Raindog Posted October 1, 2016 Report Share Posted October 1, 2016 Okay, it is time to break this out from my other thread. Mimetism: Mimetism is camouflage lite. The model is hard to see, so there is a -3 to BS, WIP, or PH against the subject with Mimetism. However, the model cannot go into a marker state. You never have to discover a model with mimetism. 4 Quote Link to comment Share on other sites More sharing options...
Raindog Posted October 2, 2016 Author Report Share Posted October 2, 2016 Inferior Infiltration. I came across this rule looking up the Daylami. Grunts have the rule, as well. Troops will Inferior Infiltration must deploy in the enemy half of the table. In order to do this, they must pass an Infiltration Roll (PH-3). The negatives stack with an scenario negatives. If the model fails the roll, the model must start on the edge of the player's house own deployment zone. The ability is nice for the Grunt, he starts with a light shotgun and a heavy flamer that can be inches away from enemy models and significantly hinder the approach to objectives, but there is only a 35 percent chance of success. A Daylami has Inferior Infiltration and Limited Camouflage for 8 points and .5 SWC with a Panzerfaust and Light Shotgun or 10 points and no SWC for a Rifle and Light Shotgun. 3 Quote Link to comment Share on other sites More sharing options...
Jay Posted October 2, 2016 Report Share Posted October 2, 2016 The more precise wording for a failed infiltration role is that the model must deploy inside his player's Deployment Zone and in contact with one of the edges of the game table. I think the most interesting aspect of Inferior Inf. is the, must start be in the enemy half of the table. Whereas Infiltration 01 gives you the choice. 1 Quote Link to comment Share on other sites More sharing options...
Raindog Posted October 6, 2016 Author Report Share Posted October 6, 2016 RegenerationOne.The Regeneration Skill allows a wounded model to spend an entire order to attempt to regain a wound even if the model is in the Null state. The model must pass a PH test; however, if the model fails the test, it takes anoither wound. If the model has no more wounds, it becomes dead and is removed from play.Two.If a model has regeneration, it is immune to the effects of shock ammo.(Now, if a model has NO Wound Incapacitation and Regeneration, it has the best both worlds.) Models with Regeneration: Senor Massacre, Taquel (Tohaa), Djanbazan and Asawira (Haqq) 3 Quote Link to comment Share on other sites More sharing options...
Exile Posted October 6, 2016 Report Share Posted October 6, 2016 No current model has that combination. However! The Asawira Regiment (Haqq Assassin HI) has Regen and two full wounds. Also, the Taquel Officers in Tohaa have Symbiont Armour. Those both provide shock immunity as well. 2 Quote Link to comment Share on other sites More sharing options...
Raindog Posted October 24, 2016 Author Report Share Posted October 24, 2016 Warning! Or how to get that model behind your from shooting all your models. Warning. 1. The trooper cannot be activated by an order or ARO. 2. An Allied trooper within the model's zone of control must have been the target of the attack. 3. Warning must by done at the end of the order after armor of BTS rolls. 4. Warning allows allied troopers in the zone of control of a targeted model to spin towards the attacking model. 5. Warning is an automatic movement. It doesn't require a roll or generate an ARO. Example: A Yuan Yuan walks in from a table edge. On his next order, the Yuan Yuan walks up behind a Alguacile and blasts him with a chain rifle. The Alguacile fails his armor save and dies. There is another Alguacile within six inches of his fallen comrade. At the end of the order, the surviving Alguacile can turn and face the Yuan Yuan to have a chance to deal with his foe. Quote Link to comment Share on other sites More sharing options...
Kremmet Posted October 25, 2016 Report Share Posted October 25, 2016 An important thing to remember is that you can use this during the active turn. Great for people who like to pop their hidden models on your last order. 1 Quote Link to comment Share on other sites More sharing options...
Raindog Posted October 25, 2016 Author Report Share Posted October 25, 2016 Bingo! And then, you get the formerly hidden model's order next turn. Quote Link to comment Share on other sites More sharing options...
