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==Charge Sub-phase== It's time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure: * First, pick one of your units, and declare which enemy unit it wishes to charge. *<code>Then, the target enemy unit gets to make a Reaction to Charge (see below).</code> *<code>Once Reaction to Charge is resolved, roll the charge distance for the unit and, if it is in range, move it into contact with the enemy unit – this is sometimes called ‘launching an assault’.</code> Once this has been done, proceed to the Fight sub-phase. ===Declare Charge=== If the active unit is declaring a charge, nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12" away (the maximum charge range for most models, as we'll discover later). Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge include: *The unit is already locked in close combat. *The unit ran in the Shooting phase. *The unit has gone to ground. *The unit shot Rapid Fire weapons, Salvo weapons, Ordnance weapons or Heavy weapons in the Shooting phase. This even applies if Snap Shots were made with these weapons. *The unit is falling back. *The unit is a Flying Monstrous Creature that changed flight modes during this turn. In addition to the above, a unit that fired in the Shooting phase can only charge the unit that it targeted during that turn’s Shooting phase. ====(Proposed Rule) Fiery Charge==== <code>Any models that have made a successful Charge may immediately make a Fiery Charge shooting attack against the non-vehicle enemy unit they charged. Resolve it as a normal Shooting attack, with only Assault and Pistol type weapons able to fire. Any casualties caused from this attack are added to the combat result for this side. However, units choosing to make a Fiery charge lose their bonus attack from a charge, if any. Units with the Rage USR only lose one of their two attacks.</code> ===Reaction to Charge=== Few warriors sit idly by when an enemy horde descends upon them, but let fly with every weapon at their command <code>or retreat.</code> <code>A unit that is charged can choose to react in two ways:</code> *<code>Fire Overwatch: The unit tries to thin out the foes charging them by opening fire.</code> *<code>Fall Back: The unit tries to avoid close combat by retreating.</code> ====Overwatch==== <code>Warriors receiving a charge will try to thin out their foes through open fire.</code> Though such shots are often inaccurate (there's not much time to aim, and there's something distinctly off-putting about the onset of a bellowing foe), each has a chance of killing an enemy and altering the balance of the ensuing melee before it even begins. In fact, a particularly lucky burst of Overwatch fire can rob a charge of so much momentum that it comes to a stumbling halt! An Overwatch attack is resolved like a normal shooting attack (albeit one resolved in the enemy's Assault phase) and uses all the normal rules for range, line of sight, cover saves and so on. Unlike a normal shooting attack, Overwatch cannot cause Morale checks or Pinning tests. Any shots fired as Overwatch can only be fired as Snap Shots. Therefore, weapons and models that cannot fire Snap Shots cannot fire Overwatch. <code>For the purposes of range, the target of the Overwatch attack counts as being within 1” of the models that are firing Overwatch.</code> ====<code>Fall Back</code>==== <code>Units that fall back from charging enemies believe that they have no chance of winning the ensuing fight. A fall back move is not always voluntary. Units that are already fleeing must always declare Falling Back as their charge reaction and certain terrifying creature may force a unit to Fall Back instead of other options. A unit that decides to Fall Back must make a Fall Back moves (see the morale section).</code> ====<code>Reaction Restrictions</code>==== It's worth pointing out that units that are locked in close combat <code>cannot react to a charge</code> - we can assume that other events have their full attention. Also note that a unit being charged may only <code>react to a charge</code> once per turn. ===Roll Charge Range=== Once all Overwatch shots have been resolved, the controller of the charging unit rolls to determine his unit's charge distance. There are myriad factors that can speed or slow a charging unit as it launches itself forward. Roll 2D6. This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model.
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