[40k] 5th Ed Rumour
- From: JohnPaulPontiff@xxxxxxxxx
- Date: Mon, 28 Jan 2008 12:30:04 -0800 (PST)
Hey,
Online rough draft RB rumour from an unnamed benefactor!
Most of these rumoured rules read like FAQ bandaids.
Many appear to be Tito Tissue for chronic snivellers.
(You know who you are!)
Some are just ... odd.
Remember, this is still just a steaming pile of rumour.
Also, Ph34r my banal editorialisations:
+++
5th Ed Movement Phase: Substantially as v4.
Shooting Phase = Shoot or Run Away:
In their Shooting phase, Units may instead choose to Run d6in.
Units that Run cannot Assault in the following Assault phase.
Fish of Fury players take note -
Intervening models and units block LoS:
If a model is partially obscured by friendly or enemy models,
it cannot be targeted. Models are not allowed to shoot through
the gaps between the members of an intervening unit.
Now note the inevitable exceptions -
Covering Fire:
A unit can always shoot through an intervening unit
that is partially obscuring a target if it is impossible
for all of the the firing models' weapons to hurt the
intervening unit. Example - When firing against enemy
models sheltering next to a tank with weapons that
cannot hurt the tank itself.
And further down, under What Counts As 4+ Cover?
"Other models". Lovely.
Inscrutable BS6+ Unit rule:
Re-roll whenever rolling a 1 to hit:
Firer's BS 6 7 8 9 10
Score To-Hit 2/6 2/5 2/4 2/3 2/2
Example - A model with BS 7 rolls a 1 To-Hit
and may re-roll. But this time, it will Hit
only on a 5+.
Note - If a model has a special rule that confers
a re-roll To-Hit, that re-roll takes precedence.
The new "Relentless" USR:
RF and Heavy Weapons are counted as stationary even
if the Unit Moved in the previous Movement Phase.
Relentless Units may also Assault in the same turn.
Area Terrain vs Cover rules
Targeted models inside AT: Targeted models whose
bases are at least partially inside AT always count as in
Cover, regardless of the direction of the Shooter.
But when Shooting out of AT: Shooters inside AT
may fire through up to 2in of the AT they occupy
without conferring a Cover save to the target.
Voluntary Pin, or, "Go To Ground":
After any enemy To-Hit and To-Wound rolls
against your Unit, you can declare that the
affected Unit has Gone To Ground. The Unit can do
nothing in its following turn, but its models
receive a +1 to their Cover Saves and become Pinned.
If the unit is not in Cover, it receives a 6+ Cover
Save. At the end of their following turn, the Unit
is the free to act as normal.
Note - While Pinned the Unit may do nothing of
its own volition, but will react normally when
affected by enemy action (for example, it will
take Morale tests as normal). If Assaulted or if
it must Fall Back, the Unit immediately returns to
normal. Vehicles may never be Pinned.
Casualties vs Coherency:
After taking all Saves and establishing the number of
models to be removed, the controlling player may remove
another model in the Unit in place of any of the models
Wounded, as long as both models have the same profile,
rules and wargear.
Units of Multi-Wound models:
Remove whole multiple-Wound models from the
Unit as casualties where possible - Wounds may
not be 'spread around' to avoid removing models.
Thus, excess Wounds are recorded on a single model
in the Unit (the last to suffer Wounds).
When models in this kind of unit are hit by
weaponry with enough Strength to cause Instant
Death, the player cannot remove that one
Wounded model in order to get rid of the leftover
Wound, but must first remove whole healthy models.
Weapon Characteristics
RF:
Moved - Shoot twice at targets up to 12in away.
Not Moved - Shoot once at targets over 12in away,
up to its maximum range.
What? Can't shoot models nearer than 12in?
Models that wish to Assault into close combat in
the Assault Phase may not Shoot with RF weapons in
the Shooting Phase.
Rending:
vs Non-vehicles - A To-Wound roll of 6 Wounds at AP2
regardless of target T.
vs Vehicles - An AP roll of 6 adds a further d3AP.
Sniper:
Hits Wound on a 4+, regardless of target T.
In addition, Sniper weapons Pin and Rend.
