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Sunday, February 28, 2010

parts 3 AND 4.......21-42

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Get a snack and something to drink cause this ones a long one folks, I meant to post 3 yesterday but some family stuff came up and I couldn't get around to posting it. So here we go.

PART 3

pg 21-What Counts As Cover- Cover is BASICALLY anything that is hiding a target or protecting it from incoming shots.

pg 21-When Are Models In Cover-When any part of the target models body is obscured from the point of view of the firer, that model is in cover.

pg 21-Intervening Models- If a target is partially hidden from the firer's view by other models, it gets a 4+ cover save. Decorative elements on a models base do not provide cover saves.

pg 22-Inside Area Terrain- Models whose bases are partially inside area terrain are in cover, REGARDLESS, of the direction the shot is coming from.

pg 22-Units Partially In Cover- If half or more of the models in a target unit are in cover then the entire unit is deemed to be in cover and the entire unit receives a cover save. If less than half are in cover then the unit does not receive the cover save.

pg 23- PICTURE EXAMPLES OF SHOOTING AND COVER.

pg 24- Going To Ground- Units that have gone to ground may do nothing, but will react normally if affected by enemy actions, (ie. morale checks, falling back, etc.) Units that have gone to ground and are assaulted do not receive an advantage form being in cover.

pg 24- Models With More Than One Save- Units that can benefit from different types of cover will use the best possible cover save available.

pg25- Complex Units- Players must allocate one wound to each model in a target unit, BEFORE, they can allocate a second wound to the same model.

pg 26- Instant Death- If a model suffers an unsaved wound from an attack that has a strength value of double its toughness value or greater, it is killed outright and removed. Models with more than one wound are affected by this rule as well and are removed immediately regardless of how many wounds remain. Models who gain bonuses to their (T) from wargear do not receive the bonus in regards to insta-death weapons.

pg 26- units With Multiple Wounds- You must remove one UNWOUNDED model for each unsaved wound that causes insta-death and then proceed as normal when allocating wounds. This is done for each group of identical multiple wound models.

pg 27- Strength- When rolling to wound for shooting hits, you use the (S) value of the weapon not the (s) value of the firer.

pg 28- Rapid Fire Weapons- Models armed with a rapid fire weapon can move and fire two shots at targets up to 12" away. Models that shoot with rapid fire weapons in the shooting phase cannot assault into close combat in the ensuing assault phase.

pg 28- Assault Weapons- Models carrying assault weapons can fire in the shooting phase and still assault in the assault phase.

pg 29- Pistols- A pistol weapon counts as a close combat weapon in the assault phase.

pg 29- Template- These models do not need to roll to hit. The narrow end of the template is placed at the tip of the firing weapon and then any models fully or partially under the template are hit.
Template weapons Ignore cover. Wounds Inflicted DO NOT have to be taken from models that are under the template.

pg 30- BLAST- When firing a blast weapon models do not roll to hit, instead place the blast marker so that the center hole of the marker is over the base or hull of the target model.
Blast shots may not land exactly where placed and may scatter. Roll 2D6 and a scatter dice (dice with arrows and a bulls eye printed on it) to see where the shot lands. If an arrow is rolled shift the template in the direction indicated by the arrow. the distance is figured by taking the result of the 2D6 and subtracting the firers (BS).

pg 31- Gets Hot- For each result of a 1 on a roll to hit with a Gets Hot weapon, the firer suffers a wound. Normal saves are allowed to be taken form this damage. Gets Hot blast weapons still require you to roll even though you are not required to roll to hit with blast weapons. On a 1 you follow the Gets Hot rules and the shot misses outright.

pg 31- RENDING- Any to wound roll of a 6 by a rending weapon automatically causes a wound regardless of the (T) of the receiving model. This wound counts as AP2, and against vehicles allows for a further D3 to be rolled.

pg 31- Sniper- Sniper weapons wound on a 4+ regardless of the victims toughness (T). All sniper weapons are Rending and Pinning weapons.

pg 32- Barrage- All barrage weapons use blast markers.
All barrage weapons are Pinning.
Barrage weapons can fire at a target they cannot see, but if they do this the BS of the firer makes no difference and the shot will scatter a full 2D6.

pg 32- Melta- Melta weapons roll an extra D6 when rolling to penetrate a vehicles armour at half range or less.

pg 32- Lance- Lance weapons count all vehicle armour values higher than 12 as 12.

