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40k 10th leaks

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  1. Stuff
  2. [scaramouche] Can I see pictures of the lion?
  3. [scaramouche] or at least the terrain?
  4. can’t do that. but terrain can be demolished now. so I need a collapsed version
  5. [scaramouche] that sound cool. whats also new
  6. everything is different, but it is still unmistakably 40k, no IGO-UGO, no double turns,
  7. lots of familiar concepts but with a different, very streamlined, very visual spin.
  8. everything is centered on the unit profile. almost nothing remains untouched. old
  9. codexes are scrapped, armies start with fresh rules in warhosts booklet
  10. [scaramouche] wow. and when does the rule book come out?
  11. don’t know this :(. We have a digital version. but can’t say anything how or if it will be
  12. sold
  13. Roll mechanic
  14. Almost everything works on D6 rolls without rerolls and modifiers. but rolls can crit
  15. and fail critically.
  16. [scaramouche] so no more fate die? isnt i t a bit bland
  17. though crit failure is a bad explanation. ‘half hit’ would be better. it is called glancing
  18. Yes and no. there are rules for rerolls and +-1 modifiers, but they seem to be used
  19. sparingly. I have only seen the Warhost rules and the Space Marines + Blood Angels
  20. and Tyranids rules.
  21. There is a completely new mechanic to modify dice, that is used now everywhere. a
  22. player can have advantage on a roll, making a roll of 6 critical. if you have another
  23. advantage, 5 and 6 are critical. if you have disadvantage on the roll, a 6 is a glancing
  24. score
  25. [scaramouche] sounds like dandD
  26. [scaramouche] that sound cool. so 1 is critical failure, blowing your own heads off
  27. yes, the names are very D&Desque, but there are no rerolls
  28. no, not on a 1, also on 6. the highest roll first. a 1 is just a regular miss. glancing
  29. scores are better than a miss, because they can be converted into a success.
  30. Advantages and disadvantages are subtracted from another, so it can’t be both
  31. glancing and critical at the same time. What crits and glancings do can vary by the
  32. circumstances, but a critical roll counts at least as an additional success. a glancing
  33. roll is a miss, but you can combine it with another glancing score to make a single
  34. success.
  35. [scaramouche] cool
  36. additional effects can be triggered by criticals. but is not easy to get criticals.
  37. generally it is easier to disadvantage a roll than to advantage it
  38. [scaramouche] sounds very mathy
  39. no, it is easy. imagine you roll 6 hit rolls on 3+, you have advantage 1 and
  40. disadvantage 3, so overall disadvantage is two. you roll a 1,2,3,4,5,6 -> 1,2 miss, 3,4
  41. hit, 5 glancing hit, you put it aside. 6 is another glancing hit. you use the 5 to make it a
  42. hit. so 3 hits.if you hadn’t rolled the 5 before, the 6 would be another miss
  43. [scaramouche] so i can use tracer gun to save failures and use em to hit with the main turrrt
  44. works only for attacks with the same weapon profile
  45. [scaramouche] so how dos hitting and wounding work without modificers?
  46. ok, will explain this. give me a sec
  47. Attack sequence
  48. Attack sequence resolves much faster. Batch rolling is mandatory and sequence
  49. consists of only two rolls: hit and save (and possibly a third invulnerable (ward/FnP)
  50. save)
  51. hit roll needed is given in the weapon profile. You don’t have to work out the modified
  52. roll. it is (almost) always the value straight from the profile. However, you have to see
  53. if the roll is disadvantaged before rolling.
  54. this is where the complication starts
  55. Weapons have a different profile. there is no AP anymore, they have hit and
  56. penetration traits. complete new concept
  57. [scaramouche] wow
  58. you have a fixed hit score and roll as many dice as you have attacks. the score is
  59. disadvantaged for every evade trait the opponent has. it is in his profile. you can
  60. negate these traits by hit traits in the weapon profile. unnegated evade traits give you
  61. a disadvantage on the roll. worst thing that can happen is that all rolls count as
  62. glancing, so you need two glancings to score a single hit
  63. two glancings to make one success. if you have only one, you are out of luck. a crit
  64. makes two successes
  65. [scaramouche] oh, so you have to batch roll. and do a lot of calculating
  66. after you have the number of hits, you work out how many damage these hits make.
  67. this is done before the saves
  68. the opponent uses his fixed save score for every point of damage. you can
  69. disadvantage the save roll in the same way as the hit roll, only that it benefits the
  70. attacker in this case.
  71. you can disadvantage the save roll with the penetration traits of the weapon. the
  72. opponent can negate these traits with his armor traits.
  73. [scaramouche] so if i only glance, i get a lighter damage table?
  74. again, you need two glancing saves to negate one point of damage. but a critical save
  75. saves two points of damage at once
  76. [scaramouche] ok, nervermind.
  77. the resulting damage is distributed to the unit. damage spills over, but especially
  78. most melee infantry weapons have a special rule that caps the damage at the target
  79. wound characteristic. thunder hammers, though, can use their flat d2 to plow through
  80. hordes
  81. [scaramouche] damage before safe, thats new.
  82. invulnerable saves come after saves. they are never modified.
  83. [scaramouche] they dont replace saves?
  84. yes
  85. [scaramouche] and no more wounding
  86. number of attacks -> hit roll -> damage -> save -> invulnerable. so yes, damage before
  87. save
  88. [scaramouche] but what if i roll only one damage with a strong weapon, does it get negated?
  89. there is no random damage anymore
  90. [scaramouche] and mortals are gone?
  91. [scaramouche] soubd like a lot of staff to remember
  92. MW are still there and are the only source to circumvent the save completely- best
  93. you can do with the normal attack sequence is to make the armor half as effective
  94. Symbols are used for the traits and symbols make it clear which rule trait counters
  95. which. but they also have names and you need them very much, because you will
  96. communicate with your opponent about this a lot. half of the attack sequence is
  97. talking about your abilities now. the rolling is way faster
  98. [scaramouche] so i have to compare the symbols every time i shoot. sounds like a lot of
  99. book keeping. will tak me agrs to keep this straihgt. or can i simply count the number of
  100. traits. if i have more hit triats, the rolls gets easier?
  101. [scaramouche] right?
  102. [scaramouche] you still their?
  103. No, for every evade trait that is not countered by a hit trait, the roll gets disadvantaged
  104. by one. These symbols have names in the rulebook, but the profiles only have the
  105. symbols. Traits can have tiers, and need a corresponding number of tiers to be
  106. countered. Takes some time to remember all the common weapon profiles.
  107. [scaramouche] ok, this sounds lees wild. prob still have to learn lot of new profiles.
  108. [scaramouche] but once that done, i am good ot go
  109. No. Even harder. Weapon profiles are not uniform. The bolter of a company captain
  110. has more traits besides the better hit value than a henchman bolter.
  111. [scaramouche] how many traits are there? have to learn for save too
  112. 1. I have to look, but 4-5 each I think and two generic ones
  113. 2. Saves work similarly. Defender rolls. Attacker can use traits to disadvantage the
  114. roll, and defender uses traits to negate this. No more AP
  115. [scaramouche] so rolls go only worse, right? but how can i crit?
  116. there are a couple of rules that grant outright advantages and disadvantages beside
  117. this trait system. the trait system only ever disadvantages to roll. to get critical hits
  118. you need a source to give an outright advantage
  119. [scaramouche] you said that invunls are a third save.
  120. [scaramouche] do i roll saves before ilnvunearbles?
  121. yes, invulnerable saves are like feel no pain in addition to the save. they confer the
  122. shielded trait, though. this is the only counter to plasma weapons, but the save is only
  123. 6+ or 5+. only primarchs have a 4+. shadowfield is the only 3+, but it is shit now
  124. [scaramouche] can you tell me, when the lion is released. Is he in this index, so released
  125. before the edition?
  126. [scaramouche] if the damage is fixes, how do blast weapons work?
  127. yes, before
  128. blast is: crit hit: full damage, normal hit: damage capped at the number of target
  129. models, glancing hit: single damage. and blast can destroy terrain
  130. [scaramouche] still twice damage?
  131. yes, in addition to normal crit rules, so twice the full damage. blast crits are scary and
  132. can literally flatten ruins
  133. [scaramouche] I start to get it. crit failure = half damage, crit = double damage. sounds like a
  134. + 0,5 modifir. thats nice. but also very complicated and bad
  135. Bad, but not that bad. You are not used to it, but you get the hang of it after one or two
  136. games. Greatest problem is to connect the symbols with the names.
  137. [scaramouche] yeah, and all interact
  138. just symbol vs negating symbol, both are visually connected
  139. [scaramouche] would be easier to understand with a image of profile
  140. no, won’t show you. but penetration has a narrow flaming arrow symbol. the armored
  141. trait, that negates it, has a shield in front of the same arrow.
  142. there are once again rules for batch rolling: same weapon profile from same unit to
  143. same target (splitting is still possible) are rolled together
  144. [scaramouche] but the roll one a t a tme was clear with complicated units. why change that
  145. because the damage spills over, you don’t have to roll one at a time
  146. [scaramouche] except for meele weapons
  147. even with these weapons, it spills over. if you hit a marine unit, where one is
  148. wounded, a good melee weapon would still make 2 damage, so potentially killing one
  149. marine and wounding another one with a single blow.
  150. [scaramouche] but you described that the thunder hammer was exeptional
  151. the difference is, that a thunder hammer does this to a one wound unit, too
  152. [scaramouche] and anti-tank weapons like lascannons have the same limit as melee
  153. weapons
  154. no, lascannons do spill over
  155. When rolling 3D6 or similar, for example a single 6 is sufficient to make the roll
  156. critical. But there aren't such rolls outside some specific psychic powers and
  157. invocations and charges
  158. [scaramouche] ok, thanks. but i have to ugrip the basics first
  159. [scaramouche] so, isnt it risky that you tell me all of this?
  160. [scaramouche] i mean, i keep my mouth shut. but still
  161. Nah, that’s not my first rodeo.
  162. [scaramouche] but the list you gave me yesterday. was this m
  163. [scaramouche] ore risky?
  164. And I don’t show you pictures for this reason. This makes the suits really angry.
  165. [scaramouche] so you will take the time and answer all rules questions, but no pictures?
  166. And not only the suits, the devs too.
  167. Which list?
  168. [scaramouche] this list: [19:44, 12/02/2023] John Herting: Launch box, Introduction
  169. campaign, Grand Tournament pack, Space Marines, Tyranids, Space Marine supplements,
  170. Orks, Demons
  171. That was sarcasm. The list is more risky, since it doesn't come from us. But we like
  172. your terrain and would really like to get an upgrade.
