Thursday, December 12, 2013

RULES Compendium

I'm gonna compile the questions that I see most on the forums.  Feel free to ask a question and I'll try to research it!  (Current as of Dec 15 2013).

Scourge Desolator Ion Storm Generator (Wide) - Eye of the Storm

  • Does NOT affect aircraft (no AA)
  • Skimmer defense bonus for moving (+2) applies
  • Hull Down does NOT apply
  • Infantry in buildings are only hit when on the wall but can be hit by falling masonry as normal

Embarking/Disembarking and Buildings


This is a big NUANCE of the game, so here goes...

In one turn, you get two (for the squad - combination of air/land/infantry) disembark/embark moves. Infantry that are within 1" of a building can directly enter a transport (or vice versa).

Here's an example of why IMO Light Dropships are the way to go.

EXAMPLE A
1. Infantry in building.
2. They go into Light Dropship that is within 1". (ONE MOVE)
3. Transport goes half to within 1" of another building.
4. Infantry go can into the new building. (TWO MOVE)

EXAMPLE B
1. Infantry in building.
2. Infantry leaves building (ONE MOVE) and can be picked up by a transport up to 3" away. (TWO MOVE)
Leaving/entering a building counts as a MOVE.

(Dec 12 2013 --- As "Fate" points out, perhaps, I'm being confusing in how I describe this.  I broke it down to show how TWO MOVES were being used. Furthermore, infantry leaving the building in this manner use up their total move.)

EXAMPLE C
1. Infantry in building.
2. They go into a Bear APC that is within 1" of the building. (ONE MOVE)
3. The Bear APC is picked up by a Condor. (TWO MOVE)

As you can see, you want transports to be within 1" of a building. Furthermore, Example A gives you the most mobility.

If no building is involved, the Condor/Bear/Infantry move is slightly faster (3").
(Thanks "Grimjaw" for pointing out my previous error.)

1. Condor gives 9".
2. Drops off Bear +3". (ONE)
3. Bear half-moves 3."
4. Bear drops Infantry +3".
5. Infantry does half-move +1." (TWO)
19" Total

1. Raven A moves 12".
2. Drops off infantry +3". (ONE)
3. Infantry half -moves 1". (TWO)
16" total move.

Remember, you can hand over objectives to the Bear (vehicle).

As far as disembarkcing/embarking, "jgcpalmer" got an official response, and also searched through the forums (and the rulebook), and the answer is:

Infantry count as having disembarked once if their APC disembarks from the dropship.
Abandoning a building (and not directly into a transport) counts as disembarking, and it also counts as having moved their full amount of movement, so they cannot move any more, but they could embark on a transport up to 3" away, but would not be allowed to disembark it on the same turn as they would have already taken 2 embark/disembark actions.

Shaltari Dreamsnare + Totem Combo


From Hawk Simon, the Dreamsnare would increase the save given to a building by a Totem, but the Dreamsnare would need to be in range of the building, not the Totem in order to improve the save.

Shaltari Totem


In regard to shooting, can materialize and shoot OR shoot and dematerialize but cannot do two "transport" moves while shooting.  If no shooting, they can be dematerialized/materialized as normal.

From Hawk Simon, "Yep, infantry would get the save as the shot would have to pass through the shield to get to them!" (when using the shield on a building)

Fast Movers


You can choose to defer them for an intercept run although once you have made that decision you cant decide to activate them later, they either intercept or don't activate that turn. - Hawk Simon

Attacking Buildings


Buildings are ALWAYS hit on a 2+.  There are no exceptions to this.  Yes, Scourge arc casters will hit on a 2+ too.
 

Passive Saves


Remember they apply to HITS, not damage (like a certain other game).  When combining hits from Scourge Warriors and or Ferrum Starsprite Drones (you roll for hit and combine for the stronger shot if appropriate) and then you take the passive save.

Hi Guys, right I have spoken to Dave and he has ruled that the 3 hits combine into 1 hit and that you take the PCM save against the single energy 11 hit and not the 3 (or more) individual hits. - Hawk Simon

If you have 2 passive saving throws you pick the best one to use, you don't get to make 2 saving throw rolls! - Hawk Simon

 

5 comments:

  1. I'd like to discuss this part:

    ...."Fast Movers

    If your Fast Movers activate (even if they choose to do nothing), you cannot save them to intercept as they have activated."....

    This seems to be contradictory to the rules on page 47 which say,

    "Squads of Interceptors may also be activated ...IN ADDITION TO THEIR NORMAL ACTIVATION... to Intercept enemy Fast Movers while they make their Attack runs."

    Emphasis mine of course, but the rule very explicitly says that intercepting is in addition to their normal activation, contradicting your statement.

    In addition, the rules go on to say,

    "Interceptors may only do this if they have not already made (or have attempted to make) an Attack Run this turn, and if they are in Readiness."

    Those two statements together seem to tell me that if I activate my Air Battlegroup and choose not to make an Attack Run, then Interceptors in that Group may choose to Intercept later in that same turn.

    What rules are you referencing for your interpretation?

    ReplyDelete
  2. Hi Ordo Bob... here's the forum thread...
    http://www.hawkforum.co.uk/hawkforum/viewtopic.php?f=12&t=2022&p=14169#p14169

    "IN ADDITION TO THEIR NORMAL ACTIVATION" - I see how you read "In Addition" as "And." I think what is really meant is that they can do attacks runs as an activation but these words convey that they caan do an "un-normal" or "out of turn" activation called the Intercept.

    This is supported by...

    "Interceptors may only do this if they have not already made (or have attempted to make) an Attack Run this turn, and if they are in Readiness."

    This is where the number of battlegroups comes into play. Each turn (Page 22) you have to activate a battlegroup until you have none left. When your Fleet (e.g., Fast Movers) come up, you have to activate them (which means making the availability roll - rolling for the attack run) - this negates the ability to do an intercept.

    "Those two statements together seem to tell me that if I activate my Air Battlegroup and choose not to make an Attack Run, then Interceptors in that Group may choose to Intercept later in that same turn."

    Perhaps, that's a question to ask Hawk Simon. Your Air Battlegroup is up and you choose to do nothing, can they still intercept? Personally, I think that should be a valid play... I will ask Hawk Simon on the forums.

    Thanks for your thoughtful question!

    ReplyDelete
  3. Wait...so what's wrong with this;

    1. Condor gives 9".
    2. Drops off Bear +3"
    3. Bear half-moves 3."
    4. Bear drops Infantry +3".
    5. Infantry enters building within 1."

    ...For 19" reach total. Isn't that further than what a Raven could do?

    ReplyDelete
  4. Adrian, the error is step 5.

    1. Condor gives 9".
    2. Drops off Bear +3" (ONE)
    3. Bear half-moves 3."
    4. Bear drops Infantry +3". (TWO)
    5. Infantry enters building within 1." (THREE)

    Infantry entering the building is a third disembark.

    To be legal...

    4. Bear is within 1" of the building.
    5. Infantry may enter the building from a transport directly.
    16" to enter the building.

    Yeah, it's a small nuance.

    ReplyDelete
  5. Well, I played the Ion Storm wrong the last time I played, and I screwed myself over with it. I should have given my tanks that drove into range the skimmer bonus and wouldn't have ended up killing so many...

    ReplyDelete