Special Abilities Q&A
by Jervis Johnson & Andy Chambers
Includes Infiltrate, Rampage, Save, Skimmer, Transport, and Flyers

 

Infiltrate

Q: Infiltrators are allowed to add 30cm to their first move if they do not start the game on the tabletop. Several commanders have lately taken to using scouts in drop pods, or placing infiltrators into transports which begin the game in reserve. When their reserve units show up, they drop the pods or move the transports (on march or assault) then dump the infiltrators out and give them their initial move and the +30cm bonus (suffering -5cm for dismounting, of course). The letter of the law seems to show this being legal. Should it be?

a) Yes.
b) No. If infiltrators want to infiltrate, they must slog it out on foot.

A: a)



Rampage

Q: Page 37 of the rulebook states "Rampage units are so berserk that they may not retreat from combat. This means rampage units are always caught by enemy and destroyed if they lose a close combat."

Does this refer only to those units within fifteen centimeters of the enemy, or all rampage units within a detatchment that loses an assault action?

a) All rampage units within 15cm from the enemy will be destroyed. This destruction is because they are not allowed to retreat and will thus remain within the 15 cm "death zone."
b) All rampage units within a detatchment that loses an assault action are destroyed, regardless of their distance from the enemy.

A: Actually, it's only Rampage units in base contact with an enemy that can't retreat, though I have to [say] that this point could have been made more clearly in the rule. The idea is that you get to roll two 'to hit' dice if you win, but you die if you lose!


Q: Your last answer [Editor's note: see the answer to the immediately above question!] went a long way towards clearing up our understanding of Rampage units. However, your last sentence left us with another question.

Suppose a detatchment including Rampage units loses a close combat with an enemy detatchment. When you are rolling dice to determine casualties from the assault, every unit in base to base contact from both detatchemtns gets to roll to cause casualties. Do the losing units with Rampage:

a) get to roll two dice as normal, then die
b) get to roll one die, like a standard unit, then die
c) just die

A: a)


Q: Are the Rampage rules quoted above also intended to penalize rampage units who lose a firefight?

A: No, it only applies to close combat (like [it] says!)


Q: Thanks to your previous Q&A responses, we've mostly worked out the rules for Rampage units. Rampage units roll twice to score hits when in Close combat, but can't retreat and are captured if they lose. However, if they are in contact with all enemy units within 15 cm then it is possible they may lose the combat and have no one close enough to capture them. Are they still destroyed in such a case?

A: Yes



Save

 

Q: When a transport carrying an infantry unit with the save ability is destroyed, what happens to that transported unit:

a) The infantry unit is destroyed on a roll of 1,2 or 3 as per pge 15 of the rules.
b) The infantry unit is destroyed on a roll of 1, 2 or 3 only if it also fails its saving throw with a second 1, 2 or 3.

A: b)



Skimmer

Q: Have you ever considered/will you ever consider a maximum pop-up height for skimmers?

A: No, but players that want to make their own house rules should feel free to do so (just don't ask us to use them!)


Q: At what point during the turn are skimmer war engines, such as the Eldar Engines of Vaul, eligible to pop-up?

a)At the start of the shooting phase (allowing them to be shot at by vehicles and infantry.
b) At the start of the war engine shooting phase
c) When the owning player decides to shoot with their detachment (effectively preventing all but other war engines yet to shoot from shooting back)
d) At some other time?

A: c)

 



Transport

Q: If a unit of infantry dismounts from its transport in the assault phase then it loses 5 cm. from its move when it charges into combat. Players are usure, however, if this 5 cm. is subtracted from the unit's move before or after it is doubled if such doubling will allow the infantry to get into Close Combat. Which case is correct?

a) The infantry may charge up to (10-5)*2=10 cm if this will place the infantry into base-to-base contact.
b) The infantry may charge up to 10*2-5=15 cm if this will place the infantry into base-to-base contact.

A: b)



Flyers

Q: If you first place your flyers on the board within range of your own flak units, and then your opponent places his interceptors on the board next to your flyers, may your flak units fire at the interceptors?

a) Yes
b) No. Complete all intercept actions before considering your flyers to be "on the board."

A: The correct answer is b)


Q: The rules state that Flak units may roll 1 die for each of their points of Firepower when firing at fliers, and score a hit if they roll equal to the flyer's armour or more. The Eldar Fire Prism, however, has one anti-tank shot rather than a Fire-Power rating. While it certainly rolls one die when shooting at flyers, players are unsure if it should score a hit if it rolls 4 or above (as Anti-Tank) or if it scores armour value or above (as 1 Super Heavy Weapon = 1 FirePower). Which is the case?

A: The Fire Prism hits on a 4+


Q: When an interceptor squadron is placed on the table next to its target detatchment, must each flyer shoot at the closest enemy unit or may it choose to fire at any unit in the target detatchement? (my opponent always always goes straight for my Harridan [in the center of my flyer detatchment], and unsurprisingly drives it off)

a)Resolve casualties by removing the nearest enemy flyers first, just like in ground combat.
b)Each interceptor may shoot at whichever flyer it likes.

A: The correct answer is b)


Q: When members of a flyer detatchment become damaged, that detatchment has two elements that finish rearming/refueling on differing turns. Which element(s) of this flyer detatchment may fly missions, and when may they fly them?

a)Both elements of the detatchment may fly missions whenever they become rearmed and refueled. The element of the detatchment that does not include an HQ should select one flyer to act as its HQ.
b)Both elements. It is not necesary to choose an interim HQ for element that does not have one.
c)Only the element of the detatchment which includes the HQ may fly missions when rearmed and refueled. When the other element is rearmed/fefuled, it must still wait to join its brethren with the HQ.
d)Only the bigger element of the detatchment may fly independant missions, regardless of which element the HQ is in.
e)Neither element may fly a mission until the other is also rearmed and refueled.

A: A flyer that is damaged can't fly missions on its own (unless it i all that remin of the detachment, of course!). If the rest of the detachment flies a mission while the damaged flyer is being refueled, it simply remains for an extra turn at the refueling stage in order to catch up with them.

 


Copyright 2000 by Doug Wolfe Last Updated Monday, July 2, 2001
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