2e serie de rumeurs!
http://www.lounge.belloflostsouls.net/showthread.php?t=15933&page=12BCP, mais BCP de changements!
Transport:
Fire point: can fire if vehicle has advanced or surged, but only 12” regardless of weapon type, embarked troops are relentless
WOW, Fast Rhino, Multi-Melta boom!
Je vois deja des devastator en Rhino qui se promene partout sur la table!
Des regles pour les FLYERS
Flyers:
- can decide every round in the preparation phase: count as fast skimmer or flyer, can decide upon arrival from reserves
flyer mode:
- If flyer is in reserve, it is placed in harry reserve every time, even if it can’t outflank
- Flyers from reserve are place in the the preparation phase on any table edge
- unlike other vehicles, flyers cannot turn as they like
- ignore all terrain, even impassable
- up to 18” movement, no surge, no flat out, one turn anywhere during the movement up to 90 degrees
- must move 12” in straight line in preparation phase, can turn up to 45 degree at the end of the movement,
- must move 12” in straight line in consolidation phase, can turn up to 45 degree at the end of the movement, if reaches table edge or can’t be placed at the end of the turn, flyer is put back in harry reserve, cannot change into skimmer mode
- Flyers can always fire every weapon at a single target, all weapons have AA rule
- no (dis-)embarking, except special drops if unit has Aerial Drop special rule
- if immobilized (4) or wrecked (5), place Blast (Large) marker in random direction in 3D6”, causes S5 (against side armour), place crater
- Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed. If immobilized, unit is placed in crater, get S5 hit each, Suppressed
- flyers have their own column in the to hit chart, Blast weapons don’t use their marker, use BS to hit, if marker targets another unit and touches flyer, hit is ignored
- barrage and ordnance weapons can fire direct, but must re-roll hits, even if twin-linked, weapons that hit automatically can’t hit flyers, that includes shooting, rift and shock wave psychic powers that hit automatically
- close combat: in contact with base, attacks hit on 6, any other unit than jump infantry, jetpack infantry and jetbikes must re-roll hits
- cannot be rammed, base is treated like unit in close combat