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Made in gb
Irked Necron Immortal





Hampshire, UK

Hi guys, apologies if this has been asked before, but I've not managed to find a conclusive answer whilst searching.

My question, my unit moves in my turn and then gets charged the next turn.

I fire overwatch, but do I get rapid fire? (BRB says resolve shooting normally, just as snapshots). In the turn I am being charged (in the case my opponents turn 3) I have not moved in turn 3 as I am yet to take my turn (he went first) but have moved in my previous turn 2.

Does this matter? How do you guys play this?

Cheers!

This message was edited 1 time. Last update was at 2016/10/26 12:04:20


 
   
Made in ca
Longtime Dakkanaut





You fire normally, and normally with Rapid Fire you fire twice at half range. So, yes, often-times Bolters get two shots when being charging. However, do note that for a very spread out squad, it's possible for some models to fire one shot at a charging unit while others closer to them fire two shots!

This message was edited 1 time. Last update was at 2016/10/26 13:01:44


 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Librarian with Freaky Familiar






 Yarium wrote:
You fire normally, and normally with Rapid Fire you fire twice at half range. So, yes, often-times Bolters get two shots when being charging. However, do not that for a very spread out squad, it's possible for some models to fire one shot at a charging unit while others closer to them fire two shots!


Thats a thing? we have always played it as, if you are charging a unit, we just count them as point black range so you always get your rapid fire.

To many unpainted models to count. 
   
Made in gb
[DCM]
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Moving and Rapid-Fire is a 5th-edition thing. RF is not affected by moving any more.

I can't remember about the range difference though. I assume it is treat-as-point-blank, as mentioned. [Nope, range matters]

This message was edited 1 time. Last update was at 2016/10/26 15:30:02


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Made in ca
Longtime Dakkanaut





I'll check when I get home, but I'm pretty confident that since it's a normal shooting attack, but with all shots being Snap Shots, that you still need to check range. While unlikely, it has come up in my games before! There was a time that an opponent of mine wanted to throw a Krak grenade at my charging unit, but my unit was 10 inches away, and so was out of range of the grenade. Also had the "spread out squad" effect on Rapid Fire occur too, but it was a ginormous Imperial Guard blob.

 Galef wrote:
If you refuse to use rock, you will never beat scissors.
 
   
Made in us
Tough-as-Nails Ork Boy






That's correct the only thing that doesn't need to check range for overwatch is template weapons. There's a specific line in the Wall of Death section that the charging unit doesn't need to be in range of the actual template.

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Made in us
Auspicious Daemonic Herald





 Backspacehacker wrote:
 Yarium wrote:
You fire normally, and normally with Rapid Fire you fire twice at half range. So, yes, often-times Bolters get two shots when being charging. However, do not that for a very spread out squad, it's possible for some models to fire one shot at a charging unit while others closer to them fire two shots!


Thats a thing? we have always played it as, if you are charging a unit, we just count them as point black range so you always get your rapid fire.

Yes you still check ranges. Templates' Wall of Death rule is the only time you ignore range
   
Made in us
Not as Good as a Minion





Astonished of Heck

 CrownAxe wrote:
 Backspacehacker wrote:
 Yarium wrote:
You fire normally, and normally with Rapid Fire you fire twice at half range. So, yes, often-times Bolters get two shots when being charging. However, do not that for a very spread out squad, it's possible for some models to fire one shot at a charging unit while others closer to them fire two shots!


Thats a thing? we have always played it as, if you are charging a unit, we just count them as point black range so you always get your rapid fire.

Yes you still check ranges. Templates' Wall of Death rule is the only time you ignore range

Agreed. Overwatch doesn't tell us to ignore the range for Overwatch or remove the "Number of Shots" rules, so, your closest models to the Charger will invariably get to "double tap". There are a couple of exceptions like the Hot Shot Lasgun and a really gutsy Charge, but since most Rapid Fire Weapons can "double tap" at 12" or more, which is the maximum Charge Range, it explains itself.

Are you a Wolf, a Sheep, or a Hound?
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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Eversors (with 3d6 charge range) and Infiltrators/Ruststalkers (with +3" to charge range) laugh at your 12" rapid fire!

...

And then promptly fail the ludicrously long charge.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Not as Good as a Minion





Astonished of Heck

 JNAProductions wrote:
Eversors (with 3d6 charge range) and Infiltrators/Ruststalkers (with +3" to charge range) laugh at your 12" rapid fire!

Krootox with Krootguns have a 24" double tap range and Shas with Pulse Rifles have a 15" double tap range.

As I said, exceptions do exist, on all sides of the fence.

Are you a Wolf, a Sheep, or a Hound?
Megavolt wrote:They called me crazy…they called me insane…THEY CALLED ME LOONEY!! and boy, were they right.
 
   
 
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