Post by Admin on Aug 25, 2009 22:23:01 GMT -5
Here you will find some commonly used, sometimes misinterpreted terms. If you're not sure what something is or where in the book to find the rule/ruling, ask away! Please do not quote this post, reply to the message directly below it.
A
Aegis- Grey Knight Special rule. Every time an enemy psyker uses a power that targets a Grey Knight Squad/Character and requires a psychic test, the targeted unit can attempt to resist it by rolling a D6, and adding the highest leadership of the squad to it. The opponent in turn does the same, and they must roll equal to or higher for their ability to go off. Reference: Daemonhunter Codex pg. 8.
C
Combat Squad- A space marine ability to take full 10 man squads and split it up into two 5 man squads (must be 9 marines plus the sgt.). Dark Angels, Blood Angels and Codex Space Marine ability. Currently no other Non-Astartes codex has this trait.
References, Space Marine Codex: pg. 51, Blood Angels Codex: pg. 4, Dark Angel Codex: pg. 23.
F
Fearless- Assumed to pass all morale checks even if failure is normally automatic. Fearless units can not be pinned.
S
Shrouding- Grey Knight special rule. Each time you wish to shoot at a unit of grey knights, you have to roll 3d6 and multiply the result by 3 (referred to as "spotting range"). A unit that fails to see the grey knights can NOT fire at a different target. Ordinance weapons directed at Grey Knights fire normally, however double their scatter distance if the unit is outside the spotting range rolled. Normal Night Fight skills and equipment (ie. Searchlights) have no effect, but units with a psyker can re-roll the dice, but must accept the second roll. Actual night fight overrides the Shrouding. Reference, Daemonhunter Codex: pg. 8.
T
True Grit- Takes on various wordings, depending on the codex. For Grey Knights (in power armour only) it allows their storm bolters to be used as a CCW. For Space Wolves, it allows a bolter to count as a CCW, if the model has the true grit special ability.
Generally speaking it means the model may use the gun they have as an additional CCW, however do NOT benefit from the extra attack from a charge, as it is deemed the weapon is to unwieldy to be fired with one hand while attacking the enemy.
(And remember, you can NOT fire a rapid fire weapon AND assault on the same turn unless you have the Relentless Special Rule.
A
Aegis- Grey Knight Special rule. Every time an enemy psyker uses a power that targets a Grey Knight Squad/Character and requires a psychic test, the targeted unit can attempt to resist it by rolling a D6, and adding the highest leadership of the squad to it. The opponent in turn does the same, and they must roll equal to or higher for their ability to go off. Reference: Daemonhunter Codex pg. 8.
C
Combat Squad- A space marine ability to take full 10 man squads and split it up into two 5 man squads (must be 9 marines plus the sgt.). Dark Angels, Blood Angels and Codex Space Marine ability. Currently no other Non-Astartes codex has this trait.
References, Space Marine Codex: pg. 51, Blood Angels Codex: pg. 4, Dark Angel Codex: pg. 23.
F
Fearless- Assumed to pass all morale checks even if failure is normally automatic. Fearless units can not be pinned.
S
Shrouding- Grey Knight special rule. Each time you wish to shoot at a unit of grey knights, you have to roll 3d6 and multiply the result by 3 (referred to as "spotting range"). A unit that fails to see the grey knights can NOT fire at a different target. Ordinance weapons directed at Grey Knights fire normally, however double their scatter distance if the unit is outside the spotting range rolled. Normal Night Fight skills and equipment (ie. Searchlights) have no effect, but units with a psyker can re-roll the dice, but must accept the second roll. Actual night fight overrides the Shrouding. Reference, Daemonhunter Codex: pg. 8.
T
True Grit- Takes on various wordings, depending on the codex. For Grey Knights (in power armour only) it allows their storm bolters to be used as a CCW. For Space Wolves, it allows a bolter to count as a CCW, if the model has the true grit special ability.
Generally speaking it means the model may use the gun they have as an additional CCW, however do NOT benefit from the extra attack from a charge, as it is deemed the weapon is to unwieldy to be fired with one hand while attacking the enemy.
(And remember, you can NOT fire a rapid fire weapon AND assault on the same turn unless you have the Relentless Special Rule.