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General Changes V1.

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Changes to the Core Rules (SST 1.0 Core Rulebook)
Traits Crippled no longer applies, except for units acting in the air phase. Persistent is effectively dropped (there is no weapon using this enigmatic rule). Actions A model may always choose to take a ready action instead of the action assigned to the unit, even if it is the unit leader. This allows individual models to manifest psychic powers or set up a Micro-support-platform without having their squadmates twiddle thumbs. Psychic powers are always manifested with a ready action, regardless of what the psychic power actually does. Move (gather) action/reaction It may occasionally happen that a unit is pushed so far apart that half of it's models will fall out of command, for example if a spread out Power Suit Squad is hit by a large template or pushed apart in close combat. Any unit may always take a special move (gather) action in order to regroup. During this action/reaction the unit leader may not move, however every model of the unit – even if out of command may move up to it's full movement distance towards the unit leader. Reactions No changes. Unit Command A unit that is out of command due to the death of a unit leader may spend it's next two actions to select a model that becomes the new unit leader. Firezones A model not in cover behind own Troops, with +2 Size (a Size 3 Marauder behind Size 1 Infantry or a Size 4 Tanker behind Size 2 Warrior Bugs), can be targeted with partially skipping the firezone rules if you wish. So you could allocate all dice to a Marauder or vehicle squad (in case of a vehicle squad you'd have to spread dice over the vehicle unit as normal instead of allocating all to one vehicle). This leaves you with three possibilities: - Shot at the infantry only - Shot at the infantry and allocate specific dice (normally AT-weapons) to the vehicle(s) caught in the firezone. - Allocate all dice to the vehicle(s) and ignore all infantry in the firezone. Models in cover If there are models within a firezone that are in cover and some models further away are not the firing unit may choose whether they want to shoot at the models n cover first or at the models in the open. - Shoot at the models in cover: Allocate the damage rolls as normal beginning with the highest roll to the nearest model. - Shoot at the models in the open: Allocate the highest damage roll to the nearest model in the open and continue to do so until all models in the open have been allocated their rolls. Any damage rolls left are then allocated to the models in cover again beginning highest results to the nearest models. AA fire Units possessing AA weapons (or AA only weapons) may react with a shoot action to air units completing an action within 20“ around them. Weapons with the AA (or AA only) trait and the slow trait may fire as a reaction at air units during the air phase if they have not shot during the current game turn already.

bottomless holes. For example the Flayer Bug is Size 4 but has the low profile (2) trait. Units using hover or air movement modes and thus ignoring terrain effects may ignore lethal terrain as well. Units with the swim trait may emerge and submerge as they wish as part of move or charge action. the majority of their mass still is underwater). If a submerged unit receives fire from above the water surface it counts as being in heavy cover. Units with the swim trait (or other special rules) may swim at the water surface and do not count as submerged while doing so. Ground units without the swim trait (or other special rules) will submerge. Note that the “low profile (X)” trait interacts with this rules. Note that Flame weapons may not be used against submerged units. . If using swim movement the unit may not leave the water terrain. any submerged model hit by a shot from another submerged model receives a +2 cover bonus to it's armor save. There is one exception to this rule: ! Models of size 1 may submerge and use swim movement mode in size 0 water terrain! ! (this is because there are no size 0 models – even a Leech Bug has a size value of 1 though it is not larger than a human limb). Examples: Lava streams. If a unit with the swim (X”) trait performs a move or charge action while submerged it may replace it's normal movement value by the value of it's swim trait (X”). To reflects this. with an armor save bonus of +3. Submerged units may not fire at units outside water terrain. but not through a bottomless hole). they will loose all benefits for being submerged (against attacks from notsubmerged units). Also some very large Bugs and war machines may cross Lethal Terrain without being harmed (if the model is more than double the length of the Lethal Terrain piece it may traverse safely).Advanced Terrain Rules Lethal Terrain Moving into this terrain. Water Terrain and water movement Movement of waterborn units Usually waterborn units can swim much faster than they can walk on land. though units with the swim trait may choose to emerge and swim at the water surface. but may fire their weapons normally. nor could it use swim movement if it possessed it. whether they like it or not. So the Flayer Bug may submerge and use swim movement in water terrain of size (-)2 or deeper. with more than half of the model. Bullets quickly loose their power when fired through water. Use common sense here. Note that units can submerge only if they are within terrain equal or deeper than their own size value. according to the rules given above (after all. will kill a model instantly. Submerged units and weapon fire Weapons fired under water – by submerged units at submerged units – will have their range halved. Thus a size 4 Bug cannot submerge in size 1 water terrain. They may still fire at submerged units. liquid xenon lakes. If a ground unit moves through water terrain deeper than it's own size value it will have it's movement speed halfed as if it moved through difficult terrain (see rulebook “negative level terrain”) and counts as submerged. while weapons with the flame trait may not be fired by submerged units at all. Submerged models hit by a close combat attack do not receive an armor save bonus. Note that tunnel markers may ignore some kind of Lethal Terrain (Bugs may dig their way under a lava stream. When doing so. Water movement Any ground unit may move through water terrain of size (-)1 as if it were clear terrain.

