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- GENERAL INFORMATION
- - Terrain can be destroyed
- - Almost all mechanics work on D6 rolls
- - There are rules for rerolls and +/- 1 modifiers
- - New mechanic called Advantage/Disadvantage
- - Advantage means rolls of 6 are 'critical'
- - Advantage stacks, so double Advantage means 5 and 6 are 'critical'
- - Advantage/Disadvantage cancel each other out
- - 'Criticals' count as additional successes, can trigger additional things
- ATTACK SEQUENCE
- - Disadvantage means that 6 is a 'Glancing' hit
- - 'Glancing' means not outright failure, you can combine Glances to still get some hits
- - Attack sequence is hit - damage - saves - invulnerable saves
- - Hit scores are fixed, modified by Advantage/Disadvantage
- - To calculate Advantage/Disadvantage compare Hit traits with enemy Evade traits
- - Pairings are Rapid Fire/Dodge, Tracker/Speed, True Grit/Jinx, Seeker/Obscured, Pulse/Flicker
- - Unnegated Evade traits give Disadvantage
- - Two Glances to Hit are one success
- - Determine damage before saves
- - Armour saves are fixed, modified by Advantage/Disadvantage
- - Compare Armour traits with Penetrate traits to calculate Advantage/Disadvantage
- - Pairings are Armored/Penetrating, Shielded/Fusion, Aegis/Infused, Artificer/Killshot
- - Examples given: Power weapons are penetrating, Melta is Fusion, Infused is Force weapons, Snipers are Killshot
- - There are two 'Wildcard' traits: Veteran Instincts for Hit, Hardened for Save
- - Two Glances to Save are one Save
- - Damage spills over but this is often limited by weapon rules
- - Invulnerable saves after, and in addition to armour saves
- - Mortal Wounds still exist and circumvent all this
- - Traits can have tiers, and need a appropriate-tiered counter-trait to cancel them
- - Weapon profiles are not uniform, a bolter on a Captain has different rules than a bolter on a Guardsman
- - There are a number of rules that give Advantage/Disadvantage directly
- - Blast weapons work by doing additional damage on critical successes
- UNIT PROFILES
- - Profiles are completely redesigned
- - General structure of the Profile now follows the Phases
- - Profile layout:
- - Stats and Picture
- - Then boxes for every phase
- - Boxes have Special Rules, Weapons, Enhancement slots and Keywords that are relevant in that phase
- - Stats: Movement, Evade Traits, Save value + traits, Invulnerable Save value +traits, Wounds, Initiative, Morale
- - Weapon profile: Range, Attacks, Hit value + traits, Penetration traitss, Damage, special rules
- - Every unit has a 'Morale' special rule
- - Morale threshold is when the rule is triggered
- - Some recurring rules: Indomitable: no additional result, Shaken: can't get Advantage, Attrition, Broken: unit destroyed
- - ATSKNF is a special Morale rule and better than Shaken
- ARMY SELECTION
- - You select 'Battle Profiles' from your roster datasheet
- - 'Battle Profile' contains all the information you need to play
- - Stratagems are mainly unit upgrades now
- - You pay for the availability of Stratagems with Requisition points before the game
- - In-game you pay for using them with Command points
- - Power levels are completely gone
- - Everything uses points now, but most squad loadouts are free
- - Powerful loadout options are free, but cost Requisition points instead, e.g. Lascannon, Plasma
- - Many Stratagems cost 0 CP to use
- - You usually get 2 CP a turn, +1 to go second, +1 if you fulfill a Secondary Mission
- - Every army has a Signature Stratagem that is free
- - Stratagems take up Enhancement Slots on the Battle Profile
- - Relics, Warlord traits and Secondary Missions also take up Enhancement Slots
- - Troops have many slots, elite units and tanks only have a few
- - Scoring secondary missions gives you Victory points and an additional Command point
- - You can only score each Secondary mission once, and only one per turn
- - Relics and Warlord traits cost real points too
- - All that stuff is supported by a new App
- - All armies get new rules in a book called 'Warhosts'
- - Subfactions basically gone / merged with factions
- - You now build an army by selecting a Detachment
- - Detachment rules will tell you which keywords you can include
- - Stuff like Relics, Psychic powers etc. now also has keywords
- - In practice this means that with the right Detachment, army building is much more flexible
- - Instead of playing 'Eldar' you now play a Detachment that mainly contains Eldar, but could have Harlequins, Drukhari etc. as well
- - Faction/Subfaction rules are now bound to the Detachment
- - Supplements add a lot of keyworded things to represent a specific Chapter etc.
- - Due to the keyword structure, stuff for e.g. Orks can also be in the e.g. Space Marine codex
- GRAND TOURNAMENT
- - GT allows only one specific faction
- - GT is its own thing in organization and troop selection
- - GT only allows pre-made Battle Profiles you select from
- - The only thing you can change is weapons loadout and some stratagems etc.
