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Updated 8th Ed rumours

Started by fatolaf, June 05, 2010, 04:13:22 pm

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fatolaf

From Warseer

QuoteAll non-english rulebooks are moving to inches.
Warhammer 8th Ed Rulebook to be released July 10th
528+ pages. Full colour
Introduction games for Warhammer 8th edition starting around May 22nd (only one scenario apparently)
The book is up for advance order from a swedish store. £45.
Definitely going to get the pdf erratas for all armies on July 10th
Rulebook will come with next black box, so all shops can make demo day by 12th June.

There will be a "General's" Edition as well as a "Gunner's" Edition: Both are the basic rulebook along with multiple different gimmicks, as golden templates, dice, angulometer, combat-resolution-calculator, markers and more. "General's Edition" is supported with a white linen bag with two silver coins attached to it, so if you fall in battle, they may put them on your eyes...


ARMY SELECTION AND OTHER BITS

    * Army construction is moving back to percentages.

      25% max lords (includes mounts)
      25% max heroes
      25% MIN core
      50% max special
      25% max rare

      Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general

      You have to take a minimum of 3 units, not including characters.
    * Categories for core/special/rare are remaining.
    * Special Choices: No more than 3 of the same type - Examples; No more than 3 units of Chaos Knights, or 3 units of Forsaken etc in the same army.
      Rare Choices: No more than 2 of the same type - Examples; No more than 2 Hellcannons, or 2 Chaos Giants etc in the same army.
    * High Elves ignore all these restrictions as they have the Elite Army special rule.
    * These numbers are increased when having games of 3000 points or more. (Up to 6 special and 4 rare) Could be +1 of the same type of special and rare per 1000pts.


Allied Forces

    * Allied forces will not get a % allocation. However, rules for using allied forced (i.e. an updated allied forces chart) are in the rulebook.
    * Allies are now split into 3 groups:

      Forces of Order: High Elves, Wood Elves, Lizardmen, Empire, Dwarfs and Brettonia

      Forces of Destruction: Chaos of any kind, Skaven, Greenskins, Dark Elves (edit. Vampire Counts may go here).

      Neutral: Ogres and Tomb Kings
    * The allies rules are intended to be used by more than 2 players. You are not supposed to use more than one armybook in your army.
    * Allies from the same grouping are allowed to use the other army General's leadership, but cause panic in units of the other army if they are forced to flee. If an allied unit is forced to flee through another ally from a different group, the stationary unit counts as dangerous terrain (see below under terrain).

      Example: High Elves (Force of Order) flee through Warriors of Chaos (Force of Destruction).
    * If you are allied with Dark Elves or Skaven you have to roll every friendly turn in order to see what sort of ally they are (need more info on this).

    * If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18".

    * There will be a system wide errata to clear up issues for each army. These are NOT rebalancing lists, only making them conform to the 8th ed rules.

You may measure distances whenever you want.

Chaos Dwarfs are not in the book.


MOVEMENT

Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight

Standard Movement

    * Measure the distance for the furthest moving model, and perform whatever manoeuvres you wish within that lax limitation (i.e. they all move like fast cav currently do, minus the reform).


Charging.

    * Infantry M1-M6 = Basic Movement value + 2D6
      Fast Attack M7+ (Cavalry and fliers) = Basic Movement value + 3D6 use 2 highest)
    * +1CR for charging. -Avian (more likely)
    * Units charged by multiple enemies can change their charge reaction. For instance, you hold against the first enemy that charges you, then change it to flee when the second unit charges you.


Failed Charge

    * I think you only move the result of the D6's you rolled, you do not add on your basic movement.


Fliers

    * Move 10 " and march 20 ". They ignore terrain whilst moving. While fleeing or pursuing, they move 3D6"



Fast Cavalry

    * Apparently Fast Cavalry may make a free 12" move at the beginning of the game, but cannot charge an enemy in the first turn, and cannot end their movement within 12".