This power may be used for free whenever a unit within 24” is targeted by a psychic talent.passive – this talent is always active or may be activated without taking any action Target – defines the type of model/structure that may be targeted by the talent . Blocking talents Every Psyker automatically posseses the psychic power “block psychic talent”: Block Psychic Talent (Psychic. However it may have a certain range given in it's description. . The Exception to this is if the casting model itself is within 24” range of the blocking psyker. Block Psychic Talent may be used any number of times during a game turn but for each additional attempt during the same turn the result of the caster's D10 is reduced by one. To all units outside the Cerebraths block range it may react at 12”. Alertness is a good example for this mechanism. Range – how far the target of the psychic power can be away . passive/active Target: Any unit targeted by a psychic talent Blockable: no Summoning great reserves of mental power. Both players roll a D10 and add their Psyker Value to the result.Advanced Psyker Rules All psychic talents may be used any number of times during a game turn.LoS – the target must be within Line of Sight of the caster . One of the swarms features a Cerebrath bug which sucessfully blocks the Awareness talent affecting the squad it is attached to. The MI player may now react to all models within 24” of the Cerebrath Bug only at 10”. Then the talent is completely nullified. If the Psyker rolls equal or higher he has sucessfully canceled the power. except for those featuring the slow trait. Blockable: Defines whether the talent may be blocked by “block psychic talent” (yes) or not (no) A talent may be blocked partially – in the example of Alertness there may be a squad of MI engaged by to swarms of Warrior Bugs. If the blocking model rolls equal or higher than it's opponent. Note that this counts towards the times the talent has been used – so if a model that actively blocked two times within his own turn wants to block a talent in the enemies turn (or blocked two times in the enemies turn and wants to block in his own turn again) gets a -2 penalty on it's dice roll. automatic) Range: 24“. Therefore it rolls D10 + it's psyker value against the model that casted the power (which rolls D10 + it's psyker value as well). the model attempts to befuddle the mind of enemy psychics.self – the talent is used by the model itself and not casted on an enemy or friendly model. then the talent is completely nullified and has no effect. Block psychic talent may also be used in active mode. for example when a psychic model moves within 24” of a unit affected by a psychic talent it may try to cancel the talent.no LoS – the caster does not need to see the target . no LoS. Every psychic power has some stats that help the player to see how it is used exactly.active – casting this talent needs a ready action . causing their talents to go awry.