Raindog Posted October 30, 2016 Author Report Share Posted October 30, 2016 Deactivator Deactivators are a piece of equipment typically employed by engineers. To use a deactivation, the bearer must have line of fire to the target. 1. The user of this piece of Equipment must have LoF to the target. 2. By passing a Normal WIP Roll, to deactivate enemy D-Charges or Deployable Weapons like Mines and Repeaters. 3. The WIP Roll is only Modified by Range, never by Special Skills such as Mimetism or Equipment like Optical Disruptor or even Cover. 4. If the user passes the WIP Roll, the enemy weapon is removed from play. 5. The use of a deactivator is considered a BS skill. A deactivator is a way to remove mines, drop bears, crazy koalas, and repeaters from play. 1 Quote Link to comment Share on other sites More sharing options...
Raindog Posted December 9, 2016 Author Report Share Posted December 9, 2016 Targeted State A model enters a targeted state when it has been succcessfully hacked by a Spotlight program or successfully spotted by a Forward Observer. Once targeted, attacking model using a BS or Hacking attack may apply a +3 modifier. Second, if the targeted model is attacked with Speculative Fire, the normal -6 modifier for Speculative Fire is ignored. Additionally, the +3 modifier for being targeted is still applied. Third, weapons with the Guided Trait can be used against Targeted troops (This allows the attack to ignore LOF and gains a modifier of BS+6 to hit.). 1 Quote Link to comment Share on other sites More sharing options...
Justjokin Posted December 9, 2016 Report Share Posted December 9, 2016 Thanks for this! Makes the Forward Observer model really worth it, in combination with grenade launchers! 3 Quote Link to comment Share on other sites More sharing options...
Raindog Posted December 10, 2016 Author Report Share Posted December 10, 2016 Mind blower here guys..... Limited Camouflage models do not automatically have the Mimetism rule! So once they are discovered or revealed, the troop with Limited Camo cannot go back into the camo state and has no negative modifiers fo Mimetism to hit! 1 Quote Link to comment Share on other sites More sharing options...
PaladinX Posted December 10, 2016 Report Share Posted December 10, 2016 What units have limited camouflage? Quote Link to comment Share on other sites More sharing options...
Raindog Posted December 10, 2016 Author Report Share Posted December 10, 2016 Ariadana: Cateran, Uxia McNeil Haqq: Daylami .......... Quote Link to comment Share on other sites More sharing options...
Exile Posted December 10, 2016 Report Share Posted December 10, 2016 It's not a super common rule, but here are some: Haqqislam - Daylami (a cheap irregular troop, crap stats, but a body on the table, the limited camo options also come paired with Inferior Infiltration, which requires an attempt be made to infiltrate on the enemy's half of the table) JSA - Raiden (Medium Infantry dude with a big gun, either a rocket launcher or a spitfire) Ariadna - several options here, some French, some Caledonians Quote Link to comment Share on other sites More sharing options...
Raindog Posted December 21, 2016 Author Report Share Posted December 21, 2016 Lesser known uses of Command Tokens Limit the number of command token use to one for the first turn. Automatically pass or fail one guts check. Convert an irregular order into a regular order Cause one model not to be in retreat for one turn. Quote Link to comment Share on other sites More sharing options...
Don't Panic Posted December 21, 2016 Report Share Posted December 21, 2016 Lesser known uses of Command Tokens Limit the number of command token use to one for the first turn. Automatically pass or fail one guts check. Convert an irregular order into a regular order Cause one model not to be in retreat for one turn. I did not know number 2 but have used all the other ones! the first one is part of the reason i choose second for biotechvore.... go ahead and try getting all those models out with one command token lol. An interesting one is what EVO hackers do for command tokens. You can spend one to reroll a hacking roll, coordinate hacking or you can choose to use on CT if you go second to have a EVO supportware start active(not spending an order to do so is an interesting thought!). 1 Quote Link to comment Share on other sites More sharing options...
Raindog Posted December 29, 2016 Author Report Share Posted December 29, 2016 Mechanized Deployment This is an optional skill chosen at the time of deployment. It allows troops with with ability to be deployed anywhere in the player's half of the table. All models with this skill must be placed in the same Zone of Control and cannot be in base to base contact with another model, marker, or mission objective. Models with this skill: Halqa and Peacemaker Armbots. Quote Link to comment Share on other sites More sharing options...
Raindog Posted February 2, 2017 Author Report Share Posted February 2, 2017 In the latest ITS pack, for Limited Insertion Games, players cannot use command tokens to take away two orders from the opponent going first or limit the amount of coordinated orders in the first turn. Quote Link to comment Share on other sites More sharing options...
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