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Post by Jack Shrapnel on Feb 3, 2012 20:34:57 GMT -5
In this thread I'm going to be posting some of the mission special rules that you may experience in the various scenarios... this will not give the scenarios away, rather it is to show you some of the terrain and other effects that are similar across several of the scenarios so that you can become familiar with some of them, so you'll be able to ask any questions and get clarification before we've got thirty people all trying to understand everything at once (and try to understand the REST of the scenario details at the same time!) if you have a question - please ensure you're clear as to what special rule you're asking about, just so I'm giving the right answer!
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Post by Jack Shrapnel on Feb 3, 2012 20:36:20 GMT -5
*Sand Storm – All movement in the sand storm counts as being in difficult terrain with the following exceptions: Vehicles which are not walkers or skimmers must perform a Sand Storm test each turn that they intend to move by rolling a D6. On a 1, the vehicle cannot move or pivot for the turn as it is spinning its wheels, tracks, etc. Treat the vehicle as immobile for the turn with respect to shooting and assault.
Skimmers move over the ground without penalty and do not treat open ground as difficult terrain. However, they must perform a Sand Storm test at the start of each of their controlling player’s movement phases unless they are immobilized. On a 1, the pilot loses control and the skimmer scatters 3D6” instead of moving normally. If a ‘Hit’ is rolled, the controlling player may ignore any one of the dice and move the remaining distance instead. At the end of this movement, roll another scatter die to determine the facing of the skimmer. On a Hit, the controlling player can choose the facing. If this movement ends the skimmer in difficult or dangerous terrain, perform a difficult terrain test. If this movement ends the skimmer on top of a unit or vehicle resolve any Ramming or Tank Shock, as appropriate even if they are units from the controlling player’s side! If this movement takes the skimmer off of the board it and any passengers are lost in the Sand Storm and count as destroyed.
Flyers only arrive from reserve on a roll of 4+ and on a roll of a 1 they crash and are considered destroyed along with any passengers on board.
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Post by Jack Shrapnel on Feb 3, 2012 20:37:08 GMT -5
*Jungle – The table is covered in jungle and counts as difficult terrain. Line of sight is limited to 6” when shooting into or through Jungle terrain. During the movement phase, if two or more 1’s are rolled for a difficult terrain test, the unit is ‘spooked’ and cannot move, shoot, or assault this turn. Units may choose to roll fewer dice when moving through difficult terrain. Models that re-roll difficult terrain must accept the result of the second roll.
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Post by Jack Shrapnel on Feb 3, 2012 20:39:09 GMT -5
*Locked Objectives – The Temples and Pyramid are all objectives. However, they must be unlocked before you can claim them. Note that you can only objectives that your force has unlocked can be held by your force, so each side must try and unlock each of the locked objectives on their own. To unlock an objective, you must move models into contact or within with the structure and conduct a search for the remainder of the player turn. Searching models cannot perform any actions in the shooting or assault phases. Models cannot search if they are inside a vehicle so must disembark first.
At the end of the turn, roll a D6 for each structure being searched. On a score of a 6, the structure gives up its secrets and becomes unlocked to the searching side. On an unmodified roll of a 1, one searching model of the searching player’s choice is removed as a casualty with no save allowed.
The searching dice roll is modified as follows: • Each searching unit after the first adds +1 to the roll. • Each Independent Character adds +1 to the roll even if the character is part of a searching unit.
If any of the following units are searching, you may re-roll the dice for the objective they are attempting to unlock: • Psykers, Inquisitor Lords, Inquisitors, Techpriests, Ratlings, Ork Lootas mobs, Big Meks, Gretchin mobs, Necron Lords, C’Tan, Tomb Spiders, and any unit with the Acute Senses Universal Special Rule.
Some units are incapable of fathoming the secrets of the structures and cannot be used to help unlock objectives. These include: All vehicles, swarms, Ogryns, Wraithguard, Wraithlords, Grotesques, Drone Squadrons, Chaos Spawn, Wulfen, Death Company, Warp beast packs, Arcoflagellants, and Khorne Berzerkers.
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Post by Jack Shrapnel on Feb 3, 2012 20:40:09 GMT -5
*Escalation – Infantry units that do not have transports may be deployed at the start of the game. All other units are in Reserve. Force Selections which have a mix of infantry units with a transport and without may choose to deploy the units without a transport, leaving the units with a transport in reserve. Infantry with a dedicated transport may deploy and leave their transport in reserve.
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Post by Jack Shrapnel on Feb 3, 2012 20:41:03 GMT -5
*Low Visibility – Accurate firing within the Sand Storm is limited to a range of 12”, beyond this, 6’s are needed to hit regardless of the firer’s ballistic skill. Blast, ordnance and barrage weapons firing beyond 12” do not get the benefit of the firer’s ballistic skill.
