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Offline Undermine

Odp: Nowości Games Workshop
« Odpowiedź #4950 dnia: Czerwiec 20, 2011, 02:48:08 pm »
:wink: :wink: :wink: Eeeeejno, przeciez zostalo TYLKO rok do premiery 6ED, plewiarskiej armii trzeba sie pozbyc, póki jest chodliwa  :lol: :lol: :lol:
Cze !!!

Jeszcze pół roku pogram na IG :D A nóż na 6 hydrach zrobię ładny biznes :D


Offline Eman

Odp: Nowości Games Workshop
« Odpowiedź #4951 dnia: Czerwiec 20, 2011, 02:52:36 pm »
Generalnie to moja wypowiedz byla zartem ... delikatna szydera ... gdyz no decyzja o pozbyciu sie jakiejkolwiek armii, na rok przed premiera nowej edycji, na podstawie jakis niepotwierdzonych plotek, jest po prostu ... hmmm, jakby to nazwac ... lekko chybiona, mocno przedwczesna? Szczegolnie, ze - jak to Yedli trafnie napisal - diabel (czy tam inny greater deamon) tkwi w szczegolach i dopiero ogranie nowych zasad w paru bitwach moze pokazac co bedzie plewne a co uber-mocne.
Cze !!!
Strzelanie jest dla ciot. Psychotroke granaty są dla zboków. Liczba Fistów musi być wielokrotnością liczby Rhinosów, tako rzecze święta księga.

Offline Undermine

Odp: Nowości Games Workshop
« Odpowiedź #4952 dnia: Czerwiec 20, 2011, 02:57:42 pm »
Nie no Eman spokojnie, ja też żartuję ;) Ploty mnie nie jarają, cierpliwie czekam - poza tym chciałem Gwardię bo jest klimatyczna jak zaczynałem grać to w 6tej będę klimaciarzem najwyżej, a co! :biggrin:


Offline Mistrz wałków :)

Odp: Nowości Games Workshop
« Odpowiedź #4953 dnia: Czerwiec 20, 2011, 10:32:55 pm »
A ja gwardzistów rozumiem.
U nich każda zamiana edycji/dexu to wcale nie gorszy dex ale mus wydania miliona szekli na nowe opąłacalne jednostki.
To nie SW i BA gdzie trzeba kupić 2-3 pojazdy jest looz. Tutaj wymienia się całe szwadrony pojazdów.. albo zakupuje całe lufftwaffe :D
Kamil. (miszczu)

Offline Michaelius

Odp: Nowości Games Workshop
« Odpowiedź #4954 dnia: Czerwiec 22, 2011, 10:20:39 am »
Bez przesady conajwyzej beda musieli sie przesiasc z Hydr na Leman Russy.

Jak ktos nie zmienia armii co kodeks to dorzucenie do kolekcji nawet tych boksow czegos w tempie jeden na miesiac nie powinno byc az takim problemem.
Michaelius

"Your understending is not required, merely your surrender"

Offline Inkq

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Odp: Nowości Games Workshop
« Odpowiedź #4955 dnia: Czerwiec 22, 2011, 10:44:51 am »
Bez przesady conajwyzej beda musieli sie przesiasc z Hydr na Leman Russy.

Jak ktos nie zmienia armii co kodeks to dorzucenie do kolekcji nawet tych boksow czegos w tempie jeden na miesiac nie powinno byc az takim problemem.

Dokładnie tak :P

Offline Nathaniel

Odp: Nowości Games Workshop
« Odpowiedź #4956 dnia: Czerwiec 22, 2011, 01:30:24 pm »
Jak ktos nie zmienia armii co kodeks to ...

starzy gwardzisci co nie zmieniaja armii nie musza nic dorzucac, bo LRusy maja ;)
Nathaniel

In dedicato imperatum ultra articulo mortis
- For the Emperor Beyond the Point of Death

As defenders we stand
... as brothers we fall

Offline trej

Odp: Nowości Games Workshop
« Odpowiedź #4957 dnia: Czerwiec 22, 2011, 01:57:18 pm »
Co najwyżej nie z tymi lufami ale da się nadrobić :)

Offline PaulShin

Odp: Nowości Games Workshop
« Odpowiedź #4958 dnia: Czerwiec 22, 2011, 07:48:54 pm »
A ja dokupiłem więcej Lemanów ostatnio. :D

Offline Kelvan

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Odp: Nowości Games Workshop
« Odpowiedź #4959 dnia: Czerwiec 23, 2011, 07:58:38 pm »
Z BOK

