Important Note: This document will only document instances were rules or dice rolls have changed. Basically, unless I say that something has changed, assume it has not. This not only will cut down on redundant lines saying that “Rule XYZ remains unchanged” but will also skirt any posibility of being accused of trying to copypaste rules wholesale. The main changes from the
D6 system to the
D10 system are the range of characteristics and the turn structure and thus the bulk of the information will be about them.
This gaming system is intended to be utilised with a complete rewriting of each armies codex’s into rulebooks that will take into account the expanded ranges of characteristics (i.e. actually use the full 0 – 10 range of stats rather than have everything clumped together into an effective 3 – 5 range) as well as transforming them into incrementally updating living documents rather than
GW's antiquated method of overhauling them every 4 to 10 years for the sake of overhauling them.
The Rules
Models and Units:
All distances are converted into metric units, Millimetres and Centimetres. For convenience, 1 inch from the original game shall translate as 25mm (2.5cm) in all cases. Yes, there will be corner cases where this can affect something drastically. No, I really don't care.
Distance rolls are translated as follows:
D3” ≈ 2.5cm – 7.5cm > 2D5
cm
D6” ≈ 2.5cm – 15cm > D15
cm
2D6” ≈ 5cm – 30cm > 3D10
cm
3D6” ≈ 7.5cm – 45cm > 4D10+D5
cm
To roll a D15, roll a
D10 and a D5 and add the two results. While it may seem strange to replace the
D6 with 2 dice rolls, there is indeed a logical reason. The first is to ensure that the distance moved is always a minimum of 2cm rather than 1. The second is that it puts a very slight bias against the more extreme edges of the scale, thus still allowing for the occasional flourish of luck while toning down the amount of RandomHammer D40,000.
Unless otherwise stated, distance rolls are unchanged, simply translated. This applies ONLY to distance rolls. Other rolls will be translated individually as needed.
Characteristics have the same 0 to 10 range with the exception of leadership, which is now a 0 to 18 range statistic. Armour Saves also now range from 2+ to 10, along with -.
All non-vehicle models (with the exception of walkers) now have a “Base Size” characteristic defined in their codex entry. Walkers will have a base size. Values are 25mm, 40mm, 60mm, 25×50mm (Bike Base). This is to standardise model base sizes and end the arguments over Old Terminators once and for all.
General Principles:
The One Inch rule is now the 25mm rule.
Dice used will be D5 and
D10. D5 is rolled exactly as you would expect, by rolling a
D10 and halving the result, rounding up.
D6 are still used for Mysterious Terrain, Deep Strike Mishap, Mission Selection and other miscellaneous uses so don't throw them all away just yet!
Esoteric dice such as
D4s,
D12s and
D20s will not be used.
D20s will explicitly be noted as usable as
D10s by subtracting 10 if the result is 11+ like the
D10s of old with different coloured 0-9s.
Due to one inch being translated as 25mm, Blast Markers and the Template will be slightly reduced in size, but by no more than 2.5 millimetres. It will be noted that pre-made templates are provided and to use these wherever possible. However, each Marker will be properly defined both for the purposes of creating custom markers and for clarity.
Small Blast Marker: A circle with a diameter of 7.5cm. Centre hole will be in the exact centre with a diameter of 1.5cm.
Large Blast Marker: A circle with a diameter of 15cm. Centre hole will be in the exact centre with a diameter of 1.5cm.
Giant Blast Marker: A circle with a diameter of 17.5cm. Centre hole will be in the exact centre with a diameter of 1.5cm.
Mega Blast Marker: A circle with a diameter of 25cm. Centre hole will be in the exact centre with a diameter of 1.5cm.
Apocalyptic Giant Mega Extreme Blast Marker of Crispy Doom and Taco Filled Death: A circle with a diameter of 37.5cm. Centre hole will be in the exact centre with a diameter of 1.5cm.
“Flamer” Template: The narrow end will remain rounded to stop Young Billy from stabbing his eye out. Defined as an isosceles triangle of side lengths Xcm, Xcm and Ycm with a semicircle of Radius X at the end. (I need these numbers!)
Characteristic tests remain the same, but with
D10s instead of
D6. Leadership uses 2D10 instead.