  173. [scaramouche] ^^ I see. Rules are fine. Any new background?
  174. I am not an editor. But we can talk about this, too. But we don’t have much material
  175. about this. Most of the stuff is hearsay from the other guys. And we can deduce some
  176. things from the rules.
  177. [scaramouche] for example?
  178. Before we continue, can we discuss, if you want to do this for half the rate?
  179. [scaramouche] Do you have any details about eldar?
  180.  
  181. no. I don’t know anything about them, just marines, blood angels and generic and
  182. tyranids. but eldar have rules in the warhosts with all the other armies that are waiting
  183. for a codex
  184. [scaramouche] half is a bit much. still have to work. 4€ per hour is ok for me
  185. And how many hours does this take? We want only one version where the top is
  186. damaged and one separate with nothing more than concrete rubble.
  187. [scaramouche] we can do this as last time. I make one piece and if you dont liek it, I will sell
  188. it once I get going. If you like it, I can tell you how long it took.
  189. But this time, I will do some of the payment upfront by sharing things I am
  190. contractually prohibited from talking about.
  191. [scaramouche] I think I can do the damage in 5 hours and the rubble in 10.
  192. Sure. So that’s 240E for all.
  193. [scaramouche] yes. But the rights are still mine
  194. [scaramouche] what’s with the fluff?
  195. The imperium is split in two. The main imperium wants to give up nihilus and
  196. consolidate what it has. The crusade wants to defend and reconquer as much as they
  197. can and are more pragmatic about xenos alliances to achieve this. They effectively
  198. split from the Imperium. That’s where the Sanguinor and Gilliman and basically all the
  199. ‘good guys’ align.
  200. [scaramouche] and the eldar?
  201. Sorry, wasn’t told anything about them. Didn’t ask either. Slowly dying out, probably.
  202. The Tau have expanded massively and the tyranids are on the rise and in the
  203. spotlight.
  204. [scaramouche] Did you mean the sanguinor or Dante?
  205. The Sanguinor gets empowered during the campaign.
  206. [scaramouche] Arks of oman?
  207. the starter campaign probably. But this is only what I heard. The Sanguinor is a beast
  208. now, so that fits.
  209. [scaramouche] So you can’t use the Roboute in an Imperium force?
  210. no, it is only background. there is no rule in our material that suggests that. the
  211. Indomitus crusade is its own thing now. Still tied to to the Imperium, but at odds with
  212. the lords
  213. I asked Brian. We can afford 200 Euros.
  214. Rulewise faction composition hasn’t changed.
  215. [scaramouche] when is the edition set? is there a time jump?
  216. Don’t know, probably not.
  217. [scaramouche] What about Farsight? Is the origin of his blade revealed?
  218. 1. He will steal experimental tech from the Tau core world and uses it to expand to
  219. several locations in the galaxy. His rebels are instead on frontier duty instead of
  220. Shadowsun. 2. I don’t know.
  221. [scaramouche] Do we get Dark Mechanicum?
  222. No dedicated army list for them in the warhosts booklet, but Vashtorr will succeed
  223. and ascend and claim the fifth arrow of the chaos star, alas a minor one.
  224. [scaramouche] So the Arks of Omen is a Chaos win?
  225. Don’t know the details. Haven’t seen the books. But I hear that at the start of the new
  226. edition the Imperium is forced to abandon the nihilus part. And rivalry over the last
  227. three spikes of the star are a theme for Chaos
  228. [scaramouche] Is this from Arks of Omen?
  229. I think so, but don’t know. This is from people I talk to who know such stuff. Can ask
  230. next time if we get the terrain.
  231. [scaramouche] And Tyranids are the new big bad?
  232. Yes, they are in the new starter.
  233. [scaramouche] What’s in the starter?
  234. Sorry, I won’t talk about that, besides that it is Indomitus vs Tyranids. And I heard that
  235. there is a starter campaign that pushes the story.
  236. [scaramouche] So you do not know?
  237. I do know. But from someone I don’t want to compromise.
  238. [scaramouche] So there are background developments surrounding the Blood Angels?
  239. I think so, but don’t know. This is from people I talk to who know such stuff. Can ask
  240. next time if we get the terrain.
  241. [scaramouche] Does the Necron story progress?
  242. Don’t know.
  243. Told you that I don’t know that much about the background. But we can talk rules if
  244. you want.
  245. [scaramouche] that would be great
  246. I have some time left and can walk you through some more stuff.
  247. Datasheets
  248. Profile is different. First you must make the distinction between battle profile and
  249. roster datasheet. In the roster datasheet there are all the options of the unit. you use
  250. this when you write your army list. the battle profile is a condensed version with only
  251. the options taken showing and some other layout changes. This is what you bring to
  252. the game. Can speak about this later. Regarding the battle profile: it is nicer now. and
  253. it has all the information you need to know about the unit. if it is not in the profile, it
  254. does not exist
  255. [scaramouche] Nice
  256. after the stat block and a paragraph for the general rules are separate boxes for all the
  257. phases. there are all the special rules, keywords and weapon profiles for the
  258. respective phase and the open enhancement slots too.
  259. [scaramouche] so we get pictograms like Warcry?
  260. no, headers have still words, but abbreviations are gone. layout is more aesthetic
  261. than the old spreadsheet style
  262. [scaramouche] Nice
  263. Yes, in the battle profile. The mission pack determines how the composition works,
  264. ranging from the no-soup ‘every unit has to have the same faction’ to the more liberal
  265. ‘every unit has to have the same general keyword’ in open games. have to take a
  266. break. can explain this later. there are different detachments that allow you different
  267. things
  268. [scaramouche] Nice
  269. there are 0 accurate rule leaks out there. rumours regarding arks of omen are correct,
  270. rumours regarding starter box contents are laughable, but Blood Angels vs Tyranids
  271. is correct
  272. [scaramouche] So no Lion?
  273. The lion has rules. I already told you. But the rule leaks are fabrications and
  274. guesswork. The stuff about Arks of Omen is correct. Pictures are doing the round for
  275. some time now.
  276. [scaramouche] ah, yes. I am stupid
  277. [scaramouche] Can I get the pictures since they are not from youwhen they are already old
  278. news in your circles?
  279. Maybe later.
  280. As I’ve said, I have to go for now. The Vigil of Blood waits for me
  281. [scaramouche] still on methuselah hunt?
  282. Yes. Cya
  283. [scaramouche] Ok, bye
  284. Hey, do you have time?
  285. [scaramouche] Sure. I am ready.
  286. Great. I have a little bit more time.
  287. [scaramouche] Oh. So let the floodgates open!
  288. Can do that. Shoot me a question.
  289. [scaramouche] I don’t know where to begin
  290. [scaramouche] Space Marines
  291. What?
  292. [scaramouche] this was the first thing that came ot mind. So what does Know No Fear do?
  293. That’s too specific. Have to start with morale. There are changes
  294. MoraleEvery unit has a morale phase special rule: first comes a threshold, when it is
  295. triggered. x models lost in a single turn, and then what happens when the morale roll
  296. fails. there are some recurring rules: indomitable (nothing happens except things that
  297. are triggered on a failed morale check), shaken (can’t get advantages), attrition,
  298. broken (unit destroyed) or something bespoke like ATSKNF
  299. [scaramouche] And what does it do?
  300. disadvantage on hit
  301. [scaramouche] So the same as shaken?
  302. no, it is way better than shaken
  303. [scaramouche] so multiple units have this shaken rule?
  304. yes, shaken is a special rules keyword. but the actual rules text is printed in every
  305. profile, too. exceptions are only very general special rules. but you can find these on
  306. the army roster, which is now generated by the app and has all the common rules that
  307. are only abbreviated on the battle profiles
  308. [scaramouche] so USR are back?
  309. no, that’s not a usr. but lot’s of special rules are prefaced with a keyword in bold, for
  310. example: FLAMER: number of shots capped at the target unit size. every flamer type
  311. weapon has this. but some weapons have the same worded special rule, but not the
  312. flamer keyword, d-scythes for example
  313. [scaramouche] in additon to hitting everytime
  314. flamers don’t hit automatically, but have hit 1+, this comes close
  315. so the whole ruletext is still in the profile. But recurring rules have the same name.
  316. probably to make it easier for veterans to see what a special rule does.
  317. [scaramouche] this means, the battle scribe roster get even longer than before?
  318. only a summary of the units is given on the army roster. the details are on the battle
  319. profiles
  320. [scaramouche] these battle profiles are like the AoS unit cards? you have one for every
  321. datasheet?
  322. if you have three intercessor squads, you have three battle profiles
  323. [scaramouche] why do I have to have different cards for the same unit?
  324. Stratagems etc
  325. it’s not just the loadout and psychic powers that differ from unit to unit. you can give
  326. units mission imperatives (secondary missions), stratagems, sometimes upgrades
  327. and relics
  328. [scaramouche] I am sure thatall my pathfinders are exactly the same
  329. [scaramouche] wait, are stratagems and missions loaduot?
  330. of course you still have units, especially if you play a hard boiled list with lots of
  331. spam, that are identical twins, but units can only get a certain amount of buffs and
  332. you can keep track of this on the battle profile. so even in this case there is a (flimsy)
  333. reason for different battle profile cards next to the table. but personally we keep track
  334. of buffs next to the unit. it is easier this way
  335. [scaramouche] so no more Fire and Fade at will?
  336. stratagems are mainly unit upgrades now, but there are generic stratagems available
  337. to more units
  338. [scaramouche] so the startagem crunch is real
  339. no. there are even more stratagems to pick from than before if you play crusade,
  340. which you will do even in pick up games, but you have to buy them for individual
  341. units before the game. and only these units can use them. on a plus side, many
  342. stratagems cost no CP
  343. [scaramouche] they re just regular powers then
  344. you can only use a stratagem once. the buff limit and the stratagems really reward a
  345. diverse army. deathstars are still possible, but buff stacking is a thing of the past
  346. [scaramouche] and the nonunit strtagems?
  347. the generic ones are mostly taken from the last edition, but with vastly different rules.
  348. overwatch lets you retard part of your activation into the enemy turn. there is no
  349. re-roll stratagem anymore
  350. you pay for the option to have a stratagem available with pregame points and a
  351. second time with command points during the game when you want to use it
  352. [scaramouche] how many points do we get?
  353. you only get 2-4 command points per round
  354. [scaramouche] that’s not that different than now
  355.  
