Bienvenue invité ( Connexion | Inscription )

 
Reply to this topicStart new topicStart Poll

> [Battle] La V8 sort dans un mois..., ...et on est grave à la masse...
Etienne, Duc d'Aquitanie
post 11/06/10 , 15:16
Message #1


Architecte de l'Ombre
Group Icon

Groupe : Administrateur
Messages : 4690
Inscrit le : 28/06/05
Lieu : Palma de Majorque
Membre no. 1006



...Puisqu'aucun sujet de niouzes/rumeurs n'a vu le jour à ce sujet...Pour remédier à cet état de fait, votre serviteur, après un rapide passage au GW du coin, qui lui aura permis de se tenir au courant, est allé fureter ici et là, et c'est donc là qu'on trouve la chose suivante, depuis le WarFo, et initialement posté sur druchii.net :
QUOTE
All non-english rulebooks are moving to inches.
Warhammer 8th Ed Rulebook to be released July 10th
528+ pages. Full colour
The book is up for advance order from a swedish store. £45. 60 €.
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 12â€.

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. Edit. I believe this rumour is wrong.


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.

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
Hex:
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)

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".
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).

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: Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit.
Urions Thunderbolt. Magic Missile. The same as 7th edition, but D6 strength 6 hits now.


Blizzard. Hex. Anything that uses a BS to shoot has a -1 to hit modifier. Anything that doesn't use BS can only shoot on 4+. 6+ to cast.


(name). Hex. Can be cast on an enemy unit within 12". The unit must re-roll any 6's to hit, to wound, or for their armour save. The scaled up version is any unit within 24".


(name). Unit Buff. Any friendly unit within 12" of the caster can re-roll all 1s from to hit rolls, wound rolls, and armour save rolls. 6+ to cast. The scaled up version is any unit within 24". 12+ to cast.


Wind. Direct Damage. The enemy unit is pushed back D3+1" directly away from the wizard. If the unit hits any terrain it takes D6 S 3 hits. If the unit hits another unit both units take D6 S 3 hits. 7+ to cast. The scaled up version pushes units back D6+2". 14+ to cast.


Chain Lightning. Direct Damage. D6 strength 6 hits on a unit within 24" of the wizard. After you determine the results roll a dice on a 3+ you may choose a unit within 12" of the previous unit hit and then that unit is hit by D6 strength 6 hits. This continues until you roll a 1 or 2. 15+ to cast.


Comet of Casandora. Direct Damage. Once cast it cannot be dispelled. The range is 2D6" plus an additional inch for every counter on it. The Damage caused by it is 2D6 strength is 4 hits, but is +1 strength for every counter on it. It comes down on a 4+. If it does not come down place a marker. 12+ to cast. The scaled up version automatically starts with 2 markers on it. Every turn it does not come down an additional 2 markers are put on it. 24+ to cast


Lore of Light - The Wind of Hysh

Special Bonus:
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

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 12â€
Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn’t use BS they are 4+ to shoot. 7+

Forest Lord: Magic missile. 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.

Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12â€

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.
Purple Sun. Power whirl. 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.

SHOOTING

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 have more ranks than the opponent you are Stubborn, regardless of which side you are attacked on. So if you are attacked on all four sides, but the total number of ranks you have is larger than those of any of the 4 units attacking you, you are still stubborn.


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).

Stomp
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.

Thunderous Stomp
Larger Creatures and Monsters do D6 attacks instead of 1 attack for Stomp. (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 against infantry units 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 Stomp/ Thunderous Stomp 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.
Short bows have 18" 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 +12â€, 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 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).

Also, it seems that you will take regeneration saves against each wound suffered after wounds have been multiplied. For example:

If a dwarf lord had the master rune of smiting (1D6 wounds), it hits a hydra and wounds it, the hydra takes its armour save, when it fails the dwarf player rolls the D6 for the wounds. He rolls a 5, this means the hydra needs to take 5 regeneration rolls for those 5 wounds.

MAGIC 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.

