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    vem aí a 7ª edição - What????

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    hellboy

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    vem aí a 7ª edição - What????

    Mensagem por hellboy em Seg Abr 28, 2014 10:17 pm

    entrem e leiam

    http://www.belloflostsouls.net/2014/04/40k-6th-edition-is-being-pulled.html

    parece que vem aí a 7ª edição

    vai-se la perceber a GW Wink


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    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Seg Abr 28, 2014 10:19 pm

    cumprimentos do forum SETTI, copiei do admin Wink

    via Nafkta


    - 7th 40k edition is only a minor update
    - 40k run is part of the movement phase
    - assault distance is not influenced by terrain, but gives minus two to
    initiative
    - vector strikes allow armour saves, but deal one to six hits
    - 40k uses a percentage system for the army list
    - you can bring as many different allies as you want. You can spend a
    fourth of your points on allies, but they also count as their normal
    category
    - you can bring three allies to a game and must choose one
    - bikes can strike units in 1” in the movement phase without assaulting
    just like chariots, but can attacked back
    - fortification and lords of war rules are in, but no profiles
    - you have to pass a initiative test to shoot overwatching, get minus three
    to ballistic talent
    - you can engage new unit after victory in melee, but enemy can shoot
    overwatch again
    - you can choose to flee if you are charged but can be destroyed
    - if you want to run in 12” of enemy you have to pass a leadertest
    - vehicles get no cover saves against infantry, only against other vehicles

    Aqui: http://natfka.blogspot.pt/2014/04/7th-edition-rule-changes.html


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    ADN

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    Re: vem aí a 7ª edição - What????

    Mensagem por ADN em Seg Abr 28, 2014 10:27 pm

    è impressão minha ou parece o regresso a 5º edição um pouco quitada... as coisas estavam a equilibrar-se e agora voltam ao mesmo? não faz sentido...fazem codex virados pra 6º e agora querem voltar a tras (mais ou menos)... Shocked 


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    camisa

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    Re: vem aí a 7ª edição - What????

    Mensagem por camisa em Ter Abr 29, 2014 2:46 am

    Tem muita coisa de 4h e ainda bem. Vencer um combate e poder carregar outra unidade é óptimo. Se for verdade foram buscar coisas boas da quarta da quinta e sexta. Chapéu aproved

    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Ter Abr 29, 2014 8:08 am

    deixem ver Wink o que para aí vem Smile


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    Draco

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    Re: vem aí a 7ª edição - What????

    Mensagem por Draco em Ter Abr 29, 2014 10:56 am

    se isto for verdade entao vai nerfar um bocado o shooting i equilibrar o jogo um pouco pros dexs de corpo a corpo...

    ou seja...

    WAAAAAAAAAAAAAAAHG!!!


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    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Ter Abr 29, 2014 12:40 pm

    lolollllllllllllllllllllllllllllll...........

    melhor do que isso era voltar as choppas ao passado em que o melhor save contra elas era de 4+ ehehehehe... lembro-me perfeitamento de o paulo camisa chorar ao ver os termis dele desaparecerem ehehehhehe...


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    camisa

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    Re: vem aí a 7ª edição - What????

    Mensagem por camisa em Ter Abr 29, 2014 4:52 pm

    eu sempre achei que a 4ª foi uma das melhores ediçoes das que conheço, a 5ª trouxe muita coisa nova e boa mas deveriam ter deixado o que de bom havia em 4ª

    Draco

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    Re: vem aí a 7ª edição - What????

    Mensagem por Draco em Ter Abr 29, 2014 6:26 pm

    na minha opiniao a cena da alteraçao da FOC para percentagem ou algo parecido acho que é uma das melhores formas de equilibrar as listas por exemplo


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    camisa

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    Re: vem aí a 7ª edição - What????

    Mensagem por camisa em Ter Abr 29, 2014 8:51 pm

    isso não sei. desconfio que vais ter exercitos que vão ficar ainda mais fragilizados

    ADN

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    Re: vem aí a 7ª edição - What????

    Mensagem por ADN em Qua Abr 30, 2014 10:35 pm

    Penso que se isso for avante poderá trazer uma componente mais tatica pro jogo...mas mais dispendiosa pra quem ta a começar...pois irá obrigar a usar-se determinadas unidades mesmo que não queiramos...e isso não acho muito certo... Suspect 


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    Flash691

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    Re: vem aí a 7ª edição - What????