  356. there is a third kind of stratagem: every army has a single one that is available for free
  357. for most units. signature stuff like fire and fade, transhuman, etc
  358. [scaramouche] so i have to remember the standard + 1 opponent stratagem and all they
  359. have written down
  360. indeed. during the game, there are no gotcha moments. your opponent can look at
  361. your battle profiles and see exactly which superpowers your units have
  362. [scaramouche] cool
  363. some of the faction-wide stratagems work only with certain units. so only these units
  364. get the stratagem on their battle profile. working out which one gets it and which one
  365. does not is worked out before the game, aka automatically by the app. during the
  366. game you look simply into the battle profile. if the rule is there you can use it (the
  367. actual rule is written in full on the army roster)
  368. Secondary missions
  369. [scaramouche] hope that works AS GOOD AS BATTLESCRIBE
  370. [scaramouche] ups
  371. [scaramouche] and mission?
  372. mission imperatives are what secondary were before. the primary objective structure
  373. stays more or less the same, but there are no secondaries anymore. instead units can
  374. get quests, mission imperatives. be wholly inside the enemy deployment zone in your
  375. command phase, etc. you can give these missions to your units. these missions cost
  376. RP, too and you want to buy at least 5, but possibly more for redundancy. you can
  377. only score one imperative per turn and no imperative twice. if you score, you get an
  378. additional command point and victory points
  379. [scaramouche] what are RP?
  380. rp is the pre game currency.
  381. [scaramouche] points
  382. you have points and rp
  383. [scaramouche] rp is the thing you use in Crusadeto build your dominion
  384. , isn’t it.
  385. not just in crusade, in nihilus encounter, too
  386. [scaramouche] but what does the extra command point bring, when i get it at the end of the
  387. round?
  388. the command phase is not necessarily at the start of your turn. you activate units and
  389. then you can resolve the phases in any order you like. so the command phase can be
  390. after the movement phase. but if your unit has active buff that it wants right at the
  391. start of its activation, there is a dilemma
  392. [scaramouche] woah, that is a big change
  393. this system is quite neat
  394. [scaramouche] you have to talk about that later. thats awesome. but with the points. you
  395. have two currencies now?
  396. Enhancement slots
  397. relics and warlord traits cost real points, as do upgrades
  398. rp are for stratagems, imperatives, loadout upgrades and campaign stuff. sometimes
  399. you can unlock a deployment style with it, too
  400. [scaramouche] meh, would be better when everything worked with points, why two?
  401. unit loadout is free, but for some units, the better loadout options cannot be picked
  402. unless the unit was upgraded with a rp first
  403. [scaramouche] thats even more crazy. why not do it with one currency?
  404. there are additional rules like chapter tactics, army wide rules, rules that benefit some
  405. units if you have picked a certain character, etc. all these rules are part of the battle
  406. profile, so usually only in an abbreviated version for very common stuff.
  407. [scaramouche] stop, i havnt understand all with the points
  408. sorry :D
  409. [scaramouche] no, go on. we can talk later about points
  410. there is a limit to these unit upgrades. every unit has a certain amount of buff slots
  411. per phase, enhancement slots in 10th’s lingo. some pregame buffs take a slot, most of
  412. the army wide rules do not, and these slots are not available during the game. if a unit
  413. gets several buffs during the game, it has to decide which one it uses
  414. [scaramouche] even more new stuff
  415. tanks and other heavy units have usually very few enhancement slots. most units
  416. have 1-2 slots and troop units have more
  417. [scaramouche] Crushy will love this
  418. unit have a varying number of enhancement slots per phase. they cannot benefit from
  419. more buffs than they have slots. some slots are filled during army creation, so the
  420. battle profile lists only the available ones. pregame buffs cannot be ovewritten
  421. [scaramouche] that sound like a lot of work to configure a unit and write it all down
  422. App
  423. army composition is more complicated than before. there are many more options, but
  424. once it is condensed into the battle profiles, it is easier than before. you can play a
  425. game in 90 minutes even with large armies without problem
  426. [scaramouche] thats great. but hard to believe with all the new systems going on. sound like
  427. you absolutely need digital helpers
  428. there is a blank datasheet in the rules for copying or you use the app for this. that’s
  429. what we were told to do. the app is not finished, but already way more polished than
  430. the 9th edition app. no one will do this by hand. this is more work than creating a d&d
  431. character. with the app, it is only one click and you have your army roster and battle
  432. profiles. and besides the rules, this is everything you need to play your army. no need
  433. for your codex. and no need to know your opponent’s army. just look at his battle
  434. profiles
  435. [scaramouche] ok. putting it thai way, it sounds cool. so the official battle roster is like the
  436. battlescribe roster now
  437. yes, pretty much. it includes commonly used army rules that are too common to
  438. reprint the text on every battle profile, i.e. battle focus, and are only referenced by
  439. name. but most of the army roster is just a cheat sheet for other general rules: names
  440. of the armor traits, how many dice for initiative, which unit size razes which obstacle,
  441. what does cover and how many damage can it take, etc
  442. [scaramouche] army roster + sheat cheat
  443. [scaramouche] wait, inititive is back?
  444. i am sure you are delighted to hear, that battle focus is very powerful. it lets a number
  445. of units overwatch without skipping their activation.
  446. [scaramouche] wow. wow. overwatch like in thte old necromunda rules?
  447. [scaramouche] new battle focus. do we get a codex?
  448. no, from the warhosts lists. the warhosts booklet is not minimum effort work. lots of
  449. rules are reworked. the tyranid and space marine rules are clear precursors of the
  450. codex rules, but with way fewer options.
  451. initiative is a new stat, mainly used in the combat phase
  452. [scaramouche] sounds very different, but cool
  453. yes, army creation is different
  454. [scaramouche] have we Ynnarirules and other subfactions in the booklat?
  455. Subfaction rules
  456. delete everything you know about it from your memory. it is not a useful question to
  457. ask for subfactions. this concept does not exist anymore. units have faction keywords
  458. and the detachment rules define which units you can include. but there is no
  459. ‘ultramarines is called a subfaction’, ‘space marine is called a faction’, etc. all these
  460. keywords are just faction keywords. some units have more, some have only three
  461. [scaramouche] So Realspace Raids except that you replace the subfaction placeholder with
  462. the one of the detachment?
  463. What was formerly known as subfaction keywords still exists, but there are no longer
  464. placeholder keywords.
  465. [scaramouche] don't understand
  466. You pick a detachment that is eligible for the mission pack. That tells you all you need
  467. to know what you can include and what not
  468. [scaramouche] ok. faction keywords are fixed now
  469. Sometimes keywords change, i.e. IG in GSC, but keywords formerly known as
  470. subfactions do not. There is no system: ‘choose your subfaction and change all the
  471. keywords’, etc. Rules simply affect all Coven units or all Kabal units and that's it.
  472. [scaramouche] and marines lose their chtpers?
  473. [scaramouche] would it be easier to give me the document?
  474. Most marine units have the Chapter keyword, special characters and units have
  475. Chapter: Blood Angels keyword instead. And special rules affect Chapter units to
  476. exclude the special characters or 'Chapter and Chapter: Blood Angels' to exclude
  477. Dark Angels from benefiting from a blood angels rule. Other rules simply affect
  478. Astartes keyword to work on all space marines. some instances let you chose only
  479. one ‘Chapter: ‘ keyword, but there is no special term for it
  480. [scaramouche] ok, this is slightly easier than before. But can become messy when there are
  481. lots of cross referenses.
  482. I can only say this judging by the rules I know. Don't know how this is will evolve in
  483. the future, but there are many rules during force composition that affect only certain
  484. keywords, i.e. all kabal units get x, but this is then all baked into the battle profile.
  485. During the game there are way fewer rules that affect only certain keywords. Most of
  486. the stuff works on the same condition except some very niche things
  487. [scaramouche] so pre-game buffs are the new cool thing. And ingame buffs trigger on fewer
  488. things
  489. [scaramouche] core still a thing?
  490. exactly. you take a haemonculus and can use him to upgrade other Coven units
  491. before the game. but during the game his invulnerable bubble affects all Drukhari
  492. models. you still have to take a little bit more care when you have allies
  493. Core is gone, but enhancement slots set different limits
  494. [scaramouche] that are the buff limiters, right? But without subfaction, i can soup like i want
  495. Force building
  496. That's because subfaction rules are bound to the detachment and not the keyword.
  497. Ok, have to explain the detachments first
  498. [scaramouche] yeah, just give me the doc :P
  499. every army needs a detachment that is eligible for the mission. so you choose this
  500. first. The detachment tells you exactly what you can field and which additional rules
  501. apply. for open there are seven detachments in the main rulebook, each for a different
  502. force: one for imperium, one for chaos, one for imperium nihilus, for xenos it
  503. becomes complicated. Each simply tells you which keywords are needed to be fielded
  504. and a few options you can take for your units. there is no generic detachment
  505. anymore. you take a devourer detachment and it allows you to take tyranids, GSC and
  506. astra militarum units
  507. [scaramouche] but you said, that i am free to take anything imperium
  508. this is only for the open missions. in other packs, you don’t have that much freedom
  509. [scaramouche] ways to play. Are rhere others?
  510. the detachments eligible for crusade and nihilus are in the codex/warhosts booklet;
  511. these have more complicated force organisation charts. but they also tell you which
  512. units you can field. Sometimes it is easy: an ork warband detachment can include all
  513. units with the ork keyword. Sometimes it gets messy *cough* Ynnari *cough*. but
  514. they don’t have to define what a detachment is called like in the past. it is right in the
  515. title
  516. [scaramouche] and in matched play, you still use only one faction
  517. nihilus encounter is what matched play was before. matched play is now the header
  518. for all mission packs, except grand tournament. crusade is crusade and open is called
  519. baptism of war, but we still call it ‘open’ because we don’t play it to be honest. these
  520. are the three mission packs that are included in the rulebook
  521. [scaramouche] But this will break the monofactions in drukhari
  522. Some armies have multiple detachments, some don't.
  523. [scaramouche] what for example besides Drukhari?
  524. Space Marines have Crusade fleet, Chapter Battlegroup and Host of Angels and
  525. Veteran Strikeforce in the publications I know
  526. [scaramouche] wow
  527. Crusade fleet and Chapter battlegroup are both in Codex Space Marines and
  528. warhosts. Crusade fleet can take Imperium units and all Astartes units, so you can
  529. mix different chapter special units and characters. Chapter battlegroup can only take
  530. marine units with the Chapter keyword and you can choose a single Chapter:
  531. keyword, Chapter: Space Wolves, Chapter: Black Templars, etc. so you can include
  532. everything generic and special characters/units from one chapter
  533. [scaramouche] and the monofaction detahcment has more buffs because less varietee
  534. Chapter battlegroup confers better rules, yes
  535. [scaramouche] so you choose a chapter detachment and get the chapter traits
  536. [scaramouche] and every detachment has its own chapter stratgems?
