Wieder ein kleines Gerüchteupdate :
OK I just found these rumors in The Blood Keep (by adsVampire) and since I haven't seen them here I'll just copy and paste them. They do sound reasonable by the way.
I'll just give the ones that are not listed here:
Quote:
Combat -------------------------------------------------------------
Obstacles - attackers no longer hit on 6's ... now the charger loses his charge bonuses (all of them ... i.e. no impact hits, lance bonuses). Units strike in I order for the first round.
Charging - you may redirect any number of times along the path of your charge.
Fleeing - if you flee into an enemy unit of US 5+ you are destroyed. The exception is for flyers which can in fact flee over enemy units and are only destroyed if they end their flee movement within an enemy unit of US 5+.
Flyers - See above for fleeing. Also, flyers MUST use their flying movement when fleeing.
Chariots - They may now voluntarily move into/out of terrain ... taking the appropriate d6 S 6 hits per chariot. Fleeing chariots that flee into anything (friend or foe) will cause impact hits and then apply the fleeing results as above (i.e. destroyed if enemy unit of US 5+). There is no mention of what happens if the chariot destroys the unit fled into.
Monsters - it explicitly states that you may not join monsters. Also, if I read this correctly, the book explicitly differentiates units types and characters are separate ... i.e. a bloodthirster is NOT a monster ... its a character ... stupid but true.
Cannons - grapeshot is back to the flame template ... but it causes 1d3 wounds per wounding hit!
Warmachines - if the crew is not manning the machine at the end of the game the enemy gets full vps for it.
Magic Items --------------------------------------------------------
Enchanted Shield - May NOT be used with other magical armor!!!
Special Abilities ----------------------------------------------------
Breathe Weapons - you may march and use your breathe weapon.
Regeneration - its now treated as another form of ward save. I.e. you take 10 wounds you will have to make 10 regeneration checks. However, if say you have 2 wounds remaining and are forced to take 2+ regen checks and live ... you may still fight back that round. This is a complete change to how regen currently works which prevents models from fighting back if "struck down".
Spell Lores --------------------------------------------------------
Shadows - Unseen Lurker - the unit now gets a normal move!!! That means flyers can move another 20", etc. I believe charged units get a normal charge reaction.
OK I just found these rumors in The Blood Keep (by adsVampire) and since I haven't seen them here I'll just copy and paste them. They do sound reasonable by the way.
I'll just give the ones that are not listed here:
Quote:
Combat -------------------------------------------------------------
Obstacles - attackers no longer hit on 6's ... now the charger loses his charge bonuses (all of them ... i.e. no impact hits, lance bonuses). Units strike in I order for the first round.
Charging - you may redirect any number of times along the path of your charge.
Fleeing - if you flee into an enemy unit of US 5+ you are destroyed. The exception is for flyers which can in fact flee over enemy units and are only destroyed if they end their flee movement within an enemy unit of US 5+.
Flyers - See above for fleeing. Also, flyers MUST use their flying movement when fleeing.
Chariots - They may now voluntarily move into/out of terrain ... taking the appropriate d6 S 6 hits per chariot. Fleeing chariots that flee into anything (friend or foe) will cause impact hits and then apply the fleeing results as above (i.e. destroyed if enemy unit of US 5+). There is no mention of what happens if the chariot destroys the unit fled into.
Monsters - it explicitly states that you may not join monsters. Also, if I read this correctly, the book explicitly differentiates units types and characters are separate ... i.e. a bloodthirster is NOT a monster ... its a character ... stupid but true.
Cannons - grapeshot is back to the flame template ... but it causes 1d3 wounds per wounding hit!
Warmachines - if the crew is not manning the machine at the end of the game the enemy gets full vps for it.
Magic Items --------------------------------------------------------
Enchanted Shield - May NOT be used with other magical armor!!!
Special Abilities ----------------------------------------------------
Breathe Weapons - you may march and use your breathe weapon.
Regeneration - its now treated as another form of ward save. I.e. you take 10 wounds you will have to make 10 regeneration checks. However, if say you have 2 wounds remaining and are forced to take 2+ regen checks and live ... you may still fight back that round. This is a complete change to how regen currently works which prevents models from fighting back if "struck down".
Spell Lores --------------------------------------------------------
Shadows - Unseen Lurker - the unit now gets a normal move!!! That means flyers can move another 20", etc. I believe charged units get a normal charge reaction.