- - These function like some sort of 'sideboard'
- - These GT profiles will rotate each season
- - GT Terrain is drawn from a list of Terrain in the GT packs
- - GT terrain is symmetrical
- - Each player is supposed to bring two GT Terrain sets
- - GT Battle Profiles are not in the Codex, but in the GT pack for each season
- TERRAIN, COVER AND MOVEMENT
- - Terrain rules much clearer
- - Three classes: light, hard, fortified
- - Three types: area, landmark, obstacle
- - You need to discuss what happens with destroyed Terrain
- - Line of Sight stays mostly the same
- - If you can see any model in a unit, unit is not obscured
- - If you can't, unit is hidden
- - Cover is much better, offers bonuses both to Evade and Save
- - Units within 6'' ignore Cover
- - No Cover in Melee
- - You only get Cover if fully in Area Terrain, or within 3'' of Terrain and obscured
- - All distances are measured horizontally, no diagonal measurement
- - Units may move upwards up to their movement allowance in addition to their horizontal movement
- - Downwards movement is not limited at all
- - Non-Infantry Models need to physically fit everywhere they move unless they have the 'Fleet' special rule
- - Heavy Infantry like Terminators also can't ignore Obstacles
- - This means that e.g. dragons teeth actually work as intended to stop tanks
- - Every player can bring one obstacle and one large terrain piece in addition to mission-specific terrain
- - These can be free or paid with points
- - Size is a keyword in every Profile
- - Not very granular: Light - Solid - Heavy - Superheavy - Titanic
- - Terrain can be destroyed by units of different sizes moving through its
- - Light can be destroyed by infantry size 'solid' and up
- - Hard can be destroyed by terminators, tanks
- - Fortified can be destroyed by superheavies
- - Area terrain is one level harder to destroy, fortified area terrain is indestructable
- - You can move through Light and Solid-size models of your own army
- - Tanks can also move through Light enemies
- - Blast weapons and weapons with 'Demolish' can also destroy terrain by scoring a number of wounds in a single turn
- - There are plastic tokens to mark destroyed terrain etc.
- TURN STRUCTURE
- - Turn structure is different now
- - Battle rounds and turns stay as they are
- - Within a turn, you activate units one at a time and go through all phases, in an order you determine
- - You can activate several units at once, e.g. characters and units
- - Units can skip phases for bonuses or to use them later in e.g. overwatch
- - Fight phase cannot be skipped if enemy is in CC range
- - Interventions can be used to interrupt an enemy activation
- - Overwatch is an intervention that allows you to shoot during an enemy activation
- - Units that are within 6'' of an unit that has fought can intervene
- - Initiative is used for this
- - Melee weapons have lots of attacks, but you usually just fight on your turn
- - Melee weapons have a 'reach' stat that determines how many models can fight
- - Reach 0: direct contact, Reach 1: contact with a friendly model in direct contact, and so on
- - Weapon types have gone, but some, e.g. Pistol, remain as special rules
- - Charging is done in the movement phase
- - Due to the players chosing phase order each activation, you can shoot before charging, or even after fighting
- INITIATIVE, ACTIVATION AND INTERVENTION
- - Everytime a unit has fought, nearby enemies may intervene
- - Both sides roll 6D6 against their Initiative - if the intervening player has more successes, he can intervene
- - Interventor immediately gets a movement phase and can pile in, and a fight phase after that
- - Units with high Initiative can use this to fight back, then immediately fight again on their turn
- - No strike first/strike last effects anymore
- - No consolidation anymore, you use your normal movement
- - There are only five movement types
- - Charge: in movement phase, normal move + 2D6'', must end in CC range of enemy
- - Pile-in: if within 6'' of an enemy. 6'' move that needs to end in CC range of enemy
- - Retreat: normal move that needs to end outside 6'' of the enemy, forgoes shooting and psychic phase
- - Run and normal Move: stay the same
- PSYCHIC POWERS
- - Psychic powers are selected by appropriate keywords, no unified 'lore' list anymore
- - Psychic phase can be whenever you like, one per activation
- - Units can use different numbers of powers
- - Powers have no warp charge, but a casting score. Use Advantage/Disadvantage
- - You still roll 2D6 with perils on snake eyes - if you have at least one succes, the power goes through
- - Deny now works as a collective action of all your psykers, use the best psy stat
- - You can deny any amount of powers, but if you go over the limit you get Disadvantages
- - Denying needs more successes than using powers, so double-crit when casting makes powers undeniable
- AIRCRAFT
- - Aircraft only exist in hover model
- - If an enemy comes within 6'' of an aircraft, that aircraft is removed from play and replaced on any board edge by the controlling player
- RANDOM TIDBITS
- - Primaris 'Rupture Squads' with warp shunt modules are a new unit
- - There is a plastic sprue with tokes for all sorts of effects
- - Starter Box is Blood Angels vs Tyranids
- - 'There are 0 accurate rules leaks out there - the AoO stuff is correct, other stuff is laughable'
- - The Lion is coming and will be out before 10th edition
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