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InqBantoo
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 Messaggio Inviato: Lun Nov 19, 2007 12:41:20    Oggetto: Rumors Quinta edizione
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Things I've heard about 5th edition:

It will be released in 2008. I’ve been hinting at this in
these forums for months now…I was told September/October, but maybe they are
pushing it up for some reason. Maybe they are launching the new edition before
they release the next supplement. Could have something to with the rules changes
that they need the new system out before the next supplement.

The new starter box will be Orks vs. Marines. Like BfSP it will have two small but complete
armies. The new technology lets them put so much more stuff on a sprue and I've
heard you get TONS of stuff in this box. I expect a vehicle or two (those rumors
of a plastic killa kan have been floating around for some time) but I have no
info to say what the contents will be beyond Orks vs. Marines (What do you think
they are making those plastic grots for?). As an Ork player I am so very excited
about this box…

Rules wise I’ve heard that the vehicle damage chart will look
like the Apocalypse one but for standard vehicles.

I’ve heard nothing of a nerf for skimmers or any other major
changes to the vehicle system. But that just means my source hasn’t told me
anything or may not know himself.

Two big changes I’ve heard about are changes to movement and
(everyone wait for it…) changes to Rending! I posted these in a “rules idea”
thread a few weeks back to see if anyone would notice…nobody did. I'm not going
to go into detail now as I've been tourtured by the =I=nqusition before and do
not wish to revist those dark places. But if you search for them, they are out
there...posted as my own idea. (see how I do that? Like a f'n ninja!)I’ve heard
that Combat Patrol and Kill Team are gone from the rule book. They will make a
reappearance as their own supplement in 2009 with expanded rules for "space
hulk" and "Necromunda" style games.They have been replaced with a much expanded
mission system and campaign rules that are based off the Mighty Empires system
for FB.

I've heard that there are a few 40K specific tiles in the works. One
being a hive-city tile.

Dark Eldar are next after Deamons, beyond that I have no
clue.

-------------------------------------------

Rending: A roll of a six to wound makes the shot AP1. A roll of a six to penetrate a vehicle causes an automatic glancing hit unless the total already exceeds the AV.
-I think this will tone down Rending a bit while still maintaining the
effectiveness of those weapons. This would also pave the way for all Gauss
weapons to have Rending.On that note I would also change FNP so it is negated by AP1 weapons.

Forced March: All infantry units may make a D6” move in the shooting phase instead of shooting as long as there are no enemy models within 12”. However they may not move in the assault phase unless they have the Fleet of Foot special rule. Models with Fleet may make this move even if enemy models are within 12” and may make a 6” assault move as normal.
-I think this would open up the game a little more as it would allow
units to sprint for cover/objectives in lieu of shooting. It would make the game
a bit more dynamic and allow for playing games on larger tables like you might
see in Apocalypse. This would also greatly benefit reserves allowing them to get
in the game much quicker than before.

Skimmers: Change the Skimmer rule so it counts as being obscured when moving at least 12” instead of the current rule.
-This would mean they would only benefit from the Skimmer ability on a
4+ and only if they stay on the move.
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InqBantoo
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 Messaggio Inviato: Lun Gen 14, 2008 12:57:36    Oggetto:
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mooolto interessante.... tutte le armi a d area scatterano... personaggi ind. molto + vulnerabili.. finalmente chiarificano le linee di vista... sembra essere una buona edizione per ora!!!

da BolS:

Shooting
-There's now a reason to have a BS higher than 5 (can we say 2+/5+?).
-All models friend or foe now block line of sight. Vehicles and Monstrous Creature can be targeted over intervening infantry.
-Area terrain does not block line of sight.
-All blast weapons now scatter.