Cytuj

    The managers despise the  hobby and all immatures who play it. There is a huge rift in the management and  most of the executives that actually play the game have left or are leaving the  company right now.
Layout
  Pretty crisp and clean
  on odd pages there is the normal rule text with examples, on even pages there  are the usual diagrams and charts, and small boxes with definitions
  Lots of rules that were formerly explained within the text, are now only  summarized in the text, the full rules are given in these boxes, you can read  the rules text very fast without much detail, there are some boxes that have a  name of a rule, but are empty otherwise. I guess that there should be page  references to later pages, for example in the terrain rules, there is Torrent  of Fire mentioned, the rule is explained much later (in a box), there is an  empty box in the terrain section that reads Torrent of Fire however
  So you have both: clear rules veterans and easy reading for first-timers
  But it seems that there is not much space left for pictures, though :(
Fundamentals:
  characteristic tests as normal,
  if unit must make test, it is made by squad leader
  vehicles fail every test automatically if they don’t have the value
  test on ld is made with single D6 on halved value, vehicles pass these tests  automatically
  Majority characteristic: characteristic-value with most wounds in unit, if  draw, use the higher
Keep track on:
  wounds
  movement distance
  morale condition
  everything else can be forgotten between actions
Saves:
  4 kind of changes: armour save, cover save, invulnerable save, Feel no Pain
  no model can ever make more than two saves or one re-rollable save
  normal models can only make one roll or one re-rollable roll
  Situation where two rolls are eligible:
  - one of the saves is FnP
  - model is character
  - model is bracing
Feel no Pain (1-3): save on  5+,4+,3+, only negated by AP 1, 2 and wounds that don’t allow armour saves, the  only save that every model and not only ICs may take in addition to another  save
Actions
  The rules make really clear what an unit can do and what not. There is an own  chapter for the basic concepts. Every special rule has only to state: can do x,  y, z and it is perfectly clear that the unit can still a, b and c
  Actions:
  - movement: movement in movement phase, sometimes only special types of  movement are allowed: advance, surge, flat out, fleet; charge and disembark  have to be rules out explicitly
  - consolidate moves: every other move, has to be mentioned explicitly
  - psychic powers
  - shooting
  - Reactions
  - residual actions: any other action, for example popping smoke
  unit is immobile: abbreviation for cannot move, react, make consolidation moves
Reactions
  models can react every time the conditions are met
- Going to Ground:
  who: non-vehicles, non-monstrous creatures
  when: unit is being shot at, before rolls are made
  instant effect: -
  lasting effect: Suppressed, if not already Suppressed
- Brace:
  who: tanks, walkers, monstrous creatures
  when: being shot at, before rolls are made
  instant effect: one weapon destroyed ignored, two saves for MC like IC
  lasting effect: Suppressed, if not already Suppressed
- Flying High:
  who: jet pack infantry, jump infantry, jetbikes
  when: being shot at
  instant effect: count as being flyer for shooting, opposing player can make 6”  consolidation move with the unit
  lasting effect: Suppressed, if not already Suppressed
- Evade:
  who: skimmer, fast non-tanks, jetbikes, bikes, jet pack infantry, jump infantry
  when: unit is being rammed or tank shocked and nearly fails morale check
  instant effect: on 3+ can make 6” consolidation move, ignores ram if out of the  way
  lasting effect: -
- Return Fire:
  who: (disembarked) units with Overwatch
  when: unit is shot at the first time in the phase
  instant effect: unit can fire rapid fire and assault weapons with a single shot  at attacking unit, range 12”, resolved simultaneously, opposing unit is  fearless (2) and stubborn for this purpose
  lasting effect: -
- Charge by chance:
  who: non-vehicles, walkers
  when: Trapped, tank shock
  instant effect: charge by chance
  lasting effect: -
Terrain:
  there are two different things: to be in cover, to be in terrain
  every piece of terrain has a footprint, if an unit is this area or touches it,  it is in terrain, being in terrain is important for movement and assaults
  to decide if a model is in cover, you use true line of sight, cover is usually  used for shooting, though some weapons use terrain
terrain is open,  impassable, or has any number of the following attributes:
  - difficult terrain: unit can only advance through it, if a single model moves  through
  - dangerous terrain:
  units that move through dangerous terrain must make a test
  non-vehicles make dangerous terrain test for every model that has actually moved  through it at the end of the phase
  vehicles must designate a point where they enter the terrain before the  movement, than make the test, if vehicle is stunned, immobilized or destroyed,  move it to designated point in a straight line
  for every failed test, the unit gets a hit
  non-vehicles: failed on 1: auto wound on unit, allocated together as Torrent of  Fire
  vehicles: roll depends on movement distance: advanced = failed on 1, surged =  failed on 1-3, flat out = failed automatically, vehicle gets S8 hit against  side armour
  walker only ever fail on 1
  non-vehicle units make only a single dangerous terrain test a turn, vehicles  every time they enter a different dangerous terrain
  - leveled: must spend movement for vertical advancement, non-walker vehicles  and bikes can’t move vertical in leveled terrain
difficult and dangerous  terrains are always ignored if the movement isn’t taking place in the own  movement phase
Preparation and  consolidation phase
  These phases are collecting basin for all kinds of action that takes place  before the movement or at the end of the turn. The player which turn it is may  choose the order of these actions freely.
preparation phase: psychic  powers, placing reserves, rallying, joining/ leaving, claiming mission markers
consolidation phase:  rallying, consolidation moves, jet pack moves, joining/ leaving, embarking,  killing multi-wounded units
