Welcome Guest [Log In] [Register]
We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
new 5th edition stuff; some confirmation
Topic Started: 16 May 2008, 11:55 AM (623 Views)
Merceus
Member Avatar
Lieutenant
when i was down my lcoal gw yesterday it was just me and a couple of staff... they just so happened to talk about some of the new stuff in the 5th ed rulebook whcih they had out back and had been reading, so here's what i remember...

  • Only Troop choices can capture objectives/table quarters
  • All units can Fleet
  • All models in a unit count as 'in combat' even if they are not in base-to-base/2"
  • grenades still cannot be thrown
  • tanks can now get cover saves like infantry do at the moment
  • you can charge on the turn you deep strike
  • transports can now pick up anyone, so long as they are eligible to ride in that type of transport (ie rhinos can pick up any marines they want, though still not termies, assault marines etc)
  • you can choose to become pinned when in cover, giving you +1 to your cover save... or something similar to choosing to be pinned, but definately +1 to cover ;)
Also something id heard mentioned but am not sure if its true

  • you can charge after firing rapid fire weapons so long as you did not move in the assault phase
Offline
 
Merceus
Member Avatar
Lieutenant
Also thought id chuck in what they've seen of the new starter set and maine book...

Marines: are all fearless but can choose to run if they want to. all ive heard on that :P sorry

starter set: contains 2X10 marines, commander, 5 termies and a dreadnought for Marines. 2X10 boyz, warboss, 5 nobs and 3 deffkoptas for Orks. Also contains mini-rulebook, dice, counters, terrain and tape measure/red stick. and is still only £40 ;) It will be released 2 weeks after the 5th ed rulebook
Offline
 
UrlockGaur
Member Avatar
Warrant Officer First Class
Merceus
May 16 2008, 11:59 AM
Also thought id chuck in what they've seen of the new starter set and maine book...

Marines: are all fearless but can choose to run if they want to. all ive heard on that :P sorry

starter set: contains 2X10 marines, commander, 5 termies and a dreadnought for Marines. 2X10 boyz, warboss, 5 nobs and 3 deffkoptas for Orks. Also contains mini-rulebook, dice, counters, terrain and tape measure/red stick. and is still only £40 ;) It will be released 2 weeks after the 5th ed rulebook

Awesome news on the starter set.

A friend an I are going halves on that. I get the Marines and he gets the Orks. :)
Offline
 
☺Jasevx
Member Avatar
Techmarine
If you can't through grenades what do you do, drop it in their pockets?
Offline
 
Stoss55
Member Avatar
Second Lieutenant
that starter set... it sounds really one-sided... almost equal numbers! orks can never win that. something was misinterpreted.

either way, i will have to get that. maybe i'll break my strict no-marines rule and start an imperial fists army, and indulge myself with starting an ork army. now i really need to get a job...
Offline
 
Merceus
Member Avatar
Lieutenant
Merceus
May 16 2008, 11:55 AM
you can choose to become pinned when in cover, giving you +1 to your cover save... or something similar to choosing to be pinned, but definately +1 to cover ;)

okay, the exact rule here is that after the enemy rolls to hit and wound you can choose to 'go to ground,' this gives you +1 to your cover save but you cannot move or shoot in your next turn :P

edit: this can supposedly be used against Lash of Submission (meaning the enemy cannot move you), but there is no confirmation of that yet...
Offline
 
YosefKaldhu
Corporal
deepstriking units cant assualt when they come into play but can shoot or run (please note the new run rule has an adverse effect - a unit that run cannot make an assualt move- )

also a new rule with deepstiking - when deepstriking if any models cannot be placed on the board due to impassible terrian freind in the way or foe within 1 inch the unit must make a role on the deepstrike mishap table (please note deepstrike units must be placed base to base with the first model going round in a circle)

- deepstrike misshap table -

1- unit is lost - completey destroyed
2-3 unit is lost - counts as under 50%
4-6 the opponent can place the unit where ever they wish (following normal rules of deepstrike) without scattering



i have also heard of a rule which says you can not shoot past friend (unless within the same squad) or foe units that are obstucting the veiw partial or fully of all the oppenents models within the unit (this rule i hate a lot but will make postioning units 10X more important soo will be a more tactical game compared to before)
Offline
 
Merceus
Member Avatar
Lieutenant
nuther bit i got today... you can shoot any enemy in line of sight (and range and any other limitations obvously)... line of sight now means so long as you can draw a straight line from the shooter to the target you can see them... ie, you can now shoot through terrain, even multiple bits of terrain if you can see all the way...
Offline
 
# KayvaanShrike
Member Avatar
Marine Biologist
Rending rule has changed as well. No more automatic wounds on a "to hit" roll of a 6, instead its any rolls of a 6 on the "to wound" roll now count as AP2. Against vehicles, an Armour Penetration roll of a 6 allows an extra D3 to be rolled with the score being added to the total score.

All infantry units can choose to "run" instead of shoot. If you choose not to shoot you immedietely move D6". If this takes you into difficult terrain there is no penatly, you move the distance on the dice. However you take a dangerous terrain test as normal if the terrain is dangerous. You may not assault after running.

This is true, as it comes from the rulebook itself, which I have seen. lol
Offline
 
Merceus
Member Avatar
Lieutenant
dont forget models with 'fleet' can still assault after running ;)
Offline
 
Hocistik
Member Avatar
Sergeant
Merceus
16 May 2008, 11:55 AM

[*]All models in a unit count as 'in combat' even if they are not in base-to-base/2"
Not quite how I remember reading it last weekend at the 40K Battlefield Event...

After you have assaulted, and moved your models into base-to-base contact, your opponent then gets to "react". This means that he gets to do a standard move with all of his models (effectively the same as the old Counter Charge rule).

After all this movement has occured, any model which is still outside the 2" zone CANNOT fight. They can however be removed from combat as casualties.

The example in the book shows Marines assaulting Grotz I believe. Due to the size of the unit, once all movement has been done 5 of the Grotz are still too far away to fight. The Marines naturally strike first, killing 5 Grotz.
Can you guess which 5 were removed? Yup, the ones who are part of the unit but couldn't fight, leaving ALL of those who ARE in range still with the ability to fight back...

But never mind all that rubbish, there was something much more important in the book.... ME!
Lol, couldn't believe it when I found my pic in there :D
Offline
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Warhammer 40,000 · Next Topic »