Почему то никто отчаянно не хочет постить слухи в эту тему, а отлавливать хоть какие то новости в флудильне по шестерке не совсем удобно, так что "я просто оставлю это это здесь".
В общем "некий человек с рб" сидит и отвечает на вопросы по новой редакции. Может и частично фей, но я думаю всем будет интересно почитать
"Ответы номер раз"
Questions answered via Rixitotal. The questions were from tons of different people. MadCowCrazy from Heresy Online was one, the rest are misc and unfamiliar names. (I didnt look too hard).
Battle Brothers: Good can join each others units with IC's and cast psychic powers as if they were friendly.
Allies of convienance: Cant join units or cast friendly powers
Desperate Allies: Have to roll if within 6" of an allied unit. if they roll a 1, they cannot do anything.
Necrons Allies:no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies. Desperate allies with Templars and Blood Angels
Missions
-normal one D3 +2 objectives. - one where heavy support can claim objectives and you get extra points for killing heavy support.- same with fast attack. -a kill point one.- one where there is a relic you take and move with thats basically an objective.- and a capture and control-ish one.
Whats on pg 42?
lol 42 has unviersal special rules. skyfire (AA), slow and purposeful, smash, sniper, soul blaze, specialist weapon, spilt fire, stealth and strafing run.
Detachments
can take an allied detachment or something. must have 1 HQ and 1 Troop, and may have 1 more troop and 1 of each other slot except HQ. there is a table of who can ally with who and how good friends they are. good friends can join each others unit with independent chars and cast physic powers as if they were friendly. middle friends cant do that. and bad friends have to roll at the begging of each turn if they are withing 6, if they roll a 1 they cant do anything. and a lot of armies can ally at all. nids cant ally with anyone.
What about powers, say a blood angels sanguinary priest with a feel no pain 6" buff. will that work across armies? Even if it specifically says "any friendly units" for some armies? Or have GW gone down the "nope, separate for all" route?
probs one for the FAQ, allies specifically talks about physic powers. ps FnP is now 5+.
you get FnP against anything that dosnt cause instant death.
power swords are AP 3. Axes +1 S, AP2 and make you I 1. then there are mauls and spears that are lame.
it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.
You still cannot assault out of deepstrike correct? Turn order is the same?
yea thats all the same.
Has fearless changed when you lose a combat? So no more lots of wounds taken when you lose a combat just because you're not scared of anyone?
hmmmm just says they pass moral tests... i can find anything anywhere that says they take extra wounds.... holy crap!
What are the rules for infantry types (jump, MC, etc.)?
What is the deal with charges?
What does preferred enemy do?
Hull points?
jump move 12, re roll charge dice (2D6) get a impact hits (called hammer of wrath). bikes turbo boost in shooting phase 12 (jet bikes 24, eldar jetbikes 36!!! for a total of 48inch move in 1 turn). charges are 2D6, and u can overwatch against it witch is every model gets to shoot at BS1 except heavy weapons. preferred enemy is reroll all hits and wounds that roll a 1, from shooting and combat!!! hull points are taken off by glancing hits. all gone = wreck. most vehicles have 3. land raider have 4, vipers have 2.
cover is 5+ sorry, ruins is 4+, most everything else is 5+ including shooting through troops. but you only need to have 25% hidden or troops or tanks to get cover.
How does wound allocation work for multi wounded models and different wargear on such models?
closest to furthest. wargear makes no difference.
Has the turn order changed or is it still Move->Shoot->Assault? What is the terrify USR that Chaos Daemons get now?
turns are the same. and its fear for demons. its a LD test or become WS1. fearless units and know no fear and immune to it.
Can units that have successfully completed an assault consolidate into a new combat?
Does assaulting into difficult terrain still reduce initiative to 1?
no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.
runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.
Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.
runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.
whats with shooting with vehicles? is it still one weapon and all defensive weapons?
its basically the same except any weapons you could not have previously shot can be snap shotted, so hit on a 6+.
