Threejacks Posted May 24, 2014 Report Share Posted May 24, 2014 Just picked up my new book set..yeah I broke down and got the hard copy for the pictures Anyhow I know lots of stuff has been posted already but I think it would be nice If we could have a thread for those of us that got the new edition to list any changes we see. First off I just noticed on pg 82 in the "Psychic Powers and Transports" its stating that Psykers embarked on a Transport can only target enemy units with Witchfire powers and then only if they can use a fire port to do that...then it goes on to state that "Psykers embarked on a Transport cannot attempt to manifest any other kind of psychic power." Further it states that Psychic powers cannot target units that are embarked on a transport. This is a pretty major change isint it?..I mean before a Psyker could buff a unit or even the transport vehicle it was in with powers and such. Quote Link to comment Share on other sites More sharing options...
Romans832 Posted May 24, 2014 Report Share Posted May 24, 2014 Just further pigeon holes Eldar and not being able to cast anything while embarked Quote Link to comment Share on other sites More sharing options...
Steel Angel Posted May 24, 2014 Report Share Posted May 24, 2014 feel no pain can not be taken on D weapons same as before but cover and invl. can unless roll a 6 Quote Link to comment Share on other sites More sharing options...
Threejacks Posted May 24, 2014 Author Report Share Posted May 24, 2014 Pg 91 All walkers have the Hammer of Wrath special rule. Not sure if that was rumored or not... Quote Link to comment Share on other sites More sharing options...
Steel Angel Posted May 24, 2014 Report Share Posted May 24, 2014 Ic can join single model units now, but can not join vech. or MC Blood Angels going to love that one. Quote Link to comment Share on other sites More sharing options...
Threejacks Posted May 24, 2014 Author Report Share Posted May 24, 2014 Pg 100 Under "Look out Sir and Shooting" It states that "When a Wound is allocated to one of your non-vehicle characters,and there is another model from the same unit within 6",he is allowed a Look out,sir attempt" The reason I bring this up is that it wasn't clear on this since the new AM book came out with the LR commander HQ`s and this seems to straighten that out. Quote Link to comment Share on other sites More sharing options...
Threejacks Posted May 24, 2014 Author Report Share Posted May 24, 2014 Pg 110 Buildings now have Hull Points; Small 3hp Medium 4hp Large 5hp So yeah those vengeance batteries can be glanced down now. 1 Quote Link to comment Share on other sites More sharing options...
Steel Angel Posted May 24, 2014 Report Share Posted May 24, 2014 Ouch the melta on a Knight is roll 3d6 for pen pick the highest two Quote Link to comment Share on other sites More sharing options...
MauzDeadalive Posted May 24, 2014 Report Share Posted May 24, 2014 Pg 86-87 Chariots...they make much more sense. Rider and Chariot are one model if one is destroyed both are destroyed...if one comes back both come back. Wicked excited about having that Command Barge for my Necron Overlord meow! I won't spoil all the other fun in those two pages but I like it. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 24, 2014 Report Share Posted May 24, 2014 Chariots also give fearless, and relentless. Yay Tzeentch chariots actually work. Also precision shots and precision strikes are separate rules. Shots are at range, strikes are in melee. I'm not so scared of blobs now. The precision part is the same 6s to hit. Ignore cover stayed the same. Vector striking ground targets only gets you a single hit, while vector striking other flying stuff gets d3... 1 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 24, 2014 Report Share Posted May 24, 2014 Okay I can't think of a way to make this appropriately epic but all things score!!! Scoring dreads oh daddy likes. Battle forged Marines in pods are so good I think, little early to tell but this might be MY edition... 2 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 24, 2014 Report Share Posted May 24, 2014 Interesting bit, clarified infiltrate with scout you can do both... Deploy as an infiltrator then redeploy using scout. Don't know if it is any good but whatevs. 1 Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 24, 2014 Report Share Posted May 24, 2014 Oh and a bit for you allies types: Come the apocalypse follows desperate which are just cleaned up while having a huge deployment impact. No come the apocalypse allies can be deployed within 12" of each other... Let that sink in... Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted May 24, 2014 Report Share Posted May 24, 2014 I did a big ol' writeup over on 3++ about the changes. Basically just a quick summary, but I think it hit most all of the points. 3 Quote Link to comment Share on other sites More sharing options...