WEAPONS
Screaming Blade: Bearer causes Fear
Bane Blade: 5 points. Any monster or character that takes an unsaved wound from this weapon perminantly loses 1 attack, to a minimum of 1.
(name). 60 points. Sword. +3 attacks
(name). 70 points. Sword. +3 strength. It does not count as a great weapon.

ARMOUR


ENCHANTED ITEMS
Potion of Strength: 20 points, +D3 Strength for one turn
Potion of Toughness: 20 points, +D3 Toughness for one turn
Watch Tower: 100pts. Enchanted item. It is a actual watch tower that must be constructed by the player using it. If the player does not have an adequate Tower or Building the item may not be used. After deploying terrain and armies the Player may activate the magic item and place the watch tower anywhere in his deployment zone. It counts as a Defended Building.

BANNERS
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 fliers.
(name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think).

ARCANE ITEMS
Staff of Channelling Wizard channels additional PD at the roll of 5+ instead of 6
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 [u]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
Titi


--------------------
Top
User is offlinePMEmail Poster
Quote Post
Etienne, Duc d'Aquitanie
post 11/06/10 , 16:12
Message #2


Architecte de l'Ombre
Group Icon

Groupe : Administrateur
Messages : 4690
Inscrit le : 28/06/05
Lieu : Palma de Majorque
Membre no. 1006



Allez, et comme je suis bon prince, je vais même me fendre d'une traduction directe :
QUOTE
All non-english rulebooks are moving to inches.
Le Livre de Règles de la 8ème édition de Warhammer sort le 10 juillet.
528+ pages. Entièrement en couleurs.
Le livre est disponible en prévente dans un magasin suédois : £45/60€.
Des PDF pour les erratas pour tous les Livres d'Armées sont définitivement confirmés pour le 10 juillet.
Le Livre de Règles est fourni avec la prochaine boîte de démonstration, donc tous les magasins vont pouvoir faire leur jour de démonstration d'ici le 12 juin.


Il y aura une "Edition du Général" ainsi qu'une "Edition de l'Artilleur" : toutes deux contiennent le Livre de Règles basique ainsi que différents petits ajouts sympa, comme des gabarits/dés dorés, des angulomètres [pour ceux qui se posent la question, ça doit être pour les angles de vue, nldr], un calculateur de résolution de combat, des marqueurs et plus. L'"Edition du Général est fournie avec un sac de lin blanc doté de deux pièces d'argent, ce qui fait que si vous tombez au combat, on peut vous les mettre sur les yeux si votre religion le réclame.


Sélection de l'armée et autres trucs
La construction de l'armée en revient aux pourcentages :

0-25% Seigneurs (incluant les montures)
0-25% Héros
25%+ Unités de Base
0-50% Unités Spéciales
0-25% Unités Rares

Juste pour être clair à ce propos, dans la mesure où il y a eu des gens qui ont mal ou pas compris, vous pouvez choisir un Seigneur pour mener une petite armée si vous le souhaitez (dans la limite des points), il n'y a pas la contrainte de se restreindre à un Héros comme c'est le cas actuellement. Je n'ai rien entendu en ce qui concerne la possibilité de nommer un Champion d'unité Général.

Vous devez prendre au minimum trois unités, sans compter les personnages.
Les catégories pour les Unités de Base/Spéciales/Rares restent les mêmes.
Unités Spéciales : pas plus de trois fois la même unité - Exemples ; pas plus de trois unités du Chevaliers du Chaos, ou de trois unités d'Ecorcheurs dans la même armée.
Unités Rares : Pas plus de deux unités du même type - Exemples ; pas plus de deux Canons Apocalypse ou de deux Géants du Chaos dans la même armée.
Les Hauts Elfes ignorent toutes ces restrictions dans la mesure où ils disposent de la Règle Spéciale Armée d'Elite.
Ces restrictions sont augmentées lorsqu'une bataille de 3000 points ou plus est jouée (jusqu'à six Unités Spéciales et quatre Unités Rares). Il se pourrait qu'on puisse ensuite ajouter une unité de chaque type (une Spéciale, une Rare) par tranche de 1000 points.