Against Vehicles, Sniper Weapons simply roll 2d6AP
(No modifiers, including their Rend bonus).
Mixed T and WS:
Multi-T target Units use Majority T.
Majority WS when Attacked.
Individual WS when Attacking.
Special CCWs
Poisoned Weapons:
Always wound on a fixed number (4+, 3+, or even 2+).
However, if the Strength of the model wielding the
Poisoned Weapon is equal or higher than the
opponent's Toughness, the attacker uses the
normal Wound chart, but can re-roll failed To-Wounds.
Lightning Claw:
Still re-roll any failed To-Wound roll.
However, only a second Lightning Claw can
provide an Additional CCW Attack Bonus for
a model equipped with a Claw.
Power Fist:
Still doubles the user's S (up to a maximum of 10).
Strikes are now always delivered at Initiative 1.
(Ignoring bonuses from special rules, Wargear, etc.)
However, only a second Power Fist or Thunder Hammer
can provide an Additional CCW Attack Bonus for a
model equipped with a Fist.
Witchblade:
Inflict Wounds on a 2+, regardless of target
Toughness, though Armour Saves are taken as
normal. Against Vehicles, the wielder of a
Witchblade counts as having S9.
Force Weapon:
Have finally lost the 'no prior test' rule.
Morale Checks
(Units below half-strength are still at -1 Ld)
Heroic Morale:
Double 1 Morale Check rolls autopass.
Casualties:
25% in *any* Phase forces a Morale Check.
Fallback Units:
If moved through friendly squads, resolve the FB Move and
then roll a Morale Check for every friendly Unit moved through.
If passed, they continue to fight on. If failed, they Fall Back.
Units Locked or already Falling Back are excepted.
FB after Losing an Assault:
Units have their Ld modified by -1 for each Wound by which their
side lost the combat. This malus is in addition to the normal -1
for being below Half-strength.
FB through enemies or Impassable Terrain:
If a model's Fall Back move takes it into contact
with Impassable Terrain, the table edge or any
enemy model, the FB model is removed.
FB Shooting:
Fallback Units may not Go To Ground
and automatically pass Pinning tests.
FB Units may continue to shoot, but are obviously
moving. They may choose to Run instead of Shooting,
but if they do so, it must be toward the closest table
edge, subject to all the rules for FB Movement.
FB Morale modifiers:
+1 If no enemy Units in LoS.
+1 If the majority of the Unit is inside AT.
FB Morale:
FB Units autopass all Morale Checks, except Regroup:
A FB Unit may make a Regroup Check in the Movement
Phase just before its turn to Move if:
1. The unit is not below Half-strength.
2. There are no enemies within 6in.
If passed, it Regroups; The unit can immediately move up
to 3in unaffected by DT (Dangerous tests taken as normal),
to regain Unit Coherency if possible. Once a Unit has Regrouped,
it cannot Move during that Movement Phase, but otherwise
behaves as normal. For example, it can Shoot (as having Moved)
or Run, and may Assault if it gets the chance.
If failed, or cannot Regroup because of the restrictions
given above, it will continue to Fall Back.
Fearless CC Losers:
These Units will not Fall Back. Instead, each of these units
suffer a number of Wounds (allocated as normal) based on how
heavily their side was Outnumbered:
1 Wound if Outnumbered by its opponents.
2 Wounds if Outnumbered 2:1 or more.
3 Wounds if Outnumbered 3:1 or more, etc.
Note - the final draft may make these penalties cumulative!
Also, Armour and Invulnerable saving throws can be
taken against these Wounds as normal, but Walkers
suffer Glancing Hits instead of Wounds. Each Walker or
MC counts as 10 models, and other models with more than one
Wound on their profile count as a number of models equal
to the Wounds value shown on their profile.
Special Characters:
"Unique" is the new "Individual" (1 per army).
Some CoD rules are to be included, also:
Ruin models are considered Area Terrain.
Those without bases are DT. Roofs = 4+ CSv.
3D Range/ distance is still measured base to base -
Coherency is measured model to model.
This is also used to determine contact for Assaults.
Vertical Mv may not be fractional (full storeys only).
Template/ Blast/ Barrage rules are as CoD.