Line of sight rules remain unchanged with one exception. Rule added that explicitly states that if a player objects to a model that they feel is modelled in such a way that it would give it a significant advantage (explicitly call out crawling Wraithlords or tall bases) then the players will use as best as they can an unmodified place-holder for determining line of sight. Players should be lauded for their modelling skills but in the end, the game needs to be fair!
The Turn
Movement Phase:
This is where the biggest changes to the structure come in.
The Movement Phase is now split into three distinct sub-phases, the “Move Fleeing Units sub-phase”, the “Movement Pass Point Calculation sub-phase” and the “Move Units sub-phase”
Move Fleeing Units sub-phase:
If no player has any units that are falling back, then this sub-phase is skipped entirely.
If one player has units that are falling back, that player resolves each individual unit's Regrouping rolls and subsequent Fall Backs or Consolidations as needed until all fleeing units have been dealt with.
If both players have units that are falling back, select one player at random by dicing off and then alternate resolving the fleeing units as necessary until one player has no more fleeing units, at which point the remaining player will resolve them one by one as normal.
The reasons for resolving Fall Back moves before other movement is threefold. First is to ensure players don't forget (or “forget” as the case may be. You know who you are!) to move a unit that is falling back.
Secondly, it prevents the currently possible tactic of moving your own units to force the fleeing unit to have to go around the now in the way friendly unit, possibly buying an extra attempt to regroup.
Thirdly, with the alternating movement system now used, it is possible for an enemy unit to move into a position where the falling back unit will be destroyed before it gets an attempt to regroup or flee. While this will still be possible, it would be unfair to do so before the enemy gets a chance to regroup or get the hell out of dodge first.
Movement Pass Point Calculation sub-phase:
At the start of each Movement Pass Point Calculation sub-phase, each player counts the number units they own, though certain units are ignored for this calculation. Units that are ignored include:
* Units that are falling back.
* Units who have regrouped this turn (and do not have the
ATSKNF special rule).
* Units who are pinned or have gone to ground or are otherwise rendered unable to move.
* Vehicles who are immobile for any reason, whether through damage or inherently immobile.
Units who are inside a transport, dedicated or otherwise, are counted in addition to the transport.
The player with the lower number of applicable units gets a number of “Movement Pass Points” equal to the difference in unit numbers. These Pass Points are used in the Move Units sub-phase in order to choose to not select a unit to move but also not surrender the chance to move later in the movement phase. Basically it is a "free turn" to allow reactionary tactics against an enemy with greater numbers. A player with no Pass Points remaining cannot do this and must select a unit although of course they can elect to not move it that turn.
Example: At the start of the turn, Alice has three units and one transport with a unit inside. Bob has a total of 10 units, one of which is an immobile vehicle and one of which is a unit that is falling back. Alice thus has 3 Pass Points (8 minus 5) that she may use during this turns Move Units sub-phase.
Note that Pass Points are not rolled over between phases or turns and are freshly calculated each turn as needed.
Move Units sub-phase:
Determine a player at random by dicing off. That player decides if they wish to move first or second this turn.
Next, the player who is moving first selects a unit they control to move or may utilize a Pass Point. If that player has no Pass Points or does not wish to use one, they must still select a unit, although they may elect to not move it. However, electing to not move a unit means it will not be able to be selected later on in the turn to move. It has, in effect, "moved zero".
Once this unit has been moved, the opposing player selects a unit they control to move or may utilize a Pass Point. If that player has no Pass Points or does not wish to use one, they must still select a unit, although they may elect to not move it. However, electing to not move a unit means it will not be able to be selected later on in the turn to move. It has, in effect, "moved zero".
This continues with players alternating back and forth until all units have been moved or chosen to not move. If a player finishes moving all their units before the opponent due to not using all of their Pass Points or for any other reason, then the remaining player will simply move (or elect to not move) the rest of their units in any order until they have moved all their units or elect to not move any more units for the turn.
Players may at any time before moving a unit declare that they will elect to move no more units for the turn. If they do, then the remaining player will simply move (or elect to not move) the rest of their units in any order until they have moved all their units or elect to not move any more units for the turn. A player who declares that they will elect to move no more units for the turn cannot then choose to move their remaining units after their enemy has moved, so be absolutely sure when deciding to declare this!
Remember that movement is now in centimetres!
Example of a movement phase:
Alice has 3 units of Space Marine Scouts and a unit of Tactical Marines mounted inside it's Rhino.