    Mensagem por Flash691 em Qui Maio 01, 2014 2:23 pm

    Espero q isto vá pra frente concordo com praticamente tudo.
    A ultima é q ñ faz grande sentido, ñ é por se ser infantaria q os obstáculos saem da frente dos veículos, qt ao resto parece ser muitas das coisas q tenho vindo a defender.
    foc por percentagens vai mudar muito os exércitos, tou a ver exércitos de necrons com heavy suport composto de annihilation barges, baratas como tudo e xatas como tudo... he he he.

    camisa

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    Re: vem aí a 7ª edição - What????

    Mensagem por camisa em Qui Maio 01, 2014 2:49 pm

    ADN escreveu:Penso que se isso for avante poderá trazer uma componente mais tatica pro jogo...mas mais dispendiosa pra quem ta a começar...pois irá obrigar a usar-se determinadas unidades mesmo que não queiramos...e isso não acho muito certo... Suspect 


    só usas se quiseres amigo, não é obrigatorio, o que esta regra implica é que se tiveres 600 pontos de troops, vais apenas usar 200 de HSupport mais 200 de elites, se ultrapassares estes pontos a tua lista é invalida, mas não quer dizer que sejas obrigado a levar elites ou Hsupport. (valores meramente exemplificativos)

    agora quando eu digo que podem haver exercitos a ficarem ainda mais fragilizados é no sentido de que, podes ter uma lista com os mesmos pontos em troops e hsupport e com esta restrição vais ter de retirar unidade ao hsupport. acredito que há por aí exercitos que fiquem a perder.

    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Qui Maio 01, 2014 9:47 pm

    Movement:
    Run: D6 or 2D6 for Flying Monstrous Creatures that are Swooping.
    Consolidations: 2D6 pick one, but you only consolidate on your turn. You can charge with your consolidation move. Opponent can overwatch. You only get to fight once per turn, so if you consolidate into a new combat you don’t get to fight, unless your fist combat didn’t fight (opponent flees).
    Retreats: 6 + D6
    Charge: 2D6, not affected by difficult terrain.
    Move through Difficult: 2D6 pick one.
    Charge through Difficult: 2D6 (The same, but -2 iniative).

    Reserves:
    Coming in from Reserves: If there is no enemy in 24” of a particular table edge, units from reserve that use this edge to enter the table can march an additional 12”
    Flyers have the “Patient Hunter” special rule which means they can choose to stay in ongoing reserves.

    Assault:
    Flee: You can chose to immediately lose combat after Hammer of Wrath, before any blows are struck. Iniative roll off as if you had lost combat. If you win, you do a normal Retreat. If you lose, the unit is destroyed. It happens before pile-ins.
    Overwatch: Must win or tie an iniative roll off to overwatch. Cannot overwatch if Gone to Ground or Pinned.
    Charge through Cover: -2 to initiative unless assault grenades or unit being assaulted has Gone to Ground or been Pinned.
    Initiative: All models strike at their common Initiative unless they are in a Challenge, or are using Unwieldy weapons like power fists. If a unit has 3 Power Fists, and 2 Chainswords they all strike at Initiative 1.
    Hammer of Wrath: Counts as part of combat resolution.
    Assaulting Vehicles and Buildings: If the vehicle doesn’t have a WS (walker), then you Sweep Attack them rather than Assault them.

    Psychic Powers:
    Most happen at the end of the movement phase rather than the start. You have to roll for Warp charges like fantasy (complexity 4?)
    Psychic powers do not require line of sight.

    Unit Types:
    Jump Infantry - Can use jump packs in all phases. If In difficult, and you use Jump pack, must take dangerous terrain test. Jump Packs in assault give HOW but not Rerolls.
    Chariots - can Sweep Attack
    Bikes - can Sweep Attack
    Vehicles - d6 S6 Hammer of Wrath and have Sweep Attack which seems to replace Tank Shock. Walkers do d6 S:Unit Hammer of Wrath. “Death or Glory” against vehicle sweep attacks mean all models in unit Snapshoot at rear armor, or all models within 3” do CC attacks against rear armor. Must take fear test or WS:1. If they fail to stop the vehicle, then they take 2d6 S6 Hammer of Wrath. Only get cover saves against other vehicles.
    Light Walkers - Only do 1 Hammer of Wrath. I’m thinking Killa Kans, Scout Sentinal, War Walkers.
    Swarms - Take d3 wounds to Template weapons (flamers).

