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![[Post New]](/s/i/i.gif) 2014/10/11 22:49:35
Subject: Main differences between 5th and 7th edition?
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Bonkers Buggy Driver with Rockets
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I want to try playing a 5th edition game, and am trying to remember the main differences. I know a lot of special rules are different (and I will look those up) but for the core rules I was wondering if I could have some help finding the differences without rereading my whole rulebook. So far I've found:
6" charge range automatically
Vehicles lack HP and take damage differently
Difficult terrain is different
No premeasuring
No Overwatch
Power Weapons different
Psychic phase gone
Ordnance different
Wound allocation by controlling player
Cover by unit not by model
No flyers/LOW/super heavies
No FOC nonsense, only one
No secondary objectives
No allies or warlord traits
Psyched powers selected differently.
Anything else?
Edit: I'm going to keep this as a running tally of differences so people don't feel the need to repeat
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This message was edited 3 times. Last update was at 2014/10/12 16:56:29
For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/10/11 22:56:18
Subject: Main differences between 5th and 7th edition?
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Morphing Obliterator
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Wound allocation by controlling player and power weapons flat-out ignore armor saves.
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Playing mostly Necromunda and Battletech, Malifaux is awesome too! |
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![[Post New]](/s/i/i.gif) 2014/10/11 23:10:51
Subject: Main differences between 5th and 7th edition?
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Devestating Grey Knight Dreadknight
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That power weapon bit was insane for GK, Purifiers for DAYS...
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SHUPPET wrote:
wtf is this buddhist monk ascendant martial dice arts crap lol
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![[Post New]](/s/i/i.gif) 2014/10/11 23:14:23
Subject: Main differences between 5th and 7th edition?
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Junior Officer with Laspistol
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No psychic Phase. Psychic powers could only be denied by Hoods and other wargear.
Ordnance worked slightly differently.
No random changing objectives.
No overwatch.
Just off the top of my head. It's worth scouring Ebay or somesuch for a copy of the 5th Ed Codex. But I definitely wouldn't use Google to find it. Scratch that, he has it anyway.
My advice, if you're going to play 5th with armies without 5th codexes (Eldar, Tau, Orks), it could be worth letting them use their later codexes in a home environment.
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This message was edited 1 time. Last update was at 2014/10/11 23:16:39
Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
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![[Post New]](/s/i/i.gif) 2014/10/11 23:26:46
Subject: Main differences between 5th and 7th edition?
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Wraith
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Haven't played or read the rules for 7th, but I've watched a bunch of battle reports, and psychic powers are very different, to elaborate on the last post.
It looks like in 7th, Psychic Powers are used in a new (old, since I guess it was around in 2nd) phase, that looks an awful lot like the magic phase in WHFB, though not 100% identical; generate Power Dice, add Power Dice for your psyker's level, roll dice attempting to get a certain number of 4+'s, double 6's are perils and you roll on a "Perils" chart, opponent can attempt to deny by rolling 6s equal to your successes.
In fifth, though, there was no psychic phase, and you used a psychic power when it said it was supposed to be used in its description, ie during the movement phase, shooting phase, or assault phase. The psyker would make a leadership check, and if he passed, the power worked, and if he failed, the power didn't. Double 6s were Perils, as were Double 1s. In 5th, if I remember right, Perils just meant an automatic wound with no armor or cover saves, but you could take an invulnerable saves. Double 6s also meant the test failed and the power wouldn't work, but double 1s meant that the power activates successfully.
I may not be 100% accurate in either, having never played 7th and having not played 5th in almost four years, but I think I got the general idea correct.
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This message was edited 3 times. Last update was at 2014/10/11 23:28:49
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![[Post New]](/s/i/i.gif) 2014/10/12 02:42:04
Subject: Main differences between 5th and 7th edition?
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Freaky Flayed One
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Umm, you weren't allowed to premeasure any distances for shoot, charging, etc.
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![[Post New]](/s/i/i.gif) 2014/10/12 14:59:53
Subject: Main differences between 5th and 7th edition?
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Bonkers Buggy Driver with Rockets
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Do we have all the differences here?
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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![[Post New]](/s/i/i.gif) 2014/10/12 15:04:11
Subject: Re:Main differences between 5th and 7th edition?
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Lord of the Fleet
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No flyers in 5th.
No LoW/superheavies.
Limited to the one FoC.
No allies.
No warlord traits.
Psyker powers were either picked, paid for, or pre-determined, no random nonsense.
Cover by unit, not model.
Probably more.
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Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! |
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![[Post New]](/s/i/i.gif) 2014/10/12 15:28:41
Subject: Main differences between 5th and 7th edition?
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Warplord Titan Princeps of Tzeentch
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Many USRs also changed.
Most notable the things that required an LD check to work in 5th work always in 7th (split fire, counter attack, etc...)
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2014/10/12 16:19:17
Subject: Main differences between 5th and 7th edition?
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Bonkers Buggy Driver with Rockets
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I realized that special rules were vastly different...
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For the guy who leaves it all on the field (because he doesn't pick up after the game).
Keep on rolling |
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