Rules That Count As Remaining Stationary Some rules allow a unit to count as having Remained Stationary, or count as if it had not moved, even if that unit has moved during its Movement phase. The following rules apply to these type of rules: 1. Such rules, if they apply in the Shooting phase, mean that a unit is eligible to shoot even if it has Advanced or Fallen Back this turn. 2. Such rules, if they apply in the Shooting phase, mean that Infantry models do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved. 3. Such rules, if they apply in the Shooting phase, mean that models do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced. ...The first point above above covers Montka clearly:
Mont’ka: In a turn in which a Commander unit from your army declared Mont’ka, at the start of your Movement phase you can select any friendly units within 6" of that unit. Until the end of that turn, the selected units can shoot as if they did not move this turn.At last the ambiguous period is over and Tau can make full use of their once per game (twice if Commander Farsight is on the table) ability to fall back and shoot, I can't wait to see how this affects the next competitive tiers table.
Hover Transport: Change this ability on both of these datasheets to read: ‘Distances are measured to and from either this model’s hull or its base, whichever is the closest.’Now when mounted to that flying stand, models can measure from either the hull or the base when disembarking, which was sort of necessary for it to function at all!
Drop Pod Assault: Add the following sentence onto the end of this ability on both of these datasheets: ‘Any units embarked within this transport can immediately disembark after it has been set up on the battlefield for the first time, and if they do so, they must be set up more than 9" away from any enemy models.I want to draw attention though to this addition because it's not quite the same as a loyalist Drop Pod (where models have to disembark) - it's a choice for the Dreadclaw's occupants. It stands to reason that if you're bringing one of these in your lists then in most cases they will want to disembark, but it's not forced on them and they only have to remain outside of 9" of enemy models if they disembark using this rule.
The rare rules then clarify a few things: 1. If a unit has charged it is a ‘fights first’ unit that turn. 2. A unit is a ‘fights first’ unit whether it is under the effect of just one, or multiple, ‘fight first’ rules. 3. A unit is a ‘fights last’ unit whether it is under the effect of just one, or multiple, ‘fight last’ rules. 4. If a unit would be both a ‘fights first’ and a ‘fights last’ unit at the same time, it is instead a ‘fights normally’ unit.Which leads to this new Fight Order Chart.
The only other thing the rare rule does is clarify which units are eligible to fight, and so can make use of the Counter-offensive Stratagem (which lets a unit ‘fight next’). In practice, using the above terms, you can select any ‘fights first’ or ‘fights normally’ unit for this Stratagem.
...and that's it; almost. There's one rule that doesn't fit because it's not a fight last and that's Revolting Stench vats which prevents models from using any Fight First rules and causes those models to never count as having charged. However, with the new streamlined process above, it's much easier to figure out how that slots in!
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