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![[Post New]](/s/i/i.gif) 2013/04/20 12:12:19
Subject: Rules for roads
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Spawn of Chaos
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Where do I find the rules for roads? Specifically the impact that roads have on movement distance.
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![[Post New]](/s/i/i.gif) 2013/04/20 12:19:56
Subject: Rules for roads
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Nasty Nob on Warbike with Klaw
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There aren't any.
There used to be back in the 5ed book, not no longer.
You could always use the old rules if both you and your opponent agree.
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![[Post New]](/s/i/i.gif) 2013/04/20 12:22:25
Subject: Rules for roads
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Junior Officer with Laspistol
Perth/Glasgow
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In 5e they used to give and extra 6" move for vehicles, I think they are in the main Apocalypse book possibly
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Currently debating whether to study for my exams or paint some Deathwing |
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![[Post New]](/s/i/i.gif) 2013/04/20 14:15:18
Subject: Rules for roads
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Boom! Leman Russ Commander
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They were in the fifth edition Rulebook.
It gave all models that were vehicles, except walkers 6" extra movement. it was open ground.
IF you want to use roads in sixth, make it
Any non-walker, flyer or skimmer vehicle may move a further 6", so long as their entire move takes place entirely on a road.
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![[Post New]](/s/i/i.gif) 2013/04/20 18:41:52
Subject: Rules for roads
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Powerful Phoenix Lord
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Scipio Africanus wrote:They were in the fifth edition Rulebook.
It gave all models that were vehicles, except walkers and skimmers 6" extra movement. it was open ground.
IF you want to use roads in sixth, make it
Any non-walker, flyer or skimmer vehicle may move a further 6", so long as their entire move takes place entirely on a road.
FTFY.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2013/04/21 05:13:03
Subject: Rules for roads
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Boom! Leman Russ Commander
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Happyjew wrote: Scipio Africanus wrote:They were in the fifth edition Rulebook.
It gave all models that were vehicles, except walkers and skimmers 6" extra movement. it was open ground.
IF you want to use roads in sixth, make it
Any non-walker, flyer or skimmer vehicle may move a further 6", so long as their entire move takes place entirely on a road.
FTFY.
QFT.
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![[Post New]](/s/i/i.gif) 2013/04/21 18:28:53
Subject: Rules for roads
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Servoarm Flailing Magos
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Scipio Africanus wrote: Happyjew wrote: Scipio Africanus wrote:They were in the fifth edition Rulebook.
It gave all models that were vehicles, except walkers and skimmers 6" extra movement. it was open ground.
IF you want to use roads in sixth, make it
Any non-walker, flyer or skimmer vehicle may move a further 6", so long as their entire move takes place entirely on a road.
FTFY.
QFT.
HIWPI.
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![[Post New]](/s/i/i.gif) 2013/04/21 20:07:47
Subject: Re:Rules for roads
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Longtime Dakkanaut
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I'd play it that vehicles that begin and end their movement on a 'road' are fast for the remainder of the turn and I would only restrict flyers as they are never really on the road.
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