Psychic powers have changed, but you can optionally use the normal ones
you have access to in your book. That is is you get any. I suspect
people will use the normal ones in their books for the time being in my gaming group at least.
Vehicles
and power weapons are most changed. Vehicles now have a number of hit
points. You lose one hit point on a glance, and on a penetrate you lose
1hp and roll on the death chart. Most tanks, execept landraiders and
monliths have 3 hit points, so glance, glance dead occurs. Power
weapons are now divided into four different types. They all cost the
same and have different stats.
Random charge ranges are in though jump troops and fleet troops get
rerolls on their 2d6
charge dice. This is combined with premeasuring which should help
somewhat in combating failing a charge with actual close combat troops.
All heavy weapons which are not blast or flamer can move
and fire at Bs1. This is called snap shot. You can also snap shot as
a stand and shoot reaction, flamers work here inflicting d3 hits
automatically. Rapid fire weapons like bolters can fire their 1 long
range shot even if they move now, two still within 24 inches. Tanks
while moving get to fire 1 gun with normal bs, but other guns have to be
fired as snapshot [bs1] so twinlinked guns are where its at.
Flamer/blast weapons not being able to use snapshot will obviously need
to be fired using the main BS.
All characters including sergent
types get look out sir. They also have a great rule that if the
character rolls a 6 to hit with shooting or combat you choose who gets
hit.
Wound allocation is now far more sensible. Basically you make
your saves and the nearest models die, no miraculous survival of heavy
weapons if they are stood at the front. There are complications due to
terrain, because you can choose to just shoot those in the open, or in
lesser terrain, but then you can only kill those models. This is much
better IMO.
Flyers and flying monsters have the same rules as before as well as an
alternative much faster, but less manuverable method of flight.
Monsters will probably overtake dreadnoughts in importance due to the
changes to tanks. Monsters can be attacked by anti vehicle grenades,
but they typically are tougher with armour/wards so shouldn't get bogged
down too much.
Deployment is different. You now choose sides, mission etc before
setting terrain up to facilitate the addition of fortifications. You
can also now take allies from a list, which depends a lot on what army
you play as. A lot of alliances you would expect are in there, eg
marines with each other and other imperial forces, but some are more
unusual, eg marines and tau.
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