    Special Rules:
    Fleet add an extra D6, and can discard a D6 in all random moves. No Rerolls.
    Move through cover, and you ignore the effects of Difficult Terrain (6” move, no iniative penalty for assault), but not Dangerous.
    Shrouded: -2 to BS
    Stealth: +1 to Cover
    Fearless: Cannot chose to Flee
    Preferred Enemy: +1 to hit for both Melee and Shooting.
    Bulky: gives Hammer of Wrath.
    Hit and Run: Gives Sweep Attack, cannot leave combat.
    Sweep Attack: Close combat attack in the movement phase can only hit ground targets, and can be hit back. Pause during movement, cannot be within 1”. Any model within 3” can attack, and then finish movement. No Pile-ins allowed. Can be part of a Run Move. You can still shoot after a Sweep Attack. Does include Hammer of Wrath.
    Vector Strike: d6 S:Unit AP:- auto hits. Hits Rear Armor. Swooping must pass within 3” of model being vector strike (no longer have to pass over). Does not count as shooting a weapon. All hits are precision hits.
    Look Out Sir: On a 2+ the next closest model takes the wounds. Only 1 Look Out Sir roll for all allocated wounds. Look Out Sir is available to all models with special weapons.
    Regeneration: 4+ to recover a wound. Grants Feel No Pain.

    Other Rules:
    Snapshooting: -3 BS.
    High BS: No Rerolls for BS > 6. 1 always misses, 6 always hits.

    FOC:
    HQ: 0-25%, must have 1 warlord
    Elite: 0-25%
    Troops: 20-75%
    Fast Attack: 0-25%
    Heavy Support: 0-25%

    Secondary Detachments: 0-25%, it includes Allies, Fortifications, Formations, Lords of War and can also include units from your primary codex. You can have 3, but must pick one after rolling for game, deployment and first turn. The player who wins first turn must select first. See example below.

    Allies: Allies are part of the Secondary Detachment, but count in Primary FOC. They do not have a troop or HQ limit, and you must have only 1 ally per Secondary detachment, but you can take formations from other allies.

    Fortifications: Fortifications are part of the Secondary Detachment.

    Formations: Formations are part of the Secondary Detachment, and don’t count in the Primary FOC.

    Lords of War: If one player brings a Lord of war and the other player does not, the first player must declare his Secondary Detachment first, and the opponent has a chance to bring fourth Secondary Detachment. Any Heavy Support in this special Secondary Detachment do not count against the Heavy Support Limit.


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    ADN

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    Re: vem aí a 7ª edição - What????

    Mensagem por ADN em Qui Maio 01, 2014 10:43 pm

    Running fará parte da movement fase em vez da shooting fase? Se assim for posso disparar após correr com full BS? Neutral 

    Já agora... o que é um Lord of War? è o mesmo que um Warlord?

    O FOC em percentagem é sempre em comparação à quantidade de troops que leve? por exemplo se levar 50% do exercito for troops, posso levar 50% do resto, ou seja, desses 50% até 25% podem ser fast, até 25% podem ser elites e até 25% podem ser Heavys? confused 


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    squig hopper

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    Re: vem aí a 7ª edição - What????

    Mensagem por squig hopper em Sex Maio 02, 2014 9:35 am

    Já agora... o que é um Lord of War? è o mesmo que um Warlord?

    Um super heavy ou gargantuan creature.

    camisa

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    Re: vem aí a 7ª edição - What????

    Mensagem por camisa em Sex Maio 02, 2014 8:07 pm

    porra... para um "upgrade" da 6ª edição está aqui uma reformulação total da coisa.... ainda bem. estou a gostar

    ADN

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    Re: vem aí a 7ª edição - What????

