20040224

[Aegir] Infantry Battle Honors






































2 Favored Enemy: This unit has picked up on the tricks and tactics of their previous enemy. Whenever fighting that army, this unit always hits on a 3+ in close combat.
3/4 Guerrillas: The unit rolls an extra D6 when moving through difficult terrain. (Units with jump packs re-roll this skill.)
5 Night Vision: This unit has gotten used to the red-lit twilight of Aegir. It may re-roll the dice when rolling to determine how far they can see (it must abide by the re-roll).
6 Trophies: The unit carries items of combats won. If in a close combat that is a draw, this unit automatically wims the tie-breaker.
7 Hardened Fighters: This unit may ignore negative modifiers for Morale checks and test for regrouping.
8 Street Fighters: If this unit is in cover, then its saving throw for cover is increased by 1 point.
9 Steadfast: The unit may attempt to regroup even when below 50%.
10/11 Tank Hunters: The unit always passes any tests for tank shock and adds +1 to all armor penetration rolls.
12 Lucky: This unit has developed an uncanny ability to escape certain death. It gets a 6+ Invulnerable save.

[Aegir] Bike/Cavalry Battle Honors






































2 Favored Enemy: This unit has picked up on the tricks and tactics of their previous enemy. Whenever fighting that army, this unit always hits on a 3+ in close combat.
3/4 Skilled Riders: The unit may re-roll any 1s rolled for difficult terrain tests. The second roll counts, even if it is also a 1.
5 Night Vision: This unit has gotten used to the red-lit twilight of Aegir. It may re-roll the dice when rolling to determine how far they can see (it must abide by the re-roll).
6 Trophies: The unit carries items of combats won. If in a close combat that is a draw, this unit automatically wims the tie-breaker.
7 Hardened Fighters: This unit may ignore negative modifiers for Morale checks and test for regrouping.
8 Rapid Deployment: After both armies have been deployed the unit may move an additional 6", treated just like normal movement. If the unit starts in Reserve, then you may add +1 to all rolls for that unit when testing to see if they turn up.
9 Resolute: The unit may re-roll any failed Morale checks. The second roll stands, even if it also fails.
10/11 Lightning Charge: If the unit makes an assault into the enemy and wins, the enemy suffers an additional -1 modifier to their Leadership for the subsequent Morale check.
12 Lucky: This unit has developed an uncanny ability to escape certain death. It gets a 6+ Invulnerable save.

[Aegir] Vehicle Battle Honors






































2 Favored Enemy: This vehicle's crew has picked up on the movements of their previous enemy. Whenever fighting that army, this vehicle gets +1 when rolling to hit in the Shooting phase. (Rolling a 1 is still a miss.)
3/4 Fast: The vehicle now uses the rules for Fast vehicles. However, it must still be stationary to fire ordnance. (Vehicles which are already Fast re-roll this skill.)
5 Night Vision: This vehicle's crew has gotten used to the red-lit twilight of Aegir. It may re-roll the dice when rolling to determine how far they can see (it must abide by the re-roll).
6 Skilled Gunnery: Nominate a weapon at the start of the shooting phase. You may re-roll any missed to hit rolls with this weapon that turn (cannot be used w/ twin-linked weapons).
7 Hardened Crew: The vehicle treats all 'Crew Stunned' results as 'Crew Shaken'.
8 Reinforced Armor: Reduce any damage rolls made for the vehicle on the Glancing Hits table by -1, treating results of less than 1 as 1.
9 Terrifying: Tanks--> Any unit testing for tank shock inflicted by this vehicle suffers an additional -1 modifier to its Leadership.
Other vehicles--> The vehicle causes tank shock if it moves through the enemy, just like tanks.
10/11 Tank Hunters: The vehicle may add +1 to all armor penetration rolls.
12 Lucky: This vehicle has developed an uncanny ability to deflect well-aimed shots. Any Glancing or Penetrating hit is negated of a roll of 6 on a D6.

20040220

Ooohhh... pretty.

New design, new version of 40k.

Wait... what?!

That's right, you've heard rumors, but now one of the Big Guys at GW is confirming that a 4th Edition of Warhammer 40,000 will be happening in the semi-near future.

Today's Lesson (from the Word Bearers): With sustained assault rules, don't freakin' hold back. If your opponent can't kill hordes of your Troops, it means you aren't doing enough damage to his forces. Oh, and always use the big dice for random game length rolls... because the big dice like J. Borrowed dice, not so much.