Invulnerable Saves
An invulnerable save can be made, if it is the best save available. It can even be made if amodel is not permitted to take an armour save (because the AP of the attack negates it orthe rules for a weapon or Attack state that no armour save is allowed).
Check Morale
Units that lose a close combat must make a Morale check to hold their ground,with a penalty depending on how severe the defeat was.
• If they pass, the unit fights on – the combat is effectively drawn and no furtheraccount is made of the unit’s defeat.
• If the unit fails, they abandon the fight and Fall Back. Morale checks and Falling Backare covered in the Morale section.
Our Weapons are Useless
If a unit is locked in combat with an enemy it cannot hurt, it can choose to automaticallyfail its Morale check for losing a combat. This can be a risky tactic, but sometimesworthwhile.
Sweeping Advances
When a unit Falls Back from combat, the victors make a Sweeping Advance, attempting tocut down their fleeing foes.
When a Sweeping Advance is performed, both the unit Falling Back and thewinning unit roll a D6 and add their unmodified Initiative to the resultConsolidation
At the end of a combat, if a unit’s opponents are all either destroyed or Falling Back, or the end of combat Pile In was insufficient so that it is no longer locked in combat, thatunit may Consolidate. Consolidating units move up to D6" in any direction
Morale checks (also sometimes called Moraletests)
Are taken by rolling 2D6 and comparing the total to the unit’sLeadership value.
• If the result is equal to or less than the unit’s Leadership value, the test is passed andthe unit does not suffer any ill effects – their nerve has held.
• If the result is higher than their Leadership, the test is failed and the unit willimmediately Fall Back, as described later.
A rollof double 1 on the 2D6 always passes a Morale check, regardless of anymodifiers.
WHEN TO TEST
The most common reasons a unit must take a Morale check are as follows:
• Casualties: A unit losing 25% or more of its current models during a single phasemust take a Morale check at the end of that phase. There is an exception: units that lose25% or more of their current models in the Assault phase do not take a Morale check.
• Losing an Assault: Units that lose a close combat (usually from suffering moreWounds than they inflicted) must pass a Morale check to hold their ground. If they fail,they must Fall Back. Units taking this Morale check suffer a -1 Ld modifier for eachWound their side has lost the combat by.
FALL BACK
Units make a Fall Back move immediately upon failing a Morale check – theonly moves they can make in subsequent phases are Fall Back moves until theyRegroup. In each subsequent Movement phase, they will make further Fall Back movesinstead of moving normally, until the unit Regroups, is destroyed or leaves the table.
Most units Fall Back 2D6". Fall Back moves are not slowed by difficult terrain, butincur Dangerous Terrain tests as normal. Units with models that Fall Back at differentspeeds always Fall Back at the speed of the slowest model in the unit.Each model in the unit moves directly towards their own table edge by the shortestpossible route. If playing a mission where
REGROUPING
A unit that is Falling Back must attempt to Regroup by taking a Regroup test in theirMovement phase just before they move.
• If at least 25% of the unit’s models are still alive, or if the unit includes anIndependent Character, this is a normal Leadership test.
• If less than 25% of the unit’s models are still alive and it does not contain anIndependent Character, then the Leadership test can only be passed with an InsaneHeroism result of double 1. The exception to this is Regrouping when assaulted (seebelow).
• If the unit fails its Regroup test, then it must immediately continue to Fall Back.
• If the unit successfully passes the test, it stops Falling Back and can immediatelymove up to 3". This move is unaffected by difficult terrain, but Dangerous Terrain testsmust be taken as normal. If the unit is out of coherency when the Regroup test is made,then the 3" move must be used to restore coherency, or as near as possible.
Once a unit has Regrouped, it cannot otherwise move (so cannot Run in the Shootingphase or charge in the Assault phase). However, it can shoot (including Overwatch), butcounts as having moved and can only fire Snap Shots.
Regrouping When Assaulted
Units that have charges declared against them while Falling Back must always test toRegroup as soon as the enemy is found to be within charge range. This test is always anormal Leadership test, and does not require Insane Heroism, regardless of thenumber of models remaining in the unit.
CHARACTERS
BIKES & JETBIKES
Bike and Jetbike riders benefit from an increase to their Toughness characteristic by 1. Ifthe Bike or Jetbike is part of the model’s standard wargear, this bonus is already includedon its profile. In addition, Bikes and Jetbikes cannot Go to Ground, and cannot be Pinned. Bikes and Jetbikes can move up to 12" in the Movement phase. Bikes and Jetbikes are not slowed down by difficult terrain (even when charging).However, Bikes treat all difficult terrain as dangerous terrain instead. Bikes and Jetbikes move 3D6" when Falling Back, Each Bike or Jetbike in a unit can fire with one weapon for each rider on the Bike.
SPECIAL RULES
Bikes and Jetbikes have the Hammer of Wrath, Jink, Relentless and Very Bulky specialrules.
TURBO-BOOST
Bikes and Jetbikes cannot Run, but can make a special Turbo-boost move instead of firingin their Shooting phase.
Turbo-boosting Bikes move up to 12",Bikes and Jetbikes therefore cannot shoot, charge or execute any other
voluntary action until the end of their turn after Turbo-boosting.
ARTILLERY
Artillery units need at least one crewman per gun in order for the unit to move. If anArtillery unit does not have at least one crewman per gun, then it may not move; theremaining crewmen will not voluntarily leave a gun behind.
SHOOTING WITH ARTILLERY
One crewman that is within 2" of a gun in the Shooting phase can fire it. The crewmenmfiring the gun cannot fire any weapons they are carrying, while the other crew members(and any Independent Characters in the unit) are free to fire their side arms, provided thewhole unit shoots at the same target. When firing the guns, there must be a line of sightto the target from both the gun model and the crewman firing it (unless they are
SHOOTING AT ARTILLERY
If shooting at an Artillery unit, the Toughness of the guns is always used whilst at leastone gun remains. Any Wounds that are caused are still allocated to the closest model first.If an Artillery unit chooses to Go to Ground, this does not increase the cover save of theguns – only the crew benefit.
CHARGE
If an Artillery unit is charged, only the crew models can fire Overwatch shots with theirside arms (if any). After Overwatch has been resolved, move the charging models intobase contact with the crew and Artillery gun models as normal. No Wounds can beallocated to the guns. All engaged enemies roll To Hit and To Wound against the crew(even if they are only engaged with guns). Engaged crew models can, fight back, but theArtillery guns cannot.