consolidation move: moves  outside the movement phase (jet pack movement, embarking, joining/leaving,  falling back, moves after combat, tank shock evasion …) and moves that are  described as consolidation moves are consolidation moves
  cannot end in contact with enemy, ignores terrain even if performed in own  movement phase, all units are relentless for this movement, can move even if  fired heavy weapon, can fire heavy weapon afterwards, doesn’t affect unit speed  for being shot at if not stated otherwise
Abandon: If there is more  than one model with less than its initial wounds in an unit in the  consolidation phase, the owning player must remove all but one as casualty (  ID(3) ). Independent characters are ignored.
movement phase:
  Units can stay stationary or move in different speeds. They can advance and use  their normal movement or they can surge and double their movement distance.  Some units can go flat out or fleet and triple their movement.
Advance: normal movement:  every action allowed
  Surge: double movement: close combat, consolidate moves, psychic powers,  reactions, residual action allowed
  Flat out: movement: triple movement: only reactions allowed, use own columns on  to hit chart
  Fleet movement: triple movement, can charge, count as moving against shooting,  cannot forced surge
If the unit goes through  difficult terrain it can only advance. No unit can ever go flat out or fleet  through terrain.
Forced surge: Units can  surge through terrain if they are allowed to go flat out outside terrain this  turn. Tanks cannot force surge (except during a ram).
  If the unit fails an I-test, terrain is treated as dangerous terrain.
  During a charge, every unit can try to surge through. If the I-test is failed,  the unit still can only advance. units, that have passed their I-test for the  fleet movement, automatically pass this I-test.
  Can’t surge if there is another reason for the restriction to advance movement  than terrain.
Unit types:
  infantry: 6”
  beasts/cavalry: 8”, fleet (1)
  jump infantry: 8”, ignore terrain*
  jet pack infantry: 6”, ignore terrain*, 6” move in consolidation phase
  jetbikes: 10”, ignore terrain*, flat out
  (eldar jetbike: jetbike with Fleet (2) )
  bikes: 8”, flat out, cannot force surge
  vehicles: 6”
  fast vehicles: 6”, flat out
  fast skimmer: 8”, flat out
  walker: 6”, treat terrain like infantry
* as long as they don’t  start or end in terrain
Fleet (1): infantry,  beasts, monstrous creature, jump infantry, jet pack infantry: I-test, if  successful, can perform fleet movement, can always advance during  disembarkation;
  bikes and jetbikes: I-test successful: can make 6” move in consolidation phase
  Fleet (2)/Bounding Leap: as Fleet (1), no I-Test required
Random movement: roll a D6:  1-2 unit moves as infantry, 3-4 unit moves as jump infantry but cannot ignore  terrain, 5-6 unit moves as beast
Charging:
  no model may enter 1” of enemy models unless it charges,
  the only difference between a charge and a normal movement is: models may enter  1” of enemy models.
  all other movement restrictions apply, unit must stay in coherency, are subject  to terrain
  charging units can make a forced surge
  an unit can charge more than one unit, but must stay in coherency, cannot move  closer than 1” to enemy units that are not charged
  The units in contact are now locked. If any model moved through terrain, the  defending unit can claim to be in terrain in the assault phase, in the assault  phase, both unit pile in before trading blows
Charge by chance:
  sometimes units are forced to perform a charge in another phase than the  movement phase, the charge by chance is a pile in move, as if the charging and  defending unit were locked but have lost contact, the defending unit can make a  pile in move afterwards (even if it is his phase, the defending player piles in  last).
  the combat is fought in the next assault phase and no side counts as attacker  or being in terrain, no side can use grenades, no further pile in moves occur  before the fighting
Movement distance is  important for shooting, only the attempted movement in the movement phase  counts (other movements do not count, consolidate moves don’t count, even a  vehicle that has movement 1” can claim having moved flat out),
  can be ‘overridden’ by three events outside movement phase:
  fighting in close combat : stationary
  become immobile: stationary
  falling back: moving
Wounding:
  To wound chart:
  wound everything at least on 6+
Wound Allocation (cc and  shooting):
  hit as normal, wound against majority
mark dice that represent  special weapons and attacks or roll separately
  1. decide whether to use Torrent of Fire or not
  2. target’s player allocate wounds to models, beginning with one chosen armour  group, if every model in this group has a wound, start with another armour  group and so on, if every model in the unit has a wound, start over
  —> multiple wounds: count for allocation as as many models as wounds remain
  3. pick an unresolved armour group, determine which wounds are directed
  4. directed wounds: roll saves for directed wounds, shooting player removes  casualties
  5. roll all remaining saves of this armour group, owning player removes  casualties
  6. goto 3
Directed wounds:
  there are directed wounds in close combat and long-range combat, casualties from  directed wounds are removed by owning player of the attacking unit
  Wounds cannot be directed if targeted unit has Shielded USR, Torrent of Fire is  used, vehicle diverts its fire or non-vehicle, non-MC unit is in fire corridor
  Number of directed wounds: After allocating wounds to an armour group, it is  determined if the how many and which wounds are directed as following:
  - every attack from an IC in close combat is a directed wound,
  - of the remaining wounds, every second wound, beginning with the first, from a  Sniper weapon is directed.
  - Of the remaining wounds on-sniper wounds, every fifth wound is directed,  owning player of the shooting unit decides which wounds are directed
Torrent of Fire/Blows: if  torrent of fire is used, the targeted unit is a single armour group, the owning  player can choose one model, the whole unit has the same combination of armour  saves
  During a Torrent of Fire, no wound is directed
