Light Support Weapons (p.75)
First of all is Light Support Weapons. Go to page 75 in the rulebook and you'll find mention of these failing a res test on a roll of 10. Incredibly handy given that Ghar Outcasts with a Disruptor Cannon would otherwise fail on a roll of 5 to 10. All weapons mentioned in this section are covered by this rule.
Break Tests (p45)
If your unit rolls a 10 on a break test it is destroyed, very brutal.
If your unit fails whilst down, it suffers an additional pin as penalty.
A pass on a roll of 1 removes a pin, nice compensation given the above results.
Blast Hits (p.35)
If your unit is down and is hit by a blast weapon, things are worked out differently to other ranged weapons. Instead of re-rolling to hit, you suffer half the normal number of hits (rounded down). For example, if I inflict D5 hits on your unit thats down, and my result is 5, halved and rounded down I only scored 2 hits. The same applies to pins from Net Ammo.
Line of Sight (p.25-26)
Until recently I was somewhat baffled by the whole terrain/obstacles and line of sight part of the rules until I sat down and re-read the whole section and thought it through.
There are 2 types of terrain which can each be treated in 2 separate ways.
- Intervening Terrain/Occupied Terrain
- Obstacles/Defensive Positions
You cannot draw line of sight through more than one obstacle and/or intervening terrain. However this does not include defensive positions and occupied terrain, otherwise neither side would ever be able to shoot. A defensive position if an obstacle you are in base contact with and shooting over, and occupied terrain is a piece of terrain your unit has moved into.
Recovery Test (p.16)
These must be took if your unit is down at the end of the turn and you wish to return the order dice to the bag. This is a normal command test with penalties for the number of pins the unit has.
Pass on a roll of 1 = -2 Pins and Order Dice returned to the Bag
Pass = -1 Pin and Order Dice returned to the Bag
Fail = -1 Pin, unit remains down
Fail on a roll of 10 = unit remains down
The important thing to note here is that unless you roll a 10, you will always be able to shrug off a pin when performing a recovery test.
Rally (p.16)
The order test for this ignores pins suffered, unlike in Bolt Action. Get these games mixed up at your peril.
Assault Results (p.43)
When failing a break test following an assault, the unit is automatically destroyed, very brutal, so be careful when committing to assault.
That's all for now, don't forget to take part in the Antares 6 week campaign!
Peakwargamer Aaron