Page 1 of 3 123 LastLast
Results 1 to 40 of 116
  1. #1
    Conqueror Dybbuk's Avatar
    Join Date
    Apr 2014
    Location
    Sunnyvale, CA, USA
    Posts
    370

    Default A Guide to Rules Changes from Mk.II to Mk.III

    Hello everyone! I've just finished reading through the new rules and compiling a quick-and-dirty list of every change I could spot, and I thought I'd post it here as a community resource for people trying to get up to speed on the new edition! Also, this way there doesn't have to be a new thread every time someone notices a change.

    A few caveats:
    • I only covered changes in the core rules. Individual model changes and categorical changes on cards (like all cavalry getting Reposition) or in other rules documents (like character restrictions getting removed from Steamroller) are beyond my energy tonight, and would be best left to individual faction communities and/or followup edits to this post.
    • I only covered actual changes. If a rule stayed the same, I didn't mention it. If I described a rule gaining new effects but didn't mention the old ones going away, they should still be there.
    • If posting this is against the forums terms of service in any way, I encourage the mods to make the necessary changes or delete the post entirely if need be. I think it's all good, though.
    • I was going back and forth between the books a bunch. Some sections are not in the order in which they appear in the book, and some rules may not be in the most obvious section. I encourage you to look around if you can't find the rule you're looking for where you expected to find it. But that said...
    • I am human and therefore fallible. I was also pretty sleepy for the last 3/4 of this project. I can guarantee that I missed things. There will be typos my tired little brain did not catch in proofreading. If you notice any mistakes or omissions on my part, feel very free to respond with additions and/or corrections!
    • War Room is also fallible: It wouldn't let me scroll past the top half of Page 103, so if there are any big changes past that point (the last 4 1/2 pages of the PDF), I haven't seen them yet.

    Okay, onto the changes!



    General Rules Changes
    • Measuring: A player can measure any distance at any time for any reason.
    • Within: When a rule affects models within a certain distance of a particular model, that model is always considered to be completely within the range/area described by default (previously this was the exception, such as with command range and control range).
    • Stat Minimum: Current and base stats have a minimum value of 0 (the minimum was previously 5 for DEF and 1 for everything else).
    • Duplicate Effects: Effects of the same name still do not stack, but their durations overlap; an effect only ends when all instances of it would have expired. Thus, models cannot be "protected" from later applications of an effect (i.e. Blind) by having it applied beforehand.
    • Combat Action: A model's action during its activation is now referred to as a “Combat Action”.


    Advantages
    • Abomination: This rule has been removed from the game.
    • Amphibious: While fully within shallow water, a model with Amphibious gains concealment and does not block LOS.
    • Assault: Assault is now an advantage, not a special rule. Assault no longer explicitly ignores the "target in melee" modifier, but all attacks (including Assault shots) ignore it if the attacking model is in melee with the target (so an Assault shot into melee from a failed charge no longer ignores the bonus DEF).
    • Cavalry: Cavalry is now an advantage, not a typeline rule. There is no more “light cavalry”. See Additional Model Rules, below, for more cavalry changes.
    • Commander: This rule has been removed from the game.
    • Eyeless Sight: Models with Eyeless Sight no longer ignore forests when determining LOS and are now immune to the Blind effect.
    • Fearless: This rule has been removed from the game.
    • Flight: Flight is now an advantage, not a special rule.
    • Gunfighter: A model with Gunfighter can make ranged attacks against a model engaging it regardless of its own melee RNG (i.e. it can attack a model that has greater melee RNG engaging it without moving to engage that model).
    • Incorporeal: A model cannot make free strikes while Incorporeal. Incorporeal models are immune to continuous effects and non-Magical damage, and cannot be moved by a push, slam, or throw. When an Incorporeal model makes a melee or ranged attack, it loses Incorporeal until its next activation (not for one round).
    • Parry: Parry is now an advantage, not a special rule.
    • Soulless: Soulless is now an advantage, not a special rule.
    • Standard Bearer: Standard Bearer is now a special rule, not an advantage.
    • Terror: This rule has been removed from the game.
    • Tough: Models lose Tough while knocked down.
    • Immunity: Electricity: Lightning never arcs to models with Immunity: Electricity.