Vehicles
-Defensive weapons on vehicles are now Str 4 and below.
-Skimmers Moving Fast is now a 5+ cover save. (I have heard this is the new rule for All Obscured Targets)
-Dedicated transports can now carry any unit (subject to normal restrictions, i.e., no Terminators) and are no longer the deathtraps they have been (no entangling, just pinning).
-AP 1 weapons add +1 to the vehicle damage chart instead of doing as they do now.
-Ordinance weapons roll 2d6 and pick the highest on the vehicle damage table.

Miscellaneous
-Independent Character targeting restrictions have been eased.
-There is no IC protection any longer unless he is joined to a unit
-ICs within 2" of a unit automatically join it.
-Dark Eldar are not gone, as they're mentioned in the rules (their jetbikes DO get the 6" assault).
-Frag grenades operate as plasma grenades now.
-Monstrous creatures get move through cover, not a reroll.
-Saving Throws are now made AFTER wound allocation. This means you could still roll all your generic troopers as a group, but will need to roll for each special model (serg, heavy weapons, etc) one by one. Torrent of Fire is gone.

Missions
-The missions are different enough that Troops only counting as scoring isn't as big a deal as it would be today.
-Victory points are calculated differently in "cleanse" style missions (points calculated depending on the FOC slot the dead unit took up).
-Scouts and Infiltrators can now try to outflank the enemy and come on as reserves from a different board edge.
-Deepstrike is the same, but if you can't place all the models, you roll on the "deepstrike mishap" table (50% you're dead, 50% you place yourself anywhere you like).

Overall, the rules look a lot more detailed. Not as detailed as 2nd edition, but now there's a difference between a guy standing on the roof of a building and a guy standing in the basement. Actual line of sight matters a lot more than "pretend" line of sight now.
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 Messaggio Inviato: Gio Gen 17, 2008 12:07:21    Oggetto:
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ancora... da BoLS

Shooting
-Blast weapons don't roll to hit, they just scatter. They now operate like template weapons in that any model touched by the blast is hit. No more "roll 4+ for partial" stuff. A unit firing multiple blast weapons (a SM Dev squad being the example) fires like a multiple barrage unit would in 4th edition. Scatter once, then lay the blasts off of the original template. These two things might make up for the lack of a to-hit roll. You don't need to center the hole over someone when you place it before determining scatter.

-You can shoot over other squads if you can see over them because of elevation, etc. You can always shoot at vehicles or monstrous creatures over other squads.

-Line of Sight: It's units that block LoS, so you shouldn't worry about spending 45 minutes drawing LOS from each individual trooper to each individual target. You draw LOS from the eyes of the model. Area terrain gives cover saves. There's an entire chapter on ruined buildings and how they affect line of sight (like a mini Cities of Death). I honestly don't remember if 6" of terrain blocks sight or not.

-After shooting and wounding, you can choose to become pinned. You get a +1 to cover save (or a 6+ if you're in the open). It's the "get down!" rule.

- Flamers: You now determine wounds for all template weapons firing from a squad before you take saves or remove casualties.

-Gets Hot! is back to the 3rd ed version. So that Ork character doesn't have to worry about rolling 3s on his plasma gun.

Assault
-Assaulting in cover: If you assault someone in cover, and you don't have grenades, you now become initiative 1 (instead of them becoming init 10). This works a lot better when more than two units are in combat.

-If you are charged while broken, you make another fall back move immediately. If you don't get away (i.e., they can still reach you), you're destroyed. If you do get away, you get away.

-Preferred Enemy now allows you to reroll all misses, instead of hitting on a 3+.

Vehicles
-No shooting of defensive weapons if you move full speed.

-Smoke launchers are a 5+ cover save.

-Vehicles can now get up to a 3+ cover save, depending on what they're hiding behind.

-No re-roll of wounding against transported infantry no matter how far you moved.

-Fire all weapons if you stay still (except Ordnance, it's got special rules). Fast vehicles can fire everything if they move up to 6". If you move, you can fire 1 plus defensive weapons. Fast vehicles can move up to 12" and fire 1 plus defensive. If you move more than 6", you only fire defensive (I think you can still fire defensive weapons here, but I'm not 100% on that).

