Ravenwing Support Squadron

(Entry)
Type: unit
EntryId: 20c9-8852-a190-0f08
Hidden: false
Options (1)
Rules (3)
Vehicle Squadron
When a squadron moves, all of its vehicles move at the same speed (i.e. they all move at combat speed, at cruising speed, etc.). All of its vehicles have to maintain coherency, just like ordinary units, but vehicles in a squadron need only to remain within 4" of each other to be in coherency, rather than within 2".


When shooting, a squadron of vehicles fires all of its available weaponry at a single enemy unit. Like other units, vehicles in squadrons can see and shoot through members of their own unit, just as if they were not there. This represents the vehicles manoeuvring around each other in a well-practiced battle formation.


When a squadron of vehicles is fired at, roll to hit and for armour penetration against the squadron’s common Armour Value (which is normally the same for all facings, and in most cases is 10). If the vehicles in the squadron have different Armour Values on different facings, use the Armour Value of the facing of the closest visible vehicle. 


Once all of the armour penetration rolls have been made, the player controlling the squadron allocates the glancing and penetrating hits to squadron members as he would allocate wounds to members of a normal unit. Then he takes any cover saves available to the squadron – use the rules for vehicles to determine if each squadron member is in cover (ignoring other members of the squadron, as if they were not there), and then the rules for normal units to work out if the entire squadron is in cover or not. After cover saves are taken, make the damage rolls for any remaining glancing and penetrating hits. The effects of damage results on vehicle squadrons are slightly different than on normal vehicles, as described below.


The mutual support of vehicles in squadrons makes them resilient to damage results affecting the crew. On the other hand, the crews are under strict orders to abandon immobilised vehicles and disable them, not to leave them as spoils of war for the enemy. To represent this, treat all immobilised results as destroyed (wrecked) and all stunned results as shaken. If a squadron consists of a single vehicle when an enemy unit fires at it, it reverts to the normal rules for vehicle damage results. 


For example, a squad of Space Marine Devastators opens fire against a squadron of three Eldar Vypers, scores several hits, and rolls for armour penetration against the squadron’s Armour Value of 10. This results in three penetrating hits and three glancing hits. The Eldar player allocates two penetrating hits on one Vyper, two glancing hits on another and one penetrating and one glancing hit on the last Vyper. He then takes the cover saves for his Vypers (4+, for example), saving one of the glancing hits and one of the penetrating hits. Finally the opponent rolls for damage for the two glancing and two penetrating hits that are left, and the results are immediately applied on the Vypers that suffered them. 


When engaged in close combat against a squadron, enemy models roll to hit and for armour penetration against the squadron as a whole. Damage results have the same effect as described above, and are allocated against the squadron at each Initiative value, in the same way as a normal combat. As usual for combats against vehicles, there is no defenders’ reaction, combat resolution, pile-in moves, consolidation, etc.
Fast
Fast vehicles follow the normal rules for vehicles, with the additions and exceptions: 

Fast vehicles are capable of a third level of speed, called ‘flat out’. A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast (except where noted otherwise). For example, a fast vehicle moving flat out on a road may move up to 24".

Fast vehicles that move at combat speed may fire all of their weapons, just like other types of vehicles that have remained stationary (including ordnance barrage weapons, which cannot usually be fired on the move).

Fast vehicles that move at cruising speed may fire a single weapon (plus all defensive weapons, just like other types of vehicle moving at combat speed).

Fast vehicles moving flat out may fire no weapons.

Fast vehicles that moved ‘flat out’ in the previous turn and are not immobilised are hit on a 6 in assaults (exactly as if moving at cruising speed).

Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase.
Skimmer
Skimmers follow the normal rules for vehicles, with the additions and exceptions given below.


Unlike other vehicles, skimmers have transparent ‘flying bases’ under their hull. As normal for vehicles, distances are measured to and from the skimmer’s hull, with the exceptions of the vehicle’s weapons, access points and fire points, which all work as normal. The skimmer’s base is effectively ignored, except when assaulting a skimmer, in which case models may move into contact with the vehicle’s hull, its base or both.


Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Note that a skimmer must be set down on the table and left in place at the end of its move – it cannot be left hovering in mid-air!


Skimmers can move over all terrain, ignoring all penalties for difficult terrain and tests for dangerous terrain. However, if a moving skimmer starts or ends its move in difficult or dangerous terrain, it must take a dangerous terrain test. A skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a dangerous terrain test. 


A skimmer that is also fast and is moving flat out can move up to 24".


A skimmer that is not immobilised and has moved flat out in its last Movement phase counts as obscured (cover save of 4+) when fired at. 


A skimmer that is immobilised immediately crashes and is destroyed (wrecked) if it moved flat out in its last turn. If it moved slower, it suffers an immobilised result as normal.


If a skimmer is immobilised or wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), don’t worry about it. The skimmer’s anti-grav field is obviously still working and an immobilised skimmer will simply remain hovering in place, incapable of any further movement (including turning on the spot); a wrecked one is now a floating, burning wreck. Note that it is not permitted to remove the flying stand other than in the two cases above, as normally skimmers cannot land in battle conditions.


Skimmers may try to dodge out of the way of tanks attempting to ram them (as long as the ramming tank is not also a skimmer). The ramming tank stops in contact with the skimmer as normal, but then, if the player controlling the skimmer wants to dodge, he rolls a D6. On a 1 or 2 the collision proceeds as normal. On a 3+ the skimmer avoids the tank, neither vehicle suffers any damage, and the ramming tank stops in its tracks (literally!), its crew confused and disappointed.
Used By (1)
Dark Angels(Catalogue)