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- -Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
- Defilers each have 4 Hull Points apiece. Necrons have the ability to
- strip hull points for each roll of a 6 to penetrate/glance vehicles,
- making rapid-firing gauss weaponry very powerful at removing armour.
- - Speaking of rapid fire, you can indeed move and fire once up to the
- full range of the weapon (it is explicitly stated that Fire Warriors
- can fire their weapons up to 30" away), no confirmation on the 3x fire
- for Relentless at half range though.
- - Assault moves are indeed 2d6", but added together. Units equipped
- with jump packs can re-roll the dice to see how far they charge.
- - The Rage USR gives you +2 attacks on the charge
- - All flying monstrous creatures have the ability to fly 24", doing
- something called a "Vector Strike", which is a certain amount of
- automatic hits to a unit they fly over, at the base strength of the
- creature.
- - Monstrous creatures' attacks are explicitly AP 2
- - Every army must select a "Warlord" or single general to lead the
- army, this leader gets an ability. They can choose between three
- different types of abilities, "Personal", "Inspirational" or
- "Strategic". They then roll on one of those charts to see what ability
- it is. The two examples given were a Grand Master giving all
- friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
- being a scoring unit (Personal, the ability itself was called
- "Immovable Object")
- - Flyers are a specific type of unit, and it is somewhat unclear as to
- the rules for shooting at them. Either all units require a 6 to hit
- them (unless they have a special rule called Skyfire), or this is
- still the case but only if those flyers move flat-out. Monstrous
- creatures with the ability to Fly also get this "6-to-hit" rule.
- - You have the ability to buy different terrain (it even has its own
- slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
- (which has the aforementioned Skyfire USR). There seem to be quite a
- few options for what terrain you can buy, but naturally most of them
- are typically represented by terrain kits GW sells.
- - Now we're on the topic of the FOC, the rules for allies weren't laid
- out specifically, but it is heavily implied that its not the same as
- in WHFB. They refer to allied units as "Detachments", and there is an
- example of a player with a Chaos Space Marine force having some
- detachments of Chaos Daemons in his army. Basically, I was given the
- impression that it is far more common (and frequent) for a detachment
- from another 40k army to join a larger one, than it is for a Fantasy
- army to have Allies. Think more along the lines of the Storm of Magic
- rules for using TK, VC, or Daemons.
- - Here's a biggie: Units -can- go on Overwatch, giving them the
- ability to fire upon an enemy unit which charges them, but at BS 1.
- Eldar (and any other army with access to the Clairvoyance psychic
- power set) can use a psychic power to give a unit the ability to fire
- at their usual BS.
- - Monstrous Creatures have access to a special "Smash" attack,
- allowing them to halve their attacks, but double their strength. It
- mentions that this gives them the ability to destroy tanks more
- easily.
- - It's somewhat hinted that AP will have some kind of affect against
- vehicles. This is because part of the Munitorum dice set includes
- vehicle damage dice. It specifies that some of the dice are "AP 1, AP
- 2, and AP 3 Damage dice", or something to that effect.
- - 4 Disciplines of Psychic powers, basically what we were thinking in
- terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
- back of the WD detailing which (if any) psychic disciplines a
- particular army gains access to. It's interesting to see that a large
- amount of armies don't have access to any at all.
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