    Additional Model Rules
    • 'Jack Marshal: A 'jack marshal can control up to one friendly Faction warjack. Instead of the old “pseudo-focus”, a marshaled 'jack gains one of the following each turn during its activation, as long as its cortex is not crippled and its marshal is not knocked down or stationary: Crush! (additional melee attack, +2 to all melee damage rolls), Hurry! (run, charge, or power attack for free, +2 to charge and slam attack rolls), Strike True! (+2 to all attack rolls), or Take Aim! (must aim, +2 to all ranged damage rolls). Drives are now passive abilities that effect the 'jack while in its marshal's CMD range.
    • Battle Engines: The Serviceable rule has been removed; battle engines now have damage removed normally based on whether they are constructs, living, or undead.
    • Cavalry: Cavalry gain boosted charge attack rolls (rather than +2 to hit). All cavalry can make initial attacks with their mounts if they do not charge. Mount attacks are no longer unboostable, except while making impact attacks. If a model is in melee with its charge target when it makes impact attacks, it ends its movement and turns to face the target directly before making the attacks (and so will not continue moving if the target dies). Tall in the Saddle and Ride-By Attack have been removed.
    • Ranking Officer: A ranking officer cannot be attached to a Mercenary/Minion unit that is a Partisan to its faction (as with Mk.II Allies).
    • Shield Guard: When a model uses Shield Guard to redirect an AOE attack, the AOE is centered on the Shield Guard.


    Weapon Stats
    • Melee Weapon RNG: Melee weapons now have a range, generally 0.5”, 1”, or 2”.
    • ROF: Rate of Fire designates the number of initial attacks that can be made with a ranged weapon, not how many additional attacks can be bought.


    Weapon Qualities
    • Blessed: Blessed is now a weapon quality, not a special rule. A weapon with Blessed now ignores DEF and ARM buffs from animi (in addition to other spells).
    • Chain Weapon: Chain Weapon is now a weapon quality, not a special rule.
    • Critical Disruption: Critical Disruption is now a weapon quality, not a special rule.
    • Damage Type: Magical: This is a new weapon quality that has replaced Magical Weapon. Besides the name, it is identical.
    • Disruption: Disruption is now a weapon quality, not a special rule.
    • Magical Weapon: This rule has been renamed to Damage Type: Magical.
    • Reach: The Reach rule has been replaced by printed melee weapon RNG.


    Encounter Levels
    • Unspent Army Points: A valid army can have up to 5 unspent army points (rather than 1).


    Characters
    • FA:C Limitations: Character identity (i.e. whether a character model counts as an alternate incarnation of another character model and thus could not be included in a list with that model) is now denoted my its “stat profile name” found above its stat bar followed by a numeral.


    Mercenaries
    • Charters and Pacts: Mercenary armies are no longer bound by charters, and Minion armies are no longer bound by pacts. A Mercenary or Minion army can include any models of the appropriate faction, regardless of the faction(s) for which they will work.
    • Partisans: The Partisan [Faction] special rule indicates Mercenary and Minion models that count as Faction when included in the listed faction's armies. These models count as Friendly Faction models to other models of that faction while in a list made for that faction. While in such a list, they do not count as Mercenary or Minion models. A Warcaster with the Partisan rule can lead either a Mercenary/Minion list or a Partisan Faction list, but its battlegroup must be composed entirely of models from the appropriate faction. The short version: Partisans work similarly to Allies from Mk.II, except that they are Mercenaries and/or Minions by default, rather than in-faction.
    • Allies: The Ally typeline rule has been replaced with the Partisan special rule.


    Theme Forces
    • Warcasters and Warlocks in Theme Forces: A theme force can be led by any warcaster/warlock of the force's faction or by any warcaster/warlock who is a Partisan to that faction.
    • Character Warjacks/Warbeasts in Theme Forces: A theme force list led by a particular warcaster/warlock can include any warjack/warbeast with a bond to them, even if that model would not normally be allowed.
    • Ranking Officers in Theme Forces: Ranking Officers are only allowed in a theme force if both the Officer and the Mercenary/Minion unit to which they are attached are explicitly allowed.


    Setup, Deployment, & Victory Conditions
    • Deployment Zones: A 7” deployment zone for the first player and a 10” deployment zone for the second player are now core rules, not scenario-specific alterations.
    • Deployment Steps: There is now a list of steps for deploying models, in similar fashion to the list of steps for each in-game Turn Phase.
    • Pre-Deployment: Huge-based models no longer pre-deploy.


    Movement
    • Forfeiting Movement: The rules now specify that a model can choose to forfeit its Normal Movement during its activation, and seem to imply that it can choose to do so even in the absence of an effect that requires or allows it to do so. Merits further investigation (i.e. in the Rules Forum).
    • Aiming: Models in melee cannot aim.
    • Charging: Models cannot charge friendly models. A penalty to SPD does not prevent an affected model from charging.
    • End-of-Activation Movement: If two or more effects would allow a model to move at the end of its activation (such as Reposition and Sprint), the model's controller picks one to apply and disregards any others.