    Mensagem por ADN em Sex Maio 02, 2014 9:08 pm

    Este "upgrade" é tudo menos um mero upgrade...irá alterar bastante as coisas...está muito centrada no CC e em cenas que anulem SH...ao ponto dos veículos causarem dano CC...isto vai ser interessante de se ver... Surprised 


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    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Sex Maio 02, 2014 11:18 pm

    vamos indo vamos vendo

    nao estou a ver a jogar 1500 pts de roster com super heavy ou gargantuan creature? é coisa demais para tao poucos pontos

    em apocalypse justifica-se

    mas ha sempre o gajo com guito e que quer mostrar que comprou e para isso vai aos eventos com tais figuras

    mesmo assim .... nao morro de amores por esse tipo de jogo

    a ver vamos o que pra aí vem Wink


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    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Sab Maio 03, 2014 8:25 am

    Following up on this week's report of GW ramping up for 7th Edition in May, here's the big picture to keep it all in perspective.


    So some general points after a week of looking over what's out there with "next" Edition.

    - It's real - and coming fast. Look to see 40K 7th on shelves May 24th (that's 3 weeks from now)

    - It's a "tuning release", so don't look for massive change. Instead look for a lot of minor tuning to fix the exploitable sections of the core rules.

    - A set of core rule and codex FAQs is said to accompany the release, so if you really don't want to, you could just print out all of those, stuff them into your books and keep playing. Of course, GW would be happy to sell you another 500+ page coffee-table rulebook for upwards of $100

    - Retailers reported sending back existing stocks of the core rulebook, Dark Vengeance, and the psychic cards. So...

    -Look for updated psychic powers. This shouldn't shock anyone as I don't think GW has ever NOT tinkered with them during an edition changeover.

    Obvious targets for tweaks which we have been hearing are:

    -Allies, said to still be in, but with more restrictions
    -USRs are getting tweaks
    -Saves and how cover is handled, is being updated
    -Integration of Escalation and Stronghold Assault are reported

    So on balance, it is right up the alley of that "living rulebook" approach to new rulebooks we reported last year. The goal of that philosophy is for GW to drop regular "updated, cleaned up" versions of the rules every few years that integrate everything that has been added to the game since the last edition, instead of the old style of introducing a lot of new unknown changes all at once - which disrupts the community and metagame.


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    Valhalla

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    Re: vem aí a 7ª edição - What????

    Mensagem por Valhalla em Sab Maio 03, 2014 11:51 am

    hellboy escreveu:
    - It's real - and coming fast.  Look to see 40K 7th on shelves May 24th (that's 3 weeks from now)

    - Retailers reported sending back existing stocks of the core rulebook, Dark Vengeance, and the psychic cards.  So...

    Não sendo impossível que tudo isto seja verdade, noutro lado qualquer, como LGS posso dizer que para a semana Rulebook, Dark Vengeance, etc... não só estarão nas prateleiras como disponíveis para encomenda.

    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Ter Maio 20, 2014 10:42 pm



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    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Qui Maio 22, 2014 6:07 pm



    e ainda



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    Flash691

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    Re: vem aí a 7ª edição - What????

    Mensagem por Flash691 em Qui Maio 22, 2014 8:32 pm

    a tabela de psy é estupida como tudo:
    chaos space marines usam sanctic?
    blood angels ñ usam piromancy?pq? eles até no predator poem flamers!
    toda a gente exceto grey knights usa malefic?
    gw a impingir a sua nova cena a toda a gente... nada de novo heh! na edição anterior eram os alies q ñ faziam sentido, nesta pra já é isto. Ao menos a tabela de alies parece melhor.

    ADN

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    Re: vem aí a 7ª edição - What????

    Mensagem por ADN em Qui Maio 22, 2014 9:19 pm

    Estas novas regras vão virar o jogo de pernas pró ar...pelo que me parece... Smile 


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    Thuryon

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    Re: vem aí a 7ª edição - What????

    Mensagem por Thuryon em Qui Maio 22, 2014 10:30 pm

    Eldar a invocar daemons de Slaanesh. Sounds legit.


    Flash691

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    Re: vem aí a 7ª edição - What????

    Mensagem por Flash691 em Sab Maio 24, 2014 4:25 am

    ok aqui está uma olhadela ao rule book no site 3++ is the new black

    http://www.3plusplus.net/2014/05/first-look-7th-edition/

    Welp, 7E is out and I've got my copy. Time to go through the book and look at what has changed. I'm a bit pressed for time tonight so I'm not going to give a lot of my actual thoughts on what these changes mean, but there will be plenty of that to come.


    Line of Sight is now traced from one model's body to another model's- no more drawing from the eyes/head. Sort of.

    “Start of the turn” is explicitly before the Movement phase occurs; “end of turn” is explicitly after the Assault phase.