Forces Alliées
Les forces alliées ne reçoivent pas un pourcentage d'allocation de points. Cependant, les règles d'utilisation des forces alliées (i.e. un tableau mis à jour des forces alliées disponibles) se trouvent dans le Livre de Règles. Les alliés sont maintenant répartis en trois groupes :

Forces de l'Ordre : Hauts Elfes, Elfes Sylvains, Hommes-Lézards, Nains et Bretonniens.

Forces de la Destruction : Chaos de n'importe quel type, Skavens, Peaux-Vertes, Elfes Noirs, Comtes Vampires.

Forces Neutres : Royaumes Ogres et Rois des Tombes.

Les règles pour les forces alliées sont conçues pour être utilisées lors de batailles impliquant plus de deux joueurs. Vous n'êtes pas supposés utiliser plus d'un Livre d'Armée pour la composition de votre propre armée. Les alliés de la même armée sont autorisés à utiliser le Commandement du Général de l'autre armée, mais provoquent la Panique chez les unités de l'autre armée s'ils doivent fuir. Si une unité alliée est forcée de fuir à travers une unité alliée n'étant pas de la même armée, l'unité ne fuyant pas est considérée comme du terrain difficile.

Exemple : des Hauts Elfes (Force de l'Ordre) fuient à travers des Guerriers du Chaos (Force de la Destruction).
Si vous êtes alliés avec des Elfes Noirs ou des Skavens, vous devez relancer à chacun de vos tours pour déterminer quel genre d'alliés ils sont (besoin de plus d'informations à ce sujet).

Si vous jouez une partie de plus de 3000 points en utilisant les forces alliées, l'un des Généraux doit être désigné Grand Général, et la portée de son Commandement est alors étendue à 18 pas. Un errata au niveau du système de jeu sera publié pour clarifier la situation pour chaque armée. Cet errata ne sera pas là pour rééquilibrer les listes, il n'aura pour but que de les faire se conformer à la 8ème édition.
Les distances peuvent être mesurées à n'importe quel moment.

Les Nains du Chaos ne sont pas présents dans le Livre.

Mouvement

Les figurines individuelles ont un arc de vue de 180°. Les autres unités disposent toujours d'un arc de vue de 90°.

Mouvement Standard

Mesurez la distance parcourue par la figurine ayant le plus de chemin à parcourir pendant la phase, et effecutez toutes les manoeuves en conséquence sur cette figurine dans les limites de son mouvement (i.e. toutes les unités bougent comme le fait la Cavalerie Légère, moins le mouvement pour une Reformation).

Charge
Infantrie : M1-M6 = valeur de Mouvement + 2D6
Attaque Rapide : M7+ (Cavalerie et Volants) = valeur de Mouvement + 3D6 (en ne tenant compte que des deux plus hauts) +1CR pour la Charge. -Avian (plus probable)
Une unité chargée par plusieurs ennemis peut modifier sa réaction aux charges à mesure qu'elles sont déclarées. Par exemple, une unité peut tenir sa position compte la première unité ennemie la chargeant, mais fuir face à la deuxième unité déclarant sa charge.

Charge Manquée
Je crois que dans ce cas, on ne bouge que du résultat indiqué par les dés, la valeur de Mouvement de base n'est pas prise en compte.

Volants
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 12â€.

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. Edit. I believe this rumour is wrong.


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.

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
Hex:
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)

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".
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).

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: Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit.
Urions Thunderbolt. Magic Missile. The same as 7th edition, but D6 strength 6 hits now.


Blizzard. Hex. Anything that uses a BS to shoot has a -1 to hit modifier. Anything that doesn't use BS can only shoot on 4+. 6+ to cast.


(name). Hex. Can be cast on an enemy unit within 12". The unit must re-roll any 6's to hit, to wound, or for their armour save. The scaled up version is any unit within 24".


(name). Unit Buff. Any friendly unit within 12" of the caster can re-roll all 1s from to hit rolls, wound rolls, and armour save rolls. 6+ to cast. The scaled up version is any unit within 24". 12+ to cast.


