By Kythnos (Alter Fluff-Spieler)
Date 25.07.2020 - 23:56
Wohl die neuen Ordenstaktiken:
Dark Angels: 1) +1 to hit if the unit did not move in this turn and 2) something about Combat Attrition.
White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move.
Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or HR and 2) units with this tactic can HR as if they were characters.
Imperial Fists: 1) ignore Light Cover and 2) 2 additional hits with unmodified 6s with bolt weapons.
Crimson Fists: 1) +1 to hit when the target unit contains 5+ more models than this unit (VEHICLE counts as 5) and 2) 1 additional hit with unmodified 6s with bolt weapons.
Black Templars: 1) reroll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds.
Blood Angels: 1) +1 to wound when charging, charged or HR and 2) +1" to Advance and Charge rolls.
Flesh Tearers: 1) +1 to wound when charging, charged or HR and 2) -1 AP on unmodified wound rolls of 6.
Iron Hands: 1) 6+ feel no pain and 2) double wounds on the damage chart.
Ultramarines: 1) +1 Leadership and 2) can shoot in a turn during which it Falls Back, but at -1 to hit.
Salamanders:1) each time a model with this tactic is selected to shoot or fight, you can reroll one wound roll when resolving that unit's attack and 2) each time an attack with an AP characteristic of -1 is allocated...treat it as 0 instead.
Raven Guard: 1) count as being in Light Cover if the attacker is more than 18" away and 2) INFANTRY only count as being in Dense Cover if the attacker is more than 12" away.
Deathwatch: 1) each time a model with this tactic makes a melee attack against TYRANID, AELDARI, ORK, NECRONS or TAU, reroll a hit roll of 1 and 2) after both sides have finished deploying their armies, select one battlefield role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that battlefield role, reroll a wound roll of 1.