Fleeing/Pursuing

    * Fleeing/pursuit is rolled for the same way as charging. Units fleeing through impassable terrain and enemy units; see below under dangerous terrain.


Pursuit

    * When you charge and reach a fleeing unit, you only wipe it out if you pass a Ld test.


Marching.

    * Double Movement distance as normal.


Enemy Sighted

    * When there's an enemy within 8", the unit has to pass a leadership test to march. Not sure how this applies to Dwarfs.


Reforming

    * In the Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving.

    * Units containing a musician can do a free reform after failing a charge if they pass a Ld test. Units may reform after the combat phase, but cannot have less models in base contact. Units that lost the combat resolution have to make a Ld test in order to reform, and must reform 2nd.


Heavy cavalry

    * Unchanged. Rumour was wrong, heavy cav march as normal.


Skirmishers

    * Skirmishers are now a fixed formation, and must be deployed with a 1/2 inch gap between each and every model.

      X = Model
      O = 1" Gap between

      X O X O X O X O X
      O O O O O O O O O
      X O X O X O X O X

      Skirmishers still rank up in combat, but as they do not get a rank bonus they cannot negate enemy rank bonuses. As long as they are not charging, Skirmishers can reform on the move as often as they wish and also march and shoot.

    * Charging Skirmishers, you line up to them, not them to you.
    * Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only.
    * Skirmishers do not have 360 degree Line of sight.



Redirecting charges

    * If I have understood this correctly, it seems we're going back to 6th ed rules. You can redirect a charge at any other valid target following the normal rules for declaring charges, not just at an enemy unit lying on your direct pursuit path.



MAGIC

NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories

Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources:

Generating Power and Dispel Dice

    * Power dice aren't generated by the number of spellcasters. The amount of dice is decided by 2D6. The active player gets the total as power dice and the other player the highest throw as dispel dice (throw 3+5, = 8 PD and 5 DD). (confirmed)


Channeling (confirmed that it exists)

    * Each wizard may roll a D6 and generate an additional power dice on a roll of 6.
    * Each enemy wizard may roll a D6 and generate an additional dispel dice on a roll of 6.
    * You may not channel while fleeing, off the board or when you suffer from stupidity..


Maximum Power and Dispel Dice

    * The maximum number of power or dispel dice you may have at any time is 12. This includes any power/dispel dice generated by special rules, spells and/or magic items.

      You cannot channel over 12 power or dispel dice.

      The only items that allow you to use more than 12PD a turn are items that add the dice directly to the roll, such as a Power Stone or the Slann's ability.


Casting Spells

    * To cast a spell, roll 1 to 6 Power dice and add your caster's power level. EG: A Slann casts fireball and uses 2D6. He rolls a 3 and a 4 - score of 7. He than adds his Power Level of 4, which results in a total roll of 11.


Dispelling

    * Caster levels are now added to dispel rolls.


Miscasting
Here is where I think we need a lot more information.

    * It is rumoured that miscasts are entirely gone, but are replaced by a combined irresistible force/ miscast table effectively:
    * When you roll a double 6 the spell is cast with irresistible force, but the Caster has to roll on the "lost control" chart, which is devastating, and far more worse than the current miscast table.


Lost Control Chart

The loss of Control table is 2D6.

    * One of the results: Could be S10 hit for caster and models in base contact.

      Another result: The wizard is sucked into the warp and the large template is centred over him. S10 hits for models under a 5" template, centred on the wizard. Also, roll a D6. On a roll of 1-3 your wizard is plunged into the realm of chaos, ond a 4+ you lose D6 power dice instead.

      Another result: All your wizards take a Str 6 hit with no armor saves

      11-12 result: Your caster lose d3 wizard levels, and forgets that many spells.