    Coherency, as several others have noted, is now 6″ vertically at all times (not just in ruins.)

    If you generate all your powers from one discipline you get the Primaris automatically, but if you gain a power later from another discipline, you'll lose that Primaris. Chaos Marines/Daemons always know the primaris from their god's discipline.

    Force is not a discipline and doesn't count for psychic focus, etc. It is, however, a Blessing and can be negated, etc, as normal.

    Warp Charge counts all units on the table, including those in transports. The psychic phase ends immediately if the active player runs out of warp charge.

    You can only ever manifest psychic powers on your own turn. Kinda breaks a bunch of the Blood Angels/Grey Knights powers?

    Psyker units can only attempt to manifest a particular power once. Text is a little ambiguous what this means, though; if there are multiple psyker models within a unit (that can each manifest separately, as opposed to a Brotherhood) maybe they can each do their own thing? If unit = unit in the normal sense, though, that implies that powers are “shared” amongst a unit, so you could choose to have a unit of Farseer + Warlocks manifest one of the Farseer's powers through a Warlock. I'm thinking that's not how it works.

    Deny the Witch is on 6s unless you have a bonus. Shutting down powers is really, really hard. Casting them is harder too, though.

    Can't cast anything but Witchfires out of a transport.

    Perils only happens on natural double (or more) sixes. Currently there's no way to get modifiers, but could eventually be relevant.

    Perils is more dangerous than before, at least by a bit. Still causes a wound most of the time (but on 5/6 you can make a Ld test to dodge it.) 4+ on the table ONLY causes a wound, so not all that dangerous. 1/2 are potentially pretty bad, with 2 actually being the worst- no roll to avoid it, and for low-Mastery psykers it can render them useless for the remainder of the game.

    Psychic Pilot explicitly gives a bonus to Deny rolls.

    Psychic Hood is 12″ range now, otherwise does the same thing.

    Blessings don't stack unless specifically stated.

    Conjurations bring the unit in via Deep Strike, so no movement/assault. Mishapping lets you place them anywhere you want on the subsequent turn, though. The conjured unit generates powers/abilities immediately as appropriate, but can't cast conjurations of its own that turn. They're scoring. Conjured Daemons can always take an Icon/Insturment/Champion for free if you have the appropriate model available.

    Powers last from one psychic phase to another, unless otherwise noted, so Blessings will never help you on your first movement phase. Interesting.

    Maledictions don't have the same “never culmulative” text that Blessings do, but are otherwise worded similarly (which implies they probably don't stack.) Still can't go below 1 in anything.

    You can cast as many Witchfires as you want and still shoot, and can target anything you want.

    Beams don't reduce in strength anymore for multiple models? Pretty sure that was a thing previously.

    Focused Witchfires get to choose their target if you roll more successes than you needed to cast the power. This is huge, as it means that the previously-unreliable targeting aspect of them is now actually quite accurate. They otherwise hit the nearest model, which is still useful.

    Novas hit FMCs/flyers.

    Shooting is resolved one weapon at a time now, but you can still only fire one gun unless otherwise noted. Interestingly, different fire modes are counted as different weapons for this purpose. The limitation on firing one gun is no longer specific to the shooting phase.

    Snap Shots are always BS1, unless specifically stated otherwise or modified by a rule that states otherwise.

    If models are equidistant from the shooter, the owner chooses which to remove.

    You can't allocate wounds to models out of LOS. Fuck you, blast weapons, you have to follow the rules.

    Since weapons are resolved one at a time, it's possible to put your shorter-ranged guns out of range. Pick your order carefully.

    Models that Go to ground can't fire overwatch. That's a pretty big deal.

    Cover is always 5+ unless specified otherwise.

    Ordnance weapons can never fire Snap Shots. Nonvehicle models that shoot an Ordnance weapon can't charge or fire other guns.

    FMCs can theoretically drop bombs now. Huh.

    Primary weapons with Armorbane roll 3d6 and pick the two highest. Nice little fix there.

    You're allowed to charge things you can't hurt, explicitly so.

    Charging through terrain is -2″. This can cause you to fail a 1″ charge.

    Pile in during assaults is slightly different. Functionally pretty similar, though.

    Monstrous Creatures can never Go to Ground.

    FMCs that Deep Strike are always considered to be Swooping.