Armour group: number of  model that share the same combination of saves, for example: 3+ armour save,  Feel no Pain (1), no invulnerable save, 6+ cover save that is re-rollable on 1
Shooting:
for determining if a  particular model in the unit can shoot, check range and line of sight from this  model
cover saves:
  fire corridor is measured from squad leader, to the two outermost models in the  target unit, if 50% or more models are invisible or partial invisible due to  cover or vehicles or monstrous creatures, the unit is in cover,
  non-vehicles/MC are invisible for determining cover saves, but if such an unit  is in fire corridor, wounds cannot be directed
  if unit is covered mostly by fortifications or models are completely invisible:  4+ save
  if unit is covered mostly by vegetation: 6+ save
  if unit is covered mostly by vehicles or anything else: 5+ save
To Hit chart:
  it is the same chart as the wound chart, but with seven columns from 0 till 6
  (evasion value in brackets, abbreviates for small chart)
rows:
  buildings (0)
  stationary vehicles, MC, bikes (1)
  stationary infantry, jet pack infantry, jump infantry, beasts // moving  vehicles, monstrous creatures (2)
  short distance // moving infantry, jet pack infantry (3)
  moving bikes, jump infantry, beasts // swarms // flat out vehicles (4)
  flat out bikes (5)
  flyers, beacons (some narrative missions use beacons) (6)
columns:
  BS 1-10
every column is: …. 6+ 6+  6+ 5+ 4+ 3+ 2+ 2+ 2+ …. but is shifted up or down
  I give you the BS value for every column that hits on 3+: 1 // 2 // 3 // 4 // 5  // 6 // 7
if distance from squad  leader to target is less than 12”, unit can always change column to short  distance column
  if a model moves like a different unit type, the initial unit type is still  used for the chart
Assault weapon: bonus  attack for second close combat weapon if unit has charged
Pistols: model can use it  as additional close combat weapon or use its Strength in close combat but gains  no bonus for another ccw, if pistol is AP 1,2 or 3, attacks are Rending (2)
Blast (Small) and Blast  (Large):
  scatter as before
  don’t use line of sight for determining cover saves, if majority of unit is in  terrain, models get cover saves
  marker has infinite height, only in leveled terrain it is two-dimensional
  multiple Barrage is used every time when there comes more than one blast marker  of the same type from a single shooting unit
Template: if there is a  range given in a template weapon’s profile you can place the small end anywhere  in this distance
Sniper (1): always wounds  on 3+, Pinning, every second wound from a Sniper weapon beginning with the  first is a directed wound
  Sniper (2): always wounds on 3+, Rending (1), Pinning, every second wound from  a Sniper weapon beginning with the first is a directed wound
Pinning: must make a  pinning morale check
Tracer: treat every target  as stationary
Anti Air: treat targeted  flyer as flat out vehicle
Rending (1-3): 6,5+,4+ on  to wound roll wound automatically and are AP2 or count as power weapon, D3  extra armour penetration
Poison/Dissolving (X+): as  before, for shooting and close combat
Lance (1-3): treat AV as  13,12,11, no modifiers on damage chart ever
Instant Death(1): caused by  double strength and other effects, models without Eternal Warrior (1-3) loose  all wounds
  Instant Death(2): models without Eternal Warrior (2-3) loose all wounds
  Instant Death(3): also called removed from play, models without Eternal Warrior  (3) loose all wounds
Eternal Warrior(1-3):  Immune to Instant Death of same or lower level
Assault Phase:
Engaged model: a model that  is in base to base contact with enemy model is called engaged, a model that is  in contact with friendly engaged model is also called engaged, so if you have a  long queue of models that are all in base to base contact and the first is in  contact with enemy, alls are engaged
Pile In Move: consolidation  move, 6”, priorities:
  - must move as man models as possible in base contact with locked enemy unit
  - as many models as possible must end the move engaged with model of unit it is  locked in close combat with,
  - rest of the model must move as near as possible to engaged models
  if it is not possible to bring a single model into contact, the distance is  increased with 3” until one model is engaged
  At the end of the pile in move, every struggling, still unengaged IC is placed  in contact with engaged model of enemy’s choosing.
Pile in after charge:
  charging units make Pile In move, than the defending unit makes a Pile in Move
Attacking
  Every engaged model can attack. If it is engaged with more than one unit, it  can decide freely.
  WS majority is used
  IC are unit of their own in close combat
Initiative order:
  Always strike first/last: unit strikes before I1 or after I10, is not affected  by I modifiers, if unit always strikes first and last, it strikes in normal I  order
charging unit in terrain:  strikes at I1
Power fist: strikes always  last
Feint: models can attack in  a lower initiative phase if they want
Grenades: unchanged
Resolving combat
  unchanged, but no more -1 for under half strength
No retreat:
  Fearless units (or units that stay in combat even if they fail their morale  check) make normal morale checks after loosing a combat, if failed, can decide  nonetheless to stay in close combat, but every model in base to base contact  may make a single attack against unit, if a model is in base to base contact  with several Fearless units that failed their test, it can make one attack  against each unit
Sweeping Advance: normal,  unmodified I of squad leader is used
Pile in after combat: all  locked units make Pile In moves, order is chosen by the player who’s turn it  is, units that are no longer locked and not falling back, make a 3”  consolidation move, the unit counts as being stationary
Special rules
  distinction between special rules and universal special rules
  Some USR and other special or weapon rules have more than one level. If no  level is given, the rule is treated as level 1. Only exception: Lance and  Fearless are level 2 by default
  USR are always conferred to or from joined IC, other special rules not
  deployment rules and rules in codices are temporarily lost if not every model  in the unit has it, if it is not explicitly stated otherwise
Necrons, Catachans, Eldars, Dark Eldars, SM Raptors

