Summary of majour rules changes from 5th ed

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Summary of majour rules changes from 5th ed

Post  Lord_Commander_Stash on Thu Jul 17, 2008 11:25 pm

Here are the majour rule changes from the new edition. I have categorized them in the relevant sections for ease, rather than the sections they are necessarily found in the book. For complex rules I note the page number.

Movement

1) You may measure your move in any direction before you decide to move. This is only your basic move, not run or assault moves.

2) Destroyed (but not exploded) vehicles are difficult and dangerous terrian.

3) Dangerous terrain checks are taken for moves starting or ending in dangerous terrain for jump infantry.

Shooting

1)Shooting through any model friend or foe grants a 4+ cover save to your target.

2) vehicles gain cover saves as infantry(any model with wounds and toughnes) . The saves negate the hit as for other models (not down-grading the hit to a galncing hit like before).

3)cover saves are taken if any part of the model is obscured. (this represents being able to dive into close cover). However monstrous creatures and vehicles must still be covered by at least 50%.

4) Balistic skill 6 or better models gain advantages to hit.(Page 18 )

5) Area terrain grants cover if you are even partially inside. Also it gives cover if you are shot through area terrain, except when the firer fires out of the terrain that they are in up to 2".
6)"Removing whole models" when many wounds are scored on units of multi wound models are only for "like" models (not charaters, speacial weapons troopers etc)

7)The base cover save is now a 4+ (woods, ruins, buildings, rubble, craters etc)

8)You may vuluntarily "pin" yourself (even if you are normally immune to pinning, but not monstrous creatures and vehicles) to gain +1 coversave, or a 6+ if not in cover.

Weapons

Many changes to describe Wink

Morale

1) failing a pin check makes you go to ground (but the cover save granted does not count for the volley that pinned you)

2)You still take morale checks when pinned. If you fall back you become unpinned (no more cover save).

3)No more -1 Ld modifier for being below half strength

4)You take a morale check each phase you loose 25% of your unit (except from casualties from fighting hand to hand, or being locked in hand to hand)

5) If you are falling back you automatically fail morale checks (i.e. you fall back again).

6) You may run while falling back but most go in the apropriate fall back direction.

7)Morale checks for loosing combat are only modified by how many wounds you lost the combat by (outnumbering no longer counts).

Assaults

1) Assaulting through cover reduces your ini to 1 regarless of modifiers.

2) Assault grenades make you strike on ini when assaulting into cover (yay for guard.... Evil or Very Mad )

3) Defensive grenades cannot be used if you are locked in combat already or are pinned/gone to ground.

4) If you assault a unit in cover that is already locked in combat you suffer no penalty to ini.

5) Thunder hammers and powerfists need another weapon of the same type to gain an additional attack for having two weapons.

6) Deffenders now counter assault. Once chargers have been moved, unengaged deffenders are moved in base contact.

7) The "Counter attack" rule now gives you +1 attack when courter-attacking as if you assaulted the unit assaulting you. (instead of moving unengaged models into base contacted when assaulted like before)

8)Models who can attack are established at the start of the combat.( not at every initiative step like before.)

9) any model from a unit can be a casualty, not just "fighting" models.

10) You cannot have more than 10 attacks (take that khorne daemon weapon Laughing )

11) You can assault a unit that was embarked in a transport if you destroyed the transport with shooting (instead of not being able to assault anything as before).

12) Fearless units who loose a combat take wounds for every wound they lost by (with saves as normal).

13) consolidation/masacre is now a D6 regardless (where it was 3"/D6 before)

Vehicles

1)"deffensive" weapons are now str4 and lower.

2)Vehicles are only left as wrecks on the table for the result of a 5 on the chart (a 6 removes the vehicle and leaves a crater).

3)Smoke launchers now give a 4+ cover save the turn they are used

4)When assaulting non-walker vehicles you now attack the rear armour as you hit weak spots....(I wish you could hit weak spots on monstrous creatures this way too) Evil or Very Mad

5) If you assault a vehicle and it does not move durring its turn you now get to fight it again in the opponents assault phase.

6)No more "emergency dissembarking". Now if your transport is destroyed you take a normal pinning test, which you can ignore with speacial rules.

7)Dedicated transpots can carry any unit after the game begins.

8)Tank shock is now more complicated. You designate a speed and a direction, then you tank shock all units in that line (unless you get stopped on the way)

9)You can now ram vehicles. see page 69. Basically like tank shock, but you can't fire in the shooting phase no matter how far you move.

10)You no longer get multiple hits with template weapons against open-topped vehicles.

11) fast vehicles may go "flat out" up to 18". Fast skimmers may go up to 24".

