|5th Edition Incoming!
|Page 1 of 1|
|Author:||BrizzleRob [ 04 May 2008 12:54 pm ]|
|Post subject:||5th Edition Incoming!|
Some of you would have already heard but GW is set to release the 5th edition of the Warhammer 40,000 rules this July. Curious I’ve decided to have a look around to discover what may change. Below is a round-up of what I found from the following sources:
Dane of War Blog
Pg 4 – The term ‘model is much more explicitly defined than before. This is a good sign.
Pg 15 – ‘Running’ works exactly like Fleet of Foot does now.
Pg 16 – They explicitly say you can’t shoot a Space Marine’s back banner. That’s good to have explained since I play with some obtuse players.
“Models are not allowed to fire through the gaps in an intervening unit.”
You can shoot over friends if you’re on a hill. This is done via the Laser Pointer method to see if the hill is high enough to not clip the heads of a friendly unit ahead of you. You can also shoot through your own unit with no problems. The ‘Covering Fire’ rule cuts down on some obvious abuses – but this still looks problematic to me.
Pg 18 – BS6+ works by providing a reroll when a one is rolled. e.g. 2/6 2/5 2/4, etc.
Pg 19 – Majority toughness is still used.
Pg 20 – Allocating wounds is model by model. This means all wounds must be rolled individually – not just special/heavy weapons and sergeants. This is because a failed saving throw of a particular trooper could affect line of sight or range of subsequent firing units or knock the unit out of coherency (EDIT: nope, they allow you to remove another model with an identical stat-line (p 23), things aren’t as bad as they looked from this page alone). This looks like it could seriously slow the game down.
Pg 21 – Cover is better than before. It ranges from 5+ – 3+ and is generally 1 better than similar cover was in 4th.
Pg 22 – If you’re deep in cover in area terrain, your opponent gets a cover save. The way wounds are allocated makes partial cover simple to resolve.
You can elect to be Pinned on your subsequent turn to get a +1 cover save. It’s an interesting option.
Pg 23 – They reversed the fluff rationale for heavy weapons’ saves – either he was the only one trained or the weapon was damaged.
Pg 27 – Rapid Fire remains 12″, not 1/2 range as Tau players want. Blast weapons don’t roll to hit – it scatters a d6. The rules for multiple blasts strike me a tad unruly though.
Pg 28 – Gets Hot! is only on a 1.
Multiple templates are done by counting all the hits first, then allocating wounds, etc.
Pg 29 – All Sniper weapons hit on a 2+, wound on a 4+ and are Pinning and Rending.
Rending – 6 to wound automatically causes an AP2 wound regardless of toughness. Against vehicles you add a d3 on a 6 to pen.
p 31 – You can only assault the unit you shot at.
p 37 – Wounds are allocated like with shooting.
p 38 – The rumours that combat resolution was like in Fantasy don’t match up with this draft – it’s about the same as 4th ed.
p 42 – Friends falling back can trigger a morale check. This is big for Guard and Tau.
p 43 – You can shoot while falling back.
p 44 – You can bonuses to regrouping checks for being inside area terrain or not being able to see the enemy.
p 46 – Characters with retinues cannot leave them.
p 47 – Characters are treated as a separate unit in close combat. (Note that the new wound allocation does lessen the power of hidden ‘Fists, so they’ve moved up in relative terms).
p 48 – Perils of the Warp is an automatic wound with no armour or cover save allowed – per previous rumours.
p 49 – City Ruins are area terrain. Different heights are measured base to base as usual. You use movement to move up and down and any excess beyond what’s needed to move onto a level is wasted and you can’t end up between levels.
p 51 – Blasts are fired at a particular level.
p 53 – Monstrous Creatures get Move Through Cover.
p 61 – Vehicles have the ‘Relentless’ special rule that allows them to fire weapons as if stationary. This clears up the ambiguity about Rapid Fire weapons. (Bikers get this too.)
If you move you can only fire one weapon, except for defensive weapons (S4 or lower). There’s no exception for Tau or pintle-weapons.
Line of sight is measured from the weapon’s barrel.
Other rumours accurate.
p 70 – Dedicated transports can transport other units later. Yay!
p 72 – Ramming rules for vehicles. Should be fun to do Gorkamorka in the middle of a fight when Orks fight Orks.
p 78 – The ‘Eternal Warrior’ special rule means immunity to instant death. Remember that Daemon Herald have this special rule and people wondered what it meant.
‘Fleet’ lets you assault if you run in the movement phase. Great for Gaunts, of mediocre value for Guardians.
p 85 – Missions as just stated. Only non-vehicle Troops count as scoring. This is huge, obviously.
p 87 – Army lists are not secret.
p 89 – There’s a mishap table if you deepstrike within 1″ of an enemy model.
No mention of Escalation.
“More 5th edition rumors regarding skimmers and fast vehicles suggest a toning down of speed from 24” overall to 18” overall.”
It sounds as if it may in general be an improvement.
|Page 1 of 1||All times are UTC – 1 hour [ DST ]|
|Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group