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Eldar and Dark Eldar FleetsHolofields and Shadowfields work essentiallythe same way in all respects. They save againstALL strength-based weapons, Nova Cannonshots, any ordnance attacks and any kind of hitand run attacks, ramming and boarding. Theydo NOT protect against hits caused by celestialphenomena nor any area effects such as WarpDrive implosions, Necron Nightmare Fields,Chaos Marks of Slannesh, etc.Eldar and Dark Eldar must determine if theywish to brace against damage they may faceBEFORE rolling their holofield save.When protecting against damage (exceptagainst weapons that use the gunnery table),Holofields roll its save once against eachsuccessful attack, whether it be from lance fire,ordnance hits, etc. In other words, its rolls onceagainst a ramming attack, once against eachNova Cannon shot, and once against each hitimparted by ordnance attacks, Hit and Runattacks, etc.Against firepower-based weapons such asweapon batteries, holofields only provide aright-shift modifier to hit unless specificallyindicated otherwise, and it does not modifyrolls to hit beyond the far right end of the table.If under Lock-On special orders, Eldar shipscannot turn for BOTH their movement phases.When locked-on, Eldar Pulsars re-roll EACHmiss until either up to three hits is scored or amiss is missed again.Eldar and Dark Eldar ships can make aleadership check to ignore all effects ofcelestial phenomena such as gas clouds, solarflares, etc. Escorts may re-roll this result forfree. If an Eldar vessel passes its leadershipcheck during a solar flare, it will take nodamage but turn directly away from the sunedge and move 2D6cm. This ability does notaffect negative leadership modifiers caused byradiation bursts. Leadership checks againstasteroid fields are unchanged from those forother fleets.An Eldar vessel intending to board an opponentmay do so in either movement phase, but itmay not shoot or launch ordnance before doingso. If it boards in its movement phase, it maynot make its second movement.The Dark Eldar Torture cruiser has anunmodified value of 210 points, not 130 points.In the Armada fleet list, prow torpedoes are anoptional weapon system it can be equippedwith besides its weapon batteries as opposed toa weapon that must be replaced.In the current rules, Eldar ships cannot take AllAhead Full orders and thus cannot ram. Themewise,Eldar ships would generally not resort tothis kind of tactic anyway.Dark Eldar attack craft re-roll misses and enjoyany other benefits of equivalent Eldar attackcraft. Dark Eldar assault boats can only be hitby turret rolls of 6.Dark Eldar vessels have no minimummovement before turning and are not requiredto use Burn Retros special orders to end theirmovement or remain in place.Tyranid FleetsTyranid spores act as both shields and turrets.Each blast marker in contact reduces the "turretto-hit roll" of one spore from 4+ to 6+. If aspore is already rolling against ordnance thatrequires 6+ to hit (such as against Eldar), beingin contact with blast markers has no additionaleffect.Tyranid hiveships have Strength-6 torpedolaunchers as a front-firing prow weapon optionfor the price indicated on p.91 of Armada.The fpr-8x30cm pyro-acid batteries firingleft/front/right listed on the profile for Tyranidcruisers on p.88 of Armada costs +20 points.The number of spores a ship has is subtractedfrom a bomber's die roll to determine numberof attacks made like a true turret value. Blastmarkers in contact have no effect on this.In the current rules, Tyranid ordnance isexempted from launch limits and cannot runout of ordnance.Tyranids ignore ALL blast marker effects whenboarding. They do not lose spore protection for9

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