Deffkoptas

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
LinkId: d206-5392-a5a2-37db
Hidden: false
Options (1)
Rules (1)
Jetbike
Jetbikes are the same as bikes, with the following exceptions: 


• In the Movement phase, jetbikes can move over all other models and all terrain freely. However, if a moving jetbike begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jetbikes may not end their move over other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. 


• In the Assault phase, jetbikes are treated like normal bikes when assaulting, as they must move close to the ground in order to fight.


• When falling back, jetbikes move over any terrain and models, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and immediately destroyed. 


All Eldar jetbikes (including Dark Eldar ones) are allowed to move 6" in the Assault phase, even if they don’t assault. When Eldar jetbikes move in the Assault phase and do not assault, they treat difficult terrain in the same way as other jetbikes do in the Movement phase.

Profiles:

Abilities
Furious Charge:

In a turn in which they assaulted into combat they add +1 to both their Initiative and Strength characteristics when attacking in close combat (note that this has no effect on the Initiative tests for sweeping advances).

Mob Rule!:

Ork mobs may always choose to substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.

Scouts:

After both sides have deployed (including infiltrators), but before the first player begins his first turn, any scouts may make a normal move. This is done exactly as in their Movement phase, except that during this move, scouts must remain more than 12" away from any enemy.

If both sides have scouts, the players roll-off and the winner decides who goes first, and then alternate moving these units. 

If a unit with this ability is deployed inside a dedicated transport vehicle, it confers the scout ability to the transport too.

This rule also confers a special outflank move to units of scouts that are kept in reserve.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead.

Used By (1)
Orks(Catalogue)