Bob has 3 units, 2 mobs of Boyz and 1 immobile Battlewagon.
Thus, Alice has a unit count of 4 and Bob has a unit count of 2
Therefore, Alice has 2 Pass Points she may utilise this Movement Phase.
Alice and Bob dice off and Alice wins the roll. She decides to move first. She selects one of her Scout Marine squads to move, then moves it however she likes, then passes the turn to Bob. Bob selects one of his Boyz mobs and moves it however he likes.
The turn now passes to Alice. She selects her second squad of scouts, but chooses to not move it this turn. Bob then elects to use a Pass Point and doesn't need to select a unit to move.
Alice now selects her Tactical Marine's Rhino as the unit to be moved and moves it into position. She wants to disembark the unit inside but must wait until her next opportunity to select a unit as the Rhino and Tactical Squad are separate units. Bob decides not to use his remaining Pass Point and now selects his second squad of Boyz to move and moves them.
The turn now passes to Alice again and she disembarks her Tactical Squad from her Rhino as per the rules for disembarking etc. Bob has no more units left capable of moving this turn, so instead of passing over to him unnecessarily, Alice moves onto one of her remaining units, in this case her third and final scout squad and moves it.
Neither Bob nor Alice now have any other units left to move, so the game proceeds to the Shooting Phase.
Shooting Phase:
The Shooting Phase is structured similarly to the Movement Phase detailed above.
The Shooting Phase is now split into three distinct sub-phases, the “Shooting Pass Point Calculation sub-phase”, the “Declare Shooting sub-phase” and the “Run sub-phase”.
Shooting Pass Point Calculation sub-phase:
At the start of each Shooting Pass Point Calculation sub-phase, each player counts the number units they own, though certain units are ignored for this calculation. Units that are ignored include:
* Units where no members have any ranged weapons or other abilities that fire as ranged weapons, including but not limited to psychic powers, special wargear and special rules.
* Units where no members have the ability to fire any of their weapons that turn. This includes but is not limited to units that are pinned and units that moved and only have Heavy Weapons that are unable to make Snap Shots.
* Units where no members have weapons that are in range of an enemy unit. If it is unclear if they are in range of an enemy unit or not, simply measure to find out. Note that only range is taken into consideration, a unit that is in range of an enemy that they could not possibly damage is still counted at this stage.
* Units who are embarked upon a transport vehicle where no members are capable of firing from it due to lack of fire points or any other reason.
* Vehicles that have no weapons remaining, whether this is the result of expending all their limited ammunition, through damage results or simply not having any weapons to begin with.
Units who are inside a transport that they can fire from, dedicated or otherwise, are counted in addition to the transport. Don't worry about not being able to count units without ranged weapons that you wish to Run or move Flat out with, this is done in the Run sub-phase. Also keep in mind that, as detailed later, units who could have fired but elect not to can still choose to Run or move Flat out in the Run sub-phase.
The player with the lower number of applicable units gets a number of “Shooting Pass Points” equal to the difference in unit numbers. These Pass Points are used in the Declare Shooting sub-phase in order to choose to not select a unit to shoot but also not surrender the chance to shoot later in the movement phase. Basically it is a "free turn" to allow reactionary tactics against an enemy with greater numbers. A player with no Pass Points remaining cannot do this and must select a unit, although of course they can elect to not shoot with it that turn.
Example: At the start of the turn, Alice has three units and one transport (with no fire points) with a unit inside. Bob has 8 units, one of which is a vehicle with no weapons remaining and one unit that has no ranged weapons. Alice thus has 2 Pass Points (6 minus 4) that she may use during this turns Move Units sub-phase.
Note that Pass Points are not rolled over between phases or turns and are freshly calculated each turn as needed. In particular the Movement Pass Points generated in the Movement Phase are completely separate to the Shooting Pass Points generated in the Shooting phase and in no way roll over or affect the number of Shooting Pass Points generated by a player in any way.
Declare Shooting sub-phase:
Determine a player at random by dicing off. That player decides if they wish to shoot first or second this turn.
