Unit abilities in the Core Rules

From: Jarreas Underwood <jarreas_at_...>
Date: Mon, 22 Apr 2002 08:39:29 -0400

I think there ought to be a list of special abilities in the core rules.
The abilities apply equally to all armies, even though not all armies use
all abilities. If not in the core rules it'll have to be reprinted for each
army, or for each unit as it is now.

I've included a number of the rules that're currently under discussion -
those changes are a separate issue from including this list in the core rules.

+++++++++++++++

Unit Ability Definitions

Anti-Aircraft: Units may choose to fire at either fliers or ground units
each turn. They do not suffer a -1 Snap Fire penalty when firing at Fliers,
and may target a Flier even if the AA unit is not one of the Flier's targets.

Cavalry: Imperial Guard calvalry detachments do not need to remain within
the command radius to receive orders. If they fail a morale test while
outside the command radius they will rount and the detachment is removed.

Command: The unit either moves at Charge and fires on Advance, or moves at
Advance and fires on First Fire.

Elite: I'm not sure what this does other than make it better against titans.

Headquarters (HQ): Unit may not be fired at unless it is the closest valid
target of that size category. Barrages that cover a valid target may also
cover a HQ unit.

Infiltration: Unit may make a charge move after setup is complete. This
move may not being the model closer than 5cm to an enemy unit.

Open-Top Vehicle (OTV): This indicates an infantry transport with an open
firing are, like a pick-up truck. Any/all units transported may fire while
loaded. Any hit on the vehicle will also hit one transported troop (make
separate armor saves), and any barrage template covering the vehicle will
also hit all transported units.

Sniper: Unit may target HQ units if they're recognized on a 4+.

Stealth: Unit may not be targeted from beyond range 25. Barrages that cover
a valid target and "happen" to catch the stealthed unit are acceptable. Is
this ability negated if the unit fires?

Tow: May transport a light artillery piece. It takes one turn to "mount
up," and units lose their ability to fire in exchange for the increased
movement rate in following turns. It takes one turn to dismount and prepare
to fire again. Damaged Super-Heavy units may be rotated but not moved in
the tactical time scale.

Transport X: The vehicle may carry X number of infantry stands. Walkers
(Sentinels, Dreadnaughts, Tinbots, etc.) count as two infantry stands.
Received on Mon Apr 22 2002 - 12:39:29 UTC

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