Offline Kelvan

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Odp: Nowości Games Workshop
« Odpowiedź #4960 dnia: Czerwiec 23, 2011, 08:00:14 pm »
Z BOK cd...

Cytuj
    all USR:
  Preferred Enemy: as before
  Tank Hunter: as before, but it only works against tanks
  Counter Attack: as before, negates Furious Charge
  Veiled(1): if unit targets veiled unit, must roll 3D6 x 3” over distance or  forfeit shooting
  Veiled (2-3): 2D6” x 2
  Acute Senses/Night Vision(1-3): reroll Veiled roll of equal or lower level
  Furious Charge: as before
  Hit & Run: as before
  Overwatch: can react with returning fire
  Move through cover (1): I-Test to ignore terrain
  Move through cover (2): ignores terrain
  Sworn Brothers/Mindless Slaves: if squad leader is killed, every other model in  unit can assume leadership
  Rage: must always at least advance and use full distance towards enemy (for  example raged infantry must at least move 6”, if decide to surge, must move  12”), if shaken or embarked, ignores the rule
  Shielded: as long as one model with this rule remains in target unit, wounds  cannot be directed wounds
  Slow and purposeful: Relentless; can only surge, if S-test is passed, if unit  moves through terrain, it cannot force a surge, units with SaP and Fleet and/or  Flat out have Relentless and Random movement instead, negates Preferred Enemy
  Shock Troop: always rolls a single D6” under 18” in a deep strike, a hit is a  hit
  Skilled Rider/Driver/Ranger (1): reroll dangerous terrain tests
  Skilled Rider/Driver/Ranger (2): ignore dangerous terrain tests
  Stealth (1): +1 on cover save, must take Vanish reaction if unit takes a  shooting reaction
  Stealth (2-3): +1,+2 on cover save; 6+,5+ in the open, must take Vanish  reaction if unit takes a shooting reaction
no USR:
  Relentless: always count as stationary for firing weapons
  Swarms: use the moving beasts (4) column in the chart regardless of movement or  unit type, Blast and Template Weapons cause Instant Death (2) against swarms
Vehicles:
damage chart:
  only negative modifiers: -2 glancing, -1 any hit except AP1 and AP – against  tanks, -2 AP – against tanks (AP 1 flat +1 gone), -3 hit by blast marker but  hole not over vehicle and vehicle is not open-topped (no more halved S for  blast markers)
chart unchanged, but if  vehicle blows up (6+ on chart), embarked troops and models in D6” get S3 AP –  hit, if vehicle blows up embarked troops are Suppressed, if the vehicle is only  wrecked they are fine
if a flat out moving  vehicle is immobilised (4) or wrecked (5) it blows up (6+) instead and embarked  units are Pinned instead of Suppressed.
close combat basically the  same:
  no close combat resolution against non-walkers, but units can decide to break  off and make a 3” consolidation move
  hit stationary vehicle automatically, advancing vehicle on 4+, at any other  speed and skimmers on 6+
Shooting: stationary: fire  all weapons, advance: fire one, surge: no weapon
  fast as before: advance and fire all, surge and fire one
  every weapon can target different unit, when doing so, cannot cause directed  wounds, even with Sniper weapons
Transport:
  Fire point: can fire if vehicle has advanced or surged, but only 12” regardless  of weapon type, embarked troops are relentless
  Embarking: 4” move in consolidation phase in contact towards access point, if  squad leader reaches access point, unit is embarked. If not, no move is  performed
  Disembarking: 4” in movement phase from any access point or base in case of  flyers, consolidation move, counts as having moved the same distance category  as vehicle, i.e. stationary, advance, surge; no charge
  cannot disembark if going flat out or if unit cannot move as fast as vehicle,  i.e. cannot disembark at surge speed into cover, as you can only advance in  cover
  if vehicle was stationary, unit can move normally from access point instead of  disembarkation move, can charge
  fleeting units can advance from access point instead of making disembarkation  move if vehicle advanced or surged
Trapped: if an enemy model  is in base to base contact with access point of closed vehicle, access point  cannot be used. If every access point is blocked, the unit cannot disembark. If  the unit is forced to disembark because the vehicle is destroyed, the unit is  placed on the wreck or in the crater. If the unit is forced to disembark for  another reason it is destroyed. The units that were in base to base contact  with the access points must make a charge by chance on the embarked unit immediately  if it can react
  Flyers in skimmer or flyer mode and open-topped vehicles are not subject to  this rule. If embarked units have to disembark place them as near as possible  to the vehicle (wreck) or base
Multiple embarked units:  must use different access points, if Trapped, choose access points, respective  unit must charge
Skimmer: no more cover save  for flat out movement
Squadron: must target the  same unit,
  if consists of at least two vehicles, one is squadron commander
  commander: as long as commanding vehicles exists, every immobile result in  squadron on vehicle with weapons left is weapon destroyed instead
  rest unchanged, old allocation rules
Lumbering: can only surge  if roll of 4+ on D6, if moved not faster than advance: can fire every turret  mounted weapons in addition to normally allowed weapons
open topped:
  has no further effect than that units can disembark and fire everywhere, no  charge advantage, no damage modifier
Tanks
  cannot force a surge, even if they are flat out, but can ram
  AP 1 and AP – only useful against tanks
Non-tanks:
  only non-tanks can force surge through terrain outside of ram
  fails I-test automatically, so gets a S8 on 4+
Ramming:
  now every tank shock is a ram, a ram is a straight movement with max speed  (flat out or surge), if tank cannot go faster than advance, cannot ram
  tank can force surge through terrain, but still can’t go flat out through it
  only one turn before the movement is possible
three things can happen:  tank shock through unit, passing interfering terrain, ramming attack against  vehicle or building or impassable terrain
no disembarking or shooting  from embarked unit or vehicle is possible after ramming
terrain:
  S8 against side on 4+ as normal
  Skimmer can choose to fly over terrain or go through. If go over, no tank shock  or ram on units in terrain.
Tank shock:
  an unit under the vehicle’s path must make a morale check
  if it fails, the unit evades headless and is falling back