PART 4

pg 33- ASSAULT PHASE SUMMARY CHART- Details the course of action of an assault.

pg 33- Disallowed Assaults- Units may not assault if They are locked in C/C, The ran in the shooting phase, They have gone to ground, They shot rapid fire weapons or heavy weapons, or are falling back.
A unit that has shot can only assault the unit it shot at during the shooting phase.

pg 34- Moving Assaulting Models- All of the models in an assaulting unit make their assault move following the same rules as in the Movement phase, except now they may be moved within 1" of an enemy model. All other restrictions apply.
All models must end their assault move within coherency of another model in their own unit.
If a model cannot reach an enemy model it must try to move within 2" of its own units models that are already in base to base contact.

pg 34- Defenders React- After all assault moves have been made, the player controlling the units that have been assaulted, must move any member of these units that is not yet in base to base contact with a foe towards the enemy.

pg 35- Who Can Fight- Units with at least one or more models in base to base contact with the enemy are considered to be in C/C. Additionally models that are within 2" of at least one model in their unit that is in base contact with an enemy model are engaged in the C/C and will attack.

pg 35- Cool Picture of some Imperial Guard Catachan killing some stinking Orks.

pg 36- Who Strikes First- In C/C a models Initiative characteristic (I) determines who strikes first. Start with the highest value and work your way down. If both side have models with the same (I) value then those models will go at the same time. If a model with a low initiative is killed by a model with a higher initiative it does not get to attack and is removed as a casualty.

pg 37- Number Of Attacks- Each model in a C/C strikes with the number of Attacks (A) listed in its character profile, plus the following bonus attacks. +1 for being the engaging unit (you assaulted.) +1 models with two close combat weapons, but you only get one regardless of how many single handed weapons you have. Other bonuses may be included for special models or for specialty wargear.

pg 37- Rolling to Hit- Rolls to hit are determined in C/C by comparing both models WS (weapon skill.) If the targets WS is lower than the attackers, he hits on a 3+, if it is equal to or up to twice as high the attacker hits on a 4+. If it is over twice as much the attacker hits on a 5+.
There's a very handy chart at the bottom of this page for quick and easy referencing.

pg 38- Rolling To Wound- To see if you have wounded in the assault phase compare the Strength of the attacking model with the toughness of the victims model. There is also a chart at the bottom of this page that can be used to quickly reference the rolls you will need to wound in C/C.

pg 39- Allocating Wounds-Wounds are allocated, in C/C exactly like the same as they are for shooting as listed on pg 25.

pg 39- Taking Saves- Cover does not provide protection in close combat.

pg 39- Removing Casualties- If a model becomes a casualty before it has an opportunity to attack, then it may not strike back.

pg 39- Determine Assault Results- To decide who has won the C/C total up the total number of unsaved wounds inflicted by each side on their opponents. The losing side must take a morale check and will fall back if they fail.

pg 39- Check Morale- Units that lose a C/C must take a morale check. If they fail, they will fall back.

pg 40- Sweeping Advance- Both the unit falling back and the winning unit roll a D6 and add their Initiative value to the result. Always count the (I) value from the models profile without any modifiers.
If the winning units total is higher they catch the fleeing unit and destroy them. They are killed and removed.
If the falling back units total is higher they break off successfully. They make a fall back move and the winner makes a consolidation move.

pg 40- Disallowed Sweeping Advances- If a victorious unit is still locked in combat with other units that are not falling back, it does not get the chance to sweeping advance, and the retreating enemy falls back safely.

pg 40- Consolidation- At the end of combat if a units opponents are all destroyed or falling back the unit may make a consolidation move. They roll 1D6 for movement and may move in any direction. Units making a consolidation move are not slowed by difficult terrain and do not trigger dangerous terrain tests.

pg 41- Attacking- In multiple combats, when its time for a model to attack the following rules apply. Models that were engaged with just one of the enemy units at the beginning of the combat must attack that unit. Models that were engaged with more than one enemy at the beginning of combat may split their attacks freely between those units. You must declare how those attacks are being split. Lastly THE NEW UPDATED ERRATA/FAQ BULLET Models that at the beginning of the combat were engaged with more than one enemy unit, but were in base contact with just one of the enemy units, must attack that unit.

pg 42- CLOSE COMBAT WEAPONS- Listings of all the C/C weapons available in the game. Some weapons of note with some special rules, Power Weapons, Force Weapons, Poisoned weapons, Power Fists/Claws, Thunder Hammers, Rending, Yeah pretty much the whole list, read it at your leisure.

That's all for this update. If you read through all of this one THANKS. Hopefully it helped somebody out a little bit. As always comments/questions are appreciated. More to come later.
Oh and I have a new found Love for some Tau and I think I'm gonna be building a small Tau army as well as my Nids. More on that later.
-Matt

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