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  1. -Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
  2. Defilers each have 4 Hull Points apiece. Necrons have the ability to
  3. strip hull points for each roll of a 6 to penetrate/glance vehicles,
  4. making rapid-firing gauss weaponry very powerful at removing armour.
  5.  
  6. - Speaking of rapid fire, you can indeed move and fire once up to the
  7. full range of the weapon (it is explicitly stated that Fire Warriors
  8. can fire their weapons up to 30" away), no confirmation on the 3x fire
  9. for Relentless at half range though.
  10.  
  11. - Assault moves are indeed 2d6", but added together. Units equipped
  12. with jump packs can re-roll the dice to see how far they charge.
  13.  
  14. - The Rage USR gives you +2 attacks on the charge
  15.  
  16. - All flying monstrous creatures have the ability to fly 24", doing
  17. something called a "Vector Strike", which is a certain amount of
  18. automatic hits to a unit they fly over, at the base strength of the
  19. creature.
  20.  
  21. - Monstrous creatures' attacks are explicitly AP 2
  22.  
  23. - Every army must select a "Warlord" or single general to lead the
  24. army, this leader gets an ability. They can choose between three
  25. different types of abilities, "Personal", "Inspirational" or
  26. "Strategic". They then roll on one of those charts to see what ability
  27. it is. The two examples given were a Grand Master giving all
  28. friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
  29. being a scoring unit (Personal, the ability itself was called
  30. "Immovable Object")
  31.  
  32. - Flyers are a specific type of unit, and it is somewhat unclear as to
  33. the rules for shooting at them. Either all units require a 6 to hit
  34. them (unless they have a special rule called Skyfire), or this is
  35. still the case but only if those flyers move flat-out. Monstrous
  36. creatures with the ability to Fly also get this "6-to-hit" rule.
  37.  
  38. - You have the ability to buy different terrain (it even has its own
  39. slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
  40. (which has the aforementioned Skyfire USR). There seem to be quite a
  41. few options for what terrain you can buy, but naturally most of them
  42. are typically represented by terrain kits GW sells.
  43.  
  44. - Now we're on the topic of the FOC, the rules for allies weren't laid
  45. out specifically, but it is heavily implied that its not the same as
  46. in WHFB. They refer to allied units as "Detachments", and there is an
  47. example of a player with a Chaos Space Marine force having some
  48. detachments of Chaos Daemons in his army. Basically, I was given the
  49. impression that it is far more common (and frequent) for a detachment
  50. from another 40k army to join a larger one, than it is for a Fantasy
  51. army to have Allies. Think more along the lines of the Storm of Magic
  52. rules for using TK, VC, or Daemons.
  53.  
  54. - Here's a biggie: Units -can- go on Overwatch, giving them the
  55. ability to fire upon an enemy unit which charges them, but at BS 1.
  56. Eldar (and any other army with access to the Clairvoyance psychic
  57. power set) can use a psychic power to give a unit the ability to fire
  58. at their usual BS.
  59.  
  60. - Monstrous Creatures have access to a special "Smash" attack,
  61. allowing them to halve their attacks, but double their strength. It
  62. mentions that this gives them the ability to destroy tanks more
  63. easily.
  64.  
  65. - It's somewhat hinted that AP will have some kind of affect against
  66. vehicles. This is because part of the Munitorum dice set includes
  67. vehicle damage dice. It specifies that some of the dice are "AP 1, AP
  68. 2, and AP 3 Damage dice", or something to that effect.
  69.  
  70. - 4 Disciplines of Psychic powers, basically what we were thinking in
  71. terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
  72. back of the WD detailing which (if any) psychic disciplines a
  73. particular army gains access to. It's interesting to see that a large
  74. amount of armies don't have access to any at all.
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