Determining Spells

    * Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6.
    * While writing the armylist, you will have to note which lore your magic users will use. You may not wait until you see the enemies forces. - I'm not sure how well that will actually work in practice...
    * Next you need to see which casters can have which spells. Roll D6 and see which spell you got, similar to how it is now. Any spell can be swapped for the Basic Spell. If you roll double for a spell you have to re-roll until you have the required number for the wizard level.
    * As no two spells from the rulebook Lores can be duplicated in the army (except the Basic Spell), if you want more than 1 wizard to have spells from the same lore you now have a choice to make.

      Example: You have 3 wizards you want to use the Lore of Fire. A level 4, a level 3 and a level 1.

      Do you give the level 4 wizard 3 spells + the Basic Spell? Or 4 spells and leave the remaining 2 spells plus the Basic Spell for the level 3 wizard? The level 1 wizard has no options other than the Basic Spell in this example, as all the other spells have already been taken.
    * There are some exceptions to this way of choosing spells:
      Bound spells
      Spells the caster knows "naturally", eg Warrior Priests or Khemri Priests
      Spells that are not rolled for but bought, i.e. Necromancers.



Bound spells

    * Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the spell.


    * Every magic user has access to the pool.
    * Most spells generally have a basic and an up-powered version (more likely) – Avian

    * Something rumoured is carrying over power dice, but holding too many could lead to a 'magic backlash'. Wizard will recieve wounds or hits if he didn't use the excess power-dice (than originally allocated) at end of the turn.
    * Each lore to get a mega spell.
    * Spells can be chosen, not rolled for, but can't be duplicated in the same army with the exception of the first spell of the lore -Avian (more likely)
    * If you roll a 1 or 2 when casting a spell, the spell automatically fails regardless of modifiers and the wizard may no longer cast this turn.
    * Some spells will scale up.



Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Power Whirl spells.

    * Magic Missiles: Require Line of Sight and may not be cast into close combat.
    * Hex: Modify enemy stats and/or equipment
    * Augmentation (Buffs): Support your own troops
    * Direct damage: Spells that use templates or apply to the whole target unit.
    * Power whirls: A template that moves across the table.

    * It is rumoured that 'remains in play' spells are not auto dispelled by casting another spell.


Lore of Fire - The Wind of Aqshy

Special Bonus: If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3, cumulative.

    * Missiles:
      Fireball; which sounds like it could be D6 S4, or 2D6 S5, or 3D6 S6 hits.

      Flaming Arrows 48" Range. S4
    * Buffs:
      Flaming Sword(s) of Rhuin: Unit Buff. Grants +1 to wound and flaming attacks.
    * Direct damage:
    * Power whirls:


Lore of Metal - The Wind of Chamon

Special Bonus: Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.

    *
    * Basic Spell (name): D6 flaming hits, No armor saves allowed. casting value 10

    * Missiles:
    * Curses:
      Swap the enemies armour save for their toughness, e.g. 1+ save and toughness 3 becomes toughness 1 and 3+ save.
    * Buffs:
      Possibly a spell that grants every unit in 12" scaly skin (5+ armour)
    * Direct damage:
    * Power whirls:


Lore of Shadow - The Wind of Ulgu

Special Bonus: After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".

    * Missiles:
    * Curses:
    * Buffs:
      One spell you can switch the position of two characters that are 'within 18"' (not sure if they have to be within 18" of each other, or just to the caster).
    * Direct damage:
    * Power whirls:


Lore of Beasts - The Wind of Grrrr (Ghur)

    * (name). Caster Buff. The level 6 beast spell has 2 (possibly 3 casting values). The caster BECOMES the creature, not summoned on any board edge etc.

      At 16+
      Mountain Chimera
      S7 T7 W10, Fly, 4D6 attacks! complexity is 24. mage has to be on foot. Remains in play.


      20+
      Greater Fire Dragon
      WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot. Remains in play

      Something for a Hydra as well, I don't know any more about this.