    Combat
    • Basic Attacks: “Normal” attacks from Mk.II are now referred to as “Basic Attacks”.
    • Skill Checks: The skill check mechanic has been removed from the game.
    • Automatic Hits and Misses: An automatic miss now takes precedence over an automatic hit.
    • Back Strikes: A model can make a back strike even if it did not start its activation in its target's back arc, as long as it is completely within the back arc when the attack is made.
    • Power Attack Types: Push, headlock, and weapon lock power attacks have been removed from the game. The rules for two-handed throw power attacks have been combined with the rules for standard throw power attacks.
    • Power Attack Slam: A huge-based model slamming a smaller model adds +2” to the distance slammed.
    • Power Attack Sweep: A sweep power attack ignores intervening models and has a range equal to the base RNG of the melee weapon used to make it.
    • Power Attack Throw: When making the opposed STR check to throw, a model gains an additional die if it has at least two non-crippled Open Fists. The thrower's controller no longer chooses a direction in which to throw; instead, they choose to either throw the model directly away from the thrower or directly toward another model in LOS (ignoring the thrown model). A thrown model now only deviates if it was a) thrown at another model, b) that model was within the thrower's throw range, and c) the attack roll resulted in a miss. A large- or huge-based model no longer throws a small-based model an additional 1".
    • Power Attack Trample: A model with the Buckler or Shield weapon qualities now benefits from them against trample power attacks, with the same restrictions as Shield Wall.
    • Power Attacks and Movement Restrictions: Effects that prevent a model from charging no longer automatically prevent it from making slam or trample power attacks.
    • Elevation Modifiers: The benefits and drawbacks of elevation no longer require that the terrain be at least 1” higher than where the other model is standing; it must simply be considered “elevated” relative to that location. Elevated attackers no longer ignore equal- or smaller-based intervening models within 1" of their targets.
    • Target in Melee Modifier: The “target in melee” modifier for ranged and magic attacks is now +4 DEF for the target (rather than a -4 penalty to the attack roll). All attacks (ranged and magic) ignore this bonus DEF if the point of origin is in melee with the target.
    • AOE Deviation: A deviating AOE attack will stop at the table edge.


    Model Damage & Destruction
    • Corpse Tokens: Undead models generate corpse (but not soul) tokens by default.
    • Healing: Healing is no longer distinct from other means of having damage removed. The term has been removed from rules text.


    Miscellaneous Effects
    • Cloud Effects: A model must be completely within a cloud effect to gain concealment from it.
    • Knockdown: A knocked down model can be moved by a slam.
    • Stationary: A stationary model cannot be used to channel spells. It also cannot advance, make special actions, make attacks, cast spells, use feats, or give orders, but does get to activate now (and could use abilities like minifeats; also note that it doesn't say the model can't receive orders, so it could still benefit from Shield Wall, for instance).
    • Falling: A falling model takes damage equal to 2d6 + 12 + 1d6 per 2" fallen after the first, rounded up (up from 2d6 + 10 + 1d6 per 3").
    • Command Tests, Fleeing, and Rallying: These mechanics have been removed from the game.
    Last edited by Dybbuk; 06-13-2016 at 11:40 AM. Reason: More stuff I missed
    My Slightly Silly Khador Battle Reports

    Quote Originally Posted by /tg/
    Every caster who isn't your stereotypical wizard is really capable in combat, but if their dumb *** gets knocked down in front of a robot with an axe the size of a car, they're dead.

  2. #2
    Conqueror Dybbuk's Avatar
    Join Date
    Apr 2014
    Location
    Sunnyvale, CA, USA
    Posts
    370

    Default

    Warcasters
    • Replenishing Focus Points: Models with Focus Manipulation remove focus points in excess of their FOCUS stat during the Maintenance Phase (rather than all focus points). In the Control Phase, those models gain focus points to set their total equal to their FOCUS stat.
    • Overboosting: This mechanic has been replaced with Reinforcing.
    • Reinforcing: When a warcaster suffers damage, it can spend 1 focus point to reduce that damage by 5, to a minimum of 0 damage. It can do this up to once per instance of damage. The warcaster is still considered to have been damaged by the damaging attack or effect, even if all damage is prevented.