  If check is nearly failed, unit is rolled over
  If check passed but not nearly failed, can decide if nothing happens nothing  happens as tanks passes by or unit is rolled over
  Rolled over: unit can attempt to stop vehicle (like death or glory)
  shaken units can’t try to stop
  if the tanks presses on, the unit gets D3 S5 hits with Rending (2)
Ram against  vehicle/building:
  both vehicles deal an automatic hit to the opposing vehicle
  the hit is resolved against the side in contact
  to calculate the S, take the AV in contact (if it is a tank, always take the  front AV) and subtract a modifier
  -6 if ramming vehicle has surged
  -4 if ramming vehicle moved flat out
  impassable terrain and buildings have AV 14 for this purpose and can’t be  damaged
Ram against walker
  walker can try to stop tank as if rolled over, if vehicle isn’t stopped, impact  is resolved as ram, walker cannot charge by chance
if tank would end movement  on unit:
  may make a 6” special move in any direction but they must try to make place for  the tank, if they would be still under the vehicle they may make another 3”  move and another and another, until they are 1” away from the tank and in  coherency, moves are treated like consolidation moves, but can performed in  every situation even if unit is immobile or can’t perform any other action
  the evading unit can perform a charge by chance on the vehicle, if it can  react, afterwards
comes to halt, if it:  touches vehicle, building, impassable terrain, 1” before an unit in close  combat or is stunned, destroyed or immobilized, movement distance is reached
Artillery: vehicle, squadron,  immobile, AV 10 /10 /10, BS as crew,
  no commander
  can place one crew counter per artillery, some can have additional crew members
  can remove counter to ignore a single crew shaken or stunned result
  can fight in cc like a walker, with WS, S, I as the crew, the number of attacks  is the number of crew counters plus the number of artillery devices
  enemy attacks are resolved solely against the artillery
Flyers:
  - can decide every round in the preparation phase: count as fast skimmer or  flyer, can decide upon arrival from reserves
flyer mode:
  - If flyer is in reserve, it is placed in harry reserve every time, even if it  can’t outflank
  - Flyers from reserve are place in the the preparation phase on any table edge
  - unlike other vehicles, flyers cannot turn as they like
  - ignore all terrain, even impassable
  - up to 18” movement, no surge, no flat out, one turn anywhere during the  movement up to 90 degrees
  - must move 12” in straight line in preparation phase, can turn up to 45 degree  at the end of the movement,
  - must move 12” in straight line in consolidation phase, can turn up to 45  degree at the end of the movement, if reaches table edge or can’t be placed at  the end of the turn, flyer is put back in harry reserve, cannot change into  skimmer mode
  - Flyers can always fire every weapon at a single target, all weapons have AA  rule
  - no (dis-)embarking, except special drops if unit has Aerial Drop special rule
  - if immobilized (4) or wrecked (5), place Blast (Large) marker in random  direction in 3D6”, causes S5 (against side armour), place crater
  - Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed.  If immobilized, unit is placed in crater, get S5 hit each, Suppressed
  - flyers have their own column in the to hit chart, Blast weapons don’t use  their marker, use BS to hit, if marker targets another unit and touches flyer,  hit is ignored
  - barrage and ordnance weapons can fire direct, but must re-roll hits, even if  twin-linked, weapons that hit automatically can’t hit flyers, that includes  shooting, rift and shock wave psychic powers that hit automatically
  - close combat: in contact with base, attacks hit on 6, any other unit than  jump infantry, jetpack infantry and jetbikes must re-roll hits
  - cannot be rammed, base is treated like unit in close combat
Aerial Drop: flyer with  this special rule can disembak units even if in flyer mode, in any phase  embarked jump infantry and jet pack infantry can be placed via deep strike on a  point, the flyer has moved over in this phase
IC: can roll two saves at  the same time,
  All wounds from an IC in close combat are directed. count as separate unit in  assault phase for dealing damage
  joining: 3” move in preparation or consolidation phase, assumes automatically  squad leadership
  combat: if IC is part of an unit that is in close combat, but isn’t in base to  base contact, it is moved into it by the shortest distance
Squad Leader:
  You must nominate one model of every unit to be the squad leader, if the unit  entry doesn’t make clear which model it is in the first place.
Banner/Icon/Trophy: if  squad leader is killed, standard- or icon bearer automatically becomes new  squad leader.
  If one or more independent characters have joined the unit, one of them  automatically becomes new squad leader. If the IC is killed, the normal leader  takes over.
Squad leaders can take two  saves, all wounds from squad leader in close combat are directed
  only applies for initial squad leader.
If the unit must take a  characteristic test, use the profile of the Squad leader.
  used for all kinds of things
Every time when something  is measured from the squad leader, or he has to make a test for the unit, but  the unit has no leader anymore, the opposing player can choose one model for  this purpose
psychic powers:
Psychic test: morale check  to use power, if morale check is failed, no more powers this turn from this  psyker
perils: unchanged
power levels: number of  psychic powers per player’s turn
  power types:
  - shooting power: count as firing a weapon, line of sight, BS roll or scatter  if blast, fire point needed
  - rift power: count as firing a weapon, true line of sight, no BS roll or  scatter, only disembarked, targets suffer described effect, wounds from rift  powers cause ID (2)
  - modifying power: preparation phase, no line of sight or BS roll, no fire point  needed, distance from hull, can only target own models inside transport; if  target splits during the turn, the psyker’s player can decide on which part the  power remains
  - aura: preparation phase, psyker and joined unit are effected, if psyker  leaves unit, power stays only with psyker, no BS roll, no fire point needed,  transport unaffected, sustained power
  - shock wave: count as firing a weapon, no line of sight, no BS roll needed,  radius from base edge, must be disembarked, units in transports are unaffected