Next, the player who is shooting first selects a unit they control to shoot with or may utilize a Pass Point. If that player has no Pass Points or does not wish to use one, they must still select a unit, although they may elect to not shoot with it. However, electing to not shoot with a unit means it will not be able to be selected later on in the turn to shoot. It has given up their chance to shoot this turn. Keep in mind that units selected this way that do not shoot can still elect to run in the Run Sub-Phase, so this is a good method to try and get the enemy to commit more of their shooting before unleashing yours by selecting units you didn't want to shoot anyway!
Once this unit has fired its weapons and resolved it's shooting and any aftermath of it's shooting completely, the opposing player selects a unit they control to shoot with or may utilize a Pass Point. If that player has no Pass Points or does not wish to use one, they must still select a unit, although they may elect to not shoot with it. However, electing to not shoot with a unit means it will not be able to be selected later on in the turn to shoot. It has given up their chance to shoot this turn. Keep in mind that units selected this way that do not shoot can still elect to run in the Run Sub-Phase.
This continues with players alternating back and forth until all units have shot their weapons or chosen to not shoot. If a player finishes shooting with all their units before the opponent due to not using all of their Pass Points, having units destroyed by enemy fire or for any other reason, then the remaining player will simply shoot with (or elect to not shoot with) the rest of their units in any order until they have shot with all their units or elect to not shoot with any more units for the turn.
Players may at any time before shooting with a unit declare that they will elect to shoot with no more units for the turn. If they do, then the remaining player will simply shoot with (or elect to not shoot with) the rest of their units in any order until they have moved all their units or elect to not move any more units for the turn. A player who declares that they will elect to shoot with no more units for the turn cannot then choose to shoot with their remaining units after their enemy has shot their weapons, so be absolutely sure when deciding to declare this!
Remember that weapon ranges are now in centimetres!
Run sub-phase:
After all shooting and any consequences that said shooting may cause has been resolved, the Run sub-phase begins. Pass Points do not roll over and are not utilised in the Run sub-phase.
Determine a player at random by dicing off. That player decides if they wish select a unit first or second this turn.
Next, the player who is running with a unit first selects a unit they control they wish to make a run movement or flat out movement with. These movements are done in the same way as the current game, translating the dice rolls and movement distances as needed. i.e. D15cm and 15cm respectively. Please note that unlike in the Movement or Shooting phases, a selected unit may not opt to not run or move flat out, although they can of course choose to not move anyway (such as if you roll a poor result and decide to not move in order to not trigger dangerous terrain tests for example) but the unit will still count as having run or moved flat out.
Once this unit has been moved, the opposing player selects a unit they control they wish to make a run movement or flat out movement with. These movements are done in the same way as the current game, translating the dice rolls and movement distances as needed. i.e. D15cm and 15cm respectively. Please note that unlike in the Movement or Shooting phases, a selected unit may not opt to not run or move flat out, although they can of course choose to not move anyway (such as if you roll a poor result and decide to not move in order to not trigger dangerous terrain tests for example) but the unit will still count as having run or moved flat out.
This continues with players alternating back and forth until all units able to run or move flat out have been moved or chosen to not move. If a player finishes moving all their units before the opponent due to not using all of their Pass Points or for any other reason, then the remaining player will simply move (or elect to not move) the rest of their units in any order until they have moved all their units or elect to not move any more units for the turn.
Players may at any time before moving a unit declare that they will elect to run or move flat out with no more units for the turn. If they do, then the remaining player will simply run or move flat out the rest of their applicable units in any order until they have run or moved flat with all their applicable units or elect to not move any more units for the turn. A player who declares that they will elect to run or move flat out no more units for the turn cannot then choose to run or move flat out their remaining units after their enemy has moved, so be absolutely sure when deciding to declare this!
Snap Shots remain the same despite the changes to hit determination.
Rolling to Hit utilises the same system currently used but subtracts the Ballistic Skill of the firing model from a value of 11 instead of 7 to determine the value needed to hit. Ballistic Skill 1 thus needs a 10 to hit, Ballistic Skill 5 needs a 6+ to hit and Ballistic Skill 9 needs 2+ to hit and so on and so forth.
A roll of 10 is always a hit and a roll of 1 is always a miss. The rare exemplary models that have Ballistic Skill 10 will thus still miss on a roll of 1 to hit but this means that effects that reduce their Ballistic Skill by 1 for some reason will have no real effect.
