Monsters & Vehicles
Monsters & Vehicles
17.02 ACTIVE PLAYER AND OPPOSING PLAYER
►Player's Rules
►Rules Sequencing MEASURING DISTANCES
►Closest Model/Unit
►Table Quarter
►Within/Wholly Within DICE
►Automatically Successful
►Modifying Dice Rolls
►Re‑rolls
►Roll Off BATTLE-SHOCK ROLLS
17.02
Monsters and Vehicles 17.00
Moving Vertically
17.02). 3" 3" 3" 3" A B C D 13
SET UP
17.02
Shooting at Engaged Monsters and Vehicles 17.03 RESOLVE ATTACKS
►Random Characteristics
►Target No Longer Eligible or Viable IDENTICAL ATTACKS Identical attacks are those that have the same BS/WS, S, AP and D characteristics, and which are affected by the same applicable abilities and rules. SPLITTING MELEE ATTACKS While selecting targets, if you select more than one unit as the target of a melee weapon, you must split that weapon's attacks between those target units. To do so, declare how many of that weapon's attacks will be made against each unit (you must declare at least one attack per unit targeted). In the Gather Attack Dice step, for each weapon that is splitting its attacks, only gather a number of attack dice for that weapon equal to the number of attacks you declared would be made against that target with that weapon. 17
ATTACK SEQUENCE 1. HIT ROLLS
17.00
17.03
Terrain and Visibility
17.01 Each time you make a normal or advance move with a unit, MONSTER/VEHICLE models in that unit can be moved through friendly and enemy models (excluding other MONSTER/VEHICLE models). FRAME 17.02 Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model's position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one). When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright. SHOOTING AT ENGAGED MONSTERS AND VEHICLES 17.03 In your Shooting phase, enemy MONSTER/VEHICLE units that are engaged can be selected as targets of ranged attacks. Each time a model makes a ranged attack that targets such a unit, subtract 1 from the hit roll (excluding attacks made with [CLOSE‑QUARTERS] weapons by models in a unit engaged with the target). ADVANCED SHOOTING WHILE ENGAGED WITH MONSTERS/VEHICLES A unit that is engaged with an enemy MONSTER/VEHICLE unit is still not eligible to shoot, and so cannot make ranged attacks against that MONSTER/VEHICLE unit, unless that unit is eligible to shoot while engaged (e.g. because it is using close‑quarters shooting). Due to their imposing bulk and implacable nature, Monsters and Vehicles function differently on the battlefield. This section details the additional rules required to use these units in your games. 62
ENGAGED MONSTERS/VEHICLES - SHOOTING The VEHICLE can shoot at this INFANTRY unit using shooting. While resolving those attacks, subtract 1 from hit rolls (excluding attacks made with [CLOSE‑QUARTERS] weapons). This INFANTRY unit can shoot at the VEHICLE using normal shooting. While resolving those attacks, subtract 1 from hit rolls. As the VEHICLE is engaged, [] weapons cannot target it, but can target other unengaged units. The VEHICLE can shoot at this INFANTRY unit using close-quarters shooting. While resolving those attacks, subtract 1 from hit rolls. As the INFANTRY unit is engaged, [BLAST] weapons cannot target it, but can target other unengaged units. This INFANTRY unit is engaged, but can shoot at the VEHICLE using close-quarters shooting. While doing so, it can only make attacks with its [CLOSE-QUARTERS] weapons and can only target the VEHICLE it is engaged with. A A B B -1 TO HIT ROLL -1 TO HIT ROLL 63
TRANSPORT CAPACITY