Lore of Heavens - The Wind of Azyr

Special Bonus:

    * Missiles:
    * Curses:
    * Buffs:
      'Something' Razor (not sure of the name). Unit Buff. The units strength are their Ld stat.
    * Direct damage:
    * Power whirls:
      Several levels of Comet. It scales up.


Lore of Light - The Wind of Hysh

Special Bonus:

    * Missiles:
    * Curses:
    * Buffs:
      Unit Buff: All units within 12" have +1 attack and double movment,

      Unit Buff: All units within 12" have Initiative 10 and Weapon Skill 10


      Unit Buff:

      Unit Buff:
    * Direct damage:
    * Power whirls:


Lore of Life - The Wind of Ghyran

Special Bonus: Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12"

    * Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn't use BS they are 4+ to shoot. 7+
    * Missiles:
      Forest Lord: Magic missile attack to any enemy unit within 18" of a forest. Or D6 strength 5 hits or 2d6 strength 5 hits to a unit in the forest.
    * Buffs:
      Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12"

      Master of Stone: Unit Buff. +2 Toughness to one unit. Casting value 8

      Regrowth (name?). Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately)

      Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster: Regeneration becomes 5+, Master of Stone becomes +4 Toughness!!!, Forest Lord all hits become Strength 6, Regrowth regains D6+1 wounds. Something for the 6th spell as well.

      I heard something about an immunity to miscast on a 2+ for the lore of life, but I don't know if this is their 6th spell, a remains in play caster buff.



Lore of Death - The Wind of Shyish

Special Bonus: For each wound caused by lore of death spells, roll a D6. On a roll of 6 you are granted an additional power dice.

    * Missiles:
    * Curses:
    * Buffs:
    * Direct damage:
    * Power whirls:
      Purple Sun. A crystal sphere drifting above the battlefield. It uses the 3 inch template, moving artillerydice multiplied by 3 inches from the wizard into a chosen direction. Each model touched has to pass a I-test or is removed from play.



And the other rumours:

    * Each spell can be cast once per magic phase, regardless of how many casters there are. - Avian says this is possibly speculation.

fatolaf

QuoteSHOOTING

Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight.

Fire in 2 ranks.

    * All missile weapons fire in 2 ranks as standard
    * Missile units will not gain a rank when shooting from hills. -Harry I think



Salvo Fire

    * Units armed with bows, short bows and longbows may shoot with an additional half a rank for every rank behind the 2nd. I.e. 12 models wide, 3 ranks (36 models). 12 front rank, 12 2nd rank, 6 3rd rank = 30 shots. Salvo fire only applies if you haven't moved and not when you stand and shoot.



Look Out Sir!

    * I have yet to get this confirmed, take with salt:

      "Look out, Sir!": Characters that are in the vicinity of a friendly unit may profit from Look out, Sir - so you do not have to join a unit for that rule to apply.

      The roll won't always be successful on a 2+ - this depends on the size of the character compared to the friendly unit:

      Normal Infantry character inside Infantry unit
      Normal Cavalry character inside Cavalry unit
      Normal Monstrous Infantry character inside Monstrous Infantry unit

      All the above are 2+ save as normal

      I believe characters on cavalry mounts inside infantry units are saved on a 4+ instead.

      Characters within 3" max. distance away from the unit get something like a 5+ save. Since they're dropping Unit Strength I don't know what the upper size limit would be on this.



True Line of sight

    * Units draw true line of sight. You are considered in cover when shot at through another unit, granting a -1 or -2 penalty on to hit rolls. Note that someone else has said this is more likely as well.


War Machines

    * Weapons using the flame template or large or small blast templates automatically hit any model in contact rather than cause partial hits. If you are touched, you are hit. -Avian and someone else, so I'm considering this confirmed now


War Machines: There'll be no guessing anymore. You place the template (or point of impact) where you want the weapon to hit and roll normally for scatter. Take with a big pinch of salt at this stage.