  537. No, you don't choose a chapter per se. There are generic doctrines like in the imperial
  538. guard codex. you can play a blood angels support company list if you want
  539. [scaramouche] oh, big change
  540. Stratagems, relics, secondary missions have keywords, too. The detachment tells you
  541. which ones you can use. In the Blood Angels supplement are relics and traits that you
  542. can also use in a generic chapter.
  543.  
  544. [scaramouche] and all these rules are free at the start of the edition?
  545. I still don’t know. But when was the last time GW has given you something for free?
  546. [scaramouche] what are the other marine detachments?
  547. Host of Baal is in the supplement. it is for an army with all Blood Angels successor
  548. chapters combined. for a Blood Angels army you will still use the Chapter battlegroup
  549. detachment from the Space Marine codex. but the supplements give many more
  550. relics, stratagems and other options for the detachment
  551. [scaramouche] but how can this work, if theer is no blood angels detachment in codex blood
  552. angels? Is there a reason gor this weird structure
  553. simply because the detachment allows you to use relics, etc. with the Chapter:
  554. keyword you have chosen for the detachment. But there are no Chapter: Blood
  555. Angels options in the Space Marines Codex, just smurf and smurf fanboys. so it is a
  556. pretty hollow detachment for the angels unless you have the supplement
  557. [scaramouche] but in this detachment i cannot use generic stratagrms and the others
  558. specific stuff
  559. no. in the Chapter battlegroup you can choose units and options with the Chapter or
  560. one of the ‘Chapter: ‘ keywords, in this case Chapter: Blood Angels. but there are no
  561. Chapter: Blood Angels units or enhancements in the codex. very rudimentary
  562. versions of the named characters and units are in the warhost booklet, but the
  563. options and the fleshed out version are in the Blood Angels supplement
  564. [scaramouche] has codex blood angels all the generic firstborn and primaris units?
  565. Supplements have only the additional units and stratagems and other enhancements.
  566. Also some generic ones. no reprints
  567. [scaramouche] but the generic things are only for blood angels, like the mini-thunderhawk?
  568. no. it does not matter in which publication the stratagem or psychic power is
  569. released. if it has the Chapter or Chapter: Blood Angels keyword, you can use it in
  570. your detachment. In both the Codex Tyranids and Codex Space Marines are options
  571. for other armies, that are themed around the codex they are in. there is an ork warlord
  572. trait called Snagrid’s luck in the marine codex, that let’s you wreck a terrain feature,
  573. which is a reference to the fate of the Crimson Hands
  574. [scaramouche] thats fucked up. So an smurf olayer has to buy all the supplements for all the
  575. other chapters, too.
  576. [scaramouche] are there plenty of eldar option, so their codex is probalbie far away?
  577. no, it is pretty randomly distributed. don’t think you can deduce which codex come
  578. first
  579. [scaramouche] sad. But ok. So if the generic detachment has all the blood angels stuff
  580. anyway, what do the ones in the blood angel codex do?
  581. Host of Baal has a slightly different force organisation chart. Most detachments have
  582. a similar structure to arks of omen. but this has additional fast attacks slots for jump
  583. troops from the start
  584. Veteran strike force is released in Codex Blood Angels, but can be used for every
  585. chapter. It is similar to a Chapter battlegroup, but firstborn units only
  586. [scaramouche] and these are toruney legal or like the old formations optional?
  587. Grand Tournament has its own detachments, coming with its seasonal packs
  588. [scaramouche] oh. Can you talk about the blood angels chapter traits?
  589. Blood Angels have no additional chapter rules
  590. [scaramouche] ok, i understand. because marines have guard doctrines. So about GT rules.
  591. Can you soup?
  592. in grand tournament you can pick only from a single faction. Most detachments have
  593. no option for allies, but some have where it makes sense: crusade fleet, realspace
  594. raid and harlequin, Ynnari, GSC and guard, CSM and demons, etc. but it is not
  595. phrased as ‘allies’. the text simply tells you which keywords you can take
  596. [scaramouche] But if my faction is drukhari, can I still use harlies?
  597. you don’t play a certain faction anymore. this is wrong way to think about it. you play
  598. a certain detachment, that happens to consist of unit mainly from a single faction. but
  599. there are sometimes more than one detachment for a single faction. drukhari have 4.
  600. so you are not going to a game and say: I play drukhari. You go there and say: I play a
  601. realspace raid
  602. [scaramouche] i want to hear more about GT. Is it different from the other ways to play
  603. Mission packs
  604. Grand tournament is it’s own thing
  605. [scaramouche] thats already clear
  606. but all the other game modes are grouped under matched play
  607. baptism of war (= open) is a very rudimentary introduction pack with most systems
  608. switched off. crusade is the real deal now with lots of options. the biggest difference
  609. is that you can build an appropriately costed upgraded force from the start. if you
  610. want to join an ongoing campaign or simply want to play with all the toys. i guess that
  611. this will be the new standard mode of play, since most options from the old matched
  612. play are now crusade exclusive. in nihilus encounter, you only get options with the
  613. nihilus keyword and those are not many
  614. [scaramouche] but how can this be fair if you play campaign vs matched?
  615. if you use the campaign system, the point limits of your game rises with your
  616. progress. it destroys some of the cleverness of the old system
  617. [scaramouche] so these new modes. they have to reprint the same thing over and over
  618. again
  619. no, the options are not listed under the mission pack. the options are open for all
  620. mission packs and listed under matched play. then come the three mission packs,
  621. which use the systems in different depths. the mission packs dictate which one you
  622. can use. Open does not use stratagems, secondaries, other psychic powers than
  623. smite, etc. think of it this way: everything is written for crusade, which can be played
  624. as stand alone games now. nihilus is a better balanced version. all the game
  625. mechanics are there, but the options are really limited. Open has most of the
  626. advanced mechanics stripped out to learn the core game
  627. [scaramouche] is boarding action gone?
  628. boarding action is a mission pack in Warhosts, but we haven’t played it. not our
  629. focus. and very rudimentary
  630. [scaramouche] and the ark detahcment
  631. yes, it is still there. detachments have additional limitations if you use them as a
  632. starting army in a crusade campaign
  633. [scaramouche] travelling players is safe, too?
  634. combining detachments is dead. you don’t build your army consisting of different
  635. detachments. you follow the force organisation chart of a single detachment.
  636. [scaramouche] but this is only for matched play?
  637. every mission pack
  638. [scaramouche] bah, dont want that the GT type of players ruin the game for the majority
  639. matched play is now the supercategory for everything that is not grand tournament.
  640. all the advanced rules are part of matched play, especially the campaign rules. but
  641. only certain mission packs use it
  642. [scaramouche] so open, narrative, matched is gone, but the concepts still exists, but with
  643. different names. and gt is now something else. sounds stupid
  644. yeah, weird. but there is only matched play and grand tournament. but matched play
  645. has different mission packs
  646. crusade and open are now matched play packs, so pretty much alive. it is just a
  647. rebranding. in the rulebook are baptism of war, nihilus encounter, crusade mission
  648. packs
  649. [scaramouche] and nihilus is like the old GT packs and gets replaced every 6 month
  650. hmm, haven’t thought about this. maybe nihilus is seasonal and will be replaced in
  651. the future with another mission pack. might be true, but I don’t know.
  652. [scaramouche] ok, but for pick up games, this nihilus is the baseß
  653. again, crusade is the real deal now, vastly expanded with different mission types.
  654. nihilus is only a stripped down version of it without the buildup shenanigans. open
  655. play is even more stripped down. there are no power levels anymore.
  656. Points and ressources
  657. [scaramouche] ok. sounds strange. but i can see them used matched play to convince
  658. players that this is also a balanced game, so that not everyone if flocking to GT. If crusade is
  659. the new narrative but is compatible with nihilus/old matched, how does this work with points
  660. and power levels
  661. everything uses points now. but most squad options cost no points, so it is easier
  662. than before. relics cost points now, though
  663. [scaramouche] wow. power level gone is great.
  664. there are two additional resource systems that are used in some matched play packs:
  665. requisition points, which are pre-game command points now, and command points,
  666. which are generated each turn. requisition points are used in both nihilus and
  667. crusade as pre game currency instead of pre game command points, but most of the
  668. cool stuff is locked to crusade. also stuff you would deem integral to the army flavour
  669. now
  670. [scaramouche] you said, open is still a thing
  671. in open play, you ignore the loadout restrictions that are hidden behind a rp tax. Other
  672. options like secondary missions are not used.
  673. in nihilus encounter you have not enough rp to unlock the best gear for all units if you
  674. use heavily customizable units. But you can use points to buy more rps. as before,
  675. crusade has additional ways to accumulate and spent rps
  676. [scaramouche] so all units use plasma and lascannons now
  677. no, some of the better options have to be unlocked with requisition points
  678. [scaramouche] you mean. i buy a unit for x points, but can only buy the cheap stuff like
  679. grenade launchers. and if i want the good tech, i have to spend a rp
  680. yes, per unit. spend a rp to unlock the option for power fist, lascannon and plasma
  681. gun.
  682. [scaramouche] wow. great.
  683. [scaramouche] and GT is the fourth mode?
  684. [scaramouche] still there?
  685. Grand Tournament
  686. Grand Tournament Pack: completely detached format, way more rigid. no roster
  687. datasheet, only pre customized battle profiles: so no squad size, army wide rule
  688. variation, etc. some units have stratagems, warlord traits, relics, psychic powers and
  689. secondary objectives attached, some don’t. Some units have several grand
  690. tournament profiles for different points with different options. we were told that there
  691. will be a rotation, not every non-codex or old unit gets a profile every season, but
  692. some do. Only customization is weapon loadout, which is freely chosen before each
  693. game. predefined terrain for each mission, drawing from a terrain set, each player is
  694. expected to bring two season sets, four sets make a table. so expect to spend on
  695. terrain what you save in miniature purchases... over and over again
  696. [scaramouche] uh, big change. so gw is making different army lists for GT?
  697. Grand tournament does not have roster datasheets. it is just the battle profiles
  698. [scaramouche] So list building is more like a card game.
  699. instead of a model pictures, there is a schematic with base size, height and width of
  700. the model
  701. [scaramouche] but you can still unlock options with requisition?
  702. no, it has nothing to do with matched play. None of the options are valid in GT. there is
  703. some overlap, but nothing is cross referenced. it is as if someone has picked and
  704. customized the units for you and you can only choose which units you want to field.
