Falcon

(Entry)
Type: unit
EntryId: 6169-c675-6c0b-f321
Hidden: false
Costs: 115 Points
Options (3)
Rules (3)
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.
Tank
Tanks follow the normal rules for vehicles, with the additions and exceptions given below.


Tank shock: When moving a tank, the player can declare that the vehicle is going to attempt to make a tank shock attack instead of moving normally. This is an exception to the rule that enemy models cannot be moved through.


Remember, though, that friendly models still cannot be moved through, so a tank shock cannot be attempted if friendly models are in the way. Also, tank shock cannot be attempted against enemy units that are locked in combat.


To make this kind of attack, first turn the vehicle on the spot in the direction you intend to move it and declare how many inches the vehicle is going to move. The vehicle must move at least at combat speed. Note that because pivoting on the spot does not count as moving, this is not enough for a tank shock. 


Once the vehicle has been ‘aimed’ and the speed declared, move the vehicle straight forward until it comes into contact with an enemy unit or it reaches the distance declared – no other changes of direction are allowed during a tank shock. If no enemy unit is reached, just move the vehicle straight ahead for the distance declared and no special attack takes place. 


If an enemy unit other than another vehicle is reached (including any model in an artillery unit), the unit must take a Morale check and will immediately fall back if it fails it. If the test is passed the unit will simply let the tank move through, as if it was not there. Regardless of the result of the test, the vehicle keeps moving straight on, possibly tank shocking more enemy units until it reaches its final position. If the tank accidentally moves into contact with a friendly model or comes to within 1" of an enemy vehicle, it immediately stops moving. 


If some enemy models in the enemy unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is falling back or not), these models must be moved out of the way by the shortest distance, leaving at least 1" between them and the vehicle and maintaining unit coherency.


If the tank moved slowly enough during the tank shock attack, it may fire as normal in the Shooting phase.


Death or Glory!: If a unit that has been attacked by tank shock passes its Morale test, one of its models in the vehicle’s path can stand and attempt to destroy it rather than move out of the way. The model nominated for this heroic duty makes a single attack against the incoming tank. Even if the weapon used is assault 3, for example, or the model is normally allowed more than one attack, only one attack is ever resolved in this case. The attack can be either a shot from a weapon carried by the model, or a single close combat attack using any weapon carried, including grenades. Whatever form it takes, the attack hits automatically, so resolve the hit against the vehicle’s front armour (using the front armour even if the model uses a close combat attack), and immediately apply any damage results. 


If the model successfully managed to stun, destroy or immobilise it, the vehicle grinds to a halt directly in front of the heroic individual (or blows up there!). 


If the attack fails to stop the vehicle, then the tank shock continues as normal, except that the brave (but perhaps rather foolish) glory seeker is crushed by the vehicle grinding over him – the model is removed, regardless of Wounds, saves (invulnerable or not), or any other clever way of staying alive they can think of.


Artillery units may attempt a Death or Glory! as well, with either a crewman (resolved as above) or a gun model. If a gun model does this and fails to stop the tank, both the gun and one crewman are removed.


Ramming: Ramming is a rather desperate manoeuvre and means that the tank must concentrate on moving at top speed towards one enemy vehicle. This means that it may not shoot in that turn’s Shooting phase, making it an attractive choice for vehicles that have no armament left, or are shaken.


Ramming is a special type of tank shock move and is executed the same way, except that the tank must always move at the highest speed it is capable of. Units other than vehicles in the way of a ramming tank are tank shocked as normal. However, if the ramming tank comes into contact with an enemy vehicle, the collision is resolved as follows.


Each vehicle immediately suffers a hit against the armour facing where the other vehicle has impacted (so the rammer always uses its front armour). The Strength of the hits will often be different for different vehicles, and is calculated as follows for each vehicle:


• Armour. Each point of armour above 10 on the point of impact: +1


• Speed. Each full 3" moved that turn by the rammer before impact: +1


• Mass. If the vehicle is a tank: +1
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.

Profiles:

Transport CapacityAccess PointsFire Points
Falcon

6 models. It may not carry Wraithguards

Rear access ramp

0

Vehicle BSFSR
Falcon

3

12

12

10

Weapons RangeStr.APTypeNotes
Pulse Laser

48"

8

2

Heavy 2

Used By (1)
Eldar(Catalogue)