vendredi 23 mai 2008

Dernièr'euh niouzes

* Independant characters function as a single model in the unit, so he can allocate attacks against models within 2, or he can attack if within 2 of a friendly model in B2B. He functions as part of the squad but can have attack allocated to him.
* Counter Attack USR - get to counter attack (ie +1 attack) with a successful leadership test.
* All units from your troops choices count and scoring, unlessThey are a vehicleThey are a swarm Ie rippersThey have a special rule that specifically states they cannot score, ie Hormagaunts that are lurking since they are not in synapse range.
* Moral tests are the same as 4th, if you suffer 25% or more in one shooting phase. However all modifyers are gone. No -1 for under half etc. Pinning is done unit by unit, so if you shoot 2 units of scouts at the same unit or 8 marines. and kill one model each with your sniper rifles, the marines wound half to take 2 pinning tests AND a moral test if they were not pinned.
* Every unit is considered to be one killpoint, including transports
* Mission summary: All missions use the victory conditions of:on a D3:1: Capture. D3+2 loot counters, deployed as per 4th edition.2: Recon style. 1 objective in opponents deployment zone.3: pitched battle. Killpoints.If the game is tied at the end, a tactical draw is called. You then consult VICTORY POINTS! Which I think work like Kill points.Battlefield deployment. on a D31:Pitched battle. Standard 12 inch setup long board edges.2: Cleanse. Standard cleanse setup3: Dawn of war. Half the battlefield.
* In each, the players roll off. Whoever wins gets to say who chooses sides, sets up first etc. I won the roll and forced my opponent to choose, but then he had to set up his entire army first.
* In the Dawn of war mission, it follows the same pattern, but the players only set up 1 HQ and 2 Troop units, the rest arriving in reserve.
* Poisoned is always wounds on a 4+, unless special rule says otherwise, but if your basic strength is higher than targets toughness, your have to reroll failed rolls to wound.
* If you assault a vehicle in your go and dont destroy it, you may attack it in the next CC phase, ie your enemies, if the vehicle does not move. You can be shot at by the enemy however as you are not considered locked in combat.
* Skimmer rules: Fast skimmers may move 6 inches and fire all weapons, or 12 inches and fire 1 main and all defensive weapons. Skimmers may not move and fire all weapons, or move up to 6 and fire one main and all defensive weapons.
* Fast Skimmers may move flat out ie 12-24, fast vehicles may move flat out 12-18, and gain a 4+ obscured cover save. There is no save for a skimmer moving less than 121 These are cover saves, so cannot be gained against template weapons, crack shot, markerlights reducing it. etc. Works like a normal cover save. Can by fortuned.
* All vehicles are hit automatically in CC if they didnt move, on 4's if they moved up to 6, 6's over this. Always hit on rear armor.
* Smoke launchers give you a 4+ cover save for next enemy shooting phase.* Blast weapons that get hot: Roll a dice for each weapon before firing. On a 1 you do not fire and take one saveable wound.
* Rapid fire gets hot is gone. You only overheat on 1's to hit, not 2's.
* Feel no pain cannot be used against instant death, AP1 or AP2 weapons, power weapons, rending that rolls a 6 to wound, etc.
* Twin linked weapons. Twin linked blasts, you must choose to reroll the scatter and the 2D6 or none. Twin linked gets hot only overheat if the second roll is also a 1.
* Snipers: always wound on a 4+, rending, strenght 3 against vehicles. This means you use your BS to hit.
* Scoring units: all units from your troops allocations on the FOC are scoring, unless they are a vehicle, swarm or have another special rule that specifies they cannot Ie tyranid gaunts who are lurking. The unit is scoring, so one man out of a 10 man tactical squad is still scoring. ANY UNIT may contest objectives.
* All units that are not vehicles can run, with the following exceptions :Bikes, Jetbikes, Artillery. Walkers can run.
* Charge units get a 6" counter assault to get as many models in base as possible. No 2 inch kill zone. All models with in 2" get to attack.
* Insane heroism on snake eyes
* You can put them on larger bases with your opponents permission, so basically you have to put them on the bases provided.
* preferred enemy is Rerolls to hit in CC
* Fearless is not capped by squad Ld modifier, but by how man wounds done.