block: psyker in normal  condition in 24” of other psyker can attempt to block psychic power, on 5+  blocked, on 1 perils of warp attack (unchanged), if equipped with similar  wargear, psyker can decide which to use, only one block attempt per power
passive powers: no need for  psychic test, not subject to block, don’t work if unit ‘can’t perform any  action’
  resonating powers: can stack
  sustained powers: if psyker is shaken or engaged in close combat, power is  blocked
  rampant power: if psyker uses a rampant power, cannot use another power this  turn, even with power level 2 or more
force weapon: as before,  ID(2)
  witchblades: as before, besides: force weapon with ID(1)
Unit conditions:
  Morale checks: roll with 2D6 against squad leaders Ld as normal, but result of  a failed or passed roll varies from situation to situation i.e. psychic test,  pinning test, casualties, and are given for every situation. there is no more:  “make a normal morale check”
  In some situations a morale check can not only be failed or passed, but also be  nearly failed. Nearly failed is if rolled higher than halved LD (rounding up)  but below or equal to Ld, modifiers are applied before halving, but there are  no more modifiers outside close combat
five usual situations: lost  close combat, heavy casualties, pinning, psychic test, rallying
  checks due to other fleeing unit is gone
Heavy casualties: made in  consolidation phase, 25% casualties or more in a shooting phase: if failed:  fall back
Pinning:
  if morale check fails, unit is Pinned, if nearly fails, unit is Suppressed
Lost close combat:
  unchanged, difference in combat resolution as modifier
- Suppressed:
  non-vehicle and non-MCs units cannot move flat out, fleet, force a surge,  shoot, use psychic powers, react, if they fail a T-test, they cannot surge and  charge
  vehicles and MC: can still react and fire a single weapon, cannot ram,  (vehicles fail their T-test automatically), vehicles can only voluntarily  become suppressed, embarked units in a suppressed vehicle cannot shoot from  within
  infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up  to 3
  if charged: looses suppressed status immediately
  if forced to make another morale check: morale check, if nearly failed or  failed, unit is Pinned instead of Suppressed
  - Pinned: cannot move, shoot, make consolidate moves, use psychic powers, react
  infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up  to 3
  if charged: looses Pinned status immediately but cannot use defensive grenades  and Counter Charge USR and gains no bonus from terrain
  if forced to make another morale check: morale check, if nearly failed or  failed, unit is Falling Back instead of being pinned
  - Falling Back:
  in moment of breaking unit immediately makes consolidation move towards own table  edge with surge distance, count as having surged for purposes of shooting
  can act in subsequent turn as normal, but must attempt to move and  simultaneously end their movement not closer to any enemy unit. If they cannot  move in the movement phase because of this they are removed from play.  Therefore they cannot stay stationary voluntarily or charge an enemy.
  They can perform consolidation moves, but cannot end nearer to any enemy unit.  Unit cannot react.
  if charged: if charging model reaches the unit, unit is destroyed and charge is  unsuccessful
  if forced to make another morale check: unit is destroyed, does not apply for  rallying
  if reaches voluntarily or during their initial move the table edge: are removed  from play but don’t count as destroyed
  - Shaken: abbreviation for Suppressed, Pinned, Falling Back
  - Immobile: abbreviation for cannot move, cannot react, cannot make  consolidation moves
Rallying: suppressed and  pinned units automatically recover in the consolidation phase of their next  player’s turn
  A falling back unit with squad leader can make a morale check in the  preparation phase if there is no enemy unit in 6”. If successful the unit can  act normally. If failed, the unit is not destroyed. A falling back unit can  embark into a vehicle an rallies immediately. The 3” movement can be towards  enemies as long as it end inside the vehicle.
Fearless (1): if any morale  check for rallying, casualties, tank shock or in close combat fails, the unit  can decide to pass it anyway, Fearless units treat Pinned as Suppressed, treat  Falling back as normal condition
  Fearless (2): as Fearless (1) but can decide to pass Pinning tests, too
Stubborn: always use the  unmodified Ld for morale tests in close combat, Stubborn and Fearless (1-2)  units must always choose to pass a morale check
Misc:
  swarm = model with swarm rule
  there is no special rule for allocating wounds against units with multiple  wounds
Mission rules:
  3 old types of placement, only one type of mission
Sequence:
  place terrain -> decide type of placement -> place mission markers ->  decide first turn -> choose stratagems -> put units in reserve  ->deploy remaining units -> deploy infiltrating units -> make scout  moves
First turn:
  roll-off, looser bids a number of strategy points, opponent can raise or bail  out, both player can raise the stake until someone bails out. Winner can decide  to go first or last
  Player that goes first can decide table edge and has to deploy first
  The looser can spent the strategy points on stratagems
Placing mission markers: 1  marker is placed as near as possible to the middle of the table, 4 markers are  placed in turn, starting with the player that goes first. marker has to be more  than 12” away from table edges and other markers
  marker use a 60mm base and are impassable terrain, the center marker is flat  and doesn’t block line of sight, the players can use every shape they want for  the markers they place, as long as it doesn’t overlap the base significantly
Night Fighting: all units  Veiled (1)
Scout: 12” move before the  game after infiltrators are placed, outflank
Infiltrator: can be placed  anywhere outside 18” of enemy models, count as veiled (2) as long as they make  no voluntary action
Outflank: nominate side, on  3+ comes from there, on 1-2 from other side
Deep Strike: mishab table  as before, place squad leader,
  if in 6” of enemy: 3D6” scatter, use arrow on hit symbol, if in 12”: 2D6” hit  is hit, in 18”: 1D6”, outside 18”: no scatter
  may only advance on turn of arrival, even with fleet or flat out, count always  as (advance) moving, charge allowed
Necrons, Catachans, Eldars, Dark Eldars, SM Raptors