Shooting a cannon

    * You nominate a spot then roll the two artillery dice for bounces. If you hit a unit, the strength decreases like a bolt thrower's bolt, starting at S10. If the first bounce hits a wall, the shot is wasted but the wall is destroyed.


Stone Thrower

    * Reduced to S3(9), armour saves are allowed.



Warmachines and special wargear:

    * Warmachines and special wargear (Cauldron of Blood, Anvil of Doom, Casket of Souls etc) will all have a combined Wounds profile now, similar to the Skaven Warplightning Cannon.

      All shooting is directed against the machines toughness, all close combat attacks are directed against Crews WS/Toughness.

      The number of wounds the warmachine has is equal to total wounds of the crew. Independent Characters may no longer join Warmachine crews, Engineers can only guide the machines from up to 3" away.


Warmachines and special wargear in combat:

    * Warmachines are not immune to poison anymore.

      While in close combat 6 Infantry OR 3 Cavalry OR 2 Monstrous Infantry/Cavalry or 1 Monster/ Ridden Monster can attack the warmachine. You may combine these (eg 1 Monstrous Infantry, I cavalry and 1 Infantry model may attack).

      For characters using special wargear (e.g. the Death Hag with the Cauldron, or Runelord with the Anvil), the combat abilities of the guardians are added to the hero's profile, along with their wounds.


Change to Wound table

    * All the 'N' are replaced with a 6... I'm taking this one with a fair bit of salt.



COMBAT

NOTE: Trying to nail down what the facts are here is very hard. Some of this is only my understanding of what has been discussed.

Supportive Attacks

    * Infantry models in the second rank can fight, with a maximum of 1A per model. - Avian/Harry.
    * This is only for models fighting to the front. Units charged in the flank or rear only fight in 1 rank, but being charged in the flank or rear will not stop units fighting in multiple ranks to the front.
    * Most special rules apply as normal. however... Whatever combination of weapons/ special rules/ spells/ whatever, infantry can only ever attack with 1 attack per model in the second and subsequent ranks.
    * Spears +1 rank as normal, but one attack only (fighting in 3 ranks).
    * Spearelves may fight with an additional rank as normal (citzen levy).
    * This does not apply to Monstrous Infantry, who are rumoured to fight with a maximum of 3 attacks per model from the second rank (more likely).


Make Way

    * After charges, before even impact hits are done, a champion can move to the front of the attacked rank.



Cavalry

    * Riders only in the second rank may attack.


Stepping up. – Harry/ Avian / other people

    * Casualties are strictly removed from the back. A unit only loses attacks if it runs out of replacement models in the rank in base contact. [extremely likely].


Horde

    * 10+ wide units attack with one rank more than normal. Monstrous infantry like Ogres need to be only 6 wide to benefit from this rule. There are no other requirements to be a Horde. - Avian


Stubborn

    * If you are only engaged to the front and have more ranks than the opponent, you are Stubborn. - Avian/Harry


Unit Strength

    * Unit Strength is completely gone, lots of things are altered to compensate for this. -Avian


Rank bonuses

    * Unchanged. Up to 3.


Monstrous Creatures

    * 40mm models moving to 3 model-wide ranks. Ogre sized models are officially being put into their own size category (finally).


Crush them! or Stomp, one of these names

    * Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength (includes Great Eagles and Disks). (edit. I believe only infantry and cavalry can be hit with these, nothing else.) This does not replace impact hits. 1 rank only.


Destroy them! or Thunderstomp, one of these names

    * Larger Creatures and Monsters do D6 attacks instead of 1 attack for crush them. (edit. I believe only infantry and cavalry can be hit with these, nothing else.) This does not replace impact hits.


Striking in Initiative order

    * Combat will always strictly be resolved in initiative order (confirmed).


Chariots

    * S7 autokill is gone. - Avian (more likely)


One Save..

    * I'm just going to move this back here again for now. Armour saves as normal, then either Ward Saves OR regeneration. This is coming from 1 person who has read the book, and another who has been very eliable in the past.


