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Made in no
Lustful Cultist of Slaanesh




Oslo

So I have a number of questions, or even concerns, about the new rules.

1. Assaulting vehicles - Vehicles seem to be either WS0 or WS1 when assaulted (depending on whether they moved or not). Is this really their only "defence" against being assaulted now?

2. Flat out movement - To me it seems that all vehicles can make a Flat Out move in the Shooting Face, adding 6" to their potential travelling distance. Fast vehicles can move an additional 12" and fast skimmers can move additional 18" (bringing them to a total of 30" moved). Correct? Or do Fast Skimmers now move just as long as a regular vehicle does? And do flyers too move an additional 12" to 24" inches when moving flat out, or do they actually move shorter than they do with regular combat and cruising movement?

3. Psychic abilities - Psychic abilities which can be rolled for in the main rule book appear to be free. Is this correct? Or is there some cost I've missed.

4. Is there a maximum amount of Warp Charges, or there keep stacking up if you don't spend them?

The codex appears messy and really poorly written to me :S
   
Made in us
Regular Dakkanaut




Isbjornen wrote:So I have a number of questions, or even concerns, about the new rules.

1. Assaulting vehicles - Vehicles seem to be either WS0 or WS1 when assaulted (depending on whether they moved or not). Is this really their only "defence" against being assaulted now?

2. Flat out movement - To me it seems that all vehicles can make a Flat Out move in the Shooting Face, adding 6" to their potential travelling distance. Fast vehicles can move an additional 12" and fast skimmers can move additional 18" (bringing them to a total of 30" moved). Correct? Or do Fast Skimmers now move just as long as a regular vehicle does? And do flyers too move an additional 12" to 24" inches when moving flat out, or do they actually move shorter than they do with regular combat and cruising movement?

3. Psychic abilities - Psychic abilities which can be rolled for in the main rule book appear to be free. Is this correct? Or is there some cost I've missed.

4. Is there a maximum amount of Warp Charges, or there keep stacking up if you don't spend them?

The codex appears messy and really poorly written to me :S

1. Yep, that's correct.

2. That is correct. Everything can use Flat out moves.

3. There's no point cost to pay to choose to use the Psychic Powers from the rulebook. The "cost" is giving up your codex powers.

4. You lose the Warp Charges you don't spend at the end of the turn. (p66)
   
Made in no
Lustful Cultist of Slaanesh




Oslo

Why they just didn't write "Can move an additional X" when moving flat out" will forever seem really strange to me now.

Thanks though.
   
Made in au
Frenzied Berserker Terminator






Isbjornen wrote:3. Psychic abilities - Psychic abilities which can be rolled for in the main rule book appear to be free. Is this correct? Or is there some cost I've missed.

Elrabin has already answered, but just for completeness: the rules for taking Psychic Disciplines can be found in your army's FAQ and in this month's White Dwarf. Note that each codex is limited in which Disciplines they have access to.

Isbjornen wrote:Why they just didn't write "Can move an additional X" when moving flat out" will forever seem really strange to me now.

Probably for the same reason that infantry can Run in the shooting phase. GW has kept the different moves separate so that the player has the option to move quickly in case the local battlefield situation has changed (i.e. other units have cleared the vehicle's intended targets).
   
Made in no
Lustful Cultist of Slaanesh




Oslo

Cheexsta wrote:
Isbjornen wrote:3. Psychic abilities - Psychic abilities which can be rolled for in the main rule book appear to be free. Is this correct? Or is there some cost I've missed.

Elrabin has already answered, but just for completeness: the rules for taking Psychic Disciplines can be found in your army's FAQ and in this month's White Dwarf. Note that each codex is limited in which Disciplines they have access to.

Isbjornen wrote:Why they just didn't write "Can move an additional X" when moving flat out" will forever seem really strange to me now.

Probably for the same reason that infantry can Run in the shooting phase. GW has kept the different moves separate so that the player has the option to move quickly in case the local battlefield situation has changed (i.e. other units have cleared the vehicle's intended targets).


I bought that deck of cards containing all the new spells. It came with a card which tells who can take which disciplines.
   
 
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