  705. [scaramouche] wow. maybe this is the first time, GW can balanec this game. and we
  706. ordinary types can keep all our toys and are no longer forced to accept bairnuckles tourney
  707. play as the default
  708. you can pick the weapons of the tactical squad right before the game. it is a sideboard
  709. of a kind
  710. you don’t have to unlock the options. there are no rp. it either has the option or it is
  711. omitted
  712. [scaramouche] so tourney guy has to bring all the weapon options for his tac squad to be
  713. prepared. or be be really good with mngets. sound like a lot of costs in addition to the other
  714. materials like codixis
  715. you don’t need a codex. all the army rules are in the booklet. there are not that many.
  716. [scaramouche] why is GW doing this? they are splitting the player base in half
  717. [scaramouche] how different are the units from normal 40k
  718. mostly copy and paste from the codex
  719. [scaramouche] but this can lead to some very cross reference problems when the systems
  720. diverge over time
  721. no, you really don’t need the codex. in fact, the codex would be of no help, because
  722. GT is not mentioned there. the GT profiles are not included
  723. [scaramouche] but you still have to buy the codex to get access to the rules?
  724. you buy the GT pack and get the rules for all armies
  725. [scaramouche] how much does this cost?
  726. i don’t know
  727. [scaramouche] have to keep track of two systems is a waste
  728. army construction is pretty easy. even easier than open. don’t know why this isn’t
  729. used as an introductory game
  730. [scaramouche] yea, but twice the work
  731.  
  732. App
  733. The transition from roster generation (vastly complicated) to gameplay (easy
  734. bookkeeping, you just need your battle profiles) is essential for the new system. I like
  735. this. you don’t have to bring anything else to a game than the battle profiles and the
  736. core rules if you are still learning and you are good to go.
  737. [scaramouche] ok, sou ds not bad if you put it this way
  738. it is similar to a roleplaying tabletop game. character generation takes ages, but the
  739. rules at the table are not that complicated once you are done
  740. [scaramouche] except you are playing DSA :D then it is complicated on every level
  741. don’t know this game
  742. [scaramouche] it is a German roleplaying simulation. great world, but terrible rules. lots of
  743. bookkeeepin. dont want to have this in 40k, or any game
  744. most of this is done in the new app
  745. [scaramouche] is the app locked behind Warhammerplus?
  746. don’t know how this works. we don’t get this kind of information and for us this is free
  747. obviously. but we use the app for testing since it is important. had to buy a used
  748. galaxy, since we don’t get an ios version
  749. [scaramouche] so, 40k isnt playable without the app
  750. you can do it all by hand if you want. there are blank battle profile sheets, but who
  751. wants that?
  752. [scaramouche] I know someone who does his army lists with excel
  753. [scaramouche] any other app upgrades?
  754. i really don’t know what is added. we use a stable version for several months now. it
  755. is just an army generator, battle profile viewer and rules encyclopaedia. nothing
  756. different from the old app, but way better in every respect. the core rules are better
  757. searchable and proper cross referenced, but still not exactly on wahapedia level, the
  758. battle profile viewer is the greatest improvement. completely eliminates shifting
  759. through your codex
  760. [scaramouche] ok, so they main advantage is, that it keeps track of both army creation and
  761. in game referencse
  762. army roster and battle profiles are generated automatically.
  763. the roster builder is improved, too, but just quality of life improvements and a better
  764. layout
  765. [scaramouche] is this also fro crusade
  766. the app works now with all mission packs
  767. [scaramouche] and have you pay extra for the mission packs?
  768. everything was unlocked for us. don’t know how this works after release
  769. [scaramouche] ok. can I ask alittle bit about the game now. we talked so much about the
  770. logistics, but lets start with terrain, since you want useful kits
  771. Terrain
  772. terrain is different now. first it can be destroyed. And it can be upgraded. And the
  773. actual rules are super tight, no more keyword soup
  774. [scaramouche] that much was clear
  775. every terrain piece is only defined by its footprint and whether it is light, hard or
  776. fortified and whether it is area, landmark or obstacle. you also need to discuss what
  777. happens when it is destroyed. usually you remove the feature or replace it, but the GT
  778. terrain kits work in a way that you can remove a part and the footprint and rubble
  779. remains. you can also replace the terrain with craters or homemade rubble. but you
  780. have to decide before the game, which rules the replacement terrain used and where
  781. it is placed.
  782. [scaramouche] good for third party terrain makers
  783. [scaramouche] what are landmarks?
  784. it is beneficiary that both pieces have the same footprint. this is the point of this
  785. whole show
  786. [scaramouche] yea, makes it easier. but real customizable terrain, maybe with sockets and
  787. magnets will be hard to make. can you give me pictures of your gaming table with official
  788. terrain?
  789. no, we didn’t get one. but there are pictures. we play with our own terrain and
  790. cardboard footprints. that’s why we want your help
  791. [scaramouche] ok, when there are not so many rules, you have more freedom when you
  792. create something. easier on the gaming table too
  793. yeah, there is nothing more to talk about before the game. most of this is pretty
  794. straight forward. light, hard, fortified is a no brainer. the only roadblock is to
  795. determine what happens with destroyed terrain. you have build two battlefields at
  796. once.
  797. landmarks is all terrain where you can’t place (or can only place few) miniatures on
  798. top.
  799. [scaramouche] is this like 4th edition with very abstract rules?
  800. line of sight stays more or less the same. but the concepts are more clearly put.
  801. [scaramouche] shame, missed opportunity
  802. except that it is worded on a unit basis. able to draw a line from any part of the unit to
  803. every part of the target unit -> it is not obscured. if you cannot draw a line from any
  804. part to any part in the target unit -> hidden. so it is hard to hide a unit. it heavily favors
  805. the attacker, but cover is much stronger, offers both bonuses to hit evasion and save.
  806. but enemy units within 6” ignore cover and there are not benefits for melee
  807. whatsoever
  808. [scaramouche] is the tourney wall abuse still possible?
  809. yes, you can still use terrain in this way. this was not fixed. but it is harder to pull off
  810. since you no longer can walk through walls
  811. [scaramouche] ouch
  812. you only get cover if you are 1) wholly inside area terrain (not necessary to be
  813. obscured), 2) within 3” of an obstacle, landmark or area terrain and obscured. units
  814. directly behind terrain that can hide at least one model from cornering enemies are
  815. pretty safe. it is very uneconomical to shoot at them. but it is hard to hide a unit
  816. completely
  817. [scaramouche] and ruins are still obscuring
  818. there is no rule like that. windows are windows
  819. [scaramouche] oh. back to laser pointers and fiddly yard sticks
  820. all distances are measured flat, a unit can move up up to its allowance in addition to
  821. its horizontal movement, and infinitely down.
  822. [scaramouche] wow. but this allows for some pretty wild movements
  823. a marine can move 6”, climb over a 1” barrier and then climb on a 5” ruin and jump
  824. down 10” on the other end, all in one move. but he can’t climb on a 7” ruin
  825. [scaramouche] but then you measure vertical. you said it is only flat measuring
  826. this is correct. was worded wrongly. you measure both vertically and horizontally and
  827. use the larger value, no diagonal ranges
  828. [scaramouche] sounds easy
  829. models must fit all the way where they move.
  830. only models with the fleet keyword (infantry-like units up to marines, but not
  831. terminators) can ignore this. so infantry effectively ignores most obstacles except
  832. high walls and certain other models, while even minor obstacles are impassable for
  833. other units, since they cannot fit on top of the obstacle and in the air and thus cannot
  834. move across. but they can go right through these barriers and destroy them in the
  835. process
  836. [scaramouche] but than tanks can never go up
  837. wrong. vehicles can use slopes to reach higher ground
  838. [scaramouche] ok, yes. but they cannot climb if i understood coirrect
  839. [scaramouche] but thn tanks can still not move over barricades
  840. every player can bring one obstacle and one large terrain. this can be a free one and
  841. or one bought for points. in every mission there are specified areas where they can be
  842. placed, usually 6” from your deployment zone for the large one and at the edge of
  843. your deployment zone for the obstacle
  844. [scaramouche] you have to bring your own terrain?
  845. in addition to the normal terrain. some missions show vaguely where terrain should
  846. be placed, others are completely open. there is no special terrain required outside GT
  847. [scaramouche] so i can bring a webway gate. but what about necron players who have no
  848. own terrain
  849. you are encouraged to build them as you see fit within the size limitations. there is
  850. even an example for a building that hides a knight. this building can be upgraded and
  851. some armies rely on this in the first turn
  852. [scaramouche] are the boards symmetrical?
  853. not symmetrical, GT is symmetrical
  854. [scaramouche] and in GT, only the official buildings are allowed?
  855. yes, in principle. but you can only choose between buildings that have a GT profile.
  856. and then you have to use the actual kits. but you have to bring half a full terrain kit
  857. anyway, so playing turneys will be expensive anyway
  858. destroying is a thing. depending on the size of the unit you can go through obstacles
  859. and they are removed.
  860. [scaramouche] the ork in me, loves this
  861. light obstacles are destroyed by everything beginning by marines (solid), hard
  862. obstacles are removed by anything as large as a tank (this includes terminators),
  863. fortified obstacles need a super-heavy. areas and landmarks are harder to destroy,
  864. you need a tank to destroy light areas and a super-heavy to destroy hard areas and
  865. fortified areas cannot be destroyed
  866. [scaramouche] wow
  867. you can shoot at cover with blast weapons and weapons with the demolish special
  868. rule. must score a number of wounds in a single turn to make it damaged. damaged
  869. terrain counts as light. if light terrain or damaged terrain gets shot, it is destroyed
  870. [scaramouche] maximum carnage
  871. [scaramouche] what do we do with old terrain
  872. there is a plastic token set. it has crushed walls markers for this purpose.
  873. [scaramouche] oh, is this for GT or normal play?
  874. i don’t know if they are part of the GT set or a separate release. I bet the latter,
  875. because it is also used in matched play
  876. you can damage terrain and than destroy it by smaller units than normally necessary
  877. by moving through it
  878. [scaramouche] what are smaller units? base size < 32mm
  879. [scaramouche] and the new terrain has all this build in
  880. the terrain kits have removable sections to make it damaged and destroyed. at least
  881. the reinforced buildings
  882. [scaramouche] and whats avaialbe for you
  883. there are two sets. similar baroque meets favelas meets imperial tech style but
  884. different buildings. one is from the starter set, one from the GT pack. both have
  885. detachable elements
  886. [scaramouche] did they give you a terrain info sheat?
