Originally Posted by Auric_Grael
I managed to read the new 40k rulebook in local gamestore for a while. Here are tidbits I can remember:
-minor detail when rolling for difficult terrain movement, you always move according to dice even if can't enter the difficult terrain with your roll
-jump packs can move over enemy models once more
-all bikes and jetbikes get the turbo boosters rule that lets them drive 24" inches and turns their armour save invulnerable, only eldar jetbikes can move in assault phase
-artillery units are units with weapon and crew (I guess for example eldar shadow weaver), these units don't have to test ld to shoot other target than the nearest, artillery units also have rules that make them worse in close combat than normal units, you randomise shooting hits between crew and gun like in FB, guns have AV 10 and are destroyed if glance or penetrating hit is scored, guns can be attacked in cc also
-close combat works like TAR with streamlining to system (ld-test to within 6" removed, no shooting in or out of combat for example)
-vehicles pretty much like TVR with streamlining (damage tables little bit tinkered)
Well I remember lots of little bits, so ask if something pains you about these new rules. I didn't get to read the whole, but the overall impression was that it was very well written and clear. It seemed to me that all issues of 3ed where addressed with new wordings and there was also substractions of rules that were only bogging the game down (no more regroup on table edge, only in the beginning of move phase)
Originally Posted by Auric_Grael
Other stuff coming to my mind:
-skimmers don't block line of sight except wrecked or immobilised
-you have to place blast templates (small and big) so that one model from target unit is under the central hole
-if you lose assault and run and the enemy catches you nothing can save you from annihilation (no WBB, bionics, whatever)
-ATSKNF works like fearless-rule in close combat, so you take extra wounds if you lose and are outnumbered enough (armour save allowed)
-perils of the warp is always strength 6 and no saves of any kind allowed
-woods and such are called area terrain, area terrain is classed as size 1, 2 and 3. Size 1 area terrain doesn't confer protection for large targets (for example monstrous creatures, vehicles)
-funny bit: walkers have to test for dangerous terrain and are immobilised like other vehicles if fail (what are my dreads gonna do now, no woods anymore)
-fire superiority works also in close combat, if enough wounding hits are caused you can nominate one model who takes a save (this is a bit useless rule IMO because you can always pick a hit that you can get a save for and if your squad gets hit with enough weapons which don't give you a save, everyone is dead anyway, seems a little akward and time consuming rule for a small increase in killing that one nasty model from squad
That's all for now1[/b]