Here are more rules from last Thurs game.



JJ typing, Jink, Turbo-Boost 40k6 pg 38

If a model with this special rule moves Flat Out or Turbo-boosts, it instead gains a 4+ cover save until the start of its next Movement Phase.

Context: Purifiers wanted to remove some Shining Spears.  Thought that Jink provided 5+.  Shawn informed me that when they turbo-boost its actually 4+.


Wrecked, Effects of Damage on Passengers 40k6 pg 80.

The passengers must immediately disembark in the usual manner, save that they must end their move wholly within 3", rather than 6".

Context:  Second time this rule has come up.  Purifiers wrecked Wave Serpent.  I originally said D6 movement for Fire Dragons to leave wrecked skimmer, all those editions floating around in my head, Shawn asked if it's 6".  Looked it up and said 3".  Eventually I'll get that rule down.


Damaging Squadrons 40k6 pg 77

As vehicle squadrons don't have Wounds or Toughness we have to allocation hits to them slightly differently to other, more conventional, units.  To do this, allocate individual hits, rather than individual Wounds, one at a time, to the closest model in the squadron.  Then roll for Armour Penetration against the correct facing (so against the rear armour in close combat) and determine the result of any glancing or penetrating hits.  When this has been done, resolve the next hit, and so on, until all the hits have been allocated and resolved.

Context: This is a rule Connor reminded me about two games ago.  Psyflemen were shooting at War Walkers and this is when I brought up how squadrons are damaged.  Shawn and I are both working with previous edition information.


slainte mhath