-Fast vehicles can move up to 18" (their max speed now) and only fire defensive.

-Vehicles can only fire at one target. I did not see any special rules for sponsons firing at multiple targets.

-Vehicle damage chart: It's about halfway between the glancing and penetrating charts of today (1-2 is the can't shoot/move thing, 3 is weapon, 4 is immobilized, 5-6 destroyed/annihilated). Glance is a -2. If you are glanced, your vehicle can at most be immobilized.

-Transports: If your transport is destroyed, passengers now take a S:4 hit, saves allowed (instead of a 4+). If an open-topped transport is destroyed, it's a S:3 hit because its easier to disembark.

Miscellaneous
-Still saw nothing on 6" plus of area terrain blocking line of sight. You CAN declare certain types of terrain as LoS blocking -- it just has to be done before the game. You also decide what is difficult, what is dangerous, and what is impassable. Certain things can be difficult for one type of model and not difficult for another. So tank traps might be dangerous terrain for vehicles, but count as clear terrain for infantry. A river might be impassable for infantry, but dangerous for vehicles. You just have to decide before you play. I like this, as it gives more power to the players.

-Force weapons now just inflict instant death instead of that weird pseudo-instant death.

-You can still only take one save per guy.

-Yes, allocate wounds before making saves. This will probably encourage larger squads (goodbye, 6 man las-plas).

-Bikes all now get a 3+ cover save for their turbo-boost. So the psy-cannon thing is out the window.

-A unit with Scouts that is inside a vehicle confers that ability to the vehicle. Let the Pathfinders and Possessed Marines rule!

-Fearless REALLY sucks now. There's no limit to the number of wounds you can take from being outnumbered. 20 to 1? That's 20 armor saves.
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 Messaggio Inviato: Gio Gen 17, 2008 12:19:59    Oggetto:
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Miiiiii, che traggedia!!! Mi sa che dovrò buttare via il codex Tau...
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InqBantoo
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 Messaggio Inviato: Gio Gen 17, 2008 12:33:41    Oggetto:
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nooo e perchè????
in realtà sembra proprio un gioco diverso.. stanno cambiando piccole cose ma OVUNQUE!!!
ogni aspetto del gioco subirà qualche modifica, ergo non ci capiremo + una fava per un bel po'!!!
Un po' come è successo per la 4a per fabio e barabba insomma!!!
Vedremo alla fine cosa verrà fuori ma quello che vedo mi piace, sopratutto perchè sembra semplificare alcune cose VERAMENTE assurde e complicate!!
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 Messaggio Inviato: Gio Gen 17, 2008 12:53:25    Oggetto:
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Il problema è che fabio e barabba non hanno ancora capito la IV edizione! lol
(bacini...)
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ivan
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 Messaggio Inviato: Gio Gen 17, 2008 16:01:25    Oggetto:
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Beh saltano alla quinta e stanno apposto asd

Sono d'accordo anch'io col Tambu, sembrano rumours interessanti; però sembra davvero che i Tau ci rimetteranno + di tutti....boh vedremo. Vedremo molta + truppa e questo non mi dispiace, avremo liste più "corrette" strategicametne, non che l'esercito è sempre fatto o di carri o squadre speciali.
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InqBantoo
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 Messaggio Inviato: Sab Gen 19, 2008 19:31:10    Oggetto:
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ehm... ho la 5a edizione in mano... ehm.... wink
fate vobis!!!
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 Messaggio Inviato: Dom Gen 20, 2008 01:28:30    Oggetto:
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Trovata pure io!

Bene, urge lettura asd

PS: già vi dico una cosa che nei rumours non avevo letto, coi tank si può giocare l'autoscontro...... rotfl
Ovvero, i Land Raider avranno un nuovo uso, come ruspeeee!!!!! rotfl rotfl
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