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6/11/2025, 9:04:57 PM
>Eradicators get rerolls on everything
UAGHHHG MY HEAD TOO COMPLEX TO REMEMBER
>7e WK
>>It has Deep Strike
>>Failing a Deep Strike involves the Deep Strike Mishap table, random table #1
>Jump units get 12 inch movement
>Jump units must take Dangerous Terrain tests
>Jump Units get to reroll charge distance
>Jump Units always use 3d6 when falling back
>GC can fire all of their weapons
>Ignore the penalty of Ordinance Weapons. What is the penalty you're skipping on Ordinance weapons? Look it up lol
>GC get Stomp actions, see the Superheavy Walker Page
>>Stomp is done during the fight sub-phase at initiative 1
>>>D3 stomps, placed so the template is touching the model
>>>>Then roll on the Stomp Table for Non vehicles and/or the Stomp Table for Vehicles in random table #2 to get results ranging from s6AP4 hits to Instant Model Removal
>>>>>BUT Fliers, Swooping MC, GC, Superheavies are immune to stomp
>GC ignore Instant Death and instead take d3 wounds
>>This also means Sniper and Poisoned only wound on a 6
>You have the fear special rule on the other side of the book
>>Fear forces leadership checks for anyone in combat unless they have fearless
>You have Fearless
>>Fearless lets you autopass pinning, fear, regroup and Morale, but you cannot Go To Ground (all of these are on different pages
>You have FnP for a 5+++
>>FNP applies even when you aren't normally allowed to take a save
>>>Unless it's a D weapon. Fuck you.
>Hammer of Wrath gives an additional attack with Base Strength at I10
>Remember the Dangerous terrain test? Fuck you, GCs ignore it
>Relentless to shoot then charge with heavies
>Smash lets you replace attacks with 1 S10 attack
>>Reroll vehicle pen of Smash attacks
>Strikedown means a non-vehicle model that takes or saves a wound inflicted by this model, it moves in difficult terrain. Use a coin to mark units hit
>Smash means weapons are hit on AP2
ahh.. sovl... so easy to remember...
UAGHHHG MY HEAD TOO COMPLEX TO REMEMBER
>7e WK
>>It has Deep Strike
>>Failing a Deep Strike involves the Deep Strike Mishap table, random table #1
>Jump units get 12 inch movement
>Jump units must take Dangerous Terrain tests
>Jump Units get to reroll charge distance
>Jump Units always use 3d6 when falling back
>GC can fire all of their weapons
>Ignore the penalty of Ordinance Weapons. What is the penalty you're skipping on Ordinance weapons? Look it up lol
>GC get Stomp actions, see the Superheavy Walker Page
>>Stomp is done during the fight sub-phase at initiative 1
>>>D3 stomps, placed so the template is touching the model
>>>>Then roll on the Stomp Table for Non vehicles and/or the Stomp Table for Vehicles in random table #2 to get results ranging from s6AP4 hits to Instant Model Removal
>>>>>BUT Fliers, Swooping MC, GC, Superheavies are immune to stomp
>GC ignore Instant Death and instead take d3 wounds
>>This also means Sniper and Poisoned only wound on a 6
>You have the fear special rule on the other side of the book
>>Fear forces leadership checks for anyone in combat unless they have fearless
>You have Fearless
>>Fearless lets you autopass pinning, fear, regroup and Morale, but you cannot Go To Ground (all of these are on different pages
>You have FnP for a 5+++
>>FNP applies even when you aren't normally allowed to take a save
>>>Unless it's a D weapon. Fuck you.
>Hammer of Wrath gives an additional attack with Base Strength at I10
>Remember the Dangerous terrain test? Fuck you, GCs ignore it
>Relentless to shoot then charge with heavies
>Smash lets you replace attacks with 1 S10 attack
>>Reroll vehicle pen of Smash attacks
>Strikedown means a non-vehicle model that takes or saves a wound inflicted by this model, it moves in difficult terrain. Use a coin to mark units hit
>Smash means weapons are hit on AP2
ahh.. sovl... so easy to remember...
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