Unit Types and their Special Rules
MCs: As v4 but with the Relentless USR.
Jump Infantry vs Jet Packs:
JI are said to have an optional 12in Movement.
JPs, a 6in Mv with optional 6in Mv in the Assault Phase.
JIs are said to Shoot as normal Infantry.
JPs gain the Relentless USR.
Both sorts Assault as normal Infantry.
Bikes: As v4, but with the Relentless USR.
Also, Bikes may not Run Away in their Shooting Phase.
Beast/ Cav:
May choose to Run or Fleet in the Shooting Phase.
Since Runners can't Assault, the option seems useless.
Arty:
All are AV10. Any G/P Hit autodestroys the target model.
If their Gunners are all removed, the Gun model is removed too.
We are then told that if there are no Gunners, Guns may not move.
Arty Units may not Run or Go To Ground, but may be Pinned.
Arty Units failing a FB roll are removed as Destroyed.
Vehicles take up @ a third of the book:
All Vehicles draw LoS from each targeting weapon's Mounting.
All Vehicle weapons measure Range from their Muzzles.
All Vehicles are targeted by measuring to its Hull.
All Vehicles have the Relentless USR.
New Epicoid Vehicle Movement Terms:
Combat Speed = up to 6in Mv. (Reduced Shooting unless Fast)
Cruising Speed = 6-12in. (No Shooting unless Fast)
Fast (Flat Out? Yeesh.) = 12-18in. (No Shooting at all)
Cruising Speed vs DT:
If a DT test is failed, the Vehicle halts immediately.
If it was attempting to enter DT, it stops just outside.
If the Vehicle has moved up to 6in, the test is taken on
a d6, otherwise it is taken on 2d6. If any die rolls a 1,
the test is failed and the Vehicle suffers a Damage/
Immobilised result. A 2-6 means it can continue Moving.
If both dice roll a 1, the Vehicle suffers a Destroyed/
Wreck result.
Cruising Roads:
Non-Walker/ Skimmer Vehicles that follow a road
for their entire Movement Phase may Move up to
double their maximum speed, but only if they
do not do anything else that turn. No Difficult
Terrain tests, shooting, embark/ disembarking,
or use of vehicle upgrades (Smoke, Lights, etc.)
Vehicle Weapon Type vs Arc of Fire:
Turret = 360deg.
Pintle (aka Bolt-on) = 360deg.
Sponson = 180deg.
Hull = 45deg.
New VD Table:
<=1 = Shaken (As v4, passengers may not use FPs)
2 = Stunned (As v4, passengers may not disembark or use FPs)
3 = Damage/ Weapon D (As v4)
4 = Damage/ Immobilised (As v4)
5 = Destroyed/ Wreck (As v4, passengers disembark, take Pin test)
6 = Destroyed/ Explode (Crew gone, S3 AP- Hit to models within d6in)
"Wrecked" Vehicles become D/DT and provide a Cover Sv.
"Damage" may be Repaired.
"Explode" = passengers disembark, Sv vs S4 AP- Hit, take Pin test
VD Table Modifiers:
Glance = -2
AP- Hit = -1
AP1 Hit = +1
OT target = +1
Vehicles Hull-down or Obscured get Cover Saves vs VD.
Where unspecified, Obscuring Wargear confers a 5+ CSv.
Shots against any facing but the closest confer a 3+ CSv.
Where not specified in your Codex, Smoke confers a 5+ CSv.
Vehicles vs Grenade/ Bomb Damage:
Defensive Nades = 4+d6
Assault Nades = 5+d6
Krak = 6+d6
Melta = 8+d6
Squadron rules
Move: Unit Coherence is still 4in. Immobilised or Stunned
Vehicles left behind by a Moving Squadron become Wrecks.
Shoot: Squadron Vehicles cannot shoot through members of
their own Unit like non-vehicle models can.
Assault: In close combat, enemy units must treat each
model in a Vehicle Squadron as if it was a separate unit.
Transports
Firepoints: Measure Range and LoS from the Points.
Dedicated: Must Deploy with Unit, thereafer may transport any
friendly Unit unless disallowed by other rules.