Wind. Direct Damage. The enemy unit is pushed back D3+1" directly away from the wizard. If the unit hits any terrain it takes D6 S 3 hits. If the unit hits another unit both units take D6 S 3 hits. 7+ to cast. The scaled up version pushes units back D6+2". 14+ to cast.


Chain Lightning. Direct Damage. D6 strength 6 hits on a unit within 24" of the wizard. After you determine the results roll a dice on a 3+ you may choose a unit within 12" of the previous unit hit and then that unit is hit by D6 strength 6 hits. This continues until you roll a 1 or 2. 15+ to cast.


Comet of Casandora. Direct Damage. Once cast it cannot be dispelled. The range is 2D6" plus an additional inch for every counter on it. The Damage caused by it is 2D6 strength is 4 hits, but is +1 strength for every counter on it. It comes down on a 4+. If it does not come down place a marker. 12+ to cast. The scaled up version automatically starts with 2 markers on it. Every turn it does not come down an additional 2 markers are put on it. 24+ to cast


Lore of Light - The Wind of Hysh

Special Bonus:
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

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 12â€
Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn’t use BS they are 4+ to shoot. 7+

Forest Lord: Magic missile. 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.

Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12â€

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.
Purple Sun. Power whirl. 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.

SHOOTING

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 have more ranks than the opponent you are Stubborn, regardless of which side you are attacked on. So if you are attacked on all four sides, but the total number of ranks you have is larger than those of any of the 4 units attacking you, you are still stubborn.


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).

Stomp
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.

Thunderous Stomp
Larger Creatures and Monsters do D6 attacks instead of 1 attack for Stomp. (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 against infantry units 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 Stomp/ Thunderous Stomp 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.
Short bows have 18" 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 +12â€, 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 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).

Also, it seems that you will take regeneration saves against each wound suffered after wounds have been multiplied. For example:

If a dwarf lord had the master rune of smiting (1D6 wounds), it hits a hydra and wounds it, the hydra takes its armour save, when it fails the dwarf player rolls the D6 for the wounds. He rolls a 5, this means the hydra needs to take 5 regeneration rolls for those 5 wounds.

MAGIC 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.

WEAPONS
Screaming Blade: Bearer causes Fear
Bane Blade: 5 points. Any monster or character that takes an unsaved wound from this weapon perminantly loses 1 attack, to a minimum of 1.
(name). 60 points. Sword. +3 attacks
(name). 70 points. Sword. +3 strength. It does not count as a great weapon.

ARMOUR


ENCHANTED ITEMS
Potion of Strength: 20 points, +D3 Strength for one turn
Potion of Toughness: 20 points, +D3 Toughness for one turn
Watch Tower: 100pts. Enchanted item. It is a actual watch tower that must be constructed by the player using it. If the player does not have an adequate Tower or Building the item may not be used. After deploying terrain and armies the Player may activate the magic item and place the watch tower anywhere in his deployment zone. It counts as a Defended Building.

BANNERS
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 fliers.
(name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think).

ARCANE ITEMS
Staff of Channelling Wizard channels additional PD at the roll of 5+ instead of 6
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 [u]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


--------------------
Top
User is offlinePMEmail Poster
Quote Post
corbeau
post 15/06/10 , 14:19
Message #3





Groupe : Membre
Messages : 702
Inscrit le : 24/06/08
Lieu : Marseille
Membre no. 5665



Entre les dés de pouvoir qui ne sont plus fonction du nombre de mage et les pourcentages pour la liste d'armée, ça fait très retour à la version précédente...

Avec la méme volonté d'augmenter les pertes en combat qu'a 40k

Pour l'instant je suis vraiment pas fan.


--------------------
Et le corbeau dit :
-"Jamais plus"

Edgard Allan Poe
Top
User is offlinePM
Quote Post

1 utilisateur(s) sur ce sujet (1 invité(s) et 0 utilisateur(s) anonyme(s))
0 membre(s) :

Fast ReplyReply to this topicTopic OptionsStart new topic


 


Lo-Fi Version
Time is now: 19/04/24 - 8:11



La CFW forum skin 2.1 -Taucity.