Hi guys. Well, I just got the 5th edition rulebook, w00T!!!! Oh man, this book is frakking awesome. I can't stop smiling and being giddy and all sorts of other nonsense that only happens when I'm studying physics. (I know... I'm a dork)
This post is for all the changes that I found that will affect us. Not the major changes, like the new wound allocation system, or running, but all the little things that we have to watch out for. If anyone else sees some that I missed, point them out, so I can record them (and mark them in my rulebook :)) I don't quote the book, but I do point out the page number so you can see the exact wording.
note: If you want me to talk about major rule changes, I can do that too. Just tell me, and I'll make another post, and edit the first one.
1. (pg 11) Once you've started moving a unit, you have to complete its movement, and once you've started moving another unit, units that have already moved can't be repositioned. This was never a rule in 4th edition, and something I used to like doing, but I'll have to watch how I move now (not that that's a bad thing).
2. (pg 18) Having a BS of 6 or higher DOES NOT affect us. Markerlights and target locks put a cap on our BS of 5.
3. (pg 19) In squads with multiple toughnesses, if there is no majority, the HIGHEST toughness is used for wounding purposes. This is both a boon (marker drones and crisis suits) and bane (I can't think of any at the moment), so pay attention to that.
4. (pg 21) Woods and jungles are 4+ cover saves! Kroot just became amazing :)
5. (pg 21) If we shoot through our own guys, the enemy gets a 4+ save, so be careful. (Do Crisis suits shooting over fire warriors give this? They're significantly taller.)
6. (pg 22) If we fire through more than 2" of area terrain, whether we are in it or not, the we grant the enemy a cover save.
7. (pg 27) If weapon that inflicts instant death wounds a crisis team, we have to kill an unwounded model :(
8. (pg 34) If a unit charging us charges through dangerous terrain, the model initiating the charge must take a dangerous terrain test. If he fails, and no other model is in charge range, the charge fails.
9. (pg 34) When we get charged, we have to move 6" to get into contact with them :(
10. (pg 36) An enemy can assault if at 1" even if they roll double 1s for difficult terrain, unlike last edition, where they had to be "outside of one inch". Makes me sad.
11. (pg 37) The attack characteristic can be raised above 10, so watch out for the Khorne deamon weapon.
12. (pg 38) If, during assault, our models suffer instant death, all the wounds lost count for combat resolution.
13. (pg 39) Sweeping advances now use majority initiative, or highest if there is no majority.
14. (pg 39) Consolidation can no longer be into a new squad!!! :)
15. (pg 44) When we lose an assault, we take a Morale check based on how much we lost by, with no limit...
16. (pg 45) Fall back moves are not slowed by difficult terrain, which means that XV88s can't use the D'yi to slow there fall back :(
17. (pg 46) You can "run" during your fall back, increasing the distance between you and the enemy.
18. (pg 48-49) Our commanders can't hide any longer, and they have to stay more than 2" away from our units to not count as having joined them...
19. (pg 52) When our suits and drones LEAVE difficult terrain, they have to test for dangerous terrain, as well as when they land.
20. (pg 57) Pivoting does not count as moving.
21. (pg 58) Remember that markerlights on skyrays count as "Defensive" for shooting purposes.
22. (pg 61) Because the railgun is AP 1, it's damage table is virtually unchanged, except that vehicles can explode more often under it's glare :)
23. (pg 62) Disruption pods give a 4+ cover save to anything outside of 12". Who needs to move now? :)
24. (pg 63) We have to move to keep close combat attacks from hitting us. We lost that neat little rule. Plus, now combat attacks are directed against our rear.
25. (pg 64) All piranha squadrons can't be stunned (it turns into shaken), and are destroyed on immobilised results (as per usual)...
26. (pg 67) Pivoting counts as moving for the purposes of troop disembarkation, meaning they can't charge, unless the vehicle is open-topped or a land raider.
27. (pg 67) The unit that killed a devilfish can charge the unit that was inside.
28. (pg 71) Like our suits, skimmers that begin or end their movement in difficult terrain take a dangerous terrain test.
29. (pg 71) Only enemy fast skimmers that move flat out (aka, they can't shoot) get the 4+ cover save! This means that if Eldar tanks shoot at us, we are tearing them out of the sky, one railgun shot at a time (especially since a penetration with a railgun has a 1/4 chance to kill a holo-field falcon, yay AP 1!)
30. (pg 75) FNP is ignored by AP 2 and 1 weapons (and is also ignored by a failed dangerous terrain test, stupid flying death company)
31. (pg 75) The Ninja'O died.... Just go read the Hit and Run rules. We have to pass an initiative test to retreat now... damn...
32. (pg 76) For anyone fool enough to take the Space Pope, he now let's them ignore negative morale modifiers, via stubborn.
33. (pg 83) You count horizontal and vertical movement seperately when moving through and up/down ruins.
34. (pg 90) Only troops can score (you knew that, already), but other units can deny objectives, and troops inside transports can score if the transports hull is within 3" of the objective! w00t!
35. (pg 95) ALL models arriving by deep strike count difficult terrain as dangerous terrain (so now terminators can die).
36. Go read the rest of the damn rulebook yourself. It's very pretty, but the above 35 (?!) things are what make the Tau function differently, at least from what I could see.
PS If any Mod thinks this is a breach of copyright, feel free to take it down.
37. (pg 30)(pg 25 in Tau Codex) All weapons with the blast characteristic don't roll to hit. You just place the template and scatter it 2d6- you BS. Now with the ABFP, it only ever scatters 1d6 inches :) Basically, it won't be scattering very much at all. (thanks Coldwind)
(pg 95) Crisis suits can now move in the assault phase after deepstriking. The rule now only restricts actually making assaults! (thanks macboy_geoff)
Sorry, but the codex itself explicitly states we can't use our jetpack move after deep striking. We can, however, still run if need be. (thanks Boneguard)
Looks like this is well thought out and quite intriguing.
Id also add the run rule means were gonna have to shoot a lot faster... Im taking more pathfinders and vaping one unit a a time with all the marker light hits.
Running Crisis suits.
Also the new blast weapon rules... The airbursting fragmentation projector and submunition rounds become fricking awesome.
37. (pg 30)(pg 25 in Tau Codex) All weapons with the blast characteristic don't roll to hit. You just place the template and scatter it 2d6- you BS. Now with the ABFP, it only ever scatters 1d6 inches :) Basically, it won't be scattering very much at all.
very well done comrade! good show. looks like we shall have to be EXTRA careful of close combat BUT although a unit may be wiped out the subsequent units may have a chance of staying out of close combat. good.
38. (pg 95) Crisis suits can now move in the assault phase after deepstriking. The rule now only restricts actually making assaults!
do you mind if i steal this post and put it up on ATT?
I dont... but please stick our banner in your sig (its in the welcome bit) we need more active members.
But its shasocastris call.
|QUOTE (Kuro Ryu @ Jul 21 2008, 03:52 PM)|
| do you mind if i steal this post and put it up on ATT? |
I asked T0nka if he thought I shouldn't post it from GW being stupid, but Khanaris from Tau Online didn't mind me posting, so I'm going to post it on ATT. If they want to take it down, I put a note at the end if they want to.