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Blood Vow

Happiness is success... (Buddha)

Wednesday, April 30, 2014

Rumors - Changes in 7th Edition


Note "Sweep Attack" is a new thing, and not the same thing as a sweeping advance.

Movement:
Run: D6 or 2D6 for Flying Monstrous Creatures that are Swooping.
Consolidations: 2D6 pick one, but you only consolidate on your turn. You can charge with your consolidation move. Opponent can overwatch. You only get to fight once per turn, so if you consolidate into a new combat you don’t get to fight, unless your fist combat didn’t fight (opponent flees).
Retreats: 6 + D6
Charge: 2D6, not affected by difficult terrain.
Move through Difficult: 2D6 pick one.
Charge through Difficult: 2D6 (The same, but -2 iniative).

Reserves:
Coming in from Reserves: If there is no enemy in 24” of a particular table edge, units from reserve that use this edge to enter the table can march an additional 12”
Flyers have the “Patient Hunter” special rule which means they can choose to stay in ongoing reserves.

Assault:
Flee: You can chose to immediately lose combat after Hammer of Wrath, before any blows are struck. Iniative roll off as if you had lost combat. If you win, you do a normal Retreat. If you lose, the unit is destroyed. It happens before pile-ins.
Overwatch: Must win or tie an iniative roll off to overwatch. Cannot overwatch if Gone to Ground or Pinned.
Charge through Cover: -2 to initiative unless assault grenades or unit being assaulted has Gone to Ground or been Pinned.
Initiative: All models strike at their common Initiative unless they are in a Challenge, or are using Unwieldy weapons like power fists. If a unit has 3 Power Fists, and 2 Chainswords they all strike at Initiative 1.
Hammer of Wrath: Counts as part of combat resolution.
Assaulting Vehicles and Buildings: If the vehicle doesn’t have a WS (walker), then you Sweep Attack them rather than Assault them.

Psychic Powers:
Most happen at the end of the movement phase rather than the start. You have to roll for Warp charges like fantasy (complexity 4?)
Psychic powers do not require line of sight.

Unit Types:
Jump Infantry - Can use jump packs in all phases. If In difficult, and you use Jump pack, must take dangerous terrain test. Jump Packs in assault give HOW but not Rerolls.
Chariots - can Sweep Attack
Bikes - can Sweep Attack
Vehicles - d6 S6 Hammer of Wrath and have Sweep Attack which seems to replace Tank Shock. Walkers do d6 S:Unit Hammer of Wrath. “Death or Glory” against vehicle sweep attacks mean all models in unit Snapshoot at rear armor, or all models within 3” do CC attacks against rear armor. Must take fear test or WS:1. If they fail to stop the vehicle, then they take 2d6 S6 Hammer of Wrath. Only get cover saves against other vehicles.
Light Walkers - Only do 1 Hammer of Wrath. I’m thinking Killa Kans, Scout Sentinal, War Walkers.
Swarms - Take d3 wounds to Template weapons (flamers).

Special Rules:
Fleet add an extra D6, and can discard a D6 in all random moves. No Rerolls.
Move through cover, and you ignore the effects of Difficult Terrain (6” move, no iniative penalty for assault), but not Dangerous.
Shrouded: -2 to BS
Stealth: +1 to Cover
Fearless: Cannot chose to Flee
Preferred Enemy: +1 to hit for both Melee and Shooting.
Bulky: gives Hammer of Wrath.
Hit and Run: Gives Sweep Attack, cannot leave combat.
Sweep Attack: Close combat attack in the movement phase can only hit ground targets, and can be hit back. Pause during movement, cannot be within 1”. Any model within 3” can attack, and then finish movement. No Pile-ins allowed. Can be part of a Run Move. You can still shoot after a Sweep Attack. Does include Hammer of Wrath.
Vector Strike: d6 S:Unit AP:- auto hits. Hits Rear Armor. Swooping must pass within 3” of model being vector strike (no longer have to pass over). Does not count as shooting a weapon. All hits are precision hits.
Look Out Sir: On a 2+ the next closest model takes the wounds. Only 1 Look Out Sir roll for all allocated wounds. Look Out Sir is available to all models with special weapons.
Regeneration: 4+ to recover a wound. Grants Feel No Pain.

Other Rules:
Snapshooting: -3 BS.
High BS: No Rerolls for BS > 6. 1 always misses, 6 always hits.

FOC:
HQ: 0-25%, must have 1 warlord
Elite: 0-25%
Troops: 20-75%
Fast Attack: 0-25%
Heavy Support: 0-25%

Secondary Detachments: 0-25%, it includes Allies, Fortifications, Formations, Lords of War and can also include units from your primary codex. You can have 3, but must pick one after rolling for game, deployment and first turn. The player who wins first turn must select first. See example below.

Allies: Allies are part of the Secondary Detachment, but count in Primary FOC. They do not have a troop or HQ limit, and you must have only 1 ally per Secondary detachment, but you can take formations from other allies.

Fortifications: Fortifications are part of the Secondary Detachment.

Formations: Formations are part of the Secondary Detachment, and don’t count in the Primary FOC.

Lords of War: If one player brings a Lord of war and the other player does not, the first player must declare his Secondary Detachment first, and the opponent has a chance to bring fourth Secondary Detachment. Any Heavy Support in this special Secondary Detachment do not count against the Heavy Support Limit.

FOC Example:
1000 points
Primary Detachment:
HQ (250/250)
Tyrant (2 TL Devourers, Wings, Hive Commander) - 250
Elites (145/250)
Zoey - 50
Zoey -50
Venom - 45
Troops (200/315/750)
30 TGaunts - 120
Tervigon – 195
Fast Attack (0/250)
Heavy Support (40/250)
Biovore - 40

Secondary Option 1 (249/250):
Fast Attack (249/250):
Harpy – 135
19 Gargoyles – 114

Secondary Option 2 (250/250):
Fast Attack (155/250)
Crone – 155
Bastion w/ Comms – 95

Secondary Option 3 (250/250):
Troops (200/390/750)
15 HGaunts – 75
Heavy Support (215/250)
TFex - 175

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