving unless it has done so during its movement phase. Pick an enemy unit in cover and within range. If that enemy unit leaves cover during the opponent's movement phase, the unit will fire upon it as if during its normal shooting phase.
Tactical Advance: The unit may both run and fire in the shooting phase but suffers -2 to hit and may not assault unless the unit has Fleet. The unit counts in all respects as moving when firing.
Skirmishing: The unit cannot move during the movement phase. Instead, during the shooting phase, the unit fires and then immediately moves D6 as if running. The unit counts as moving in all respects.
Reform: The unit recovers from Gone to Ground, consolidating D6 and may shoot normally but not assault. The unit counts as moving in all respects.
Shooting Modifiers:
Firing at maximum range: Weapon with over 12” range and up to 36” range suffer -1 to hit when firing within 6” of their maximum range. Weapons over 36” range suffer -1 to hit when firing within 12” of their maximum range.
Firing at short range: All weapons firing within half their range receive +1 to hit. However, rapid-firing is intended as a separate profile and so must be within 6” to benefit from the +1 modifier.
Cover: Units in cover are at -1 to hit and receive a cover save as normal.
Shooting Through Terrain/Units: For every piece of terrain or squad after the first that obscures the target being fired at, the target receives +1 to its cover save.
Close Combat:
Consolidation: Units may use their consolidation move when winning an assault to engage an enemy unit within range but must declare this before rolling the distance moved.
Assault Grenades: When assaulting a unit in cover, assault grenades allow the user to strike at normal initiative order. Furthermore, the unit in cover must pass an initiative test or suffer D6 hits as per the grenade’s profile. Assault grenades on vehicles strike at S4 and are resolved on back armour.
Grenades: All grenades count as striking back armour when used against vehicles.
Striking Vehicles in Close Combat: Units always strike at the facing of the vehicle with melee attacks. Certain Wargear or special rules may override this.
Firing in Close Combat: When a unit fires into an assault, they must pass a leadership test. If passed, the unit fires at -2 to hit. Once the hits have been totaled, roll a 4+. Those that pass hit the enemy while those that fail hit the other unit tied in combat. If there are multiple units per side, split the results equally between units.
Monstrous Creatures in Assaults: Counts as striking with power weapons as well as the Destructive weapon type.
Weapon Types:
AP values: Positive numbers work as normal but negative numbers subtract from the model’s armour save. AP- increases the save of the model by +1, but does not confer a save if none is available.
Accurate: Never receive more than -1 to hit on totaling modifiers. Accurate Blast weapons scatter 1D6.
Destructive: Reduces all armour, cover, and invulnerable saves by -1 as well as ignore Feel No Pain. This stacks with AP. Against vehicles, rolls on the vehicle damage chart use 2D6 and take the highest.
Hinder: If a weapon has caused one or more wounds to a unit, the unit counts as moving as if in difficult terrain next turn.
Jamming: If a weapon with this quality rolls two or more ones to hit in a single turn, it may not fire in the next shooting phase.
Piercing: A weapon’s AP affects cover as it does armour saves.
Scatter: Weapons fired receive an extra shot for every full 10 models in the enemy unit.
Sniper: Counts as having Rending, Pinning, Piercing, and Accurate.
Tearing: Close combat weapons with this ability count as having -1AP. For ranged weapons, all cover saves suffer from -1AP. All chainswords and similar chain weapons gain tearing.
Universal Special Rules:
Disciplined: The unit may use a Tactic every player turn.
Evasive: Units attacking a model with this ability suffer -1 to hit in close combat. When being fired at while in close combat, the unit is hit on a 5+ while the other unit engaged is hit on a 4 or lower.
Reckless Assault: +1 to hit on the charge and +1 initiative.
Tank Hunters: In close combat, units are always assumed to strike at rear armour regardless of facing. All rolls to penetrate armour receive +1.
Tactical Points: Units which have tactical points defined in their profile are allowed to expend them in order to do feats on the battlefield which they would otherwise be unable to do. Mark these with counters or keep track on a piece of paper each time they are used. These counters may only be used once per turn for each unit and once used, they are not regained over the course of the game, so be mindful of their use!
