01-18-2008
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| God-Emperor
Join Date: Oct 2006 Location: Seattle, Washington
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| 5th EDITION - PRELEAK INFO GIVEOUT I will update this as soon as I read through it carefully.
I have 91 pages of the new 5th EDITION rulebook.
You can ask simply questions, I will try to answer as much as i can. It is NOT official rules, but its the closest and more legit thing I've found thus far. I will keep checking if its reliable.
I will update DAILY - Will release 1-3 new info per day! More if I am feeling happy. Lodge members will get some full early leaks first for a week and maybe some snipniptz of the file~
NEW RULE ADDITIONS/CHANGES (ASSUME NOTE STATED THINGS TO BE THE SAME FROM 4th EDITION) Quote: Things with greater than BS 5 will get roll benefits -> BS 6,7,8,9,10 possible
BALLISTIC SKILL OF 6 OR BETTER
Very rarely a model may have a BS of 6 or
even more. If a model has a BS of 6 or higher,
it gains a re-roll whenever it rolls a 1 to hit
with ranged attacks. The second roll has
normally a lower chance of hitting, and the
number needed is given in the chart below in
italics after the slash. BS 6+ will get a re-roll to hit if they get a to hit roll of a '1' BUT, the 2nd chance has less likely part to hit.
BS 6 - Hits on 2+, if Misses 2nd chance on 6+ BS 7 - Hits on 2+, if Misses 2nd chance on 5+ BS 8 - Hits on 2+, if Misses 2nd chance on 4+ BS 9 - Hits on 2+, if Misses 2nd chance on 3+ BS 10 - Hits on 2+, if Misses 2nd chance on 2+
For example, a model with BS 7 fires a shot
with its plasma pistol. It rolls a 1 and so it can
re-roll the dice (and conveniently the weapon
does not Get Hot!). This time, however it
won’t hit on a 2, but rather on a 5 (and a
second one would mean its weapon has
overheated).
If a model has a special rule that already
confers it a re-roll to hit (like a master-crafted
weapon, for example), then that re-roll takes
precedence and the chances to hit on the reroll
are the same as the first shot, regardless
of the firer’s BS. | Quote: Tanks -
Combat speed - Vehicles moving up to 6'' considered as Combat Speed - 1 Gun allowed to shoot
Cruising Speed - Vehicles move up to 12'' considered as Cruising Speed - No gun Allowed.
Flat Out Speed - Vehicles move up to 18'' (Given to Fast Vehicles - no 24'' movement)
Fast Vehicles -
Can shoot all at Combat Speed
Can shoot 1 at Cruising Speed
Can shoot nothing at Flat Out Speed Skimmers -
Vehicle Ignores Terrain
Vehicle must move at Cruising Speed or Flat Out to get OBSCURED bonus Obscured - If tank is obscured it gets a 4+ sv to ignore Glance or Penetration results. Walkers- Can shoot one gun at Combat Speed
Defensive Weapons - Str 4 or under
Pintle & Turret Mounted Weapons get 360 Degress LoS
Sponson = 180 Degrees LoS
Hull = 45 Degrees LoS
AP1 - Adds +1 to Damage table results
AP 0 - Subtracts -1 to Damabe Table results
Single Universal Vehicle Damage Table -
1 or less : Crew Shaken
2 : Crew Stunned
3 : DAMAGED -Weapon Destroyed
4 : DAMAGED - Immobilized
5 : DESTROYED - Vehicle
6 : DESTROYED - Vehicle Explodes (d6'' Str 3 AP - explosion)
Glancing = - 2
AP - = -1
AP 1 - = + 1
Opened Top + 1 Affects on Passengers -
Passengers on a Vehicle Shaken ed - Crew no Affected Passengers on a Vehicle Stunned - Can not Disembark Passengers on a Vehicle Damaged 4 - No Effect
Passengers on a Vehicle Destroyed 5 - Disembarks Vehicle + Pinning test Passengers on a Vehicle Destroyed 6 - Disembarks Vehicles + Suffers Str 4 AP - Hit + Pinning test Assault Against Vehicles - If vehicles move in this speed then ->
Stationary - Auto Hit
Combat Speed - 4+
Cruising Speed - 6+ Ramming - Tank move like tank shock - Tanks must move full distance always.
Inflicts Str. hit to vehicles
The Vehicle RAmming will inflict the STR. hit based on these bonuses~
The RAmming Vehicle will alsow SUFFER, the same hit back.
Each point of armor over 10 - +1 Strength each
EAch Full 3'' moved by ramming vehicle - +1 Strength each
Tank - + 1 For example: a Land Raider is ramming an enemy
Chimera, hitting it in the side. The Land Raider has a
frontal armour of 14 (4 points over 10, for a total of
+4), has moved 10” before reaching the Chimera (for
an extra +3) and is a Tank (+1). The Chimera suffers a
Strength 8 hit against its side armour. At the same time
the Land Raider suffers a Strength 4 hit against its
frontal armour (+0 for the Chimera’s side armour of 10,
+3 for the Land Raider’s own speed and +1 because
the Chimera is a Tank). | Quote: Snipers provide Rending + Pinning Rending - Roll to hit the same, on a wounding '6' it is AP 2
Against vehicles = If penetration is a roll of 6 - further D3 penetration is given.
This is exactly the same in CC and Shooting. Poison Weapons - Wounds on 4+, gets re-roll if failed. Gets Hot Rule - Only gets hot on a 1, even if rapid fire. Pinning - A Unit PINNED gets +1 cover. If the unit is not in cover they get 6+ cover save.
| Quote:
RUN! - New Infantry Rules
In their Shooting phase units may choose not to fire and run instead, immediately moving D6” inches
(a rather popular choice for units that do not have ranged weaponry!).
Running movement is not affected by difficult terrain – it is always a flat D6” (but models running
through dangerous terrain must test as normal).
Units that run cannot assault in the following Assault phase.
| Quote:
Scoring units
Normally a campaigning army employs the squads
making up the bulk of its fighting force to dig in
and consolidate any territorial gains, while the
most specialised units forge ahead to engage the
enemy with lightning-fast assaults and massive
armoured trusts.
The concept of scoring units is central to two of
the Standard Missions, which are won or lost by
capturing and holding more objectives than the
enemy, and only scoring units may do that.
An army’s scoring units are all the units that come
from its Troops allowance. There are only three
exceptions when a unit of Troops does not count
as scoring:
• if it is falling back at the end of the game
• if it is a vehicle
• if it has a special rule specifying it never counts
as scoring.
STANDARD MISSIONS CHART
D6 Roll Mission
1-2 Recon
3-4 Take and Hold
5-6 Total Annihilation
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Last edited by Ikarus; 01-21-2008 at 07:45 PM.
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