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Shooting
-There's now a reason to have a BS higher than 5 (can we say 2+/5+?).
-All models friend or foe now block line of sight. Vehicles and Monstrous Creature can be targeted over intervening infantry.
-Area terrain does not block line of sight.
-All blast weapons now scatter.
Vehicles
-Defensive weapons on vehicles are now Str 4 and below.
-Skimmers Moving Fast is now a 5+ cover save. (I have heard this is the new rule for All Obscured Targets)
-Dedicated transports can now carry any unit (subject to normal restrictions, i.e., no Terminators) and are no longer the deathtraps they have been (no entangling, just pinning).
-AP 1 weapons add +1 to the vehicle damage chart instead of doing as they do now.
-Ordinance weapons roll 2d6 and pick the highest on the vehicle damage table.
Miscellaneous
-Independent Character targeting restrictions have been eased.
-There is no IC protection any longer unless he is joined to a unit
-ICs within 2" of a unit automatically join it.
-Dark Eldar are not gone, as they're mentioned in the rules (their jetbikes DO get the 6" assault).
-Frag grenades operate as plasma grenades now.
-Monstrous creatures get move through cover, not a reroll.
-Saving Throws are now made AFTER wound allocation. This means you could still roll all your generic troopers as a group, but will need to roll for each special model (serg, heavy weapons, etc) one by one. Torrent of Fire is gone.
Missions
-The missions are different enough that Troops only counting as scoring isn't as big a deal as it would be today.
-Victory points are calculated differently in "cleanse" style missions (points calculated depending on the FOC slot the dead unit took up).
-Scouts and Infiltrators can now try to outflank the enemy and come on as reserves from a different board edge.
-Deepstrike is the same, but if you can't place all the models, you roll on the "deepstrike mishap" table (50% you're dead, 50% you place yourself anywhere you like).
Overall, the rules look a lot more detailed. Not as detailed as 2nd edition, but now there's a difference between a guy standing on the roof of a building and a guy standing in the basement. Actual line of sight matters a lot more than "pretend" line of sight now.
quote:
Originally posted by Seemann:
Камраду N0ldor'у...
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1) Blast weapons don't roll to hit, they just scatter. However, they now operate like template weapons in that any model touched by the blast is hit. None of this "roll 4+ for partial" stuff. A unit firing multiple blast weapons (a SM Dev squad being the example) fires like a multiple barrage unit would in 4th edition. Scatter once, then lay the blasts off of the original template. These two things might make up for the lack of a to-hit roll. Oh, and you don't need to center the hole over someone when you place it before determining scatter.
2) No shooting of defensive weapons if you move full speed.
3) Yes, vehicles can now get up to a 3+ cover save, depending on what they're hiding behind.
4) Still saw nothing on 6" plus of area terrain blocking line of sight. You CAN declare certain types of terrain as LOS blocking -- it just has to be done before the game. You also decide what is difficult, what is dangerous, and what is impassable. Certain things can be difficult for one type of model and not difficult for another. So tank traps might be dangerous terrain for vehicles, but count as clear terrain for infantry. A river might be impassable for infantry, but dangerous for vehicles. You just have to decide before you play. I like this, as it gives more power to the players.
5) No re-roll of wounding against transported infantry no matter how far you moved.
6) Force weapons now just inflict instant death instead of that weird pseudo-instant death.
7) Smoke launchers are a 5+ cover save.
8) You can still only take one save per guy.
9) Yes, allocate wounds before making saves. This will probably encourage larger squads (goodbye, 6 man las-plas).
10) You can shoot over other squads if you can see over them because of elevation, etc. You can always shoot at vehicles or monstrous creatures over other squads.
Еще новостей про 5-ю редакцию смотрите в продолжении новости (кнопка "подробнее"). За слухи спасибо камраду StarScream.
Обсуждение все там же.