Outnumbering Enemy

    * There will be no CR bonus for outnumbering the enemy.


Flank/ Rear charges & Combat Resolution

    * Units need to have at least 2 complete ranks in order to negate enemy flank/rear. (more likely)


Change to Wound table

    * All the 'N' are replaced with a 6... I'm taking this one with a fair bit of salt.


Breath Weapons

    * Monsters with a breath weapon may use it once per battle in either the shooting phase (no partials under the template) OR once in combat, with 2D6 hits with the breath weapons strength in combat. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.


Parry

    * The hand weapon & shield combination grants a 6+ Ward Save in combat to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and crush them/destroy them attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield.

      As ward saves do not stack normally, you won't get any benefit from Parry if you already have a better ward save.

      It is not a second ward save (afaik).
      It is not a ward save ontop of an armour save (afaik)
      It does not stack (afaik).


Overrunning

    * When you destroy an enemy unit you can either overrun or immediately reform to face the direction of your liking.



WEAPONS

Combat Weapons

    * Great weapons Always strike last (this overrides any army book rules). Can be used in 2 ranks!
    * Cavalry armed with Great Weapons have +2 Strength


Missile Weapons

    * Longbows Same. See shooting above for more rules.
    * Pistols have 12" range.


Quick to Fire

    * Pistols, thrown weapons, and blowpipes Dont suffer the -1 to hit while moving. These are also the only weapons you can stand and shoot with if the enemy charges you from within their basic movement range.




PSYCHOLOGY

Panic

    * Seems to be unchanged. Panic is now the only thing listed under 'psychology', everything else is a special rule.


SPECIAL RULES

    * The number of universal special rules has doubled. Presumably this is just drawing in some from the army books themselves.

    * Units can reroll all leadership tests within 12" of the battle standard.
    * If the General is on a Large Target mount the Ld range is 18" instead.


Stubborn

    * Stubborn units can use the general's leadership for break tests if within 12".


Fear

    * Fear tests are taken at the start of every combat phase.
    * If you fail the Fear test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well. Edit; it may be you get to keep your full amount of attacks.
    * Fear does not make enemies flee.


Terror

    * Terror tests are taken at the start of every combat phase, the current limit of one Terror test per game is removed.
    * If you fail the Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well. Edit; it may be you get to keep your full amount of attacks. Terror incorporates fear

      - Like now you need to take a Terror test if charged by a Terror causer. If failed you flee.
      - The other two things Terror does (test to charge a Terror causer and test if within 6" of Terror causer at the start of a turn) are removed
    * Autobreaking from fear or terror is gone.
    * Leadership tests against fear is rumoured to be going
    * Fear and Terror incorporate immune to panic (with possibly a change to crumbling for undead).


Killing Blow

    * Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. It may only be used against: Infantry, anything on a cavalry base, or characters riding monster/chariot.


Heroic Killing Blow

    * Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. At the moment it appears this can be used against anything...

      Note that something that is immune to Killing Blow is also immune to Heroic Killing Blow.



Always Strike Last

    * Models with great weapons will always strike last


Always Strike First

    * ASL combined with ASF cancel each other out. Strike in initiative order.

      However ASF + higher initiative than your enemy: Reroll to hit rolls. So even if Swordmasters and White Lions are striking in initiative order they may get re-rolls to hit!


Frenzy

    * +1 attack all the time (front rank only for regular infantry and cavalry).

      What I am hearing about this is that if the enemy is within Movement +12", you have to take a leadership test. If you fail, you have to attack the closest target.

      Mounts no longer are granted frenzy/hated/etc from riders.



Magic Resistance

    * This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.

      Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+
      Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+
      Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+

      For things that already have a Ward Save, Flesh Hounds for instance, they have a 5+ Ward save already, and MR(3). This gives them a 5+ save against shooting/ combat, and a 2+ Ward Save against magic.