The enemy also rolls one D10 and adds it's Hacker Value (+ modifiers for extraordinary strong ECM devices). If the model with Radio ability/equipment itself is in range of the ECM the ability/equipment is rendered useless until the model leaves the range of the ECM. If the blocking model rolls equal or higher than it's opponent the ability is nullified and has no effect in the appropriate area. If the target of a Radio ability/equipment is within range of an ECM the ECM only blocks the effect on the target unit. ECM also affects equipment with the advanced sensors trait. If he wants to take over the device the Hacker needs to roll 4 points higher than his opponent. these are then listet as ECM +Y (X“). ECM and ECCM Devices ECM (X”) / ECM +Y (X”) Sophisticated Equipment designed to cut all communication signals. Only one Hacker may attack or defend a device at a time. All of these things are marked by the “radio” trait as using electronic signals for communication purposes (advanced sensors is the only exception since it already is a trait and there are no traits that posses traits). If he wants to shut down the device the Hacker needs to roll equal or higher than his opponent. If the model trying to break interference rolls higher than it's opponent the ability (i. Some rare units may have extraordinary strong ECM devices. Breaking Interference Every model equipped with a Coms Pack may try to break the ECM's Interference as a free action. . To do so it rolls one D10 + it's Hacker value vs one D10 and the AI value of the target model. To do so it rolls one D10 and add it's Hacker Value.Advanced Electronic Warfare Rules Electronic Warfare works in a way similar to Psychic Warfare. Officers ordering quick field promotions. The Y indicates a +Y modifier for the ECM device if an enemy model is trying to break interference [i. Renders any equipment/abilities with the Radio trait useless. Com-Troopers directing Missiles and Bombers upon their targets. Enemy Hackers within range may try to interfer with this and add their Hacker Value to the decives AI value. ECM +2 (12“)]. The “radio” trait There is a high flow of communication signals on the battlefield and while troopers are familiar in communicating with hand signs and gestures even over astounding distances radio transmissions are still an essential part of modern warfare.e. Every model with the “Hacker +X” Trait may try to shut down or take over enemy devices like automatic gun turrets or TAC UAV Drones. ECCM +X The model gains a +X Bonus on all dice rolls when trying to break interference.e. remote charges and advanced sensor equipment are just a few cases where radio signals are absolutely irreplaceable. Every model possessing a Coms Pack automatically gains the “Hacker +0” trait. ECM does not affect models of the own army. promote or advanced sensors) works as normal.

they do NOT count as air units and thus may not be targeted by AA only weapons. turning) exept that it's facing does not have to match with it's direction of travel. if it is not destroyed during the collision. leave the transport with their normal jump movement. Place a marker at it's base to keep track of it's heading. Agile The weapon/unit ignores the dodge saves of air units. Then all models inside the air transport may take a ready action that does not provoke any reaction (after all they do it inside the transport) and. Landing Air Units that do not possess the V/STOL flight speed may not land during a game. If the blocking air unit is destroyed it will crash down referring to the flight speed it moved this turn or – in case it has not yet moved this turn – to the flight speed it moved the last run. To do so the transport must have been flying Loiter Speed or slower during it's last air phase. if the player of the agile model wishes. After attacks and damage are resolved the acting air unit must continue it's movement as normal (which may in case of Chirper swarms result in further collisions). Enemy units may react to them as if they where a normal ground unit . Abseiling Any model may leave a flying air transport via Ropes. If an acting air unit moves into point blank range of an opposing air unit which possesses the agile trait you may work out close combat damage instantly. completed their action and survived all reaction fire they immediately become ground unit.Advanced Air Combat Rules There are two traits that have a great effect on the movement of air units. not on the distance it moved before it crashed into the blocking model. as their second action. Advanced Thrusters (X) The air unit may choose it's facing freely if flying at (X) speed. Air unit possessing this trait ignore the dodge saves of other air units when attacking them in close combat. If the air unit is destroyed during a collision it will crash down immediately using the normal air rules. All models may then take a normal movement action and leave the transport. If you don't remember at which speed the unit flew last turn you may also refer to it's lowest possible flight speed. To do so the transport must have been flying V/STOL during it's last air phase. Air units with the agile trait may block the flight path of other air units which results in intended collisions. If they do so they effectively count as air units flying at V/STOL speed (regardless of their actual jump distance and though not acting in the air phase at all) and thus may be targeted as a reaction by all AA and AA only weapons within 20”. . They must be placed directly UNDER the transport model (use common sense here and place them where the Dropship's doors are). The air unit may only move faster than (X) speed if it's facing matches it's direction of travel (again). The air unit still follows the normal air rules (speed. The crash distance depends on the speed of the acting air unit. Disembarking flying air transports Combat Jump Any model with a jump movement may leave a flying air transport via Jump Jets. Once they have touched the ground.

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