View Full Version : Things missing from the 7th edition?
Lost Vyper
07-07-2014, 08:51 AM
Hi!
Have you noticed things missing from the 7th edition, that used to be in the 6th? I donīt mean rule changes, but rules that are just missing...
I didnīt find the rule for an impact test = forced to jump down from battlements...i thought this was weird, but hey, maybe itīs "all good" now, when you plunge from dizzying heights :)
Any other ones?
- Lost Vyper
Protoman2k
07-07-2014, 10:22 AM
One that I noticed right away was "Focus Fire." It came in handy when you really wanted a model to be removed. I dropped in a squad of Sang. Guard with Infernus Pistols and managed to snipe out my friend's warlord who was standing a bit too far out of cover. :)
This leads to the next one I have yet to find. "Precision Shots for Characters." It is kind of sad my Sgt. can no longer use this USR.
Harley
07-07-2014, 10:37 AM
Vehicles no longer leave blast craters when they explode.
hyudun
07-07-2014, 10:54 AM
Template weapons and multi-level buildings.
Also, jumping down from multi-level buildings. I guess guardsmen can all just make that 10-story drop no problem now.
Generally the treatment of terrain is a mess at best.
Lost Vyper
07-07-2014, 12:02 PM
Also, jumping down from multi-level buildings. I guess guardsmen can all just make that 10-story drop no problem now.
Yep, my point exactly...
Defenestratus
07-07-2014, 03:11 PM
Pretty sure I remember a rule or a FAQ that said that any special abilities activated on a 6 to hit (like AP1 for old Eldar Rangers) didn't activate during snap fire - but I cannot find that now...
John Bower
07-07-2014, 03:41 PM
Pretty sure I remember a rule or a FAQ that said that any special abilities activated on a 6 to hit (like AP1 for old Eldar Rangers) didn't activate during snap fire - but I cannot find that now...
You mean this from 6th ed?
Q: When making Snap Shots, do weapons with a special rule or
effect that only applies on To Hit rolls of a 6 retain these abilities?
For example Necron Tesla weapons? (p13)
A: Yes.
It's only Precision shot that doesn't go off, even now.
Blood Shadow
07-07-2014, 04:45 PM
Rending CC weapons aren't AP2!!
Only just seen this tonight, I don't recall seeing this in 6th.
Ghostofman
07-07-2014, 08:50 PM
Rending CC weapons aren't AP2!!
Only just seen this tonight, I don't recall seeing this in 6th.
Yeah they are, pg 170. On a 6 they auto wound at AP 2. Its only against vehicles they hit at their normal ap, but still with the penetration bonus.
daboarder
07-07-2014, 10:42 PM
so much that often times figuring out is a rule actually works is resolved by hand waving.
Honestly, when 6th came out, a lot of people didn't necessarily like it, but most could admit the core rules we're for the most part very tight. 7th is a mess of "figure it out on your own"
Path Walker
07-08-2014, 02:36 AM
so much that often times figuring out is a rule actually works is resolved by hand waving.
Honestly, when 6th came out, a lot of people didn't necessarily like it, but most could admit the core rules we're for the most part very tight. 7th is a mess of "figure it out on your own"
Can you give any specific examples?
Blood Shadow
07-08-2014, 05:37 AM
Yeah they are, pg 170. On a 6 they auto wound at AP 2. Its only against vehicles they hit at their normal ap, but still with the penetration bonus.
Yes sorry partially right, vs. vehicles an extra D3 pen is triggered on a 6, but there is no damage bonus for being AP2, the weapons AP is used.
- - - Updated - - -
As for missing stuff....how about how a units special abilities work when embarked on a Transport?
For example GK Mystic's Psychic beacon (no scatter from DS <6") previous editions had such abilities measure from the hull of the vehicle, however I can find no rules whatsoever stating this?
Can anyone point me to the right place?
John Bower
07-09-2014, 02:24 AM
Yes sorry partially right, vs. vehicles an extra D3 pen is triggered on a 6, but there is no damage bonus for being AP2, the weapons AP is used.
- - - Updated - - -
As for missing stuff....how about how a units special abilities work when embarked on a Transport?
For example GK Mystic's Psychic beacon (no scatter from DS <6") previous editions had such abilities measure from the hull of the vehicle, however I can find no rules whatsoever stating this?
Can anyone point me to the right place?
P72 BRB - Vehicles and measuring distances; I guess they don't make specific mention because that pretty well covers it. All distances to and from a vehicle are measured to/from the hull
Tynskel
07-09-2014, 05:58 AM
That's what the rules have said for the last 4 editions.