Offline Kelvan

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Odp: Nowości Games Workshop
« Odpowiedź #4961 dnia: Czerwiec 23, 2011, 08:00:59 pm »
Z BOK cd...

Cytuj
    Reserves: unit(s), their   transport and joined IC count as one unit for all reserve related  purposes, but  the unit has to start inside the transport and IC has to be  in the unit, units  can use special deployment options of the vehicle but  not vice versa,
    1. nominate any number of outflanking units to harry, place them near  the  table, facing the enemy’s table edge
    2. flank guard: nominate half (rounding down) of the remaining units to  arrive  in turn 2, place them near the table, facing the small table edge
    3. rear guard: the rest arrives in turn 3, place them near the table,  facing  the own table edge
    In the preparation phase
    when you put an unit in reserve you have to decide upon a deployment  method
In preparation phase:
  flank guard: from turn 2 on: arrives on 2+
  rear guard: arrives in turn 2 on 1, and from turn 3 on on 2+
  harrying units arrive on 4+ from turn 2 on
  all remaining reserves are arriving on turn 6
for every harrying unit  that is in reserve in the enemy’s preparation phase, you can make the enemy  reroll one reserve roll
units from reserves are  placed in the preparation phase in base to base contact with table edge (if not  deep striking), if there is not enough space, placed back in reserves
Victory Points
  both armies can collect victory points throughout the game, there are two ways:  claim a kill, claim a mission marker at the end of the game turn:
Claim Kill:
  every destroyed tank (not vehicle), walker, monstrous creature or independent  character is a kill. Every squad leader that is killed is a kill (not counting  standards, etc.)
  Every kills gives one victory point
Claim Marker:
  You check in your own preparation phase if you hold or control a marker.  Opponent checks in his preparation phase.
You control a marker, if  there is one of your scoring units in 3” of the marker and no enemy scoring  unit. If you control a marker you get 3 victory points.
  You hold a marker, if you don’t control it, there is one of your non-scoring  non-vehicle units in 3” and no enemy unit. If you hold a marker you get 2  victory points.
You start in the  preparation phase of the second going player in the second game turn. The  player that goes first checks a last time at the end of the game as there is no  preparation phase in turn 7.
Vehicles and shaken units  are completely ignored. Embarked units only count if transport is open-topped.
Game length:
  6 turns
Stratagems:
1 can place automatic  turret
  immobile BS 3 10/10/10
  is equipped with twin-linked weapon
  can choose one weapon, that an infantry model from FOC Troop can be equipped  with
1 the first or last game  turn is night fighting
1 can re-roll one  outflanking roll and one deep striking scatter roll per turn
1 can block every psychic  power on 6+ even if no psyker in 24”, psykers block on 4+
1 steal the initiative: if  going second, roll at the start of the game a D6, on 6 you go first
1 own units use Ld 10 for  pinning morale checks
2 one unit for every full  1500 points can get one of the following USR: Tank Hunter, Shielded, Fearless  (1), Preferred Enemy, Relentless
2 decide during deployment  if rear or flank guard: roll a single reserve roll for all units in chosen  guard
2 Mine Field: makes one  piece of terrain for every full 750 points dangerous
2 units of both forces that  are holding or controlling mission marker have Overwatch USR
3 can make one non-vehicle  unit upon deployment scoring
3 enemy deep striking units  must subtract 6” from distance to enemy to see how they scatter
2 all weapons of one unit  for every full 750 points have the Anti Air and Tracer rule
4 you can switch units from  rear guard to flank guard until you roll the first reserve roll,
  every unit can decide upon arrival which deployment method it uses: deep  strike, normal reserve or outflank,
  one unit for every full 1500 points per turn can change its deployment method  to one it cannot normally be deployed with
4 All own units count as  having surged or moved flat out before the game.
4 all own units are  equipped with offensive grenades
6 all enemy units count as  being in terrain in their first turn
6 all own units count as  Veiled (2) in turn one
6 enemy rear guard and  flank guard units roll like harrying units for their arrival
12 Pitch black: Night  fighting with Veil (2) during the whole game
12 own units: weapons fired  in 6” range count as twin-linked
12 enemy must re-roll  successful cover saves
every stratagem can only be  taken one time,
  for every unspent point, once per game one roll may be re-roll, this cannot be  the steal the iniative roll
Narratives rules:
  - optional rules: apocalyptic weapons, super heavy vehicles (not much changed,  but rules for damaged super heavies for small games), formations
  - new deployment types, mostly taken from mission expansion
  - new victory conditions
  - rules for games with predetermined strategy points for both players
  - three sets of additional stratagems: fortifications, deployment options,  reinforced buildings
  - special terrain: ruins, streets, hell rivers, deathworld mangroves, warp  gate, sand pit, orbital landing platform, habitat block
  - highly modular: you can mix deployment rule, victory condition, optional  rules, available stratagem sets, number of strategy points to spent and special  terrain: voila, you have your own mission
Necrons, Catachans, Eldars, Dark Eldars, SM Raptors

Offline Undermine

Odp: Nowości Games Workshop
« Odpowiedź #4962 dnia: Czerwiec 23, 2011, 08:01:37 pm »
Za dużo tego i za dokładnie opisane... Nie wierzę.


Offline vanswirr

Odp: Nowości Games Workshop
« Odpowiedź #4963 dnia: Czerwiec 23, 2011, 08:57:12 pm »
Jak to fake, to sobie ktoś cholernie dużo trudu zadał.
Jestem agentem Mossadu, ponadto za czarną robotę płaci mi CIA, FSB, Al-Kaida, koncerny energetyczne, Bilderbergowie, wydział XIII Watykanu, Kult Wielkiego Cthulhu, sztab wyborczy PO i oczywiście sam Szatan.

Offline PaulShin

Odp: Nowości Games Workshop
« Odpowiedź #4964 dnia: Czerwiec 23, 2011, 09:09:18 pm »
Nie wiem, BoK dość często miał rację. Ale chyba nie chce mi sie tego czytać, po co. Co prawda ICowie biorący dwa save'y naraz, to wielkie lol, Lord na Wilku z 2+/3+ będzie jeszcze gorszy. :D