This is not enough to Reanimate another reassembling Lychguard model, as it is less than the models Wounds characteristic this dice is therefore discarded. After that model has been Reanimated, there is only one dice remaining in your pool. This pool contains enough dice to Reanimate one of the destroyed models, and so it is set back up on the battlefield. If you rolled 1, 3, 4, 5, 5 and 6, you would put three dice into a pool. Each Lychguard has a Wounds characteristic of 2, so you would roll a total of six D6s. The Lychguard units reanimation protocols are enacted, and you now make Reanimation Protocol rolls for it. Example: In the Shooting phase, an enemy unit targets and makes its attacks against a 5-strong unit of Lychguard, destroying 3 models and leaving another with only one wound left. Any models that did not Reanimate fail to reassemble, and any dice remaining in the pool are discarded. You then reduce the number of dice in that pool by a number equal to the Wounds characteristic of the Reanimated model and repeat this process until either there are no more reassembling models, or the number of dice remaining in the pool is less than the Wounds characteristic of any of the reassembling models. No longer counts as having been destroyed for the purposes of Morale tests this turn.Cannot, if it is your Charge phase, be set up closer to any enemy units that are targets of a charge declared by its unit this phase.Can only set up within Engagement Range of enemy units that are already within Engagement Range of the Reanimated model's unit.Is added back to its unit with its full wounds remaining.If the number of dice in that pool is greater than or equal to the Wounds characteristic of any of the reassembling models, select one of those models to be Reanimated. A Reanimation Protocol roll can never be modified by more than -1 or +1. Each Reanimation Protocol roll of 5+ is put into a pool. Each time a unit's reanimation protocols are enacted, make Reanimation Protocol rolls for that unit by rolling a number of D6 equal to the combined Wounds characteristics of all the reassembling models. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.Each time an enemy unit shoots or fights, after it makes its attacks, if any models in this unit were destroyed as a result of those attacks but this unit was not destroyed, this unit's reanimation protocols are enacted and those destroyed models begin to reassemble. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into their battle line. Sundered torsos and smashed skulls reform amidst emerald sparks. Should a Necron be slain, its body becomes wreathed in an eerie glow. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. A hit roll can never be modified by more than -1 or +1. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. If not, the attack fails and the attack sequence ends. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. When a model makes an attack, make one hit roll for that attack by rolling one D6. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase. If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units. If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature. If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.
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