jeudi 4 mai 2017

Voilà qui nous éclaire vraiment, cette fois-ci

– Assault 2d6”, multiple units
– Split fire: any unit can target as many targets as they want
– Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction
– Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one
– Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis
– Dodges, camos, etc are now to hit modifiers
– Characters cannot join units
– Characters can only be targeted if nearest target or within 12”
– Larger models are seldom characters, Gulliman is not for example
– Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance
– There are no mishaps anymore
– Overwatch shooting against deep striking units within 9” at -1 BS
– Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead
– There are spells that replenish or add wounds to demon squads
– Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
– Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule
– Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades
– Assaulting units get +1 attack
– Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course
Ranges are measured on the ground level from base or model to base or model, whichever is nearer
– Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase
– No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
– No challenges
– Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first
– There are some precision weapons that let the firing player choose the wound allocation (always or on a 6)
– Units have always the same T and Save now. There are some models that have T- Sv – and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason
– Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy
– There are some models like Ghazghkull that have their own abilities that are triggered by command points
– perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases
– Player can spend command points to choose who goes first instead of rolling, whoever spends more
– Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal
– Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest
– Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
– Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts
– Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things.
– There are no warzone rules in the core rules
– True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing – line goes through the terrain
– In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want

4 commentaires:

Cap a dit…

Quand même pas mal de bonnes choses (pas de challenges....)
ça commence vraiment à sentir bon.
Les tirs de contre charge, ou pour contrer les frappes en profondeur peuvent s'entendre en effet (ça dynamise et evite de s'ennuyer pendant le tour de l'adversaire peut-être...essayons de voir le verre à moitié plein)
Charge depuis le véhicule, retour du rhino rush...
Date de sortie le 17 juin (préco dès le 8 juin).

Je ne sais pas ce que vous en pensez, mais j'ai de plus en plus hâte d'y être!

roro a dit…

si tout est vrai la dedans (attention tout de même, celà vient d'un mec pas super fiable), y'a tout de même énormément de bonnes choses:
-le retrait des pertes par le proprio de l'unité,
-la charge à partir des véhicules,
-le mouvement vertical simplifié,
-les zones de déploiement à 18ps,
-la frappe qui ne subit plus de catastrophe,
-les réserves qui ne sont plus aléatoires,
-certains terrains qui divisent le mvt par 2,
-les grenades qui annulent le bonus de couvert

roro a dit…

et surtout la ligne de vue réelle utilisée uniquement pour les lignes de tirs, les couverts étant gérés par zone. Le meilleur compromis possible.

Vincent coels a dit…

Plein de bonnes choses, en effet. J'ai hâte!