How does the USR rage work now? Any changes allowing u control would make death companies viable if not a bit beast.
rage is ONLY +2 attacks on the charge. Death company are amazing now.
Are there any changes to Force Organisation? If so, what?
at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.
Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).
How does the wound thing work?
Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?
no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.
all things on flying bases are flyers as far as i can see. storm ravens are listen under the vanilla space marine section also!!!!!
Can a model still only make one save? What about ICs?
yup one save. except FnP of course
How fast can a vehicle move before passengers are unable to shoot from it?
flatout.
Was the to hit chart rumors true? bs3 hitting moving infantry on 4+ and stationary tanks on 2+ etc
no thats not in it anywhere. you hit the same as 5th
play a Thunderwolf list and was wondering with the random charge distance will they then get a 12" movement? Also, are there any rule changes with Beasts and Cavalry other than that? Thanks
yea move 12, then assult 2D6 rerolling cos of fleet.
What do you need to hit a vehicle in CC depending on how far its moved.
3+. but u cant attack zooming flyers in combat at all.
Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?
its the same, double S is insta death.
Do buildings have Hull Points? Can beasts go into buildings? Template Weapons, how are they fired? Reserve Rolls? 3+ Turn 2? 2+ Turn 3? Automatically come in Turn 4?
yea they have hull points. the rest is all the same as 5th
Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?
no, just can move and shoot and shoot and assult with heavy and rapid fire weapons.
What are the rules for fortification slot? Is there a point limit? What are some options and their relative point cost to each other?
all the fortifcation stuff already has a GW terrain model. teh walls are 50pts. bastion 75, and the big darkangel fort, yes the massive one is over 200.
Still hit a vehicle in the rear armour in close combat? A power axe might be a fairly decent anti vehicle weapon if so.
Can you double check the power axe? Is it minus 1 to Initiative or is it specifically I1? Request from warseer.
has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.
Can you ally with yourself to expand your FOC?
no you may not. but at 2000 pts u get a second FOC if u want it
When you perform Overwatch, is it possible to kill enough models so they dont actually make the distance into CC with you?
If 2 or more units charge 1 unit, can you overwatch both of them? If 4 units charge 2 units, can both units shoot each unit or is it limited to 1 charging unit only?
Any change to Swarms? Still double wounds from blast and template?
swarms are the same.
you over watch first and take from teh front. so yea can affect assults. only 1 over watch a turn.
*Night Fight changed completely: cant shoot over 36. over 24 away have shrouded (+2 cover save), over 12 away have stealth. Night Vision now completely ignores Night Fight, as well.
*Every mission has Night Fight by default, but only on a 4+, including Turn 1. If it triggers, keep rolling each turn til it fails.
*You can move 6" after disembarking from a vehicle, even if the vehicle has moved at Combat Speed.
Абилки варлорд:
Command:
1. friendly units in 12 get to use your LD
2. enemy units in 12 use the lowest LD in their squad.
3. all friendly units in 12 get move through cover.
4. all friendly units in 12 may reroll running.
5. all friendly units in 12 re roll 1s to hit when shooting at an enemy within 3 of an objective.
6. all friendly units in 12 add 1 to charge distance.
Personal:
1. warlord and his unit get counter attack if in own deployment zone.
2. warlord and his unit get furious charge if in enemy deployment zone.
3. warlord and any unit he joins in deployment get outflank.
4. get 1 VP for each character killed by you warlord.
5. your warlord and his unit get FnP if within 3 of an objective.
6. your warlord is a scoring unit.
Strategic:
1. all your units get move though cover for ruins and stealth in ruins.
2. you amy have night fighting on the first turn.
3. your outflanking units get acute senses.
4. while he is alive you may reroll reserve rolls.
5. while he is alive your opponent get -1 on reserve rolls.
6. after both sides have deployed but before scouts you may redeploy 1 unit 3D6 inches, or 3 units D6 inches, may not leave deployment zone.
здесь он немного повторяется, но все же.
