Tuesday, November 12, 2013

Things that are easy to miss

Captain McBadass has contributed this list of things that are either easy to miss, or easy to mess up.

"Also for all the other Kill Team players, I've been rereading the rules and I've noticed a few things I think everyone, myself included, have been messing up.

1. Running is affected by difficult terrain.

2. Leaders and only leaders are characters and are therefore subject to challenges, look out sir, and precision strikes.

3. You declare ALL charges on a model before overwatch happens, and then all wounds from overwatch are applied to the closest charging model.

4. A unit in combat with a knocked down or stunned model may not direct any attacks to those models if there is a standing enemy model also in base to base. Also if you have a knocked down model and a standing model engaged in the same combat, the knocked down one may crawl away 3 inches if his turn comes before or at the same time as the standing one.

5. Unless it says so in the mission objectives, Running Away does not automatically mean a loss. You can actually still win through mission objectives despite running away.

6. When charging through difficult terrain, you still roll 2d6 for distance, but that distance is halved just like normal movement and running.

7. Grenades are one use only. Which means if you charge through difficult terrain you need to say whether or not you are using assault grenades. And if you do, you no longer have them for the rest of the game.

8. If a blast weapon scatters into a wall, it detonates at the wall, hitting anyone there as normal.

9. You can still charge an enemy if you can't get into base to base with it as long as you can get into base with a friendly unit in combat with it, but if you are only in base with a friendly unit, you can only get a max of one attack."

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