Tank Shock: Friendly models are Impassable Terrain.
May not TS Locked Units. Shocked Units Check vs Fallback.
DoG: One autohit Attack only. Ranged or CC (Nade, Melta, etc.)
Models failing the test are removed.
Ram (As TS, but always at Maximum Speed):
Overrun Non-Vehicle Units suffer TS as normal.
Ramming and Rammed Vehicle Damage:
Resolve hits vs affected facing. Strength =
1 for every AV over 10
1 for every 3in Moved by Ramming Vehicle
1 if a Vehicle of Type: Tank
Example: A Land Raider Rams a Chimera in its Side.
The Land Raider Front AV is 14 (14-10= S4),
Moved 10in before impacting the Chimera (10/3= +3S) and
is a Tank (+1S). Therefore, the Chimera suffers a
Strength 8 hit against its Side AV (S4+3+1).
The Land Raider suffers a Strength 4 hit against its
Front AV (Str0 for the side AV 10, S3 for the LR
Movement and +1 because the Chimera is a Tank).
If the Rammed vehicle Explodes, the Rammer may continue
its Move into another Vehicle or its max Mv distance.
Fast Vehicles
Shooting: Combat Speed as Stationary; Cruising, all Defensive
Weapons and one Main Weapon. Flat Out, may not Shoot.
Assault: Are Hit on a 6 if Cruising or Flat Out.
Transport: May not Dis/Embark before or after Flat Out.
Skimmers
Move: Ending over D/D/I Terrain forces a DT Test.
Immobilised: Combat = Landed; Cruise or Fast = Wreck.
Shooting: Cruising or Fast Skimmers get a 5+ CSv.
Assault: Enemies need 6s To-Hit if not Immobilised.
Walkers
Move: As Infantry. Failed DT tests Immobilise.
Shoot: May Run in the Shooting Phase.
Shoulder or Arm-Mounted Weapons have 180deg AoF.
Assault: Locked Walkers may not be Shot.
CCs are always resolved vs Front AV.
Nade/ Bomb attacks vs Walkers need a 6 To-Hit
unless the Walker is Stunned or Immobilised.
A Walker Stunned or Immobilised is at -1A (min 1),
but may still Sweep, Pile-in or Consolidate.
Walkers do not roll Morale Checks, but each VD roll
counts as a Wound for CC resolution.
Ram: A failed DoG attempt resolves a Ram va its Rear AV.
Lame new Scoring Unit rule:
Only Troops Units count as Scoring in 5th ed . . .
Troops Units are Non-scoring only when noted in its profile,
if a Vehicle or if Falling Back at the end of the game.
Deployment protocol:
First normal Deployments, then Infiltrators, then Scouts.
Deep Strike:
DS Units may Shoot as having Moved but not Assault.
Transports may now DS and count as having Moved 12in!
2d6in Scatter and the Mishap Table: If any of the models
in a Deep Striking Unit cannot be deployed because it
would be offtable, in Impassable Terrain, on top of a
friendly model, or within 1in of an enemy model, roll 1d6:
1 = Entire Unit Destroyed at full VP.
2,3 = Entire Unit removed at Half-strength VP.
4-6 = Opponent Deploys entire Unit anywhere on the table.
Night Fight in 5th Ed:
Max Range is 2d6x3in, rolled before Shooting.
Barrage Weapons are excepted, but add +d6in Scatter.
Lame new Reserve and Secrecy rules:
Reserve Units must be *declared*, including their Organisation.
IE, "Dedicated Transport", "Infiltrator", "Deep Striker", "Scout"
and whether ICs are attached to other Units, etc.
Then, just to turn the Suck up to '11' -
Opponents must *also* be warned of any Infiltrator/ Scout Units
earmarked to Deploy out of their table edge DZ on arrival.
These units, when available, are randomly Deployed. :- \
Roll a d6 -
1,2 = Deploy from LH table edge.
3,4 = Deploy from RH table edge.
5,6 = Player may choose LH or RH. Kooky.
Secrecy: There is none. Players may now demand to see your
Force Roster at any time during a match. Lulz.
+++
Outsourced US$0.30/hr Chinese printshop labor FTW!
Playa
.
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