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Reserves


Kilofix

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It looks like those units who have special rules that allow them to set up off table (teleportarium, drop pods, what have you) are the only ones who can be put into Reserves unless the mission played says otherwise.

Exactly. There are a few missions (mostly in the narrative play however) that allow any unit to be placed in reeserve, but otherwise a unit needs to have a special ability to be put in reserve.

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So if I understand this right:

 

Open play:

Only units with special rules in reserve, arrive at players choice

 

Narrative play:

Some missions allow any units in reserve, roll 3+ to arrive from second turn

 

Matched play:

Only units with special rules in reserve, but 50% must be on board, arrive at players choice

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Actually, in narrative play the Reserve rules apply only when specified and the 3+ roll also applies only when specified (page 194)

Reserves

[...]

If a mission uses Reserves, it will detail which units in your army start the game in reserve [...] If a mission does not specify when a unit arrives, roll for each unit at the end of your movement phase...

 
Some missions do not specify that they use reserves at all (e.g. Blitz page 202) while some do (e.g. Sabotage page 204) and some do without rolls (Rescue page 207). When nothing is specified, regular rules apply.

 

In short, only units with special rules usually go in reserve, and they arrive at the player choice and following their special rules. The only exception to that is in some narrative missions (not all of them) and the mission will then specify which units can go in reserve and when they will enter play.

 

This is one of the main features of V8, forget about global rules, there are very few of them. For any specifics, always refer to the mission and/or units datasheets.

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