Land Speeder Squadron

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack, Dark Angel
LinkId: 1de0-4d18-e6dd-642c
Hidden: false
Options (1)
Rules (2)
Deep Strike
Some units are allowed to enter play via tunnelling, teleportation, flying, or some other extraordinary means. Where this is the case it will be noted in their special rules. Some units always have the option; others only have the option in missions where Deep Strike special rule is in effect. If you wish to use this option then the units in question begin the game in reserve - it does not matter whether the Reserves special rule is in effect for the mission. Roll for arrival of these units as specified in the Reserves rules and then deploy them as follows:

Place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the Scatter dice. If you roll a HIT the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6" to see how far the model scatters. If the first model scatters off the table the entire unit is destroyed.

All Deep Striking models are arranged around the first model. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touched the circle inside it. Each circle should include as many models as will fit, and they may be facing in any direction. You may not place models within 1" of any enemy. If you are unable to complete a circle of models without any of them coming within 1" of the enemy, entering impassable terrain, or going off-table, the surplus models are destroyed.

Units arriving via Deep Strike may not move or assault on the turn they arrive. They may shoot as normal, but count as having moved.
Vehicle Squadron
All vehicles in a squadron must move at the same speed. They need to maintain coherency of 4". 
If any vehicle in the squadron is immobised the other members must maintain coherency or abandon the immobilised vehicle. Any vehicles that are abandoned are counted as destroyed.
A squadron of tanks may perform a Tank Shock.


When shooting, a squadron fires all of its available weapon at a single opposing unit. The number of weapons that can be fired depends on the speed of the vehicle that moved the furthest that turn.
When a Squadron is fired at, any hits are distributed evenly amongst the vehicles, starting with the closest to the attacking unit. No vehicle takes more than one hit until all of the vehicles have each taken one hit. Once all of the hits have been distributed, roll Armour Penetration and make Damage rolls as appropriate. 


When engaged in close combat, enemy units must allocate their attacks between the members of a squadron as if each vehicle was a separate unit. Use the movement of individual vehicles to determine how hard they are to hit.

Modifiers:

prepend name Battle Company
set hidden true
or
1+ selections of Deathwing Army in force (recursive)
1+ selections of Ravenwing Army in force (recursive)
set max(force) 0
and
1+ selections of Eye to Eye in force (recursive)
or
1 selections of Attack Bike Squadron in force (recursive)
1 selections of Bike Squadron in force (recursive)
set max(force) 1
and
1+ selections of Eye to Eye in force (recursive)
0 selections of Bike Squadron in force (recursive)
0 selections of Attack Bike Squadron in force (recursive)
Used By (4)
Blood Angels (3E)(Catalogue)
Dark Angels (3E)(Catalogue)
Space Wolves (3E)(Catalogue)