      It seems magic resistance does not work at all against Curses (or Hexes), only against magic missiles, direct damage and power whirls.


Strider..(insert type of terrain)

    * A new special rule. This allows you to treat the type of terrain in brackets as open terrain. For instance Strider (Forests). There is a plain Strider that allows you to treat everything as open terrain (presumably not buildings).



Regeneration

    * Regeneration will come in several types. The Slanns ability for example will grant him Regeneration (3+), while there is a mundane magic item that grants regeneration (6+).

      Flaming attacks play a much bigger role. People with flaming weapons cause Fear in War Beasts (hounds etc), chariots, and Monsters. When you have regeneration and are wounded by flaming attacks, you lose regeneration until the next phase (combat to combat for example).


fatolaf

QuoteMAGIC ITEMS

    * Apparently there is an absolutely HUGE list of magic items in the book... Could easily be 50+ (possibly 85). There is a chance you may not be able to duplicate most of them in a list.

    * 10-20 items in each category.

      Dwarfs and Daemons of Chaos do not have access to Common Magic Items. Army book values for magic items override the Rulebook if different.



Staff of Channelling Wizard channels additional PD at the roll of 5+ instead of 6
Screaming Blade: Bearer causes Fear
Potion of Strength: 20 points, +D3 Strength for one turn
Potion of Toughness: 20 points, +D3 Toughness for one turn
Foldable Tower: 100pts. Enchanted item. The bearer of this item may place a tower in his deployment zone at the beginning of game.!?
Banner: There is a magical standard that lets you reroll the charge distance (or one die, not sure which)
Scarecrow: Banner. 5 Points, makes the unit cause fear to flyers.
(name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think).
Dispel Scroll: As normal.

There are some other Scrolls I keep hearing about, but I don't know the full details yet:
4+ ward against wounds done by the spell used.
Irresistible force on every double.
Something about turning someone into a frog..


OTHER RULEBOOK CONTENTS

    * Multiple objective driven scenarios in the rulebook (no kill points). See GW grand tournament and doubles scenarios.

    * 15 or so missions in the new rulebook. 9 or 10 of the missions required units to capture objectives (not just core). Units must have banners to capture objectives. Several missions had multiple objectives

    * Victory Conditions
      Interestingly something I picked up from a post was that 'victory conditions' have been referred to in the last 3 books, not victory points.
    * A section in the rulebook dealing with specific issues that may arise during battles



Terrain

    * D6+4 compulsory terrain.
    * Terrain will not just affect the movement phase so much but will affect fleeing units, like in the War of the Ring game.
    * The rulebook includes terrain rules for all the GW products.
    * There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous. Cavalry treat all non-open terrain as Dangerous Terrain


Dangerous Terrain

    * Roll D6 for every model, on a 1 it loses a wound


Forests

    * Roll a D6 the first[u/] time any model enters a forest, the forest will stay like this for the rest of the battle. Note that the numbers for the roles below may not actually be the numbers, but the effects are;

      1 = Regular Forest
      2 = Ghostly Forest - a unit standing in it causes Fear
      3 = Blood Forest - if magic is cast on a unit standing in the forest it suffers 1d6 hits at S4, and then the forest moves 2d6" into a random direction...
      4 = Mushroom Forest - all units in it have Stupidity, except for Goblins, who become Stubborn.
      5 = Poisonous Forest – it is treated as 'dangerous terrain'. The unit standing in it has Poisoned attacks.
      6 = Finding a magic item in the woods.? Or this one could be a unit charging out of a cursed forest causes fear.
    * Cavalry always treats a forest as 'dangerous terrain' (see above), regardless of what type of forest it is.
    * Fighting in woods is -1 CR for ranked infantry and +1 CR for skirmishers. Might be worse for cavalry. – Avian


Rivers

    * Seems this will be similar to forests, you make a role to see what type of river it is.
      One of them is Blood Flow, which makes the unit that attacks from the river cause fear.


