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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