BALLISTIC SKILL
Value Needed 1 2 3 4 5 6 7 8 9 10
to Hit 10 9+ 8+ 7+ 6+ 5+ 5+ 3+ 2+ 2+
Rolling to Wound follows the same method as the original game. 50% chance where the Strength matches the Toughness and moving by 1 notch on the die for each point of difference with low strengths being utterly unable to harm high toughness’s.
TOUGHNESS
1 2 3 4 5 6 7 8 9 10
1 6+ 7+ 8+ 9+ 10 - - - - -
S 2 5+ 6+ 7+ 8+ 9+ 10 - - - -
T 3 4+ 5+ 6+ 7+ 8+ 9+ 10 - - -
R 4 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 - -
E 5 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10 -
N 6 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10
G 7 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+
T 8 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+ 8+
H 9 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 7+
10 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+
Rules regarding Saves all remain unchanged with the exception that the range for saves is now 2+ to 10.
Cover Saves are now the following:
Razor Wire: 9+
Forests and area terrain: 8+
Ruins: 6+
Fortifications: 4+
Example of a Shooting Phase:
SOMEONE ELSE WRITE THIS! o(╥﹏╥)o
Assault Phase:
The Shooting Phase is structured similarly to the Movement and Shooting Phases detailed above. The sub-phases are now the “Select Charging Units sub-phase” and the “Resolve Fights sub-phase.”
Select Charging Units sub-phase:
Unlike the Movement and Shooting phase, the Select Charging Units sub-phase does not use Pass Points. Determine a player at random by dicing off. That player decides if they wish to attempt a charge first or second this turn.
Next, the player who is declaring a charge first selects a unit they control to attempt a charge and declares it in the same way as the original game.
Weapons and Weapon Modes that fire multiple rounds during an Overwatch suffer a -1 shot penalty. Weapons that only fire a single shot to begin with may still fire this shot. e.g. Rapid Fire weapons only fire one shot each, a Heavy 3 weapon will fire only two shots and a Pistol will still fire a single shot.
Charge distance is translated as detailed in the Dice Rules section above. Don't be scared about the huge numbers, remember that it's 2.5cm to the inch. This has the same bell curve as the old value and results in the same distances:
http://anydice.com/program/39
Once the charge has been fully resolved, the opposing player now selects a unit they control to attempt a charge and declares it in the same way as the original game.
Players alternate selecting units they wish to attempt a charge in this manner. If a player has no more units left capable of launching a charge they wish to attempt a charge, then the remaining player selects units one by one until they too have no more units left to attempt charges with. Remember that much in the same fashion as the Movement and Shooting phases, if a player declares they have no more units they wish to select they cannot go back later and change their mind!
Resolve Combats sub-phase:
Unlike the Movement and Shooting phase, the Resolve Combats sub-phase does not use Pass Points. Determine a player at random by dicing off. That player decides if they wish to resolve a combat first or second this turn.
Next, the player who is resolving a combat first selects a combat in progress and the combat is resolved. Once the combat is fully resolved, the opposing player selects a different combat to resolve and resolves it. (I know it shouldn't need to be said, but you can't fight the same combat twice in one turn!).
This continues with players alternating back and forth until all combats have been resolved this turn.
The minutiæ of how a Close Combat is fought remains unchanged. What does change is the To Hit table due to the changes in Weapon Skill range and the
D10 system. What remains unchanged is the fact that having a higher weapon skill will always result in a better than 50% chance to hit. What has changed is the fact that the To Hit table is no longer dominated by the 3+ result. Under the old system a rampaging Dæmon Prince of Khorne with a Weapon Skill of 9 has the exact same chance of hitting a Space Marine Chapter Master as he does a Ratling. Under this new system, the Chapter Master has a slightly better chance of parrying the rampaging beastie!
There is slightly more variance at the extreme edges of the table, with a maximum chance of hitting of 80% as opposed to 66%, and a minimum chance of 20% as opposed to 33% (WS1 vs. WS10 doesn't count >:3) but this is balanced by the fact that this only occurs at the extreme edge of the scale in addition to the fact that under this system the codex’s will be able to properly utilise the 1-10 scale for Weapon Skill, Strength and Toughness instead of having to effectively clump everything at the 3-5 range.