Arcane Ruins

    * Arcane Ruines allow a mage in rage to roll up to 4 dices for channelling.


Rulebook Scenarios

    * The scenarios in the rulebook are split into Battles and Missions. Missions are not intended to be used in Tournaments.

      Battles
    * Pitched Battle
    * Battle of the Pass
    * Hold the Temple

      Missions
    * Invasion of Chrace

      Battle: Battle of the Pass
      The rules for this are on the throne of skulls website I think.



Battle: Hold the Temple
A Chaos temple is in the middle of the battlefield. Before the game it was rolled who was in charge of the place. The army that rolled higher on a D6 was entitled to put one of their Core Units there before the beginning of the game. The objective was to have any unit (not just Core) there at the end of the game in order to win. The Chaos Temple allowed for 'sacrificing' the soul of a Champion/Character for random stats boost (or, on the roll of 1, a quick and painful death.)


Discredited rumours
Fight-until-someone-breaks
Lapping around
Armour Save Modifiers changing. They're not.
Standard Bearer does not allow you to re-roll one of the charging dice

maelzch

QuoteSomething about turning someone into a frog..

Sounds like Buboe's Hex Scroll from 5th! That was hideous back then!
Painted total 2012: Bought:15  Painted: 74
Quote from: NickAnd thus the true evil of 'Palmer, Hobbykiller' becomes clear...
At night he prances about like some sort of bearded West Country metalhead pixie, planting pink horrors in peoples' army cases and cackling while chanting his mantra, 'it's double sixes my love, take them off, just take them all off'
Quote from: Chris TomlinWho knew a Jager obsessed madman could be so creative?

fatolaf

QuoteBreath Weapons

    * Monsters with a breath weapon may use it once per battle in either the shooting phase (no partials under the template) OR once in combat, with 2D6 hits with the breath weapons strength in combat. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.

If this is worded correctly, it makes  :whitedragon001: have to commit to combat now, and makes  :hydra001: less powerful (unless in CC)..
:salamander001: however would be total poop!

maelzch

however sallies may then be errata'd to fire each turn!

theorising tho...
Painted total 2012: Bought:15  Painted: 74
Quote from: NickAnd thus the true evil of 'Palmer, Hobbykiller' becomes clear...
At night he prances about like some sort of bearded West Country metalhead pixie, planting pink horrors in peoples' army cases and cackling while chanting his mantra, 'it's double sixes my love, take them off, just take them all off'
Quote from: Chris TomlinWho knew a Jager obsessed madman could be so creative?

fatolaf

Some really interesting stuff there, I'm a bit worried about magic being far to OTT but every else really looks good..

REALLY like what they have done to skirmishers, stops all this shitty Shade spam...

maelzch

tbh, it really is a case of wait and see though!
Painted total 2012: Bought:15  Painted: 74
Quote from: NickAnd thus the true evil of 'Palmer, Hobbykiller' becomes clear...
At night he prances about like some sort of bearded West Country metalhead pixie, planting pink horrors in peoples' army cases and cackling while chanting his mantra, 'it's double sixes my love, take them off, just take them all off'
Quote from: Chris TomlinWho knew a Jager obsessed madman could be so creative?

fatolaf

Quote from: maelzch on June 05, 2010, 06:08:51 pm
tbh, it really is a case of wait and see though!

However any rumour in the list that has been confirmed by Harry or Avian will be true...

Nick

Yeah, there's quite a lot in there that has been specifically confirmed by one or other of them. Having said that though, the rumours are still changing - eg after all the 'one save only' shananigans being 'confirmed' as untrue, they've just been put back on the rumours list in the last couple of days due to someone who has 'personally read the book' (may or may not have actually happened tm) saying it is in there.

Just saying, most of this will prob turn out to be true but we don't know which bits won't, so still in 'when I'm holding the book I'll believe it' territory.