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I could have sworn skimmers were still hit in CC only on a 6 in 5th edition, but I can't seem to find it. Are they exactly the same as other vehicles now?
Second question. How far do you have to move with a regular vehicle (or skimmer if they're the same) to make the enemy need 6s to hit them, some people at our local shop were saying you had to travel a full 12" to get the 6, but it seems to me like 7" should be enough.
Skimmers are just as easy/hard to hit as regular vehicles now, it seems.
You can find how far a vehicle must move in order to downgrade the to-hit to a 6+ on page 63 of the BRB, and you can find descriptions of those terms on page 57. Anything between 6" and 12" is considered cruising speed, which means as long as you move over 6" the enemy needs a 6+ to hit.
On page 71 of the rules, it says that skimmers that moce flat-out get a 4+ cover save. That's the only special save they get, so no forcing hits on 6+. (they also get a 3+ save against tanks ramming them if they are not stun or inmobilised).
As for how much you need to move, the rules say "a vehicle that travels up to 6" is moving at combat speed" and "a vehicle that travels more than 6" and up to 12" is moving at cruising speed (page 57). On page 63, it says that vehicles that move at combat speed are hit on a 4+, and vehicles that moced at cruising speed is hit on a 6+. So moving 0.00001" to 6" makes them hit you on a 4+, and 6.00001" to 12" on a 6+. No errata changes this, so that's the correct way to play.
Also agree the last 2 posts - but remember the BRB is clear the distance is measured from start point. Zig-zaging 6", to end up 2" forward wont cut it.
The 4+ cover save for moving flat out only applies during the shooting phase, not the assault phase
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