I guess my question is whether or not the Warp Spider ability "Flickerjump" can be used to avoid overwatch shots. Here's my scenario.
Squad of spiders is right next to squad of scorpions. Spiders declare charge against a squad of marines. Marines decide to overwatch. Warp Spiders flickerjump out of range of bolters thus losing zero models. Spiders roll for charge distance and fail because they're like a bizillion inches away at this point.
Scorpions charge marines and can't be overwatched because they already tried to shoot the Spiders.
Flickerjump rule verbatim:
Would my scenario pan out? Overwatch is a shooting attack...When a unit with this special rule is chosen as the target of a shooting attack, it can immediately make a Wap jump (pg 154), moving 2d6" instead of 6+2d6", so long as it is not falling back. The firing unit cannot choose a different target, even if the target unit is now out of range or line of sight. A unit that makes a Warp jump in this way cannot make a Warp jump in its following Movement phase.
Also, am I correct in my interpretation that a squad of spiders can flickerjump multiple times in the same player turn (as many times as the unit is chosen as a target) since the wording doesn't specify a maximum number of times they can flickerjump per turn?