* Assault grenades work as frag grenades do nowDefensive grenades work as photon grenades, ie you don't get +1 attack for charging a unit with defensive grenades
* ATSKNF - ability to choose to fail a morale test, and auto rally after the fallback move. (A lot of little extra pieces to this though)
* You cannot use a consolidation move to start a new combat. However you can join one already in progress.
* Ramming is exactly as it was in the PDF, ie for every 3 inches moved its +1 strength, for every armor point above 10 its +1. The book has the example of a land raider ramming an ork truck in the side. The land raider has moved 12 so inflicts strength 8 hit on the trukk. The truck only inflicts a strength 4 hit since its only armor 10, so the land raider is in no danger. Interestingly strength isn't capped here.
* Damage table is1. Shaken2. Stunned3. Weapon destroyed4 Vehicle immobilised5 Wrecked6 Vehicle explodes d6 inches, Strength 3 ap- hit.
* Glancing is -2, Ap1 is +1. AP- is -1.
* Tanks are relentless in the fact that they can move 6 and still fire a rapid fire weapon up to its maximum range, or fire heavy weapons, but they are still limited by the limits on vehicles moving. For example a land raider can move up to 6 and still fire one of its weapons, ie lascannon, but a crusader can move and fire both hurricane bolters, As they are defensive, the pintle mounted stormbolter, again defensive, but only fire one out of the assault cannon or multimelta.
* Run is an additional d6 - cannot shoot or assault (unless they have fleet)
* Wounds allocated and rolled separately
* Scouts and infiltrators can pull an out flank maneuver. Place in reserves, when they arrive, they come on from the short board edges on a roll of a 1-2, the left side, 3-4 right side, 5-6 you choose. And the board edge is all the way along, so you can come on in the opponents deployment zone, turn 2.
* Force weapons are power weapons that cause instant death. Nids and deamons immune to instant death
* Vehicle Squadrons - immobilized result = vehicle destroyed.
* Transports can transport any unit, not just the unit they were bought for. You can't hold a unit in reserves in the tank though unless it's a dedicated transport.
* Blast / Ordinance scatter 2D6 - BS. Always Move or not. you take cover saves based on where the hole in the template. If the hole is off the vehicle weapon strength is halved (good by fire prisms)
* 12+ Skimmers get a 4+ cover save
* Shooting through intervening troops gives the obscured troops a 4+ cover save. Intervening troops do not get hit.
* Walkers fire 2 weapons
* Defensive weapons are S4.
* Perils of warp changed to take a wound, so no longer S6. (Good for farseers)
* Turbo boosting bikes get a 3+ cover save. (So no more psycannons)
* Models can be placed on display bases or bases larger than the ones supplied, but you should agree on using these models with an opponent before the game. We recommend u place them on the right base and build the diorama around it
* Troops that are assaulted now automatically make a 6 inch move towards the combat before any dice are rolled.
* when taking wounds from a combat, it is allocated exactly like shooting, and you can take guys off from anywhere in the combat, ie not within 2 inches, so basically unless you kill a model that was within 2 inches before dice were rolled, you can attack them.Independent characters no longer have to be in B2B contact with the enemy to fight, just within 2 inches. This does mean the enemy within 2 of him can allocate attacks....
* When a vehicle counts as obscured, ie 50% of its hull is not visable to the firer, it gets a cover save equal to the cover thats doing the obstructing.
* Swarms are not scoring
* 1 model out of a unit of 10 marines is still scoring. you get 1 Kill point for fully destroying an enemy unit, but these only apply in annihalation missions, which is 1/3 of missions, and in other missions where there is a tie on other objectives.The only Scenarios are Annihalate, Battlefield control and Objective markers, however there are 3 different type of setup zone, Quarters, Long board edge and Half of the table, so there are 9 missions.

Dernières niouzes, çà sent bon, çà sent trés bon, des règles enfin équilibrées! des closeux qui rasent plus la table à eux tous seuls, des armes (qui a dit le basilisk?) qui pourrisent plus forcément la table de galette, moi j'aime beaucoup cette V5, va falloir se creuser la tête maintenant pour jouer!

@ ce soir,

roro

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