Ex-guest
14-12-2005, 08:59
Dodge Saves – Some creatures in the 41st millennium are so inhumanly quick that they are capable of using their super fast reflexes and senses to dodge incoming blows or even bullets.
Any model with a base Initiative characteristic of 6 or more on its profile has the chance to make a Dodge save against any attack. This save is in addition to any Armour (but not Invulnerable) save(s) the model may have. The dodge save is used first before armour or any other ‘saves’ e.g. a save due to Bionics etc.
A model with an Initiative of 6 has a 6+ Dodge save
A model with an Initiative of 7 has a 5+ Dodge save
A model with an Initiative of 8 or more has a 4+ Dodge save
A Dodge save may not be ignored by any weapon or attack unless specified by the particular weapon that it ignores ‘Dodge Saves’. Even weapons that ignore armour or Invulnerable saves’ may not ignore a Dodge save.
Grenade Throwing
Grenades may be thrown in the shooting phase instead of shooting a unit’s weapons.
The models must have either have grenades on their relative profiles in their Army List Entry or have purchased them from their relevant Army List Entry.
The distance that grenades maybe thrown is determined by the twice the models base strength, so a model that is Str. 3 has a 6” throwing distance. Each model may throw one grenade of one type i.e. one grenade total each!!! All grenades cause Pinning.
Roll to hit as normal using models BS. The entire unit throws grenades not just select models.
Fumble: If any model rolls a 1 to hit then that model has stuffed up and fumbled the grenade. Roll a D6 and consult this table:
1-2: Premature Detonation or “he held the Grenade too long”. Grenade explodes in models hand. Resolve hit against own squad. Casualties are chosen by owning player.
3-5: Roll the scatter dice, which direction shown the grenade will land D6” from throwing model and then work out effects if necessary.
6: Lucky hit. Hits the enemy units as normal, casualties are chosen by opposing player (the player throwing the grenades).
Note: Melta Bombs may not be thrown!!!
Frag Grenades: Str. 4 AP 6 Notes: Blast
Plasma Grenades: Str. 4 AP 4 Notes: Blast
Krak Grenades: Str 6 AP 1 Notes: can only throw half distance (normal Str of Model)
Photon Grenades: Str. 0 AP 0
Notes: Target unit/model if hit by at least one Photon Grenade, must immediately take a pinning test. It does not have to cause a wound for this to happen.
Firefight
Sometimes rather than finishing opponents in hand to hand combat some soldiers/militia/mercenaries/gribblies may choose instead of Charging in the assault phase they may issue a Firefight against an opposing model/unit instead.
1. First declare that your model/unit(s) is attempting to Firefight, you may only issue a Firefight if the target is within charging distance (6”). Any units within charging distance may fire upon the unit. You may also alternatively initiate a firefight after an enemy unit has failed a morale test in close combat and is falling back or has falled back into within 6” of the firefighting unit.
2. Firefight is carried out exactly like as if you were shooting in the Shooting Phase. As long as a target is within 6” it may be fired upon by any unit in range. The only difference is both sides shoot, not just one; attacking order is determined by Initiative. Higher Initiative models fire before lower Initiative Models.
3. Weapons are subject to their normal rules for firing, e.g. Heavy weapons may not shoot if you moved during the movement phase etc.
4. A unit that is being targeted by more than one unit/model may split its fire between multiple units/models as long as their all within 6”. E.g. half the unit may fire at one attacking unit the other half fires on the other unit or whatever.
5. The Firefightee (the unit being targeted) instead of shooting they may Take Cover. Conferring +1 to all cover saves, and receive a 6+ cover save in the open.
6. The Firefighter may not take cover, but if equipped may throw grenades, if equipped, (see: Additional rules: Grenade throwing) instead of shooting. The Firefightees lose any cover save(s) against damage from grenades.
Any ideas guys?????????
Any model with a base Initiative characteristic of 6 or more on its profile has the chance to make a Dodge save against any attack. This save is in addition to any Armour (but not Invulnerable) save(s) the model may have. The dodge save is used first before armour or any other ‘saves’ e.g. a save due to Bionics etc.
A model with an Initiative of 6 has a 6+ Dodge save
A model with an Initiative of 7 has a 5+ Dodge save
A model with an Initiative of 8 or more has a 4+ Dodge save
A Dodge save may not be ignored by any weapon or attack unless specified by the particular weapon that it ignores ‘Dodge Saves’. Even weapons that ignore armour or Invulnerable saves’ may not ignore a Dodge save.
Grenade Throwing
Grenades may be thrown in the shooting phase instead of shooting a unit’s weapons.
The models must have either have grenades on their relative profiles in their Army List Entry or have purchased them from their relevant Army List Entry.
The distance that grenades maybe thrown is determined by the twice the models base strength, so a model that is Str. 3 has a 6” throwing distance. Each model may throw one grenade of one type i.e. one grenade total each!!! All grenades cause Pinning.
Roll to hit as normal using models BS. The entire unit throws grenades not just select models.
Fumble: If any model rolls a 1 to hit then that model has stuffed up and fumbled the grenade. Roll a D6 and consult this table:
1-2: Premature Detonation or “he held the Grenade too long”. Grenade explodes in models hand. Resolve hit against own squad. Casualties are chosen by owning player.
3-5: Roll the scatter dice, which direction shown the grenade will land D6” from throwing model and then work out effects if necessary.
6: Lucky hit. Hits the enemy units as normal, casualties are chosen by opposing player (the player throwing the grenades).
Note: Melta Bombs may not be thrown!!!
Frag Grenades: Str. 4 AP 6 Notes: Blast
Plasma Grenades: Str. 4 AP 4 Notes: Blast
Krak Grenades: Str 6 AP 1 Notes: can only throw half distance (normal Str of Model)
Photon Grenades: Str. 0 AP 0
Notes: Target unit/model if hit by at least one Photon Grenade, must immediately take a pinning test. It does not have to cause a wound for this to happen.
Firefight
Sometimes rather than finishing opponents in hand to hand combat some soldiers/militia/mercenaries/gribblies may choose instead of Charging in the assault phase they may issue a Firefight against an opposing model/unit instead.
1. First declare that your model/unit(s) is attempting to Firefight, you may only issue a Firefight if the target is within charging distance (6”). Any units within charging distance may fire upon the unit. You may also alternatively initiate a firefight after an enemy unit has failed a morale test in close combat and is falling back or has falled back into within 6” of the firefighting unit.
2. Firefight is carried out exactly like as if you were shooting in the Shooting Phase. As long as a target is within 6” it may be fired upon by any unit in range. The only difference is both sides shoot, not just one; attacking order is determined by Initiative. Higher Initiative models fire before lower Initiative Models.
3. Weapons are subject to their normal rules for firing, e.g. Heavy weapons may not shoot if you moved during the movement phase etc.
4. A unit that is being targeted by more than one unit/model may split its fire between multiple units/models as long as their all within 6”. E.g. half the unit may fire at one attacking unit the other half fires on the other unit or whatever.
5. The Firefightee (the unit being targeted) instead of shooting they may Take Cover. Conferring +1 to all cover saves, and receive a 6+ cover save in the open.
6. The Firefighter may not take cover, but if equipped may throw grenades, if equipped, (see: Additional rules: Grenade throwing) instead of shooting. The Firefightees lose any cover save(s) against damage from grenades.
Any ideas guys?????????