Fix Posted May 24, 2014 Report Share Posted May 24, 2014 I did a big ol' writeup over on 3++ about the changes. Basically just a quick summary, but I think it hit most all of the points. Link: AbusePuppy's doing his breakdown over at 3++. You missed that grenades can't be chucked through building windows anymore. Flamers still work, tho. 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted May 24, 2014 Report Share Posted May 24, 2014 Interesting bit, clarified infiltrate with scout you can do both... Deploy as an infiltrator then redeploy using scout. Don't know if it is any good but whatevs. This has been the case since 5th. Quote Link to comment Share on other sites More sharing options...
sergentzimm Posted May 24, 2014 Report Share Posted May 24, 2014 Any chance you can assault from reserves? I really want to use my ork scouts again. Quote Link to comment Share on other sites More sharing options...
Threejacks Posted May 24, 2014 Author Report Share Posted May 24, 2014 Link: AbusePuppy's doing his breakdown over at 3++. You missed that grenades can't be chucked through building windows anymore. Flamers still work, tho. Thnx for the link! And good write up AP,thats the best ive seen:) So I guess im not missing it...they didn't include any rules updates/clarifications for Voidshield gens.... AND I still don't know how to target the missles on the Vortex missle Aquila Strongpoint ...unless the new tracing LoS from any part of the models "Body" would work. Quote Link to comment Share on other sites More sharing options...
Threejacks Posted May 24, 2014 Author Report Share Posted May 24, 2014 Another one I read in a post at Dakka...It appears that Super Heavys no longer give the 1 vp per 3hps of dmg suffered at the end of the game since its not listed as a rule in the new book. However I assume that if players were to play one of the AoW missions from Escalation then that rule would apply. Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted May 24, 2014 Report Share Posted May 24, 2014 This has been the case since 5th. Yeah but due to much better organization and formatting I could tell :D Quote Link to comment Share on other sites More sharing options...
fluger Posted May 24, 2014 Report Share Posted May 24, 2014 Pg 110 Buildings now have Hull Points; Small 3hp Medium 4hp Large 5hp So yeah those vengeance batteries can be glanced down now. This is awesome because I'm in the process of building an Ork town terrain set. My thought was the buildings would be BIG and ramshackly, but there was no HP system in 6th. Now I can have an AV10, Open-topped, 5HP building and it should work how I imagine it. HUZZAH! 1 Quote Link to comment Share on other sites More sharing options...
JMGraham Posted May 24, 2014 Report Share Posted May 24, 2014 Andozane totally locked the thread I had posted this in, so here it is again. Short story: I think 7th Ed might be good. Huh. I think. I really like 7th. The changes to the ally chart help a lot, and the changes to D weapons and fortifications make their inclusion in the game more palatable. The psychic phase seems great (though, screw you Tyranids! What good does shadows in the warp do now?). The tactical missions seem like fantastic fun. Everyone can score, but the fact that battle-forged troops Clown everything gives them a very important role. The core rules from 6th, which were fun, are intact. The layout of the book is fantastic... I can have all of my fluff and eye candy, but not have to carry it around with me to every game. They've really set the stage for future scenarios, what with the possibility of different force orgs. The changes to interceptor and the vehicle damage chart might be tough to handle, but they shouldn't be too bad, just different. I like it. Quote Link to comment Share on other sites More sharing options...
Chappy Posted May 24, 2014 Report Share Posted May 24, 2014 I won't have the book until Tuesday. What changed with Interceptor? 1 Quote Link to comment Share on other sites More sharing options...
fluger Posted May 24, 2014 Report Share Posted May 24, 2014 Interceptor plus skyfire doesn't mean you can shoot at ground targets at full BS. Quote Link to comment Share on other sites More sharing options...
Romans832 Posted May 24, 2014 Report Share Posted May 24, 2014 Interceptor plus skyfire doesn't mean you can shoot at ground targets at full BS. Please extrapolate Quote Link to comment Share on other sites More sharing options...
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