Cover
There are 3 different types of cover; light, medium and heavy, and each add a different ARM number to the unit hiding behind it.
Light- +2 ARM
Medium- +3 ARM
Heavy- +4 ARM
The total is still affected by armour breakers, a wood wall wont stop a cannon ball.
Special rules
Flames
When a model is attacked by a flame weapon put flame markers on the model and any terrain within the AOE, if the effected models pass through a terrain piece you must put a flame marker on it, and all models passing through a flame marked terrain piece is also set alight. Models on fire have to take a dangerous terrain test at the beginning of their movement phase. The individual effect ends after 2 turns of it stating.
Combo
Weapons that can be used in conjunction with other weapons are known as combo weapons. If a unit is armed with 2 or more combo weapons they may use both in close combat, also they do not have to role to hit after the first combo hit.
Ranged combat weapons are the same, only it occurs in the shoot action instead.
Armour breaker
If a 6 is rolled on the damage table, then an armour breaker will reduce the armour to the half its starting amount.
Corroder
Corroder weapons give a extra +1 to hit and damage rolls.
Soul stealer
If a unit is killed within 2” of a unit with soul stealer it drops a soul token, which can be collected by a unit with soul stealer for +1 POW, +1 AGI, +1 ACU, or to +1 POW or Shots for a weapon.
Heavy
Heavy weapons cannot be carried by beings with power less than 3 and reduce AGI by 1
Stead
A unit riding a stead moves 12” in the movement stage, and can fire non-combo weapons and still attack in close combat.
Jet bike
A unit riding a jet bike has the benefits of a stead with the added effect of ignoring difficult terrain.
Assistants
A unit may have an assistant bought for them, the assistant can either aid their master by 1- granting an extra attack, 2- taking 1 DMG and being removed or 3- increasing ACU by 1.
Chain
Chain weapons with multiple hits or shots do not need to aim for every shot/ hit.
Travel
After a close combat attack, the attacking unit may move 1” in any direction; this also means that they can attack with one weapon, travel, and then attack with another.

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