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 Titel: 40k 7th edition changes
Indlæg: 18. jun 2014, 20:51 
Beholder Guardian
Beholder Guardian

Tilmeldt: 29. jun 2011, 18:54
Indlæg: 496
Tænkte vi burde have en tråd hvor de nye/ændrede ting er opridset. Undlad at diskutere her, men post gerne flere observationer...

Psychic phase. Psychic powers er lavet helt om. Læs det ny kapitel.

Charge through terrain distance er 2d6-2"

Super heavy reglerne er nu en del af regelbogen.

Skydning fra en enhed skal resolves efter våbentype. Fx. alle flamers på en gang, så alle bolters osv.

Ved ikke om det var der før, men hvis du ikke har modeller i base kontakt med fjenden efter et pile in move, så er kampen slut før man når alle initiative steps igennem.

Vehicle damage table går nu til 7. 1-3 er Crew shaken.

Vehicles har altid WS1 (undtagen walkers chariots)

Hvis en transport lider et shaken/stun/weapon/immobil. så skal enheden tage et Ld check for at undgå et gå på snapshots.

Psychic powers kan ikke kastes på embarked units selv hvis psykeren er i samme unit.

Kun witchfire kan kastes ud af en transport via fire point.

Jink save er et aktivt valg: 4+ cover save men kun snapshots.

_________________
/GertH


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 Titel: Re: 40k 7th edition changes
Indlæg: 18. jun 2014, 21:19 
Level 12 Dwarven Defender
Level 12 Dwarven Defender

Tilmeldt: 19. dec 2013, 22:38
Indlæg: 89
Når et vehicle eksploderer, så er det nu styrke 4 dem omkring rammes med. Stadig styrke 4 for folk inde i transports.

Når et vehicle eksploderer efterlades der ikke længere et krater.

Flamers kan ramme D6 gange på folk i open-topped transports.

Overskydende wounds fra en challenge kan løbe videre på den afdøde challengers squad. På samme måde kan en challengers squad slå ind i en challenge hvis der ikke er andre modeller de kan slå på.

Flying Monstrous Creatures tager kun grounding checks hvis de bliver wounded, og kun 1 gang i slutningen af hver fase.

Night Fighting er nu kun Stealth til alle, ligemeget afstand. Der er ikke længere nogen begrænsning på hvor langt man kan se.

Area Terrain findes ikke mere.

Ruiner giver nu 4+ cover bare man står i dem (skal ikke være dækket 25% medmindre man er vehicle).

ATSKNF giver ikke længere 3 tommers gratis movement.

Line of sight måles hvor som helst på en model nu (dvs at hvis tåen på ens Space Marine kan se din Ork, så kan han skyde den.) Dog gælder reglerne for våben på vehicles stadig (mål langs løbet for LoS)


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 Titel: Re: 40k 7th edition changes
Indlæg: 18. jun 2014, 21:26 
Level 20 Archmage
Level 20 Archmage

Tilmeldt: 14. nov 2012, 22:32
Indlæg: 1163
Kopieret fra Powerfist

Citat:
Changes between 6th and 6.5

THE TURN:

- Added rules for D66's
- Added rules for combined re-rolls (Reroll all failed something and all successful something is now just leave the original dice)
- Added rules for Apocalypse blast markers
- Added rules for 'You and Yours' and 'Friendly and Enemy models'
- Removed 'Exceptions' from the turn sequence
- Added 'The start and End of Phase' information
- Added 'The start and End of turn' information
- Added 'Before game begins' and 'At the end of the game' information
- Added 'Sequencing'

MOVEMENT:
- Added '6 inch vertical unit coherency'
- Added 'Moving up terrain' to the movement section

SHOOTING:
- Added two steps to shooting sequence
- Added 'Weapon firing groups' All the same type of weapons fire as one.
- Added information about what can and cannot alter snap-shots
- Changed 'Wound pool' due to group firing
- Changed 'Allocate wounds' due to group firing
- Changed 'Closet model' to be owning players choice rather than random
- Added 'Out of range' to shooting. If none of the weapons are in range of the target then the target cannot be wounded. However, still use maximum range even if it fired rapid fire.
- Moved 'Look out, Sir' to character section from moving
- Removed 'Focus fire'
- No 'Overwatch' shots for units that are 'Gone to ground'

