Post by Gannon on Jul 21, 2010 0:51:13 GMT -5
This pulled from brotherhood of mutants dot com:
When playing against a variety of players there are the occasional minor rules which slip past people, including myself. Not every knows every single rule. Here are 25 minor rules you should be aware of:
1. Poison weapons get re-rolls if the strength of the wielder is higher or equal to the opposing models toughness.
2. Units cannot regroup if under 50% starting amount or enemies within 6 inches
3. Units have to be within 3 inches of a objective to claim it.
4. If you destroy a enemy transport, in the assault phase you may assault the occupants.
5. Independent characters have the move through cover and skilled rider special rules.
6. Independent characters can be singled out in close combat, but have to be in base to base combat.
7. Independent characters must be in base contact to attack.
8. Force weapons inflict instant death, but this counts as using a psychic power.
9. Monstrous creatures get the move through cover special rule.
10. Monstrous creatures need 50% cover to claim a cover save.
11. Jump infantry must take a dangerous terrain test when moving out or into terrain.
12. Bikes do not roll for terrain tests when assaulting, though they take a dangerous terrain test when moving through terrain.
13. Eldar Jetbikes can move 6 inches in the assault phase even if not assaulting.
12. Beasts have the fleet special rule.
13. Beasts roll 2D6 and double the highest result when assaulting through cover. They also have a 12 inch charge range.
14. Hull mounted weapons have a 45 degree shooting visible arc.
15. Hits from barrage weapons on vehicles always are worked out hitting the side armor.
16. Units in successive turns assaulting a vehicle may shoot at it and assault again, but count as a ongoing combat.
17. When assaulting a vehicle if it hasn't moved units auto hit, if the vehicle moved 6 inches 4+ to hit and 12 inches 6+ to hit.
18. Vehicles in squadrons treat immobilized results as wrecked and crew stunned results as crew shaken.
19. Passengers cannot shoot from vehicles when it is crew shaken or crew stunned.
20. Units which turbo boost cannot move through terrain.
21. Template weapons can fire at a fire point on a building and causes D6 wounds.
22. Ruins without bases are not counted as difficult or area terrain.
23. Only the body of a model may have line of sight drawn to it, this includes; legs, arms, head and main body. (wings, tails and fancy ornaments etc are not included)
24. You can roll separate dice for different weapons or even shooters.
25. Units with majority of there number in cover will gain a cover save.
When playing against a variety of players there are the occasional minor rules which slip past people, including myself. Not every knows every single rule. Here are 25 minor rules you should be aware of:
1. Poison weapons get re-rolls if the strength of the wielder is higher or equal to the opposing models toughness.
2. Units cannot regroup if under 50% starting amount or enemies within 6 inches
3. Units have to be within 3 inches of a objective to claim it.
4. If you destroy a enemy transport, in the assault phase you may assault the occupants.
5. Independent characters have the move through cover and skilled rider special rules.
6. Independent characters can be singled out in close combat, but have to be in base to base combat.
7. Independent characters must be in base contact to attack.
8. Force weapons inflict instant death, but this counts as using a psychic power.
9. Monstrous creatures get the move through cover special rule.
10. Monstrous creatures need 50% cover to claim a cover save.
11. Jump infantry must take a dangerous terrain test when moving out or into terrain.
12. Bikes do not roll for terrain tests when assaulting, though they take a dangerous terrain test when moving through terrain.
13. Eldar Jetbikes can move 6 inches in the assault phase even if not assaulting.
12. Beasts have the fleet special rule.
13. Beasts roll 2D6 and double the highest result when assaulting through cover. They also have a 12 inch charge range.
14. Hull mounted weapons have a 45 degree shooting visible arc.
15. Hits from barrage weapons on vehicles always are worked out hitting the side armor.
16. Units in successive turns assaulting a vehicle may shoot at it and assault again, but count as a ongoing combat.
17. When assaulting a vehicle if it hasn't moved units auto hit, if the vehicle moved 6 inches 4+ to hit and 12 inches 6+ to hit.
18. Vehicles in squadrons treat immobilized results as wrecked and crew stunned results as crew shaken.
19. Passengers cannot shoot from vehicles when it is crew shaken or crew stunned.
20. Units which turbo boost cannot move through terrain.
21. Template weapons can fire at a fire point on a building and causes D6 wounds.
22. Ruins without bases are not counted as difficult or area terrain.
23. Only the body of a model may have line of sight drawn to it, this includes; legs, arms, head and main body. (wings, tails and fancy ornaments etc are not included)
24. You can roll separate dice for different weapons or even shooters.
25. Units with majority of there number in cover will gain a cover save.