"Ответы номер два"emperor as dead as tupak, only kept alive for the masses by weird machines. CMS still plotting in their volcano doom base, tau still the geeky naive guy at a tough biker bar, nids still galactic herpes, thats why no one allies with them.
Pens take a hull point and roll on the damage table, glancing just takes off a HP
no pens are just a roll. dont take off hullpoints.
Are Fast, open-topped Transports still the exception to the 6" disembark rule?
nope.
How does artillery work
i have no idea how it works in the old edition. but they have stats now T7 2W. if the crew is killed so are you.
Also, while I'm asking Eldar questions... can Jetbikes still do their assault phase jump move? Is it 6" or 2D6? Sorry if this has been answered- I thought I saw it but then lost it again...
its 2D6, but u may not do it if you turbo boosted. but i will say taht due to the new always measure rules this can be very effective ''move shoot move'' unit.
One last thing, is the Emperor dead?
depends who you ask. (more or less the same.)
there are 5 disciplines (lores) and each has 6 and a signature spell.
There's been a lot of discussion back and forth about the term "generate" when determining powers from the new psychic disciplines, especially given "Warp Charge" level. Are powers rolled randomly? Is this consistent across all races?
generating is just like getting fantasy spells (except you reroll a double dont choose.) warp charge is how many spells you can cast, some have warp charge 2 and take up 2 spells worth of casting.
Is there a psychic phase? What order do the phases go in now?
no psychic phase, buffs and debuffs at the start of the movement phase, shooting ones done in the shooting phase.
-How do template weapons and snapfire on vehicles interact? Will Land Raider Redeemers go from meh to awesome? -Can troops assault after having exited a non-open topped vehicle?
template or blast may not snap fire. except on overwatch where they have special rules.
Is it specified anywhere if flying MCs and/or jump infantry can shoot flyers w/o the Snap Fire Penalty?
no, although other flyer have the option of it.
You're a gentleman, scholar and saint. Any word on if units with Move Through Cover ignore difficult/dangerous terrain when charging?
That would be a nice little boon for my poor Tyranids.
you roll an extra D6 for movement purposes and ignore dangerous terrain. sorry if i said this wrong earlier its been alot of questions. dosnt affect charges.
beasts are fleet, ie reroll the charge.
So wait... what about jetpack troops assaulting out of vehicals. If I'm reading what you've put below correctly, a Stormraven can go into hover mode, then move 6 inches, then jump pack troops (eg sanguinary guard) move 12 inches out, then assault 2d6 rerollable, for a maximum of 30" threat range? I love it...
no you always get 6 out of a vehicle regardless of your movment.
How do you hit with blast weapons now. Same as before Scatter -BS and place template? or just roll to hit...
same, but no half strength for clipping tanks.
As for getting out of a tank and moving. Because this is very relevant for all olf 5th ed players... can you move after the tank moves even if the tank is not open topped? or does the tank moving just stop you from charging... unless you are open topped or assault vehicle...
Anything to do with the way this works would be very usefull.
u cant get out and the tank keeps going if thats what you mean. but can always get out and move. and only assault vehicles passengers may assault. open topped is also assault vehicle/.
Have vehicle squadrons changed at all in terms of hull points? Do they still ignore shaken results?
Also any changes to tank shocking? can you still tank shock with the extra movement in the shooting phase?
squadrons are more of less the same. ,am change is hit allocation. tank shot is about the same as well.
Have vehicle squadron rules changed? And how do flyer squadrons work?
not changed much, except for keeping in line with the closest to furthest rules. the closest vehicle must be destroyed before you start hitting the rest of the squad.
Have the rules for Walkers in melee changed? Or Walkers and shooting? Just curious if Defilers are still any good.
i didnt see any changes to walkers, aside from if u are in combat with a unit that can not hurt you, they have the option of auto fleeing if they want. Defilers are 4 hull points so probs a net gain.
I have heard the same is true for Heavy Weapons, is that the case?
heavy can shoot but only hits on a 6.