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Post by Jack Shrapnel on Feb 3, 2012 20:42:14 GMT -5
*Supply Crates – Supply Crates can be claimed by any model ending its movement phase in contact with it. It cannot be assaulted or claimed in any other phase. Only one Supply Crate can be carried by a single model. Supply Crates can be moved by infantry, jump infantry, beasts, or any vehicle, walker or monstrous creatures with a suitable ‘hand’. When carried, the Supply Crate is placed in base contact with the carrying model. Supply Crates can be carried in a transport vehicle taking up one slot worth of carrying capacity. Supply Crates can be handed off to other models by ending both models’ movement in base contact. The models cannot move any farther for the rest of that turn or pass the Supply Crate to yet another model.
Supply Crates can be handed off into empty transport vehicles via an access point. This is the only way a vehicle without a ‘hand’ can carry a Supply Crate. If such a transport is wrecked or explodes, the Supply Crate is lost and can no longer be claimed. Infantry, jump infantry, or beasts carrying a Supply Crate cannot run or fire any weaponry.
If a unit with a Supply Crate makes an assault move or is assaulted the Supply Crate becomes unclaimed immediately as the troops carrying it drop it to ready their weapons to fight. This does not apply to Transport vehicles transporting a Supply Crate.
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Post by Jack Shrapnel on Feb 3, 2012 20:45:08 GMT -5
*Breaching Charges – The Attacker’s forces are equipped to assault the heavy fortress walls. If one of the Attacker’s non-vehicle units ends their movement phase in contact with the Fortress Wall they may attempt to breach. Select one model from the unit in contact with the wall to attempt the breach. That model cannot shoot in the shooting phase. The unit may not make an assault move. During the assault phase, roll a D6 to attempt to breach. On a roll of 3+, the wall has been breached successfully. Roll another D6. Any units within this distance in inches on the other side of the wall must take an immediate pin test and models in range take a S4 hit, with armour saves allowed. Place a breach counter on both sides of the wall. Models may now move through the breach counting it as difficult terrain.
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Post by Jack Shrapnel on Feb 3, 2012 20:47:52 GMT -5
*Cargo Canisters – Each truck contains a sizable Cargo Canister. If a truck is destroyed or immobilized for any reason, leave the Canister in the bed. If no wreck is left by the damage table result, remove the module and the truck model. If immobilized and unarmed, the crew abandon’s the truck and it is treated as area terrain which provides a 4+ cover save. The Canister can be claimed by any model ending its movement phase in contact with it. It cannot be assaulted or claimed in any other phase.
Canisters are large and heavy, but can be moved by infantry, jump infantry, beasts, or any vehicle, walker or monstrous creatures with a suitable ‘hand’. If carried by infantry, jump infantry or beasts, two models must remain in base to base with it and the entire unit moves as though in difficult terrain and cannot run or use jump or jet packs. The models carrying the module may not fire any weaponry. If the unit makes an assault move or is assaulted the module becomes unclaimed immediately as the troops carrying it drop it to ready their weapons to fight. Canisters can be carried in a transport vehicle taking up two slots worth of carrying capacity. A Canister may be left in a transport vehicle without a squad and still count as claimed. If the transport is immobilized or destroyed, use the same rules for the module’s fate as were used when it was in its truck above.
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Post by Jack Shrapnel on Feb 3, 2012 20:52:16 GMT -5
So these are examples of some of the common mission special rules that you'll be seeing some have slight differences to one another (supply crates and cargo canisters) and some are only in one mission, while some are in several...
Also there are three scenarios - Temple of Doom, Sink the baneblade and Grot Mart which have extensive rules and conditions... if you get one of these three missions, please take the time to read and understand the rules before you undertake the mission. It will save a ton of headaches later!
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Post by LizardTau on Feb 3, 2012 21:22:33 GMT -5
some pretty crazy rules, seems like fun tho. One question about breaching charges tho, what if the unit deep strikes, it says the unit cant do any shooting or assault attacks moves that turn it if uses the breaching charges, can they still use the breaching charges if they have deep struck?
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Post by Jack Shrapnel on Feb 3, 2012 21:33:27 GMT -5
if they deep strike they couldn't use breaching charges as they have to forfeit pretty much their whole turn to move up, plant the charges and detonate them.... that and you'd have to deep strike so that you were right beside the wall (ie: in contact)... probably wouldn't work out so well for the deep striker would it?
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Post by LizardTau on Feb 3, 2012 21:43:47 GMT -5
well normally no but im taking Dante so no scatter deep striking lol but ya makes sense if you want to say they cant just wanted to make sure
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Post by danydaigle24 on Feb 4, 2012 0:45:39 GMT -5
in sand storm can you define what is a flyers? Stormraven? in jungle if you have JP and Wings does that means we are always doing dangerous everytime we move?
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Post by LizardTau on Feb 4, 2012 8:09:00 GMT -5
i think flyer it a type of vehicle and storm ravens are skimmers if you look at their type under their section of the book.
and yea i was wondering the JP and wings for Jungle and sand storm
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