12) skimmers may now be penetrated and the only bonus they recieve is a 4+ cover save if they are fast skimmers moving more than 12".

13)stunned or immobalized walkers only loose 1 attack (cumultative) to a minimum of 1.

Speacial rules

1) Feel no pain is now negated by ap1 or 2 weapons, or wounds that allow no armour save for reasons other than AP value (such as failed dangerous terrain tests, or perils from the warp).

2)Scouts and infiltrators can outflank the enemy by comming onto the side edges of the table (p94.)


Last edited by Tao on Sat Jul 19, 2008 3:47 am; edited 5 times in total

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Re: Summary of majour rules changes from 5th ed

Post  Veyure on Fri Jul 18, 2008 12:09 am

One, i am wondering if posting these rules is breach of GW copyright. and two you are wrong on a few of your rules...

The dangerous terrain test is taken for every model that has entered left or moved through dangerous terain. The starting or ending movement is only for jump troops and jetbikes.

When assaulted while falling back the falling back unit takes a morale test, if passed they fight normally but if they fail the they are destroyed and the assaulting unit does not move.

Reading the FAQ for chaos you will notice that it clarifies that a model cannot have more than 10 attacks base. The khorn daemon weapon will allow the model to have more than 10 attacks.

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Re: Summary of majour rules changes from 5th ed

Post  Matthew G on Fri Jul 18, 2008 12:20 am

Also found a discrepancy in your assault rules as well...

Found out that if you are assaulting through difficult terrain, you become init 1 for that combat.

For example, you start your move in difficult terrain and want to assault a model outside of the terrain that you are in. As you are assaulting through the terrain, you become lower initiative as the people you are assault see you clambering through the brush and can ready arms at your approach.

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Re: Summary of majour rules changes from 5th ed

Post  Lord_Commander_Stash on Fri Jul 18, 2008 1:50 am

Veyure wrote:One, i am wondering if posting these rules is breach of GW copyright. and two you are wrong on a few of your rules...

The dangerous terrain test is taken for every model that has entered left or moved through dangerous terain. The starting or ending movement is only for jump troops and jetbikes.

When assaulted while falling back the falling back unit takes a morale test, if passed they fight normally but if they fail the they are destroyed and the assaulting unit does not move.

Reading the FAQ for chaos you will notice that it clarifies that a model cannot have more than 10 attacks base. The khorn daemon weapon will allow the model to have more than 10 attacks.

As for breach of copy right, this is obviously referenced to gw material rather than my own intelectual property. I am not proffiting from it, and since you still need to buy the rules book, it does not cause any losses to gw Wink

I forgot to mention that it was for jump infantry , thanks

As I did double check the falling back while assaulted, I guess I had my eyes crossed when I read it. cyclops

Yeah I immagined it would be clarrified, but that was mainly to bug Robyn Very Happy


Last edited by Tao on Fri Jul 18, 2008 1:56 am; edited 1 time in total

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Re: Summary of majour rules changes from 5th ed

Post  Lord_Commander_Stash on Fri Jul 18, 2008 1:52 am

Matthew G wrote:Also found a discrepancy in your assault rules as well...

Found out that if you are assaulting through difficult terrain, you become init 1 for that combat.

For example, you start your move in difficult terrain and want to assault a model outside of the terrain that you are in. As you are assaulting through the terrain, you become lower initiative as the people you are assault see you clambering through the brush and can ready arms at your approach.

Yeah I didn't write this all out since it was in the old book and considered it implied. Wink

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Re: Summary of majour rules changes from 5th ed

Post  Administratum on Fri Jul 18, 2008 8:23 pm

Nice summary stash. As far as breaching gw copyright i wouldnt worry too much. You cannot even find this site on the net if you type the name in.

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Re: Summary of majour rules changes from 5th ed

Post  System Commander on Sat Jul 19, 2008 1:48 am

No bugging me, I knew about this a couple hours after the faq came out.

Thanks for the summary Stash. This is no ways goes against any type of GW copyright. Warseer has been posting these types of things for the four months, and they have frequent GW patrons like Jervis Johnson. If they don't get shut down for leaked codexes, I can gurantee that our forum won't get shutdown for rules discussions.

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Re: Summary of majour rules changes from 5th ed

Post  Lord_Commander_Stash on Sat Jul 19, 2008 3:00 am

Hey thanks. I figured it would be much smaller than it actually is...
This is the majour stuff, or the stuff that would slip by that we would take for granted (such as no more -1 modifier for under half strength).

There are some other minor differences, but they are more technicalities than anything, and we will pick them up once we learn the majour changes.

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Re: Summary of majour rules changes from 5th ed

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