So I went to a different store than usual the other weekend to game. A couple of rules came up that the both of us had always taken for granted or never come across. It was a fun game, but some of the things that came up were so strange I decided to take an in depth look into the rule book just to be sure for next time. So here's some stuff that I didn't know before that is obscure enough I thought I'd share:
- Poisoned weapons - always wound on a fixed interval (4+/2+/etc.) You do not have the option of using your base strength. However if the wielder of the poisoned weapon has a strength equal to or greater than the toughness of your opponent you get to re-roll failed rolls to wound.
- Squads falling back that get assaulted must immediately test to regroup and if failed they are destroyed.
- Squads testing to regroup do so during the movement phase. Squads passing a regrouping test may move up to 3" unaffected by difficult terrain. It cannot move in the movement phase, but can run, shoot, or launch assaults.
- Artillery - cannot run, ever.
- Beasts and Cavalry - double the distance rolled when assaulting through difficult terrain.
- Ordinance - if choosing to fire the ordinance weapon your tank forgoes shooting any other weapon, even if stationary. They roll 2D6 for armor penetration and pick the highest.
- Blast Weapons - halve their strength when rolling for armor penetration rolls if the center hole of the blast template is not in contact with the hull of the vehicle.
- Vehicle Squads - treated any immobilized roll as wrecked (even if you aren't moving!) and any stunned result as shaken till 1 tank remains in the squad.
- Both shaken and stunned results mean that passengers may not shoot from the vehicle in the next turn.
- Skimmers - receive a 4+ cover save when moving flat out. Skimmers moving flat out that suffer an immobilized result treat it as wrecked instead. Skimmers remaining stationary, or moving at combat or cruising speed (up to 12") are immobilized as normal.
- Immobilized walkers fight normally in assault with -1 attack. Shaken and stunned results have no effect in close combat. Units using grenades when assaulting a walker only hit on a 6+. When the walker becomes immobilized, they roll to hit with grenades using the WS chart.