↓ ATTACKERS WEAPON SKILL → TARGET'S WEAPON SKILL
1 2 3 4 5 6 7 8 9 10
1 6+ 6+ 6+ 7+ 7+ 7+ 8+ 8+ 8+ 9+
2 5+ 6+ 6+ 6+ 7+ 7+ 7+ 8+ 8+ 8+
3 5+ 5+ 6+ 6+ 6+ 7+ 7+ 7+ 8+ 8+
4 5+ 5+ 5+ 6+ 6+ 6+ 7+ 7+ 7+ 8+
5 4+ 5+ 5+ 5+ 6+ 6+ 6+ 7+ 7+ 7+
6 4+ 4+ 5+ 5+ 5+ 6+ 6+ 6+ 7+ 7+
7 4+ 4+ 4+ 5+ 5+ 5+ 6+ 6+ 6+ 7+
8 3+ 4+ 4+ 4+ 5+ 5+ 5+ 6+ 6+ 6+
9 3+ 3+ 4+ 4+ 4+ 5+ 5+ 5+ 6+ 6+
10 3+ 3+ 3+ 4+ 4+ 4+ 5+ 5+ 5+ 6+
When rolling for the value of a Sweeping Advance, roll a
D10 instead.
Morale Checks continue to work the same way as before, just using 2D10 instead. The same penalties for losing a combat apply to these Morale Checks with an additional -1 modifier simply for losing the combat in addition the normal penalty for suffering more wounds than the enemy due to this penalty having a reduced effectiveness on the percentage chance to fail each point of Leadership lost causes.
Morale:
Morale Checks continue to work the same way as before, just using 2D10 instead. Values for Penalties and Bonuses remain unchanged.
The Insane Heroism rule applies on a result of 2 or 3.
Special Rules
Armourbane: Rolls an additional 2D5 for armour penetration.
Blast and Large Blast: Scatter is now 3D10
cm minus double the firing models Ballistic Skill minus 3. Example: BS3 model rolls 3,6,8. The blast will scatter 8cm (17-6-3= 8). BS4 model rolls 2,2,3. The blast will not scatter. (7-8-3= -4)
Crusader: Rolls a D5 instead.
Feel No Pain: Changed to 7+ on a
D10.
Fleshbane: 3+ on a
D10.
Deep Strike: Scatter is translated as normal. Deep Strike Mishap table retains the
D6.
Gets Hot: Single shot weapons Get Hot on a roll of 1 to hit. Multiple Shot weapons Get Hot on a roll of 1 or 2 to hit. Weapons that do not normally roll to hit Get Hot on a roll of 1 on a D5 per shot, however the shot fires regardless but always scatter and may not take into account the firing models Ballistic Skill. Vehicle mounted weapons that Get Hot cause a glancing hit on a further roll of 1,2,3,4 or 5 on a
D10.
HayWire: Same results but rolled on a
D10 with the table structured as 1-2/3-8/9-10.
Interceptor: Remove the word “Enemy” from the first line. This is in addition to it's available shooting in the shooting phase.
It Will Not Die: Changed to 7+ on a
D10
Jink: Changed to 7+ and 6+ on a
D10
Lance: Lowers armour values down to 14.
Melta: Rolls an additional 2D5 for armour penetration when in range.
Move Through Cover: Roll an additional
D10. Normally results in 4D10 and add the highest result with half the next highest result.
Outflank: Rolls a
D10. 1-3 is left. 4-6 is right, 7-9 is either, 10 is either but can only half the short edge distance from your table edge. In effect 10 lets you deploy into your own half from the short table edge.
Rending: Triggers on a roll of 9 or 10 to wound. Against vehicles, roll an additional 2D5 and pick the highest result.
Sniper: Precision Shots for Sniper Weapons and Characters trigger on a result of 9 or 10 to hit.
Unit Types
Bikes and Jetbikes:
The vague rule regarding how many weapons Bikes and Jetbikes can fire is removed. Instead if a Bike or Jetbike equipped model can fire more than one weapon at a time it will be stated in their codex.
Weapons:
Template:
Template weapons now cause D5 hits when firing an Overwatch.
Power Weapons:
Due to the changes in the range of Armour Values, Power Weapons will need to have their
AP values rebalanced. Typically, we will keep anything that is AP1 or 2 as AP1 or 2,
AP 3 weapons will move to whatever the standard Power Armour save is, most likely 4+, and AP4 weapons will move to
AP 6.