Do Flying Monsterous Creatures need a 6 to Hit a Flyer? And vice versa?
you can choose to have skyfire rule for flyers for 1 turn. MC cant as far as i can see.
Please tell me that the Weapon Skill charts have been modified. I loved how my WS 8 Succubus is fighting WS 3 and 4 units that still hit on 4's.
no change, and as a side not no change to the wound charts so you always wound on a 6 like in fantasy. wraithlords are safe.
The Reason I ask is because in the Pancake edition you could consolidate into a unit, if you destroyed their transport in H2H. I really liked that change and hoped it was one they were going to keep.
cant consolidate in to units. this is sort of the same as it works now.
Also, Rending. Has it changed at all?
auto wounds and is AP 2. +D3 against tanks
Does storm shields the sames as in V5 ?
storm sheilds are listing in the appropriate codex so either stays the same or changes in an upcoming update. my money would be stays the same.
This is a biggie, what is the AP of Necron Warscythes? and if you can, Grey Knight halberds?
all counts as power weapons or ignore armor saves are AP 3 unless specified. again look for updates or FAQs as im sure this will all change.
WOUND ALLOCATION
wound allocation is done closest to furthest. so you take 6 wounds on a tactical squad with a librarian attached.
the 6 models closest to the enemy unit that is shooting take 6 wounds than you roll for saves.
in CC its just closest to closest are hitting each other. so positioning is key.
any models equal distance away from the enemy are randomly rolled for to see who is hit
MIXED ARMOUR TYPES
as above, each model is wounded and you take saves based on what was hit. so 3 wolfgaurd terms and 2 normal wolfgaurd get 6 hits, working from the front each model takes a wound, then you go back to the front and the closest model to the enemy takes the last wound, you then roll your saves for each armour type.
FORCE WEAPONS
force weapons are as follows
grey knights force weapons are AP3 like power weapons
force staff - 2+ strength AP4
force axe - 1+ strenght, AP1, INITATIVE 1.
force sword - ap 3 normal initative.
grey knight and units or models with special force weapons do NOT follow this chart and use there codex versions.
to show what a force weapon type your using, you just look at the model and whatever it is modelled with is what you get, no points differential.
STORMRAVEN AND OTHER FLYERS
flyers eg stormraven/talon, ork bomber, valkyrie, all those flyer based units will now be classed as flyers
flyers have 2 hull points
they always have a 5+ cover save and MUST move a minimum of 18 inches per turn. they have a rule that allows them to move 18 and shoot up to 4 weapons per turn. the can also move 24'' which counts as cruising speed.
if they move under 18 inches in a turn they count as wrecked
any unit shooting at flyer require 6's to hit unless you have the skyhammer rule which allows you to hit them with your normal ballistic skill.
NO the stormraven has not been added to vanilla marines
Blessing of the omnissiah
sorry but you will have to wait for your FAQ's for the codex. i have found no info on this.
ALLIES PART 2
so you get your ally FOC
1 hq 2 troops 1 elites 1 heavy 1 fast
there is no other restrictions besides who you can and cant ally with. YOU MUST TAKE 1 HQ AND 1 TROOPS AS A MINIMUM REQUIREMENT FOR THE ALLY CHART TO UNLOCK THE FAST, ELITE AND HEAVY SLOT
grey knights and there allies
Grey knight have NO Battle brother allies:
battlebrother allies:
N/A
allies of convienience:
space marines
blood angels
SoB
dark angels
imperial guard
space wolves
pretty much any of the goody goods
mistrusted allies:
orks
necrons
tau
eldar
not before the apocolypse:
nids
chaos marines
deamons
dark eldar
ASSAULT AFTER DEEPSTRIKING?
No you may not
MONSTROUS CREATURES
no more 2d6 armour pen
can do a fly over attack same as a necron lord in catacomb comand barge.
may halve there attacks to double there strength in the assault phase
can stomp to hit everyone around them
if they have wings, can fly in movement phase and do a sort of super stomp