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		<title><![CDATA[Latest posts for the thread "Doomwheel fleeing"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/93.page</link>
		<description><![CDATA[Latest messages posted in the thread "Doomwheel fleeing"]]></description>
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				<title>Doomwheel fleeing</title>
				<description><![CDATA[ Does it cause hits and/or have to stop when it comes close to units when fleeing or does it flee like a normal unit?  (Bouncing through friendlies and causing no hits, just a panic test)]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/339166/2317890.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/339166/2317890.page</link>
				<pubDate><![CDATA[Wed, 12 Jan 2011 09:49:16]]> GMT</pubDate>
				<author><![CDATA[ Killjoy00]]></author>
			</item>
			<item>
				<title>Doomwheel fleeing</title>
				<description><![CDATA[ The <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> holds the answers you seek:<br /> <br /> “The Doomwheel has the Random Movement special rule,<br /> with the following exceptions.<br /> • If the move takes it into a friendly unit, the creature will<br /> inflict <span class="glossaryitem" onmouseover='gp(24);'>D6</span>+1 S6 Hits, distributed in the same manner as<br /> shooting attacks, and then stop 1" away from the unit (or flee<br /> through it if it is fleeing).”<br /> • The Doomwheel treats terrain in the same manner as a<br /> Chariot.”<br /> Note that the ‘Loss of Control’ rule remains unchanged.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/339166/2318115.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/339166/2318115.page</link>
				<pubDate><![CDATA[Wed, 12 Jan 2011 12:22:18]]> GMT</pubDate>
				<author><![CDATA[ Red_Zeke]]></author>
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