    Warjacks
    • Power Up: During the Control Phase, after focus replenishment but before focus allocation, each warjack in a battlegroup that has a functional cortex and is within its controller's control range gains 1 focus point.
    • Focus Cap: A warjack can have no more than 3 focus at any time.
    • Induction: Convergence warjacks do not have Power Up but can induct focus any number of times during their activations.
    • Crippled Movement: A warjack with a crippled movement system has its base DEF reduced to 5 (instead of 7). A crippled movement system now explicitly prevents making slam or trample power attacks (rather than doing so because crippled movement prevents charging, which was necessary for a slam or trample).
    • Removing Force Field Damage: When a model with a force field spends focus to remove damage from the field, remove d3 + 1 points (instead of d3).
    • Destroyed Warjacks: A warjack no longer leaves a wreck marker when it is destroyed.
    • Inert Warjacks: An inert warjack is longer considered stationary, though it follows the same rules as a stationary model. It no longer loses its special abilities, but cannot use abilities that could not be used while stationary (i.e. Counter-Charge or Shield Guard). A warcaster reactivates an inert warjack by spending a focus point while B2B with it at any time during the warcaster's activation. 'Jack marshals still forfeit their Combat Action. A reactivated warjack now only forfeits its Combat Action the turn it is reactivated, rather than its entire activation.
    • Autonomos Warjacks: Taking control of an autonomous warjack works the same way as reactivating an inert one. A warcaster must spend a focus point while B2B with the autonomous 'jack at any time during the warcaster's activation. 'Jack marshals forfeit their Combat Action while B2B. An autonomous warjack now forfeits its Combat Action the turn it is reactivated.


    Monstrosities
    • Rage-Fuelled: Monstrosities do not have Power Up but gain a focus point each time they take damage from an attack or continuous effect.
    • Focus Removal: Unlike warjacks, monstrosities do not lose their focus points during the Maintenance Phase.
    • Warcaster Destruction: When a Cephalyx warcaster is destroyed, its monstrosities become autonomous (rather than inert).


    Warlocks
    • Spirit Bond: After leeching, a warlock can gain up to 1 fury point for each medium-based or larger warbeast in its battlegroup that has been destroyed or removed from play. It can't exceed its FURY by doing this. If a warbeast returns to play, its warlock can no longer gain fury from the warlock's Spirit Bond with it.
    • Reaving: A warlock can reave fury points from warbeasts that get removed from play (in addition to destroyed warbeasts).


    Warbeasts
    • Frenzying: A frenzying warbeast activates, shakes all shakeable effects without being forced, and charges directly toward the nearest model (friendly or enemy) in its LOS for free and tries to enter B2B contact. It then attacks with its highest-POW weapon that has range to the target. Its attack roll is automatically boosted. The damage roll is boosted if it was a charge attack (i.e. the warbest moved at least 3"). Then its activation ends and it can remove any amount of fury. Warbeasts ignore effects that would require them to forfeit their Normal Movement or Combat Action when they frenzy.
    • Animi: Animi are now considered to be spells.


    Units
    • Field Promotion: A Grunt that is promoted to a Leader must forfeit its Combat Action that turn, but is not prevented from making attacks that turn that occur outside of its Combat Action (i.e. free strikes). If a Leader is destroyed while under an opponent's control or is removed from play, choose a new unit commander but do not replace a Grunt with the Leader model (relevant for a few units like Stormblades and Croe's Cutthroats).
    • Unit Attachments: Unit attachments are now called “command attachments”.
    • Weapon Attachments: A unit can have up to three weapon attachments. Weapon attachments are added individually, rather than as a variable-sized group.
    • Granted Abilities: Granted abilities only function while granting model is in formation.
    • Formation: A friendly model can target model in a unit with out-of-formation members with spells and abilities, but cannot target the out-of-formation members.
    • Press Forward Order: This is the new name for the order that allows models in a unit to run or charge.


    Spells
    • DUR: The Duration (DUR) of a spell replaces the UP column on spell cards. It will indicate if a spell lasts for a TURN, a RND (round), or is UP (an upkeep).


    Terrain
    • Custom Terrain: Basic guidelines have been added for the use of player-created terrain not described in the book.
    • Standard Terrain: Two new official terrain types have been added: Dense Fog (static cloud effects that can disappear during the game) and Rubble (rough terrain that provides cover to models completely within it).
    • Concealment and Cover: Whether terrain is intervening between an attacker and a target and whether the target is within 1" of the terrain are now separate requirements for checking whether the target gets concealment/cover from the terrain (previously the target had to be within 1" specifically along the intervening line).
    • Elevation and Melee: When checking melee range between models at different elevations, measure range between their volumes (instead of between their bases).
    • Forests and Hills: Like cloud effects, these features now only grant effects (besides slower movement from forests) to models completely within them. “Tall” hills can block LOS.
    • Deep Water and Structures: These terrain types have been removed from the game. Buildings now count as obstructions.
    • Obstructions: Models can climb some obstructions, agreed upon by the players, regardless of height. A model can stand on such an obstruction if less than 1" of its base overhangs the obstruction.
    • Hazards: These are new terrain features that inflict various harmful effects on non-flying models that enter or end their activation within them; flying models knocked down within them also suffer the effect. There are two types in the core rules: Acid Bath (continuous corrosion) and Burning Earth (continuous fire).




