Sunday, July 20, 2014

7th Edition Rules: Movement

Since I am out of town on vacation with the family, I won't be painting any new models this week. But I bought the new rule book before I left and so I'll give you an update on the 7th Edition rules instead. This first post will encompass all the important aspects of moving.

Move Phase: Basic move is 6". Beasts, bikes, and jetbikes move 12". Vertical movement (in a ruin or on a hill) counts for that number of inches of movement.

Run: You can d6" run in the shooting phase, but then cannot shoot or charge that turn. Bikes can Turbo-Boost 12", jetbikes can Turbo-Boost 24", with the same rules as running..

Assault: Nominate the unit you want to charge and roll 2d6" for charge range. If you roll too low to reach the unit, the charge fails and no models are moved.

Difficult Terrain: Roll 2d6" and pick the highest number. Move that amount. Charging from/into/through difficult terrain causes you to subtract 2" from your rolled charge distance. Any model that moves through Dangerous Terrain at any time rolls a d6 and takes a wound on a 1, with normal armor save allowed. Vehicles that roll a 1 become immobilized and lose a hull point.

Jump Packs: Can be used once per turn to either move 12" in the Movement phase or to re-roll charge distance in the Assault phase, but cannot do both in the same turn.

Fleet units can re-roll one or more of the dice when rolling for run or charge distance.

Artillery moves normally as long as there is at least one crew per gun; otherwise they cannot move.

Flyers and Flying Monstrous Creatures are complicated, but basically they zoom around the battlefield in straight lines and can move off the board and then come back on from reserves the next turn.

Gargantuan Creatures and Super-Heavy Walkers move up to12" in the move phase.

Vehicles can be stationary, move at combat speed (6") or cruising speed (12"). The faster they go, the fewer weapons they can fire and the less accurate they are. They can turn all they want. They can elect can move Flat Out in the shooting phase instead of shooting to go another 6".

Fast vehicles move up to 12" when moving Flat Out. Fast Skimmers can move up to 18" when moving Flat Out.

Units can embark on a transport by moving to within 2" of an access point either before or after the vehicle moved. You can't embark and disembark in the same turn. They can disembark either before or after the vehicle moved, as long as it didn't move more than 6". The infantry unit can then make a normal move. They can shoot or run in the shooting phase, but they cannot assault the same turn they disembark unless the transport is open-topped or an Assault vehicle.

Units fall back 2d6". Bikes, jump packs, beasts and cavalry fall back 3d6".


No comments:

Post a Comment