WEAPONS:
- Added 'Primary weapons' for super heavies

ASSAULT:
- Added units can choose to charge units they cannot hurt
- Added FMC cannot charge the turn they changed flight modes
- Grounded FMC can charge on their next turn
- Added that the assaulter can move through spaces smaller than their bases
- Charging through difficult terrain is just -2 on your base roll
- Added clarification on charging units who have gone to ground
- Added clarification to pile in through difficult terrain (I 1)
- Added clarification to piling it with a model with multiple initiatives (highest)
- Changed wound allocation (Owner determines who is closer)

MORALE:
- Added clarification to morale (units who lose 25% in assault to do test for morale automatically)

UNIT TYPE:
- Artillery can move and shoot
- Monstrous creatures may not go to ground ever
- Added clarification that Deep Striking FMC are always swooping
- Cannot charge after changing flight modes
- FMC can choose to use the Skyfire rule or not
- Template, blast and large blast can target FMC if they have Skyfire (Possible rules interaction oversight or typo)
- FMC may not enter and exit the board on the same turn
- Added rules for Gargantuan & Flying Gargantuan creatures

VEHICLES:
- Vehicle damage table
- Results may not always lose a hullpoint. If a weapon effect does not specify that it loses a hull point it just takes the result and not the hull point
- Cover saves for Grav weapons
- All vehicles are weapon skill one, even if they didn't move
- Psykers can only use witchfire powers against enemies when firing from a transport
- Pskers cannot use any other type of power while inside
- Passengers may take a leadership test to ignore shaken, stunned etc results when shooting
- Passengers may get shaken in a vehicle on all results however
- Vehicles explode on a S4 explosion -
- Tank shocked changed to 1/2 the armour value rounded up
- Excessive mass for Heavy or super heavy tanks +2 instead of +1
- Added super heavies

FLIERS:
- Clarified that they always start in reserve (Regardless of special rules, except for Skyshield)
- Clarified repairing of damaged fliers (Must be in the vehicle)
- Choose whether or not to use Skyfire
- Immobilized result, on a 1-2 it crashes, on a 3+ it counts as a stunned result

CHARACTERS:
- Challenge wounds spill out into the squad

SPECIAL RULES:
- Jink before 'to hits' are made but gains a 4+, snap fire next turn
- Interceptor now just Interceptor, no linking with skyfire
- Missile lock works on all one use only weapons, blast and regular (Dark Angel flier baby)
- Move through cover, not slowed when charging (Still no info on if that means you don't need assault grenades)
- Characters don't seem to have precision shots and precision strikes anymore
- Splitfire no longer requires a Leadership test
- Changed 'They shall know no fear' to lose the 3' bonus move but squad can still move, shoot and fight normally.

- Defensive grenades give blind
- No limit on reserves


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 Titel: Re: 40k 7th edition changes
Indlæg: 18. jun 2014, 22:53 
Beholder Guardian
Beholder Guardian

Tilmeldt: 29. jun 2011, 18:54
Indlæg: 496
Dozer blade giver +1 front armour i ram attacks, tillige normal effekt.

Har din character samme initiativ som de andre i unit, skal han pile in før de andre.

Afslås en challenge er det challenger som bestemmer hvem der ikke må slås.

_________________
/GertH


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 Titel: Re: 40k 7th edition changes
Indlæg: 20. jun 2014, 19:24 
Beholder Guardian
Beholder Guardian

Tilmeldt: 29. jun 2011, 18:54
Indlæg: 496
Næsten alle units er scoring, inkl. embarked units - med nogle få undtagelser (Swooping, Zooming)

Ignore cover er uændret.

Move Through Cover ignorerer Dangerous terrain tests.

Snipers er S4, tror de var S3 før.

_________________
/GertH


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 Titel: Re: 40k 7th edition changes
Indlæg: 20. jun 2014, 21:08 
Level 20 Archmage
Level 20 Archmage

Tilmeldt: 14. nov 2012, 22:32
Indlæg: 1163
Page? :)

Edit: Jeg kan kun læse mig frem til at de er, som de altid har været.

Bolter + Secondary Weapon (flamer, grav, melta el. plasma).

Main Weapon:

Bolter - blablabla ligesom normalt

Secondary Weapon:

Flamer blablabla Type: blabla 1, One Use Only
Grav-gun blablalba Type: blabla, One Use Only
Melta blablabla Type: blabla, One Use Only
Plasma gun blablabla Type: blabla, One Use Only


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 Titel: Re: 40k 7th edition changes
Indlæg: 9. feb 2015, 23:04 
Beholder Guardian
Beholder Guardian

Tilmeldt: 29. jun 2011, 18:54
Indlæg: 496
Lad os få lidt had fra kernen af al had:

http://youtu.be/fc36Is_6yZw

_________________
/GertH


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