Using Tactical Points: Unless specifically defined, all Tactics are rolled during the start of that unit’s movement phase. In order to use a specific tactic, the unit must pass a leadership test. If passed, the unit follows the benefits and restrictions of the tactic used. If failed, the unit disregards the order and continues its turn as normal. The tactics available to every army varies between codex but below is a list of tactics available to every unit regardless of codex that may be used, in addition to the tactics defined in the army’s respective codex.
Universal Tactics:
Overwatch: The unit may not shoot or launch assaults this turn. This unit does not count as moving unless it has done so during its movement phase. Pick an enemy unit in cover and within range. If that enemy unit leaves cover during the opponent's movement phase, the unit will fire upon it as if during its normal shooting phase.
Tactical Advance: The unit may both run and fire in the shooting phase but suffers -2 to hit and may not assault unless the unit has Fleet. The unit counts in all respects as moving when firing.
Skirmishing: The unit cannot move during the movement phase. Instead, during the shooting phase, the unit fires and then immediately moves D6 as if running. The unit counts as moving in all respects.
Reform: The unit recovers from Gone to Ground, consolidating D6 and may shoot normally but not assault. The unit counts as moving in all respects.
Shooting Modifiers:
Firing at maximum range: Weapon with over 12” range and up to 36” range suffer -1 to hit when firing within 6” of their maximum range. Weapons over 36” range suffer -1 to hit when firing within 12” of their maximum range.
Firing at short range: All weapons firing within half their range receive +1 to hit. However, rapid-firing is intended as a separate profile and so must be within 6” to benefit from the +1 modifier.
Cover: Units in cover are at -1 to hit and receive a cover save as normal.
Shooting Through Terrain/Units: For every piece of terrain or squad after the first that obscures the target being fired at, the target receives +1 to its cover save.
Close Combat:
Consolidation: Units may use their consolidation move when winning an assault to engage an enemy unit within range but must declare this before rolling the distance moved.
Assault Grenades: When assaulting a unit in cover, assault grenades allow the user to strike at normal initiative order. Furthermore, the unit in cover must pass an initiative test or suffer D6 hits as per the grenade’s profile. Assault grenades on vehicles strike at S4 and are resolved on back armour.
Grenades: All grenades count as striking back armour when used against vehicles.
Striking Vehicles in Close Combat: Units always strike at the facing of the vehicle with melee attacks. Certain Wargear or special rules may override this.
Firing in Close Combat: When a unit fires into an assault, they must pass a leadership test. If passed, the unit fires at -2 to hit. Once the hits have been totaled, roll a 4+. Those that pass hit the enemy while those that fail hit the other unit tied in combat. If there are multiple units per side, split the results equally between units.
Monstrous Creatures in Assaults: Counts as striking with power weapons as well as the Destructive weapon type.
Weapon Types:
AP values: Positive numbers work as normal but negative numbers subtract from the model’s armour save. AP- increases the save of the model by +1, but does not confer a save if none is available.
Accurate: Never receive more than -1 to hit on totaling modifiers. Accurate Blast weapons scatter 1D6.
Destructive: Reduces all armour, cover, and invulnerable saves by -1 as well as ignore Feel No Pain. This stacks with AP. Against vehicles, rolls on the vehicle damage chart use 2D6 and take the highest.
Hinder: If a weapon has caused one or more wounds to a unit, the unit counts as moving as if in difficult terrain next turn.
Jamming: If a weapon with this quality rolls two or more ones to hit in a single turn, it may not fire in the next shooting phase.
Piercing: A weapon’s AP affects cover as it does armour saves.
Scatter: Weapons fired receive an extra shot for every full 10 models in the enemy unit.
Sniper: Counts as having Rending, Pinning, Piercing, and Accurate.
Tearing: Close combat weapons with this ability count as having -1AP. For ranged weapons, all cover saves suffer from -1AP. All chainswords and similar chain weapons gain tearing.
Universal Special Rules:
Disciplined: The unit may use a Tactic every player turn.
Evasive: Units attacking a model with this ability suffer -1 to hit in close combat. When being fired at while in close combat, the unit is hit on a 5+ while the other unit engaged is hit on a 4 or lower.
Reckless Assault: +1 to hit on the charge and +1 initiative.
Tank Hunters: In close combat, units are always assumed to strike at rear armour regardless of facing. All rolls to penetrate armour receive +1.