Tuesday, July 22, 2014

7th Edition Rules: Morale and Miscellaneous

Morale works the same as it did before. Leadership check when sustaining 25% casualties in a single phase. I already covered morale in assaults.

As soon as you fail the morale check, fall back 2d6" toward your own table edge, moving sideway or at an angle around any obstructions. If the unit cannot make a full fallback move in any direction without doubling back (because of enemy models or impassable terrain) the unit is trapped and destroyed. You can go sideways or at angle to avoid obstructions, but can't move toward the enemy table edge. So there is some reward for getting units behind enemy lines. If any model reaches your table edge, the unit is destroyed (no last chances!).

One change is that units that are falling back can shoot Snap Shots in the shooting phase.

Regroup: Test just prior to Movement phase at the start of the turn. If you have 25%+ of the unit left OR an Independent Character, you just pass a Ld test to Regroup. If you have less than 25% of the unit and no Character, then you can only rally on a roll of 2 on the 2d6. If you fail, fall back another 2d6". If you pass, you get to move 3" in the Move phase. They cannot run or assault that turn. They can shoot, but only Snap Shots. So even if you rally on your first Regroup test, you basically lose most of a turn with the unit. If the unit is charged, you attempt to Regroup (with no penalty for <25%). Pass, fight as normal. Fail, you are destroyed. 

Space Marines automatically pass Fear and Regroup tests. When they Regroup, they can make a normal move (not 3"), plus they can shoot, run, or charge as normal. The only way they can be killed as a result of morale is if their initial fall back move takes them off the table or into a Trapped situation where they can't fall back.

Vehicles never take morale or Leadership tests.


Special Rules:

Here are a few notes on special rules that I thought were new, interesting, changed, relevant or widely applicable. I have already covered the Marines' No Fear rule.

Armorbane: Roll 2d6 for armor penetration instead of d6.

Deep strike: Roll to arrive from Reserves. Place one model and roll for scatter. Place the other models around that one in base contact. Difficult terrain counts as Dangerous. You cannot move in Movement phase, but can run or shoot in Shooting phase (but count as if they had moved). They cannot charge the turn they arrive. If any of the models cannot be placed other than in impassable terrain (including buildings for this purpose) or on an enemy model or on a friendly model or off the table, roll on the Deep Strike mishap table. 1: Entire unit destroyed. 2 - 3: Your opponent places your unit wherever they want with no scatter. 4 - 6: Stay in Reserves until next turn. So you better try to land in the open!

Feel No Pain: Unsaved wound is discounted on a 5+ roll.

Fleet: Re-roll one or more dice when running or charging (you can re-roll a single d6 when charging and keep the other).

Furious Charge: +1 Strength until end of turn when charging, but doesn't apply if you charge multiple enemy units with the same unit. Most Orks have this.

Hammer of Wrath: This rule represents big, heavy units slamming into their targets in a charge. It applies to bikes and walkers and some other special units. Each charging model gets an extra attack at Initiative 10 that automatically hits with their in unmodified strength and AP- (AP nil).

Infiltrate: Deploy after both sides. Must be at least 12" away from the nearest enemy if no enemy unit can draw a line if sight to them. Or at least 18" away from the nearest enemy, even in plain sight. You cannot charge in your first turn. If you keep them in reserve, they get Outflank. This means when they arrive, roll a d6: 1-2, arrive on the left table edge; 3-4, arrive on right table edge; 5-6, you pick left or right (instead of moving on from your own edge as normal).

Melta: Roll an extra d6 for armor penetration when firing at half range or less. 

Move Through Cover: Roll extra d6 when moving through Difficult Terrain and select highest. Ignore Dangerous Terrain. Assaults not slowed by terrain. 

Pinning: If a unit suffers an unsaved wound, they must pass a morale check or Go to Ground. 

Rending: To-wound rolls of 6 automatically wound and have AP2. Against vehicles, an armor penetration roll of 6 allows an extra d3 to be added (then resolved using normal strength and AP, not AP2, which provides bonuses against vehicles).

Slow and Purposeful: Cannot run or fire Overwatch. Can fire heavy/ordnance while moving (and count as stationary) and can then still charge the same turn.

Stealth/Shrouded: Cover save is 1-better/2-better, respectively, even in the open.

There are many, many more. If you have a question on a certain one, just ask!












10 comments:

  1. Ok one question: do monstrous creatures still roll 2d6 + str for penetrating vehicle armor? If so, what would happen if I gave one a weapon w armorbane? And what bonus vs armor do AP 2 weapons get?

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    Replies
    1. Monstrous creatures have Fear, Move Through Cover, Relentless, Hammer of Wrath and Smash.
      Fear makes your enemies worse in melee if they fail morale.
      Relentless allows you to shoot heavy weapons normally even if you moved and allows you charge on the same turn you shoot heavy weapons.
      Smash makes all of your close combat attacks (except HoW) AP2 unless they are already better than that. Or the MC can elect to make a single Smash attack at double their STR (up to 10) and re-roll armor penetration.

      Delete
  2. AP2 gives a +1 to the damage roll when you get a Penetrating hit. AP1 gives +2 to the roll. I'll check on the MCs.

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  3. Comprendo. So do monstrous creatures still ignore armor saves in melee? Can they fire all their ranged weapons as before?

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    Replies
    1. They have AP2, so that means they ignore normal armor because no one has armor with a 1+ save. Your victims will still get invulnerable saves.
      The rules say they can fire up to two weapons in the shooting phase, but must shoot both at the same target.

      Delete
  4. Hmm ok. That means a high str weapon and a rapid fire crowd clearing one are a bad combo. Pick 2 of one or the other. What are the rules for swarms? That's a rule under rippers.

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    Replies
    1. Swarms aren't slowed by Difficult Terrain, but they take double wounds from Blast and Template weapons.

      Delete
  5. Interesting. So explain "poisoned" please. It comes up a LOT in the tyranid codex and is totally inconsistent . Sometimes it's accompanied by a number, like a venomthrope having poisoned (2+) in melee. Other times, it's attached to a specific attack, like the toxic miasma biomorph having str 3 poisoned attacks against enemies in base contact. Still other times, it is just added on to a unit, like hormagaunts being able to purchase toxin sacs that make them 'poisoned'. Does it just mean their to-wound rolls can never be worse than 4+? Like the old rules for sniper rifles and whatnot? What about units w ranged attacks? Toxin sacs are available as an upgrade to prettymuch everything in the army.

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  6. Also, are there missions that don't allow infiltrate, deep strike, etc.? I'd hate to pay points for an ability I can't use.

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  7. Every standard missions allow Infiltrate, Deep Strike, and all the other Universal Special Rules. They also all allow Reserves.

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