A couple of ideas for special maneuvers/manoeuvres:
(Note: unit refers to either unit or individual model, depending on who's using the maneuver.)
1)
Swerve A unit shooting at a unit using this action re-rolls successful to-hit rolls. At the end of this unit's movement phase it must take d6 Dangerous Terrain tests (up to a maximum of 1 per model)
2)
Dive Bomb Skimmers, Jump Infantry, and jetbikes only. A unit using this ability flies high into the sky, before descending on the enemy from above. The unit chooses one enemy unit within their Set Movement Value distance. This unit is then removed from play. In its next turn, this unit deep strikes within 6" of the chosen unit. It does not scatter, but may not move further, shoot, or assault this turn. However, the enemy unit must take a Pinning test with a -1 Ld modifier.
3)
Tail A unit using this ability must always move directly towards any one enemy unit. However, that unit may not take cover saves for moving fast versus wounds caused by this unit.
EDIT: In response to the previous poster, howzabout this for an idea:
Momentum A unit that charges into combat deals 1 S4 automatic hit at I10 for every 6" it moved before reaching combat.
Edited by I AM THE AWESOME, 04 June 2009 - 01:13 AM.
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