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== Unit Types == *Infantry, special types: **Jump Infantry: May use the jump pack in up to two phases, must be consecutive (unless you opt to skip the shooting phase). Hammer of wrath, Hit and Run, skyborne special rules all apply. May assault units they cannot see. **Jet pack Infantry: May use the jet pack in every phase, with each use counting as a regular Jet Pack move Γ la movement phase (any direction, 3x Initiative in inches). Gains the skyborne rule. **Monstrous creatures: Relentless, Fire two weapons a turn, In close combat, gain Pen value equal to Strength (rather than half the strength value), may make Sweep attacks (replacing smash), Move through Cover. Jump and Jet pack MCs use the additional rules for the infantry equivalents, along with those rules ordinary MCs benefit from. ***Sweep: May exchange regular attacks for sweep attacks (3 regular attacks for 1 sweep) wherein all models in base contact with the Monstrous creature are hit automatically, once. Sweep attacks may not be made in duels. **Artillery: As now **Cavalry: Move through cover, hammer of wrath, furious charge. **Beasts: Move through cover, momentum, stubborn **Bikes: Move through cover, furious charge, when moving 3-4x initiative in the movement phase, may not turn. Otherwise, as now. **Jetbikes: Bikes with skyborne *Vehicles: Changes **Will have a Movement stat in their profiles (except walkers) **Vehicle Flat out works the same as the new run rules **New damage table: Roll a d6, add/subtract modifiers and consult table ***1-Weapon Damaged: weapons snap fire next turn ***2-Weapon Destroyed: Remove random weapon and one hull point ***3-Drive Damaged: May only move 1/3 of Movement value next turn ***4-Drive Destroyed (immobilized): May not move for the rest of the game. Remove one hull point. ***5-Crew Compartment Compromised: Apply damage results 1 and 3 for the rest of the game. Remove one hull point. ***6-Crew Compartment Destroyed: Vehicle is wrecked ***7-Detonation: Units within 3" take a S3 Pen 3 hit, S4 for units embarked on the vehicle (unless open topped). ***8-Major Detonation: Units with 3+d6" take a single S3 Pen 3 hit, units with 3" instead take a S4 Pen 3 hit. Units inside take a S5 Pen 4 hit. Remove the vehicle from the table. ***Modifiers: **** +1 per point of armour pen rolled above the target's armour after the first point by which it beats the armour (i.e. roll a 6 on a strength 8 weapon to pen a rhino, +2) to a maximum of +2, **** +1 for Pen value of 6-9, +2 for Pen value 10, **** -1 for each point of pen below 4, to a minimum of 1. **** glances instead roll a D3 with only results 1, 3 and 5 being available (on a 1, 2 and 3 respectively). **Walkers can make sweep attacks, move like infantry and are other the same as they are now **Ram: Any vehicle may ram: To do so move at full speed towards the target with no turning, and models touched (friend or foe) are being rammed. A ram attack has a strength equal to the vehicle's armour rating (VA-vehicle armour) minus 6 (minus 4 for tanks) and Pen equal to the distance the vehicle moved in inches/3. Any infantry model affected by ram may attempt a Death or Glory (resolve as they are now) OR an evasion save and if the vehicle is not stopped/dodged, they take the hit. If they survive, move them out of the path of the vehicle and continue it's movement until it reaches it's maximum move distance. When ramming another vehicle, it must be destroyed for the ramming vehicle to be able to continue it's move. Flyers may not ram.
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