Friday 28 April 2023

New unit stats

So we've had quite a lot of information on the new edition now, a lot more that I have covered here. I haven't really bothered covering everything as I won't be able to keep up with it all! However, there were a few more bits that I wanted to cover here from the last week or so of previews.

The new data sheets are another great feature of the new edition. Again they haven't really changed much from the last edition but we have seen a few tweaks to really make them better and easier to read. The main things are the OC or Objective Control value, which now dictates how much control a unit has over an objective. This is a more granular way of doing Objective Secured and a lot better and is still very simple. The second big thing is that the WS and BS have moved to the individual weapons profiles, meaning that it's now very easy to see the difference between things like power swords and power fists. 


Another good thing that is making a return are the specialist abilities of weapons, now called “Anti” weapons but previously called “*bane” weapons (as in Armourbane and Fleashbane). The effect is the same, these weapons are really good at certain targets but can still be used against others. The chain fist above is a good example, against armour they are very good but can be used against other targets just as well. 


The “Anti” ability

Other rules that have changed slightly from previous is the Rapid Fire rule. This doesn’t seem to have changed masses but it’s a subtle tweak that could have big impacts on certain weapons. As it stands now, a rapid fire weapon double the number of shots in half range, so a Rapid fire 1 has two shots at half range and a rapid fire 2 has four shots at half range. However under the new rules this does not follow, a rapid fire weapon could actually have any number of shots at full or half range. For example, it could have 1 shot at long range and 3 at shot, being a rapid fire 2 weapon. It could in theory have only 1 shot at long range but 10 shots at half range (rapid fire 9), silly i know but possible under the new rules. I suspect that most will be just rapid fire 1 or 2 with just a few being 3 or even 4 but I can’t see many being higher than that, except maybe Orks!

Rapid fire ability

The last generic rule to mention here is the Firing Deck rule. Again this is a rule of old that has be brought back with minor tweaks. Basically, troops in vehicles will have the ability to shooting out the vehicle. Currently many vehicles have this ability but every rule is different and many vehicles who use to be able to do it haven’t been able to for a while. Now it looks like many vehicles are going to get this rule back, which is great. Drive by melta attacks out the back of chimeras could be a thing again!
 
Firing deck rules

Chimera command transport

Talking of Chimeras, we got a peak of one of its rules. We have a very similar rule at the moment and so its good to see that we will be keeping it and the chimera will still retain its place as a mobile command vehicle.

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