  887. you can see the starter terrain in the picture section. there is a nice group shot of the
  888. starter box contents. and we know the GT terrain layout
  889. [scaramouche] can you show me?
  890. no
  891. [scaramouche] that would be helpful for my work
  892. [scaramouche] at least the terrain
  893. [scaramouche] so you have a full blown core rule book?
  894. There are the things we should have, this is rules only. And there are the things we
  895. get from Oliver and his wife. These are the pictures and release info stuff. But we are
  896. not supposed to know this. And I can’t share these because it might bring them in
  897. trouble. The only pictures we have officially are icons from the app and terrain layout
  898. schemes.
  899. [scaramouche] Is Susan ok again?
  900.  
  901. [scaramouche] Can you share those? Would really love to see what's in the box.
  902. The secondary infection really got her, but she is better now. The kids are back, too.
  903. [scaramouche] Corona sucks. But good to hear.
  904. Yeah, I had it twice. And Anastasia once. But only mild.
  905. [scaramouche] Blessed by Papa Nurgle
  906. Won’t share the pictures, but I can describe the terrain a little bit more. Just stick to
  907. the old files and modify them.
  908. [scaramouche] ok, i get it. but if i create this from scratch, i will come never close to the
  909. official. this wouldnt be a legal table
  910. you have to discuss before the game what terrain you use for destroyed terrain. if you
  911. have old inflexible terrain you can simply remove it when it is destroyed or say the
  912. destroyed terrain has the same rules as the intact. the former is what you are doing
  913. with obstacles anyway. but you can also use craters for destroyed areas.
  914. [scaramouche] this is like a nesting doll. you damage the damaged terrain and get even
  915. more damaged terrain
  916. destroyed terrain cannot be damaged again, but can still be used for cover and as a
  917. movement blocker. it uses the same rules except that it cannot be destroyed again
  918. size is a keyword in every datasheet or profile. it is not very granular
  919. light for most infantry, solid for marines, gravis and lighter vehicles, heavy for tanks
  920. and terminators, super-heavy and titanic
  921. [scaramouche] ok
  922. the size is also important when you want to move through models. you can move
  923. through light and solid models of your own faction. and heavys can move through
  924. light enemies, but cannot stop on top
  925. [scaramouche] nice
  926. this is important because you activate your units one after another. otherwise the
  927. game would end in a traffic jam
  928. [scaramouche] wow. 40k has finally arrived in the 2000s rulewise. no more 30 minutes
  929. standing idle
  930. no, still IGOUGO
  931. Activation
  932. [scaramouche] meh
  933. the game structure is different, battle rounds and turns stay as they are, but within a
  934. turn units are activated one at a time and go through all the phases before the next
  935. unit is activated. but it is still all your units in your turn before the other player gets
  936. his turn for all his units
  937. [scaramouche] the flexibiliti is nice
  938. certain units can be activated at the same time, mostly a character and a designated
  939. unit
  940. [scaramouche] like in the AoS season?
  941. the order in which the phases are played can be determined by the player. he can
  942. move, shoot and then use command abilities or shoot, charge, fight, or fight, move,
  943. shoot
  944. [scaramouche] thats abig one
  945. Timing is very important. you want to activate your buff pieces first
  946. [scaramouche] will be a steep learning curve i geuss
  947. units can skip phases and this is important and a deliberate choice. weapons with the
  948. heavy special rule for example get disadvantaged unless they skip the movement
  949. phase, so no movement before or after. it is also important for interventions, doing
  950. stuff in the enemy turn, which trigger on unskipped phases
  951. [scaramouche] sounds like a nice way to solve lots of theold ambiguities
  952. [scaramouche] so Leman Russs are back to being stationary bunkers
  953. fight phase cannot be skipped if enemy units are in 1” at the end of activation
  954. [scaramouche] why is this relevant?
  955. no, a lascannon on a leman russ is no longer heavy. weapon profiles can vary from
  956. unit to unit. the hit score is also part of the weapon now and obviously changes by
  957. who wields it
  958. [scaramouche] cool
  959. Interventions
  960. heroic interventions are now used for more than characters. so i guess, they are not
  961. that heroic anymore and called simply interventions. they interrupt the activation and
  962. the enemy can play one or more phases of his own
  963. they are used to fight back and for overwatch. some stratagems allow this for other
  964. stuff
  965. [scaramouche] I am glad, that they nerfed overwatch. Not keen of a return
  966. overwatch is different from before. a unit can use a 0 CP stratagem and skip all its
  967. phases, but than can intervene after enemy movement or shooting phase with own
  968. shooting phase
  969. [scaramouche] so the same as before, but differently worded
  970. no, you can’t use it to defend against charges anymore. overwtach triggers at the end
  971. of movement or shooting. charges are done in the movement phase. unless the
  972. enemy is stupid enough to shoot before moving, which would allow you to shoot
  973. before his movement
  974. [scaramouche] Wow. 2nd edition is back. that is fanatstic. but sucks for melee troops
  975. yeah, lots of changes.
  976. [scaramouche] and heroic interventions are for units now
  977. every unit within 6” of a unit that has fought can intervene now
  978. [scaramouche] mom, my kid is awake
  979. sure
  980. [scaramouche] re
  981. [scaramouche] ok, so why do you need a heroic intervention to fight back
  982. first we have to talk about the fight phase.
  983. [scaramouche] ok
  984. Initiative
  985. oh, and there is an initiative stat in the profile again. It is like the other stats a dice
  986. score.
  987. [scaramouche] everything is a dice value now
  988. no, movement and wounds are not dice scores. but morale, initiative, save and hit in
  989. the weapon profiles are
  990. [scaramouche] ok, so a stat only for something that worked ok without. seems clunky
  991. initiative is used for fight back in fight phase, roll offs, sometimes to avoid mortal
  992. wounds
  993. [scaramouche] ok, like that. eldar should do good
  994. some weapons roll against initiative instead the save value
  995. [scaramouche] nice
  996. Fight phase
  997. ok, back to the fight phase: melee weapons have lots of attacks, but normally you
  998. only fight in your own turn.
  999. [scaramouche] oh, wow
  1000. melee weapons have reach, which indicates how many friendly models can be
  1001. between them and the frontline in order to attack. most units have reach 1 and it
  1002. works as before: you can attack if you are near a model in contact. but some weapons
  1003. have a larger reach, so can attack if there are multiple models between them and the
  1004. model in contact. and short range stuff like digital weapons need you to be directly in
  1005. contact, that means within 1”
  1006. [scaramouche] so wych weapons work only in direct contact. that sucks
  1007. combat knives and daggers have reach 1, work as before
  1008. [scaramouche] good
  1009. weapon types are gone. though, some remain as a special rule, heavy and pistol for
  1010. example
  1011. [scaramouche] but why is this so complicated?
  1012. you charge in the movement phase, so you can charge, fight and if the enemy is
  1013. destroyed, shoot. or you can shoot first, move, then fight. if you have already foes in
  1014. 1” because the enemy charged you last turn, you can fight and then retreat, or if the
  1015. enemy is destroyed, move as normal. this is usually where the fight back happens
  1016. [scaramouche] wow. really cool
  1017. however, everytime after a unit has finished its fight phase, you can try to intervene
  1018. with one of your units. both units roll off with their initiative value
  1019. [scaramouche] ah, now it makes sense
  1020. both roll 6 dice and use their initiative score. then they count their success. this roll
  1021. can be advantaged with special rules as normal. If the intervening unit wins, it gets a
  1022. move phase for a pile in move and a fight phase. after this the activation continues
  1023. [scaramouche] cool. but why is the pile in in the moevment phase
  1024. a pile in move is a 6” to bring models into contact. one model has to end in 1” and the
  1025. rest has to move closer to the enemy. if this is not possible, the move cannot be
  1026. performed.
  1027. [scaramouche] don’t understand
  1028. units do not pile in as an extra movement. they can voluntary make a pile in move in
  1029. their own movement phase if they are already bound in combat but want move up
  1030. with additional models. but this is instead of other moves and then their movement
  1031. phase is used up
  1032. [scaramouche] so the enemy charges, you can fight back if you have a high initiative and at
  1033. the start of your turn, your unit can make a pile in move and fight again
  1034. yes, the intervening unit moves up and fights. and then in its own turn, it can fight
  1035. again
  1036. [scaramouche] my eldar love this
  1037. slow units fight only in their own turn, but can do at the beginning of the turn, so they
  1038. may fight free
  1039. [scaramouche] so many possibilities
  1040. units with a high initiative have a chance to fight back and then fight again at the start
  1041. of their turn. this is very deadly
  1042. [scaramouche] yeah, figured that out. was does strike last do?
  1043. there are no strike first and last effects anymore
  1044. [scaramouche] bummer. so can you consolidate after the figh?
  1045. there are no consolidation moves and pile in moves are as explained something
  1046. different, and are part of the move phase and not the fight phase, except in an
  1047. intervention, but this is technical also a move phase and then a fight phase nestled
  1048. into the enemy turn
  1049. [scaramouche] why cant you simply move in your fight phase?
  1050. no, some actions are only possible in the appropriate phase. so a phase opens up,
  1051. with all the ramifications
  1052. [scaramouche] so this is for game purposes, to have proper triggers. But what if you can
  1053. intervene in a already intervened phase. This is inception level stuff.
  1054. good question. have to ask my group. maybe a loophole. maybe it is fine
  1055. [scaramouche] I have to delete my prior knowledge
  1056. you have to really plan your turn because you have so many options in which order
  1057. you do things
  1058. [scaramouche] yeah. that sounds great
  1059. attacking a line of drukhari is scary as hell now
  1060. [scaramouche] yeah!
  1061. timing is everything
  1062. [scaramouche] ok, get it
  1063. Movement
  1064. all units can go through everything that is smaller than a tyranid warrior. tanks can
  1065. even go. through lighter stuff of the enemy
  1066. [scaramouche] yes, you told this already
  1067. my finger are bleeding and my head spins. can’t remember everything I have already
  1068. told you
  1069.  
  1070. there are only 5 movement types. and there are almost no movements outside the
  1071. movement phase and fight interventions. so you touch your dudes only once per turn
  1072. [scaramouche] sorry. I wanted to say that I am awake and pay attention.
