Newbie Rules Query

Kikashi

Mongoose
Hi,

I played my first game of SST this weekend, with a few other newbies, and a number of questions came up which I hope you guys will be able to help me with. Quotes and page references will be much appreciated.

1. The MI Army Book does not show options for a Power Armour Squad to add extra men, is that correct as the Core Rules book says you can add 3 more to the original 4+Sarge?

2. If a unit takes a Ready action as the second action of their turn, are they allowed to re-roll damage dice when making a Reaction, and if can ‘Out of Ammo’ ie 1’s also be re-rolled?

3. If a bug unit ends an action within 10” of 3x Troopers in a squad that took a Ready action as it’s last action, can all 3 of them use the Ready status to take a Jump action or, as reactions are made by models and 1 model doing something removes the Ready status from th erest of the squad, can only one model Jump?

4. If an MI model uses it’s special Jump move as a Reaction, does it count as having “Beat Feet”, or can it continue to react?

5. When shooting with none LZ weapons, do models from the firing unit take damage, if they are within the 3” or 6” Fire Zone?


Regards,

Mark
 
Don't have my rules to hand, but I can give you a few pointers until someone gives you chapter and verse.

1: Yes you can add troops up to the normal 8. The rules update is in one of the recent "Signs and Portents " issues. 37 I think.

2: Yes they can reroll, unless the weapon requires a Ready action to fire (although only Squad weapons can react, except for Infinite ones). As always, a roll of 1 during a Shoot reaction indicates an Out Of Ammo result.

3: I think only one could Jump as you correctly stated that the squad would lose it's Ready status. Only way they all could Jump was if you used the Beat Feet reaction (if the whole squad was Ready and all were within 10" of the enemy).

4: Not completely certain, but I think you can just count it as a normal Move reaction rather than Beat Feet. I think Beat Feet only is used as above (when the whole squad is within reaction range of the bug and all are moving)

5: The firing squad doesn't take damage from it's own weapons. Unless it is due to Retaliate or drop a grenade at your feet.
 
Iain McGhee said:
4: Not completely certain, but I think you can just count it as a normal Move reaction rather than Beat Feet. I think Beat Feet only is used as above (when the whole squad is within reaction range of the bug and all are moving)

Actually, the only way to move during a reaction is to use the Beat Feet reaction. The advantage of doing Beat Feet with the jump move is that not only do you get a lot more distance, you get to shoot at the same time (always a nice plus!).
 
4: Any movement as a reaction an MI model does counts as beat feet.
That's because there is no 'standard' move reaction (only shoot) - so it has to be beat feet by definition.
And yes, you can jump with the wohle squad, but only if all models are in reaction range.

5: No, the squad that fires cannot take fire, but other allied squad within the FZ may.
 
That's what I thought too, just wasn't certain enough to put it down as fact (been concentrating on ACTA for the last couple of months)
 
I would say 3. All three could react as it's simultaneous, the three models all react at the same time, removing the ready action from the unit as a whole.
Picture it: the bugs end an action within 10" and every model who can jumps out of the way. The definition 'models react, units act' does apply but nowhere does it say each model reacts separately to the others 'all models within reaction range may react' is the way to interpret the rule.
Look at it another way, if the unit was just reaction firing, would you roll each morita separately? or simply roll dice for everyone who was within reaction range at once? Same thing here.
 
We just use lots of different coloured dice (paired). Speeds the whole game up. Then just turn around that many models, it may not be 100% according to the rules (as the model you turn around may not be the actual one out of ammo) but it saves you rolling dice for ten minutes a shot.
 
We just treat it as a Shooting action by whichever troops are involved, create a Fire Zone and if any 1s are rolled, mark that number of troopers out of ammo.
 
pretty much what we do..... I suppose the only issue is a greater chance of going out of ammo e.g. 5 models role ten dice for moritas, who's to say that some of the 1's wouldn't be doubles affecting the same model.
Then again, I think the reaction phase is good enough for the MI anyway (and who doesn's use armourer?)
 
JoseDominguez said:
pretty much what we do..... I suppose the only issue is a greater chance of going out of ammo e.g. 5 models role ten dice for moritas, who's to say that some of the 1's wouldn't be doubles affecting the same model.
Then again, I think the reaction phase is good enough for the MI anyway (and who doesn's use armourer?)

Now, I don't have the rules in front of me, but I think all the squad members firing still roll alltogether, and 1s are assigned trooper by trooper. that's how my group has always played it (and yes, I take armourer but what happens after the sarge is dead?)
 
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