I am surprised that anyone is confused by this...
Makes me want to say:
http://www.lounge.belloflostsouls.net/showthread.php?21435-Tynskel-s-Guide-to-Interpreting-Rules&p=194151&viewfull=1#post194151
Blood Shadow
07-09-2014, 08:05 AM
That's what the rules have said for the last 4 editions.
I am surprised that anyone is confused by this...
Makes me want to say:
http://www.lounge.belloflostsouls.net/showthread.php?21435-Tynskel-s-Guide-to-Interpreting-Rules&p=194151&viewfull=1#post194151
I think you misunderstand the question, my question was not asking how to measure it (as you point out that's in the rule book) rather my question is do a models special abilities, Ld buffs etc continue to work whilst they are embarked on a transport.
Certainly in 5th Ed it was clear that things like Psychic Beacon, BA furious F'n'P bubbles, Chaos Icons worked from inside a vehicle, pretty sure it was the same in 6th.....however can't find a reference to it in the 7th Ed rule set.
John Bower
07-09-2014, 11:04 PM
I think you misunderstand the question, my question was not asking how to measure it (as you point out that's in the rule book) rather my question is do a models special abilities, Ld buffs etc continue to work whilst they are embarked on a transport.
Certainly in 5th Ed it was clear that things like Psychic Beacon, BA furious F'n'P bubbles, Chaos Icons worked from inside a vehicle, pretty sure it was the same in 6th.....however can't find a reference to it in the 7th Ed rule set.
I think you're most likely to find that stuff in the relevant codex surely? Like the officers being able to give orders from a Chimera in the Guard codex.
Blood Shadow
07-10-2014, 12:32 AM
I think you're most likely to find that stuff in the relevant codex surely? Like the officers being able to give orders from a Chimera in the Guard codex.
If my memory serves correct it was in the FAQ but I haven't seen it in any of them?
-Tom-
07-10-2014, 01:43 AM
Hi!
Have you noticed things missing from the 7th edition, that used to be in the 6th? I donīt mean rule changes, but rules that are just missing...
I didnīt find the rule for an impact test = forced to jump down from battlements...i thought this was weird, but hey, maybe itīs "all good" now, when you plunge from dizzying heights :)
Any other ones?
- Lost Vyper
I think the lack of rules about an impact test means that you CAN'T jump down from battlements. There's a section about moving, if you can't move far enough to get to a place, then you can't make that move. So, you're just not allowed to hurl yourself down from heights any more. Although, are there any weapons that knock people back or move then in such a way as they might get blown off an edge?
Something else that isn't covered explicitly. Deployment zone choice. Nowhere that I could find, does it tell you how to actually decide which deployment zone is which players. Assumption therefore is that the player that deploys first after the roll-off for that gets to just choose as there's currently nothing on the table so they have free choice. There's no longer a roll for it though, or any other specific statement about how they are distributed - i.e. the above isn't explicitly stated either.
Charistoph
07-10-2014, 10:55 AM
Flying units. There are flying machines, flying monsters, but flying infantry? No, can't do that. Even with units like Swooping Hawks, Vespid, Shrikes, Gargoyles, etc., running around
John Bower
07-10-2014, 10:56 AM
I think the lack of rules about an impact test means that you CAN'T jump down from battlements. There's a section about moving, if you can't move far enough to get to a place, then you can't make that move. So, you're just not allowed to hurl yourself down from heights any more. Although, are there any weapons that knock people back or move then in such a way as they might get blown off an edge?
Something else that isn't covered explicitly. Deployment zone choice. Nowhere that I could find, does it tell you how to actually decide which deployment zone is which players. Assumption therefore is that the player that deploys first after the roll-off for that gets to just choose as there's currently nothing on the table so they have free choice. There's no longer a roll for it though, or any other specific statement about how they are distributed - i.e. the above isn't explicitly stated either.
Actually as battlements are now 'part' of the building if it gets destroyed you just perform an emergency disembarkation. Does it even say that only jump infantry can reach them anymore? I know DS units can, which is cool as they could (in Stronghold Assault at least) DS right inside a building (risky but paid off a few times for me). Now of course they aren't allowed to.
Edit: Okay so all it says is that 'if a unit moves onto the battlements of an unclaimed undestroyed building it becomes owned by the controlling player'. Nothing about how to get up there or off again. Only that on the destroyed chart they must ".. (survivors) must make a 6" move to get off the battlements, this is not slowed by difficult terrain". So I'm guessing it's all catered for when they blow up now.
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.