Post by Andrew on Jan 15, 2008 17:37:27 GMT -6
Here are the collected rumors I've found floating around. Take it with some salt and sugar. My comments are in italics.
[glow=green,2,300]Shooting[/glow]
-There's now a reason to have a BS higher than 5 (can we say 2+/5+?). (I think this means if you miss the first time, you can reroll for a 5+ attempt)
-All models friend or foe now block line of sight. Vehicles and Monstrous Creature can be targeted over intervening infantry. (I'd like to think it's units, not models. Either way, good to have that back)
-Area terrain does not block line of sight. (Potentially going back to actual line of sight, instead of the system we have now)
-All blast weapons now scatter. (I think this means if they miss)
[glow=green,2,300]Vehicles[/glow]
-Defensive weapons on vehicles are now Str 4 and below. (gay)
-Skimmers Moving Fast is now a 5+ cover save. (I have heard this is the new rule for All Obscured Targets)
-Dedicated transports can now carry any unit (subject to normal restrictions, i.e., no Terminators) and are no longer the deathtraps they have been (no entangling, just regular pinning).
-AP 1 weapons add +1 to the vehicle damage chart instead of doing as they do now. (looks like the "single chart" will be used. Another hint I received personally: it will go from 1-8, rather than the 1-6 now. Maybe those upper slots get the "destroyed result?)
-Ordinance weapons roll 2d6 and pick the highest on the vehicle damage table. (In addition to 2D6 take highest on the AP roll? Neat, and makes sense that a massive shell doesn't just blow off a little gun attachment)
[glow=green,2,300]Miscellaneous[/glow]
-Independent Character targeting restrictions have been eased.
-There is no IC protection any longer unless he is joined to a unit
-ICs within 2" of a unit automatically join it.
-Dark Eldar are not gone, as they're mentioned in the rules (their jetbikes DO get the 6" assault).
-Frag grenades operate as plasma grenades now. (no more uniqueness for Eldar)
-Monstrous creatures get move through cover, not a reroll.
-Saving Throws are now made AFTER wound allocation. This means you could still roll all your generic troopers as a group, but will need to roll for each special model (serg, heavy weapons, etc) one by one. Torrent of Fire is gone. (I do not like this and don't believe it. It'd bog down the game, which is counter to what they want and have been trying to achieve)
[glow=green,2,300]Missions[/glow]
-The missions are different enough that Troops only counting as scoring isn't as big a deal as it would be today.
-Victory points are calculated differently in "cleanse" style missions (points calculated depending on the FOC slot the dead unit took up). (gay. My 20man CSM unit is worth the same as that 5man scout unit, points-wise. Don't like it)
-Scouts and Infiltrators can now try to outflank the enemy and come on as reserves from a different board edge.
-Deepstrike is the same, but if you can't place all the models, you roll on the "deepstrike mishap" table (50% you're dead, 50% you place yourself anywhere you like). (I like the return of this)
[glow=green,2,300]Older stuff:[/glow]
There will be a new rulebook and new starter set which will be Orks vs marines, it will include both troops and vehicles (a marine dreadnought is likely and possibly others). The 3up grot seen at UKGD ’07 is also for the starter box.
Rumoured rules amendments
1. the addition of a ‘run’ option.
2. Improvements to the cover save rules.
3. Rending toned down (auto wound if you roll a 6 to wound against any toughness & reduction in effectiveness against vehicles).
4. Template (Blast) weapons rules streamlined.
5. Sniper weapons rules amended (rending probable)
6. Close combat rules amended with a combat resolution phase similar to fantasy
7. Single vehicle damage table.
8. Vehicles without a WS in CC always get hit in the rear armour.
9. Vehicles able to ram
10. Other vehicle amendments
11. Mission rules changed in a similar manner to Apocalypse (no more Alpha, Gamma or Omega).
12. Only non vehicle non swarm troop choices are scoring units
13. Vehicles types are adjusted (the rumoured skimmer nerf)
[glow=green,2,300]Shooting[/glow]
-There's now a reason to have a BS higher than 5 (can we say 2+/5+?). (I think this means if you miss the first time, you can reroll for a 5+ attempt)
-All models friend or foe now block line of sight. Vehicles and Monstrous Creature can be targeted over intervening infantry. (I'd like to think it's units, not models. Either way, good to have that back)
-Area terrain does not block line of sight. (Potentially going back to actual line of sight, instead of the system we have now)
-All blast weapons now scatter. (I think this means if they miss)
[glow=green,2,300]Vehicles[/glow]
-Defensive weapons on vehicles are now Str 4 and below. (gay)
-Skimmers Moving Fast is now a 5+ cover save. (I have heard this is the new rule for All Obscured Targets)
-Dedicated transports can now carry any unit (subject to normal restrictions, i.e., no Terminators) and are no longer the deathtraps they have been (no entangling, just regular pinning).
-AP 1 weapons add +1 to the vehicle damage chart instead of doing as they do now. (looks like the "single chart" will be used. Another hint I received personally: it will go from 1-8, rather than the 1-6 now. Maybe those upper slots get the "destroyed result?)
-Ordinance weapons roll 2d6 and pick the highest on the vehicle damage table. (In addition to 2D6 take highest on the AP roll? Neat, and makes sense that a massive shell doesn't just blow off a little gun attachment)
[glow=green,2,300]Miscellaneous[/glow]
-Independent Character targeting restrictions have been eased.
-There is no IC protection any longer unless he is joined to a unit
-ICs within 2" of a unit automatically join it.
-Dark Eldar are not gone, as they're mentioned in the rules (their jetbikes DO get the 6" assault).
-Frag grenades operate as plasma grenades now. (no more uniqueness for Eldar)
-Monstrous creatures get move through cover, not a reroll.
-Saving Throws are now made AFTER wound allocation. This means you could still roll all your generic troopers as a group, but will need to roll for each special model (serg, heavy weapons, etc) one by one. Torrent of Fire is gone. (I do not like this and don't believe it. It'd bog down the game, which is counter to what they want and have been trying to achieve)
[glow=green,2,300]Missions[/glow]
-The missions are different enough that Troops only counting as scoring isn't as big a deal as it would be today.
-Victory points are calculated differently in "cleanse" style missions (points calculated depending on the FOC slot the dead unit took up). (gay. My 20man CSM unit is worth the same as that 5man scout unit, points-wise. Don't like it)
-Scouts and Infiltrators can now try to outflank the enemy and come on as reserves from a different board edge.
-Deepstrike is the same, but if you can't place all the models, you roll on the "deepstrike mishap" table (50% you're dead, 50% you place yourself anywhere you like). (I like the return of this)
[glow=green,2,300]Older stuff:[/glow]
There will be a new rulebook and new starter set which will be Orks vs marines, it will include both troops and vehicles (a marine dreadnought is likely and possibly others). The 3up grot seen at UKGD ’07 is also for the starter box.
Rumoured rules amendments
1. the addition of a ‘run’ option.
2. Improvements to the cover save rules.
3. Rending toned down (auto wound if you roll a 6 to wound against any toughness & reduction in effectiveness against vehicles).
4. Template (Blast) weapons rules streamlined.
5. Sniper weapons rules amended (rending probable)
6. Close combat rules amended with a combat resolution phase similar to fantasy
7. Single vehicle damage table.
8. Vehicles without a WS in CC always get hit in the rear armour.
9. Vehicles able to ram
10. Other vehicle amendments
11. Mission rules changed in a similar manner to Apocalypse (no more Alpha, Gamma or Omega).
12. Only non vehicle non swarm troop choices are scoring units
13. Vehicles types are adjusted (the rumoured skimmer nerf)