Vehicles: Fire everything if you stay still (except Ordnance, it's got special rules, and I don't use Ordnance, so I didn't look closely). Fast vehicles can fire everything if they move up to 6". If you move, you can fire 1 plus defensive weapons. Fast vehicles can move up to 12" and fire 1 plus defensive. If you move more than 6", you only fire defensive (I think you can still fire defensive weapons here, but I'm not 100% on that). Fast vehicles can move up to 18" (their max speed now) and only fire defensive. Vehicles can only fire at one target. I did not see any special rules for sponsons firing at multiple targets. Not saying they won't be in the final version, or even that they aren't in the one I saw, just that I didn't see them.
Wound allocation before armor saves: Didn't see it. It may or may not be. I was looking at other sections and really didn't expect to see any changes here, so I glanced over that part and didn't look too closely. I'll try and update later on in the week, once I see it again.
Vehicle damage chart: It's about halfway between the glancing and penetrating charts of today (1-2 is the can't shoot/move thing, 3 is weapon, 4 is immobilized, 5-6 destroyed/annihilated). Glance is a -2. If you are glanced, your vehicle can at most be immobilized. Vehicles are a bit more survivable because of the way damage stacks. If you get two immobilized results, it becomes weapon destroyed. You aren't destroyed by "cumulative results" until you've been immobilized and all your weapons are gone (and then you get one more).
Transports: If your transport is destroyed, passengers now take a Str 4 hit, saves allowed (instead of a 4+). If an open-topped transport is destroyed, it's a Str 3 hit because its easier to disembark.
Plasma/frag: I don't know about their armor penetration against vehicles. I think they're the same now, but don't quote me on that.
Assaulting in cover: If you assault someone in cover, and you don't have grenades, you now become initiative 1 (instead of them becoming init 10). This works a lot better when more than two units are in combat.
LOS: I'm pretty sure that it's units that block LOS, so you shouldn't worry about spending 45 minutes drawing LOS from each individual trooper to each individual target. You draw LOS from the eyes of the model. Area terrain gives cover saves. There's an entire chapter on ruined buildings and how they affect line of sight (like a mini Cities of Death). I honestly don't remember if 6" of terrain blocks sight or not.
Blast weapons: I didn't see anything in the rules about rolling to hit at all, just scatter. But honestly, I was on the phone with a guy relating all the stuff to him, and I can't always do two things at once. So it might be there -- I didn't get to give this stuff my complete and full attention.
Running can be done w/in 12" of an enemy. You just can't charge if you run.
More rumors:
After shooting and wounding, you can choose to become pinned. You get a +1 to cover save (or a 6+ if you're in the open). It's the "get down!" rule.
If you are charged while broken, you make another fall back move immediately. If you don't get away (i.e., they can still reach you), you're destroyed. If you do get away, umm, you get away.
Gets Hot! is back to the 3rd ed version. So that Ork character doesn't have to worry about rolling 3s on his plasma gun.
There is not a new HTH chart. Sadly, the Avatar still only hits Fire Warriors on a 3+.
Preferred Enemy now allows you to reroll all misses, instead of hitting on a 3+.
Ground vehicles that move at full speed and cross dangerous terrain roll 2D6 for their test. If one "one" is rolled, they're immobilized. If two "ones" are rolled, the vehicle flips over and is considered destroyed. Kinda cool, I think, because it represents what you see in action movies.
Flamers: You now determine wounds for all template weapons firing from a squad before you take saves or remove casualties!!!
Bikes all now get a 3+ cover save for their turbo-boost. So the psy-cannon thing is out the window.
A unit with Scouts that is inside a vehicle confers that ability to the vehicle!!! Let the Pathfinders and Possessed Marines rule!
Новый кодекс ХАОС СМ! 8)
Кстати, мне звонил некий деятель пера и журналиситики - я ему общеали дать ответ в пятницу, когда мы с сможем показать ему что такое вархаммер и как в это играют бравые Ижевские паццаны 8)..
ТАк что нужно в субботу бы собраться в безпробочном формате, дабы подивить журналиста, и продемонстрировать всю мощь вархаммера! 8)
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Оказывается, вампиров то уже давно переиздали! а я тут туплю все еще со своей второй Тау-армией 8). Собрал армищу, все черные стоят.. красить никак не соберусь.. Терь вот надо еще вампов покупать, и тоже полгода будут стоят загрунтованные..
