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==Special Rules== * ''Aircraft:'' Planes here must move 18"-36" each turn, but if they leave the table, then they waste their remaining movement to return to the field from any table edge. They're quite protected from most guns because all models without Lock-On count as 12" further away than they really are and must take a -1 to hit them on top of all that. However, the Lock-On rule is surprisingly abundant in GDF, so expect AA fire to come from places that you wouldn't have otherwise expected it to in 40k. * ''Ambush:'' Not all your models need to deploy on the outset. Units with this rule can instead hide out and then be deployed at the start of any round past the first, so long as they're beyond 9" of an enemy unit. Do beware that if both sides have ambush units, then you need to roll off to deploy them. * ''Lock-On:'' Ignores all negative modifiers to hit rolls and range. Obviously intended to negate the penalties to shooting Aircraft, but stuff with Lock-On has [[Flak_88mm|no trouble at all shooting at stuff on the ground too]]. * ''AP (X):'' When the enemy rolls defense against a weapon, they need to subtract X from the roll. * ''Blast (X):'' When you score a hit with this, the number of hits is multiplied by X. * ''Deadly (X):'' Like Blast, though this is only focused on a singular model. This is your counter to Tough units. * ''Fast:'' Models can advance 9" and rush or charge 18". * ''Fear:'' After resolving melee, you count as having dealt +d3 wounds. This makes melee a bit deadlier for you and at least might even out a slightly poor round. * ''Fearless:'' Surprisingly does nothing to Fear. Instead, this adds +1 to the unit's morale check so you won't get trapped by pinning. * ''Flying:'' Units with this rule can fly over any model or terrain without penalty. * ''Furious:'' When the unit makes a charge, they can add an additional attack on a single melee weapon. * ''Hero:'' These are the only units that can attach to another unit. This allows the host unit to use the Hero's quality when rolling for morale while using their own defense, allowing for commander bunkers with shields. * ''Immobile:'' C'mon, guess. * ''Impact (X):'' When this unit makes a charge, they deal an instant X hits, which can be nice when your weapons are less effective. * ''Indirect:'' This allows a weapon to ignore LoS when shooting, but they suffer a -1 penalty to hit if the unit moves. * ''Poison:'' When this weapon rolls a nat 6 to hit, the hit deals triple the amount. * ''Psychic (X):'' This unit can cast spells, as described above. * ''Regeneration:'' When a unit fails their defense save, you can roll again for each wound taken. On a 5+, that wound is ignored. This is a good second layer of protection, especially for those with crap defense scores. * ''Relentless:'' When a unit rolls a nat 6 to hit while shooting, they can roll a bonus attack. This can't be triggered on any of these new attacks. * ''Rending:'' When a weapon with this rule rolls a nat 6 to hit, the attack now counts as having AP 4 and negates Regeneration saves, making this very deadly. * ''Scout:'' A unit with this rule can move 12" (ignoring terrain) after setting up. As with Ambush, you need to roll off if the enemy has Scout units as well to determine who goes first. * ''Slow:'' This unit can only advance 4" and rush or charge 8". * ''Sniper:'' This weapon makes the unit count as having a 2+ quality when firing. This weapon can also fire at any model it wants, like a Hero or a heavy weapon you know will kill your tanks. * ''Strider:'' The unit ignores difficult terrain. * ''Tough (X):'' Rather than dying after failing a defense check, your unit instead loses one of their X wounds. Do beware that this will make a unit subject to Morale if they still lose half their wounds. All heroes will have at least Tough 3 and vehicles will have much higher. * ''Transport (X):'' This model can carry up to X models. While models can embark by merely touching the transport, disembarking forces the unit to only move 6". If the transport dies with a unit inside, that cargo is immediately pinned and must take dangerous terrain. The survivors are then placed 6" from the former transport.
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