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Friday, February 26, 2010

Back to Basics pt.2.....11-19


Picture used without permission.

Here's part two of my ongoing series to outiline some good to know things from the BRB rules. Note this was supposed to go to page 20. However page 20 starts saves and continues into weapons. That will be part 3. So without further hesitation....Part 2

pg11- Movement Distance- The standard infantry movement is 6" (6 inches.) Models cannot move through a space occupied by another model, (represented by the modes base or hull.) or through a gap that is smaller than its base. A model may not move within 1" of an enemy model except during the assault phase.

pg 11- Different movement distances in a unit-All the models in a unit move at the speed of the slowest model.

pg11- Turning and facing-Dont worry about which direction your models are facing in the movement phase. They can be turned to face the enemy in the shooting phase.

pg12- Unit Coherency-Once a unit is finished moving, the distance between one model and the next should be no more than 2". If a unit loses coherency during the game due to casualties, then the unit must be moved in a way to restore coherency in it's next movement phase, if able.

pg13- Terrain Types- There are three general classes of terrain.
1-Clear terrain- can be moved across without any penalty.
2-Difficult terrain- slows down models who are attempting to move through it and may sometimes be dangerous.
3-Impassable terrain- Cannot be moved into or across.

pg13- Guidelines on bategorising terrain- It is important that YOU AND YOUR OPPONENT agree what class of terrain each feature on the board falls into before starting your game.

pg14- Moving through difficult terrain- If any model in a unit starts its move inside difficult terrain, the unit must take a difficult terrain test, (roll 2D6 and pick the highest-This is the max distance the unit may move.) If a unit starts it's move outside of difficult terrain and wishes to move inside it the player must declare this. The player then takes the dangerous terrain test and moves as far as possible into the terrain. If the distance rolled is to short for any models to reach the terrain, the unit is still slowed down. If you take the test and do not wish to move the models,(you changed your mind) once the dice are rolled the models count as having moved.

pg14- Dangerous terrain- Roll a D6 for every model that has entered, left or moved through one or more areas of dangerous terrain during its move.On a roll of a 1 the model(s) take a wound with no armor or cover saves allowed.

pg15- The Shooting Sequence- The order of fire. Check line of sight and pick a target, Check your range, Roll to hit, Roll to wound, Take saves and remove the dead.

pg15- Disallowed Shooting- Sometime you may not be able to shoot with a unit. There are several differnet reasons why a unit may not be able to shoot. Two very common reasons are, The unit has run and Units locked in close combat.

pg16- RUN!!-During the shooting phase units may elect to not shoot and instead run. To run roll 1D6 and move the distance indicated. Running is not affected by difficult terrain.

pg16- Which models can fire?- All models in a firing unit that have line of sight (LOS) to at least one model in a target unit can fire. A player can choose to not fire with certain models in a unit.

pg17- Roll to hit- To hit, subtract your BS (ballistic skill) from 7. The outcome is the number you need on D6 to hit your target. When rolling to hit, a roll of a 1 is automatically a miss.

pg18- BS6 or better- If a model has a BS of 6 or higher, you may re-roll to hit whenever you roll a 1. However the second roll normally has a lower chance of hitting.

pg18- Cool picture of some marines hodling off a horde. Notice the chapter banner carrier at the top of the hill. He's missing an arm but he's still in the fight. Nothing says hardcore like beating aliens to death with a flagpole.

pg19- Roll to wound- To find out if you wound a model compare the strength of the weapon with the toughness of the enemy model. There is a chart on page 19 that will help you with this. Run the chart and find the number you need to roll on a D6 to cause a wound.

pg19- Multiple Toughness values- Roll to wound using the Toughness characteristic that is the majority of the enemy unit. If there is NO majority use the highest value in the enemy unit.

pg19- Cocked dice and Dice on the floor- Dice that roll off the table and onto the floor never count and should be re-rolled. Cocked dice are generally re-rolled if the outcome is unattainable. It is perfectly alright to roll your dice on a tray or to the side of the board in a box lid. When in doubt ask your opponent if it's ok with them.

Thats all for now. As always thanks for reading. Questions and comments are always greatly appreciated. This article has been paraphreased in certain areas. It is in no way to be taken as the total one and only rules set for 40K. It is merely highlights and areas of note taken from the BRB.
More later,
Matt

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