НУ ХОМЯЯЯК Я!!! 8))))
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for blood and honour
quote:
Originally posted by Seemann:
ни дать ни взять мельком глянул 1 раз чисто имперцы...
Гыгы +1.Мда тау тырят шмотки у кадианцев))).
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2)пехота бежит по полю прячась за танчиком - получите 4+ кавер)
3) из пистоля теперь 2 раза с места не пострелять) пистоль любой ассолт 1
4)а вот то что теперь для бластов не надо БС кидать имхо свинство.
В ужасе думаю про тиранидов, "типа наплевать что не скорим, накроем вас бластами пока вы все не сдохните"
5)огнементые темплаты резолвятся одновременно, давно пора
6)рендинг сильно опустили. теперь чтобы снять сейв надо кинуть шестерку на вунд, а не хит. А против техники можно добросить только Д3!!! свинство. Ассолт лимит хе-хе
7)снайперкам дали рендинг. гыгы
8)теперь кто может атаковать определяется в начале боя.
Даже если игрок хитрован убрал трупы из контакта с фистом, фист все равно ударит
и модели за пределами дэнджер зоны могут быть убиты, теперь нет понятия дэнджер зоны - очень радикально.
9)атакующие в террейн получают 1ю инициативу, но если враг уже в комбате или запинен, то никаких минусов
10)теперь 2 типа гранат, атакующие и защитные. атакующие отменяют эффект ковера, защитные лишают +1 атаки на чардже
11)чтобы сделать свипинг адванс не обязательно быть в контакте с убегающим врагом(уря!)
12)при консолидации нельзя войти уже в идущий бой
13)пипец!! чтобы получить +1 атаку за два оружия фистом нужно брать второй фист!! Я в шоке шоке шоке!!
14)здравствуй ФБ! если рядом с тобой бегут друзья, кидай мораль чек)
15)и теперь в ассолте считается не аутнамбер, а разница в вундах(ФЕБЕ ФЕБЕ! )
16) и фирлес в ассолте получают вунды за аутнамбер 1 к 1. если врага в 5 раз больше - нате 5 вундов не весело
17)у техники жестко разделили типы креплений пушек и углы обстрела.
Это значит да, спонсоны предатора стреляют на 180 градусов
18)разрешен один старый вопрос поднимавшийся тут на форуме.
если ты стоишь лицом к танку, но лицо скрыто, а ты видишь бок, то ты можешь стрельнуть в бок, но у танка будет 3+ ковер
19)дедикейтед транспорты выставляются вместе с юнитом, но потом могут возить кого угодно, рино-такси
20)очень важный момент имхо. можно пострелять в транспорт, взорвать его, а потом заассолтить выпавших пассажиров!
21)таран схож с паровым танком в фб.
один танк разгоняется и врезается в другой. сила считается так.
+1 за каждую еденицу армора выше 10, +1 за каждые полные 3 дюйма которые проехал танк, и +1 за то что танк - это танк.
Т.е. если лэнд райдер въезжает в бочину химере с 10ти дюймов, то химера получит в бок хит с силой 8, а лр получит в лоб с силой 4
волкеры могут делать против тарана дэс о глори. если не получается, то хит идет в заднюю броню.
22)теперь если скиммеры заканчивают мув над диф террейном, они кидают тест как обычные танки.
23)волкеры после ходьбы могут стрелять только из 1 оружия. Увы
УСРы.
24)флит это тот же бег, только можно ассолтить
25)чтобы сделать хит энд ран надо пройти инициатив тест
26)преферред энеми реролит мисы на хит. даже против монстров и
индепов!(Юху!)
27)все байкеры стреляют после мува на полную дистанцию.
независимо от того на байке пушка, или в руках водителя.
(плазма байкеры в бой! )
28)появилась стабборность. точь в точь как в ФБ.
P.S.: ждём выход пятёрки...
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Dark Eldar Wych Cult of the Forbidden Pleasures
Tournament W/D/L: 16/2/4 Slaves: 30