    Grounded tests are only on unsaved wounds, and are at the end of the phase. You can't charge if you went into Glide mode on your own turn, but you can if forced by a Grounding test.

    Vehicles are allowed to make Snap Shots with ordnance weapons.

    When Immobilized, flyers crash on a 1/2 and otherwise count it as Stunned.

    Exploding vehicles no longer leave craters. Wrecked vehicles are not dangerous terrain (though they're still difficult.)

    Vehicles are allowed cover saves against weapons that inflict damage results, but don't roll on the damage table- specifically including Graviton weapons.

    Stationary vehicles are still treated as WS1, though Immobilized ones are not.

    If a vehicle suffers a damage result that doesn't kill it, embarked units have to make a Ld test at the end of the phase or be only able to fire snap shots.

    Damage from vehicle explosions on the inside is allocated randomly. Fucking random allocation.

    If a transport is destroyed by a shooting attack, ANY unit that shot the transport is allowed to charge the disembarked squad.

    Moving Flat Out while zooming gives you 12″-24″ of distance.

    You can't disembark from a chariot, period. Coming back to life if you were mounted on a chariot brings back your chariot with 1HP. When a Chariot is shot at, the owner gets to choose whether the wounds hit the chariot itself or the embarked model (except for blasts/templates, which always hit the vehicle.) Skimmer chariots don't need to take Dangerous tests for charging, and chariots only take a glancing hit from dangerous tests. Chariots (or more specifically their riders) fight like infantry models and the chariot can sweep, pile in, etc, as normal. When fighting against a chariot, you have to resolve all of your attacks against either the rider or the vehicle- you can't split them. You use the WS of the rider to hit it, and grenades can only be used on the vehicle. Hits against the vehicle are always resolved on front armor in CC.

    Walkers no longer get a free pivot in the shooting phase. They do have the Hammer of Wrath rule, though.

    Ramming does a base damage equal to half the armor facing of the vehicle, +1 for being a tank, +2 fr being heavy/superheavy- speed no longer matters (though you must go as fast as possible.)

    Dozer Blades add +1 to your effective armor value when ramming.

    Wounds from a challenge spill over into the unit, and wounds from outside the challenge can spill “into” the challenge (but only after all other models have been killed.)

    Area terrain as a thing is gone, but many of its functions still exist. For example, ruins provide a 4+ cover save regardless of obscurement.

    Craters are 6+ cover, regardless of obscurement, and give +2 when going to ground.

    A model that fires a Gun emplacement can't fire any other weapons.

    Buildings have HP now. 3/4/5 for small/medium/large. Jump and jet pack infantry can get into buildings. Buildings are explicitly treated like vehicles except where noted otherwise. Units on the battlements of a building that Collapses don't have to get off; those on a Detonating building get a free 6″ move to place themselves legally.

    Gun Emplacements placed on buildings count only as Emplaced Weapons and can't be destroyed by shooting at them directly.

    Unbound armies are stupid. really, really stupid. They're allowed to take Formations (and gain their benefits normally) if they want.

    Whatever detachment contains your Warlord is your primary detachment, but otherwise it can be any of them. In an Unbound army, all models from the same faction as your Warlord benefit from their trait.

    You can take any number of detachments in an army, including Allied detachments. “Combined Arms Detachment” is the general name for the old FoC chart, which includes one fortification and one Lord of War. A CAD can reroll its warlord trait and benefits from Objective Secured; allied detachments get Objective Secured, in both cases for Troop models only. Note this applies to dedicated transports for troops.

    Warlords can be non-character models, but if they are, they do not get a warlord trait.

    The warlord tables are mostly the same, but slightly cleaned up. Strategic is really, really good now.

    Unbound armies still need to follow the rules for differing ally relationships. Battle brothers can embark on each others' transports now. Desperate Allies don't cause planes to crash anymore, but are scoring. Come the Apocalypse are like Desperate, but can't be deployed within 12″ to start.

    Fortifications are set up with the rest of the army during deployment.

    Winner of the roll-off picks whether to deploy first or second, and then both players do so. Whoever deployed first then chooses whether to take the first or second turn. This… is a pretty big change.

    Conceding is now actually in the rules, and results in a crushing victory for the continuing player.

    Only scoring units can claim Linebreaker. If both players kill a unit at the same time, they both get First blood.