  1073. [scaramouche] twice, when you have to remove it
  1074. :D yes, but I am too good to let my models die
  1075. [scaramouche] With your play time, this should be ecxpected
  1076. common movement types are: move, run, charge, pile in, retreat
  1077. [scaramouche] oh, charge in the movement phase now
  1078. charges are movement +2D6”, must end in 1” of enemy, if this is not possible, can
  1079. make a normal move (but not a run move) in another direction
  1080. [scaramouche] so i can go in the opposite direction. hmm
  1081. pile-in can be done when enemy is in contact or as a fight back intervention when you
  1082. are within 6” of an enemy. 6” move that has to end nearer to the enemy and if no
  1083. models ends in 1” of an enemy, it is canceled
  1084. [scaramouche] ok, this probably speed up the game. i like this
  1085. retreat is a normal move that ends outside 6”. has to skip shooting and psychic
  1086. phase, so this means not before and not after
  1087. runs and move are the same as before
  1088. [scaramouche] sounds very streamlined
  1089. you are very free on the battlefield. there are no general movement reductions and the
  1090. vertical movement is effectively free
  1091. [scaramouche] cool
  1092. units on higher levels are very effective because other units take several turns to
  1093. reach them, but they can reach the other units very quickly.
  1094. [scaramouche] take the high ground!
  1095. yes, anakin knows
  1096. [scaramouche] so this edition will be an infantry fest, when they are safe on higher levels
  1097. Command points
  1098. you can give some units like invictors a stratagem to traverse terrain like light infantry
  1099. [scaramouche] sounds very situational. but the image of a dread climbing a ruin like king
  1100. kong is funny
  1101. do not remember if this one costs command points. there are lots of stratagems that
  1102. are free. you are still limited by requisition points and because you can only use the
  1103. same stratagem once per turn
  1104. [scaramouche] per turn or battle round?
  1105. i have to check. i think it is turn, because of defensive stuff is useful in both turns
  1106. [scaramouche] I still don’t see, why they have to hide unit abilities behind stratagems
  1107. it allows you to have a really awesome unit that behaves as cool as in the fluff, but
  1108. you cannot spam it as easily
  1109. [scaramouche] ok, makes sense. how many cps do you get?
  1110. the number of command points depends on the mission pack: in crusade it is 2 per
  1111. battle round, +1 for going second and +1 for fulfilled secondary
  1112. [scaramouche] what do the standard stratagems do?
  1113. overwatch is free, but is not done before charging anymore. you place a unit into
  1114. overwatch. there are special rules to put additional units into overwatch
  1115. [scaramouche] yeah, I know.
  1116. Cut them down lets you intervene with a fight phase, before a unit retreats, so you can
  1117. fight immediately. but there are no pile-in moves in the fight phase, so if the fight
  1118. already broke up with only one model in contact, it does you no good
  1119. [scaramouche] sounds very stromg
  1120. retreats are easier now because you can move through light and solid models, forgot
  1121. that one during this move
  1122. Insane bravery lets you ignore disadvantages on a morale check
  1123. [scaramouche] oh, a nerf. great
  1124. Counter attack lets an unit in 6” of any unit fight back, not just the one the opponent
  1125. has activated. you do not have to roll for initiative.
  1126. [scaramouche] ok, so i can strike before the enemy
  1127. still triggers on an enemy fight phase
  1128. [scaramouche] ok, but then it does nothing except avoiding the I roll
  1129. no. it is very important, because you can do lots of stuff with the right timing. if your
  1130. enemy fights at the start of the turn, you can take another unit far away and go into
  1131. combat. bonus points if the unit you have attacked has been activated already: bam,
  1132. you are now immune to shooting. you have to be really careful in which order you do
  1133. things
  1134. [scaramouche] should be called preemptive strike than
  1135. yeah, there is not much counter in counter attack. preemptive attack would be a better
  1136. name
  1137. that are the only hold-overs. re-rolls are gone for good
  1138. [scaramouche] oh, big
  1139. there is one new new generic stratagem:
  1140. All-out attack gives you an advantage on the hit roll
  1141. [scaramouche] they took this right from AoS
  1142. stratagems are cheaper cost 0-2 points and you cannot use the same stratagem twice.
  1143. no phase limitation
  1144. [scaramouche] still some stratagems to remember. but not as worse as before
  1145. you can use them with all units. they are listed on the battle profile. but only as a
  1146. keyword. the full text ist on the army roster
  1147. [scaramouche] keyword?
  1148. Keywords
  1149. rules and models have keywords
  1150. [scaramouche] ah, yes. you spoke about this before
  1151. special rules have a keyword too, that can be referenced. but only one and the full
  1152. rules text is included unless it is a very common army rule
  1153. [scaramouche] so, the best of both worlds, the current system and the old usrs
  1154. some keywords are used for army composition
  1155. [scaramouche] ??
  1156. all the signifier keywords, that have no in game purpose, are at the bottom of the
  1157. battle profile. this includes the faction keywords, which are separate on the roster
  1158. datasheet, but are lumped together with the other keywords on the battle profile. they
  1159. do nothing rulewise, except for checking if an ability affects the unit. all other
  1160. keywords that have game purpose are listed above in the phase it is used. directly
  1161. below the stats is a box for general rules, mostly defensive stats, but also the size
  1162. category of the unit.
  1163. [scaramouche] oh, neat layout choice.
  1164. fly or fleet go to the movement phase box
  1165. other keywords too
  1166. [scaramouche] ok, cool. and the size for moving around probably too? are these all relevant
  1167. keywords?
  1168. rulewise: size, type i.e. infantry, vehicle/mortal/demon/no keyword, flying, fleet,
  1169. unmovable from the top of my head
  1170. [scaramouche] can you talk about which units have which size?
  1171. sizes are light for guardsman, aeldari, orks, etc, solid for power armour and light
  1172. vehicles like raiders and buggies, heavy for tanks, super-heavy for knights and titanic
  1173. for forgeworld models
  1174. [scaramouche] which category is the tantalus in?
  1175. i don’t know. we do not have forgeworld rules for anything, except some units have
  1176. GT profiles, but most don’t. and we haven’t seen a single crusade forgeworld
  1177. datasheet
  1178. [scaramouche] oh, so
  1179. [scaramouche] oh, but forgeworld is still legal in matched play
  1180. yes
  1181. [scaramouche] can you tell me, which units are GT legal?
  1182. no, it is late
  1183. [scaramouche] yes. see you tomorrow
  1184. cu tomorrow. then we can talk about the terrain
  1185. Profile
  1186. [scaramouche] good morning
  1187. Good morning, how are you?
  1188. [scaramouche] My daughter was awake all night, so not much sleep. But I had time to
  1189. digested yesterdays marathon.
  1190. Is she ok?
  1191. [scaramouche] Yes, she drank a truckload of water and then was awake to go to the bath.
  1192. And then she was tired and everything was bad.
  1193. I feel with you. I am glad that the kids are old enough.
  1194. [scaramouche] It is not that bad usually. This was an outlier. 10 is a beautiful age. She
  1195. painted her first miniatures last month.
  1196. My kids were never interested. So you gave them some of your Aeldari?
  1197. [scaramouche] No, Sylvaneth. She wants to protect the forest.
  1198. By impaling the invaders with roots and branches?
  1199. [scaramouche]:D Must have forgotten to mention this to her. Don’t tell her mother.
  1200. I don’t have that much time today. Should talk about the timeframe before I leave.
  1201. [scaramouche] We will do this. Can you describe the profile?
  1202. The general layout is from top to bottom:
  1203. Stats and picture
  1204. than boxes for each phase and on top a generic box
  1205. than a single bracket for keywords
  1206. the boxes for the phases are very busy: they have special rules, weapon profiles and
  1207. enhancement slots and keywords
  1208. Stats: Movement, Evade (traits), Save (including Invulnerable) (value + traits),
  1209. Wounds, Initiative, Morale
  1210. [scaramouche] ok, and weapons?
  1211. Weapon profile: Range, Attacks, Hit (roll + traits), Penetration (traits), Damage, blank
  1212. for special rules
  1213. Melee weapons have also a range, but not in inch, but ‘ranks’, 0 = you have to be in
  1214. contact with the enemy, 1, you are in proximity to a model that is in contact, 2, you are
  1215. in proximity with a model that is in proximity with one in contact, and so forth.
  1216. [scaramouche] You mean reach.
  1217. yes, reach. but this was my word for it
  1218. [scaramouche] so this range/reach distinction tells you if it is a melee or shooting weapon
  1219. no, you simply see if a weapon is listed under fight phase or shooting phase
  1220. [scaramouche] oh, neat. yes. you mentioned that everything is sorted by phase
  1221. there are other quality of life improvements. i talked about that each unit has a special
  1222. rule in the morale phase section now. the frame of the morale stat references this, the
  1223. morale score of units with the indomitable morale rule have chains as a border for
  1224. example
  1225. [scaramouche] nifty
  1226. there is now a layout solution that shows which weapons are can be used together
  1227. and which are either/or. there is no general rule for this
  1228. [scaramouche] ok
  1229. just lines that are connecting weapons that can be used together. if there are more
  1230. than one grouping, you have to decide which you use. bolt pistol and bolter are two
  1231. seperate groups. but all the weapons on a predator are a single group. there are some
  1232. nestled instances
  1233. [scaramouche] cant picture this. but is is essentially the rule in graphic format?
  1234. it is difficult to describe, but very easy to grasp if you see it
  1235. [scaramouche] ok. why is the morale stat at the top and not under morale phase?
  1236. probably because morale is used for other stuff, too
  1237. [scaramouche] Morale is your shorthand for leadership, isn’t it?
  1238. no, it is called morale now, not leadership
  1239.  
  1240. [scaramouche] AoS thieves at work again
  1241. morale value is a number, i.e. 3+ for Space Marines
  1242. [scaramouche] yes, I know.
  1243. stats can go from 1+ to 6+. and if a unit has a 1+ score, it automatically passes the roll
  1244. if you have no disadvantage. you still roll an advantaged 1+ to fish for crits
  1245. Traits
  1246. [scaramouche] ok. you mentioned the shooting traits yesterday. I understand the system. But
  1247. can you give me some examples. This would clear this up
  1248. yes, we can talk about that
  1249. [scaramouche] What are the hit traits?
  1250. for hit, the traits are:
  1251. rapid fire counters dodge, tracker counters speed, true grit counters jinx, seeker
  1252. counters obscured, pulse counters flicker
  1253. [scaramouche] cool
  1254. jinx is used by harlequins and drukhari vehicles
  1255. flicker is used by necron phase units and primaris with shunt modules
  1256. [scaramouche] and the armour traits?
  1257. [scaramouche] whaaaaaat? shunt modules?
  1258. yes. shunt primaris are thing. but don’t want to talk about new models. can do,
  1259. though, if i get the mods for free
  1260. [scaramouche] haha, no. I want to see pictures for this. Ok. sorry. don’t want to let you down,
  1261. but this is a lot of work and cant do this for free. no offence
  1262. none taken. it’s ok
  1263. [scaramouche] how are they called?