Strength Bonuses will remain unchanged unless play-testing suggests otherwise.
Grenades:
Characteristics not mentioned below remain unchanged.
Assault Grenades: S4, AP9
Plasma Grenades: S5, AP5
Krak Grenades: S7, AP6
Melta Bombs: S10, AP1
Characters:
Precision Strikes:
These trigger on a roll of 10 to hit.
Psykers:
While I personally disagree with the direction psychic powers have taken in this edition, it is not my place to insert my own petty feelings into this discussion.
Perils of the Warp:
PotW triggers on a roll of double one or double 10 and inflicts two wounds, although the Psyker may attempt to resist the Perils by rolling a 6+ on a
D10. If the Psyker does resist the Perils, they suffer only one wound.
Deny the Witch:
Deny the Witch succeeds on a roll of 10+ of a
D10.
Vehicles:
Armour Value:
Armour Value now can range from 10 to 18.
Blast Weapons:
Blast weapons that hit a vehicle but have no part of their hull underneath the centre hole of the Blast Marker strike the vehicle with -1 strength. If the centre hole is even partially above the hull the weapon hits at full strength.
Armour Penetration Rolls:
Weapons roll a
D10 and add the weapons strength. If the result is equal to the armour facing or one below it, it is a Glancing Hit. If the result is greater than the armour value, then it is a Penetrating hit. Otherwise, no damage is inflicted.
Resolving Damage:
If a mobile vehicle would lose it's final Hull Point due to a Glancing Hit, it instead becomes Immobilised. If the vehicle is already immobilised, it will be wrecked as normal.
Wrecked Vehicles:
Wrecked Vehicles provide an 8+ cover save.
Obscured Vehicles:
Standard cover save for obscuration is now 7+. Heavily Obscured vehicles have a 5+ cover save.
Transport Vehicles:
Embark and Disembark ranges increased to 6cm.
Battlefield Terrain:
Difficult Terrain:
Normal Tests roll 3D10 and add together the highest result and half the next highest result as the maximum distance they may move.
Dangerous Terrain:
Roll a D5 instead.
Buildings:
Armour Values are as follows:
Bastion: 17
Plascrete: 16
Rockcrete: 14
Brick House: 12
Wooden Outpost: 11
Wood Shed: 10
Ruins:
Ruins provide a 6+ cover save and their bases an 8+ cover save.
The amount of movement required to traverse ruin levels should be determined pre game on a case by case basis.
Barrage Weapons that hit a unit with no models on the absolute highest level of a ruin now hit the uppermost models of the unit. Each level below the uppermost level that these models are on adds +1 to their cover save.
Forests:
Razorwing Nests trigger if a player rolls a 7+.
Rivers:
Dæmon Bile: Models lose 1D5 Warp Charges.
Industrial Ooze: Provides an 8+ Cover Save.
Battlefield Debris:
Unless otherwise stated, Debris that provided a 4+ cover save now provides a 7+ cover save and debris that provided a 5+ or 6+ cover save now provides a 9+ cover save.
Fuel Reserve: Causes Strength 4
AP 10 hits on detonation.
Archeotech Artefacts:
Virus Outbreak: A roll of 10 is always counted as failing by 1.
Force Dome Generator: Grants a 6+ invulnerable save.
Psychneuein Hive: Causes D5 hits.
Mission Special Rules:
Night Fighting:
As expected, Night Fights occur on a roll of 6+ on a
D10. The rules for Turn 5+ Night fighting use 6+ on a
D10 as well.
Reserves:
Reserve rolls are now made at the start of the Move Units sub-phase and thus do not count towards Pass Point calculation. After determining which units are to arrive from reserve the phase proceeds as normal, with the players naturally having to select a unit that is arriving from reserve before selecting other units until no more units are arriving from reserve.
Reserve rolls are now made on
D10s, with a result of 6+ needed for Turn 2 reserves and a result of 5+ needed for Turn 3 reserves.
Units arriving from Ongoing Reserves do so at the start of the Move Units sub-phase and thus do not count towards Pass Point calculation.
Mysterious Objectives:
Retains the
D6 table for effects. Sabotaged also retains the
D6 roll to see if it detonates. Detonations remain unchanged. Scatterfield grants a 10+ cover save to units in the open.