    The roll-off to place objectives is done before choosing table sides or deployment types (except in Emperor's Will) and is separate from the roll-off to pick sides, etc. Objectives can be on top of, but not inside of, buildings.

    Swooping/zooming units don't score. Nonscoring units can't contest objectives.

    Sabotaged objectives now cause d6 hits to units in 3″, rather than the large blast marker. Grav Wave Generator now subtracts two from charge rolls, and is cumulative with terrain.

    Night Fighting is ignored if neither player wants to use it. It simply gives the Stealth rule to all units.

    There is no limit to the number of units you can place in reserve, though if you have no models on the table you will still lose at the end of a game turn. Units from reserve can manifest psychic powers as they please.

    You can't roll the same Tactical Objective more than once during a game. Maelstrom of War missions are optional, and only they use the Tactical Objectives. You generate tactical Objectives at the beginning of your turn, depending on the mission.

    Scouring and Big Guns still give VP for killing the requisite unit types, but no longer have anything else special about that type.

    The Relic is now scored like any other objective and can only be passed once per turn. Vehicles can never pick up the Relic.

    The Maelstrom missions are… interesting. Above and beyond the other stuff here, they're gonna get a post all their own.

    ATSKNF no longer gives the free 3″ move for regrouping.

    Blind can only cause one test per phase.

    Barrage weapons can only fire at targets inside their minimum range by firing directly.

    Destroyer weapons always cause no effect on a result of '1′. 2-5 cause d3 damage (HP or wounds) and allow cover/invulnerable save as usual. 6 is the same as before and no saves of any kind can be taken, although special rules other than FNP can still be taken as normal. Destroyer weapons count as S10 for purposes of Instant Death (sorry, harpy/DP, no more dodging that bullet.)

    Graviton weapons do nothing to buildings.

    Hammer of Wrath is resolved against the armor facing you hit.

    ICs can never join a unit that contains a monstrous creature of vehicle. They are, however, allowed to join units that consist of a single model.

    Infiltrators and Scouts can never charge on their first turn, even if you went second.

    Poisoned weapons only grant a reroll on wounds if your Strength is HIGHER than the toughness of the model you are wounding.

    Precision Shots are only on sixes.

    Rampage doesn't work when multicharging.

    Skyfire no longer allows full-BS shots at ground targets if you have the Interceptor rule.

    Smash Attack is now only a single attack, not half your normal number.

    Sniper weapons are no longer Rending against vehicles and merely count as S4.

    Strikedown doesn't lower the initiative values of affected models anymore.

    Supersonic doesn't prevent you from entering Hover mode.

    You can use Grenades against Gun Emplacements.

    Defensive grenades can be throw as S1 Blind Blast weapons. They don't give Stealth at close range.

    Like the missions, the psychic powers deserve an article all their own. (Also, we need to find out who can actually use what tables before they mean much- remember, in 6E a lot of models from a faction didn't have access to all of that faction's psychic disciplines.)

    Overall Thoughts
    7E resembles 6E a lot in many ways- the basic rules haven't changed all that much, but the way you build armies and play missions has, and those things are absolutely critical to the game. The errata will be very telling here, so we'll have to see how it pans out, but on the surface of things Eldar and Unbound armies will dominate gameplay pretty heavily, bar major shifts in things.

    hellboy

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    Re: vem aí a 7ª edição - What????

    Mensagem por hellboy em Sab Maio 24, 2014 7:55 am

    deus... .tenho de ler isso depois com calma quando tiver mais tempo

    obrigado flash Wink


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    Through the destruction of our enemies do we earn our salvation!

    ADN

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    Re: vem aí a 7ª edição - What????

    Mensagem por ADN em Sab Maio 24, 2014 10:21 pm

    Oh my God!!! Isto vai ser giro...se a intenção era equilibrar as coisas...não sei não... Shocked 


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    Destrado

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    Re: vem aí a 7ª edição - What????

    Mensagem por Destrado em Dom Maio 25, 2014 9:06 am

    A intenção das regras é vender modelos, ponto.

    Há já reports com listas de Daemons de Tzeentch e afins, com 60+ demónios invocados nos primeiros turnos.

    Ainda bem que ninguém cá usa demónios.

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    Re: vem aí a 7ª edição - What????

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      Data/hora atual: Dom Fev 26, 2017 9:16 pm