  1264. ruptaris :P
  1265. [scaramouche] lol
  1266. no, just kidding. simply Rupture squad
  1267. [scaramouche] this doesnt make it better. maybe a little. Primaris Warp spiders before warp
  1268. Eldar warp spiders. someone at the HQ has cruel sense of humour
  1269. yes, armor traits: armored counters penetrating, shielded vs fusion, aegis counters
  1270. infused, artificer counters killshot
  1271. [scaramouche] ok
  1272. power weapons are penetrating, most weapons are penetrating in fact. melta and
  1273. plasma are fusion, infused are for thousand sons and force weapons, killshot is used
  1274. by snipers and primaris lieutenants :D
  1275. [scaramouche] omg, than we will see another dozen of them
  1276. there are two wildcard traits: veteran instincts for hit and hardened for save. they
  1277. negate any of the traits. transhuman gives hardened and baneblades are stacked with
  1278. it
  1279. [scaramouche] ok, it gets even more complicated. I really can’t imagine how this works on
  1280. the table. can you give me the most convluted example you can think of and walk me thru
  1281. do I have to do this?
  1282. [scaramouche] yes, please
  1283. Example
  1284. ok, here is the most complicated example I can think of:
  1285. bio plasma (no hit mods/infused,fusion(3)) on a upgraded carnifex (veteran instincts)
  1286. in synaptic range (advantage on hit) = advantage, veteran instincts(1) // infused (1),
  1287. fusion (3)
  1288. vs terminator with iron halo (no evade traits/hardened, armored, shielded) in 2/2 cover
  1289. (2 obscured, 2 armored). = obscured(2) / armored (3), shielded (1), hardened (1)
  1290. so for hit one obscure is countered by instincts: so 1 disadvantage and 1 advantage,
  1291. so just the normal hit roll of 4+. he is lucky and hits
  1292. bio plasma is a blast weapon, so damage is capped at unit size, but we assume there
  1293. are 3 terminators, so it does 3 damage = 3 saves taken
  1294. infused(1) is uncountered = 1 disadvantage, one fusion is countered by hardened, but
  1295. 2 remain, so 2 additional disadvantages, armored counters nothing because bio
  1296. plasma has no penetration value, so 3 disadvantags in total.
  1297. [scaramouche] easy
  1298. the terminator unit has to make three save rolls on 2+, 2,3 = save, 4,5,6 = glancing.
  1299. assume the unit rolls 2,4,6. it save two damage and only one terminator is wounded
  1300. [scaramouche] haha, it will take ages to figure out the modifier
  1301. it is not that bad. this is an extreme case. usually it is just obscured and maybe a flat
  1302. advantage on the hit roll from cover and innate armored + cover vs penetrating. fusion
  1303. weapons (plasma, melta, etc, some big lasweapons have a lower value) is usually
  1304. high enough to outright trump everything else
  1305. [scaramouche] ok, i trust your word. you are probbaly right that you have to talk a lot more,
  1306. but are faster overall. but this is a heavy change
  1307. that’s why i have talked about this yesterday. most impactful change. but way faster
  1308. than before. less rolling and more talking
  1309. there are lots of other rules I haven’t talked about, but we should talk about the terrain
  1310. files first
  1311. [scaramouche] yes, sure
  1312. are you ok with 200 euros for the 8 files in a polished state?
  1313. [scaramouche] I said 240 euros
  1314. no, last word was 200 euros. I am sure. We gave you a lot of stuff and you can ask
  1315. questions if you want
  1316. [scaramouche] I said 240 euros. it is right in the chat.
  1317. Ok, fine. I’ll talk to Brian.
  1318. [scaramouche] ok. we havnt talked about flyer and psychic yet. think they are completely
  1319. different, too
  1320. Aircraft
  1321. no. not that different. one huge difference though. if an enemy moves within 6”, the
  1322. aircraft is simply removed from the table and placed anywhere at the table edge
  1323. [scaramouche] so if an enemy is near, I can choose to fly away
  1324. no, you have to do it. but the enemy can decide if this happens right before he moves
  1325. or after his activation
  1326. [scaramouche] is there a reason why it can do this?
  1327. it zooms away
  1328. [scaramouche] funny. but other units cannt do it. so you can still charge it, beforeit moves of?
  1329. yes, you can charge it, but only with a single unit. than it is gone
  1330. [scaramouche] ok. so aircraft get better
  1331. you cannot block anything with them anymore
  1332. [scaramouche] right. because the player can force move before he moves. that’s cool and
  1333. fluffy
  1334. [scaramouche] but walkiries or thunderhawks are not ment to be easily moved. this is not
  1335. fluffy
  1336. it is once again back to hover mode. they are not aircraft anymore
  1337. [scaramouche] oh. ok, psychic than
  1338. Psychic
  1339. psychic powers have keywords, too. so there is no longer a spell lore list. Blood
  1340. Angels can just pick all powers with the Chapter or Chapter: Blood Angels keyword. it
  1341. is the same system that all the other options use. this opens up the possibility to
  1342. expand the list of psychic powers outside the codex. this is already implemented in
  1343. the first three codices
  1344. [scaramouche] this is to be expected with the new way of doing things
  1345. psychic phase can be whenever you like. there is a psychic phase per activation
  1346. [scaramouche] so per unit. that changes a lot
  1347. units can still use different numbers of spells. but they have a casting score now, too.
  1348. power shave no warp charge, but are disadvantaged or advantaged by different
  1349. amounts. you roll still two dice, with perils on snake eyes. if you have at least one
  1350. success, the power goes through.
  1351. psykers now deny as a collective. they can deny an infinite amount of powers, but if
  1352. their attempt exceeds the number of allowed denies, every attempt gives an additional
  1353. disadvantage.
  1354. [scaramouche] but how does this work with mighty eldrad and a lowly warlock
  1355. you use the best psychic score, even if another psyker is the one in deny range
  1356. [scaramouche] ok
  1357. denying psykers needs more successes. so two crits make a psychic power
  1358. undeniable
  1359. [scaramouche] i dont get the reason behind this change
  1360. probably because there are several psychic phases and keeping track how many
  1361. denies each individual psyker has used up would be a headache
  1362. [scaramouche] not more than other things. you could simply use tokens for this
  1363. [scaramouche] are psi powers part of the sideboard?
  1364. psychic powers must be picked during army creation. in GT they are picked for you
  1365. [scaramouche] ok, same old mechanic
  1366. Tokens
  1367. yes, you could use tokens for such a system. but there are already more tokens than
  1368. in 9th. you need to keep track of overwatch, units can be shaken or disadvantaged
  1369. from other effects. terrain can be damaged to light
  1370. [scaramouche] yes
  1371. and you still have all the others
  1372. there is a plastic sprue for tokens that cover all these effects. there is debris for
  1373. damaged terrain
  1374. there are a couple of token holders for cardboard tokens. of course it is a skull with
  1375. the token inserted into its forehead. but we do not have the cardboard tokens, so we
  1376. do not use them.
  1377. [scaramouche] sry, was afk. are there tokens for units you already moved with?
  1378. no, there is no token for activated units. you have to remember this
  1379. [scaramouche] how do the tokens look?
  1380. the wound tokens are dials with an arrow and a med kit and bandages sculpted on
  1381. [scaramouche] hope you can use it with eldar without lookin uot of place
  1382. no, luckily the set is not overtly imperial themed, but still the tech is still imperial in
  1383. nature. but no aquila, etc. would be great to get token sets for each of the armies.
  1384. Stuff
  1385. [scaramouche] can you talk about other miniatures. is this the only set you got?
  1386. this is too much into miniature territory. should talk first
  1387. [scaramouche] yes. has Brian answered?
  1388. Yes. he is fine with 240 Euros. Is this acceptable?
  1389. [scaramouche] yes. of course.
  1390. How long does this take you?
  1391. [scaramouche] a couple of weeks. work is crazy right now
  1392. [scaramouche] max 2 months
  1393. That’s fine. Would be great to get this in May, so that we are finished printing and
  1394. painting by the end of June.
  1395. [scaramouche] ok. this is possible
  1396. Perfect. Thank you, Sven
  1397. [scaramouche] no problem
  1398. If you have questions about the project, or the rules, shoot me a message.
  1399. [scaramouche] i will do this. have a nice day. and thank you
  1400. We have to thank you. Bye
  1401. [scaramouche] Hi. I wanted to talk to you
  1402. Yes
  1403. [scaramouche] I am not comfortable with the deal.
  1404. Why? I already gave you lots of insight
  1405. [scaramouche] that is the problem. woudlnt it be unlawful if i accept forbidden info as
  1406. payment
  1407. No, why. we struck a deal. It is not different than before
  1408. [scaramouche] yes, it is. this time i got NDA protected stuff as payment
  1409. Not as payment. I was only telling you how to build the terrain. to give you some
  1410. insight
  1411. [scaramouche] yes, it is. this time i got NDA protected stuff as payment. I can do this for
  1412. 280€, the old rate.
  1413. Thats a real asshole move. We have already agreed to 240 Euros.
  1414. [scaramouche] I am sorry. This was not planned this way.
  1415. Fine. You wanted to know about the starter box. I can tell you the details if the deal
  1416. stays.
  1417. [scaramouche] Its is not about that. I think this was a bad idae. If we cancel the deal or go
  1418. back to the normal rate, all this laek stuff has no infuence on me. It is just 2 guys talking.
  1419. That is all we were doing the whole time. So, the starter box is set on Baal and there is
  1420. a campaign set in the wastes. It is Indomitus crusade, Blood Angels in this case vs
  1421. updated Tyranids. I can tell you about the contents.
  1422. [scaramouche] This doesn’t make it better. I dont want legal trouble.
  1423. Don’t make up problems.
  1424. That’s stupid.
  1425. [scaramouche] I asked ttwo acquiantanses and one was not convinced and told me to back
  1426. off or I am in legal trouble.
  1427. You did what?
  1428. Are you stupid?
  1429. Who?
  1430. [scaramouche] I had to be sure. I told them not to spread the word. And I trust them. They
  1431. have experience with leaks.
  1432. You dont trust me?
  1433. You are a sucker.
  1434. Scum.
  1435. Hello Sven. Are you there? Can you please give me the contact info of the two guys? I
  1436. want to talk to them. I hope you can do this. This is obviously important. I have no
  1437. hard feelings and hope this unfortunate situation resolves as quickly as possible.
  1438. Greetings from Brian and Oliver, too. Hope, you are well.
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