    I hope this guide helps. Happy new edition, everybody!
    Last edited by Dybbuk; 06-13-2016 at 11:41 AM. Reason: Turns out I needed the just-in-case space!
    My Slightly Silly Khador Battle Reports

    Quote Originally Posted by /tg/
    Every caster who isn't your stereotypical wizard is really capable in combat, but if their dumb *** gets knocked down in front of a robot with an axe the size of a car, they're dead.

  3. #3
    Conqueror
    Join Date
    Sep 2015
    Posts
    106

    Default

    War Room is also fallible: It wouldn't let me scroll past the top half of Page 103, so if there are any big changes past that point (the last 4 1/2 pages of the PDF), I haven't seen them yet.
    Page 104 onwards is the index, you're fine

  4. #4
    Destroyer of Worlds
    Join Date
    Mar 2013
    Posts
    2,520

    Default

    Excellent condensation. I've linked it to my meta guys already. Great work. I might reword the Blessed description since it sounds like it only ignores Animi, but that's it. Really appreciate the effort.

  5. #5
    Destroyer of Worlds
    Join Date
    Sep 2013
    Location
    Fredericton, NB
    Posts
    5,288

    Default

    Also linked. Was going to do the same myself out here, but barring the inclusion of pre-measuring in the misc. category it seems you beat me to it.
    Quote Originally Posted by PPS_Hungerford View Post
    I have made a mistake.

  6. #6
    Conqueror
    Join Date
    Oct 2006
    Posts
    195

    Default

    Thanks a lot for posting this overview! Very helpful.

  7. #7

    Default

    how about the interaction between "at any moment during activation" abilities like the iron fang mii feat and running? can they pop the minifeat right after running to form a shieldwall?

  8. #8

    Default

    Great thread, thanks for typing that all out.

  9. #9
    Destroyer of Worlds IceShadow's Avatar
    Join Date
    Nov 2014
    Location
    Milwaukee, WI
    Posts
    1,621

    Default

    Cavalry no longer are limited from boosting mount attacks, except during impacts.

    Edit: also, impact attacks against charge target are explicitly mentioned and don't cause you to keep riding and fail your charge if you kill your charge target with impact attacks.
    Last edited by IceShadow; 06-12-2016 at 05:46 AM.
    Compilation of Infernal Rulings

    Cryx - Painting Thread

    Currently 475 / 1130 points painted / owned, 4 / 17 warcasters
    Last painted: Wrong Eye & Snapjaw (posted 1/31/2017)

  10. #10
    Conqueror
    Join Date
    Apr 2013
    Posts
    115

    Default

    Do I read it correctly that the jacks in journeyman warcasters' battlegroups don't benefit from power up?

  11. #11
    Destroyer of Worlds Cyel's Avatar
    Join Date
    Jun 2014
    Location
    Warsaw, Poland
    Posts
    1,327

    Default

    Thank you, it's very helpful!
    There's no such faction as "Menoth". You can't "play Menoth"

    There's the Protectorate.

  12. #12

    Default

    I have a couple to add:

    - battlegroup commanders and 'jack marshals can take control of autonomous warjacks the same way they reactivate inert ones. The warjack does not seem to have to forfeit its combat action that turn as it does when reactivated. (p67) In Mk II, a warjack that became controlled had to forfeit its activation and could not channel spells.
    - models that are field promoted don't seem to be unable to make attacks that turn anymore (they just have to forfeit their combat action, as you noted).
    - models at different elevations now measure melee range to each other from their volumes instead of from their bases. (p78)
    - the business about being able to climb things less than 1" high seems to be gone. Now obstructions are climbable ("Terraced Obstructions") if the players decide they are and the model's base would not hang off the feature by more than 1". (p81)
    - falling damage is now 2d6 + 12 + d6 per 2" of fall past the first, up from 2d6 + 10 + d6 per 3" (p35)

  13. #13
    Conqueror
    Join Date
    Dec 2015
    Posts
    316

    Default

    Quote Originally Posted by Lakissov View Post
    Do I read it correctly that the jacks in journeyman warcasters' battlegroups don't benefit from power up?
    It's a bit unclear, but it looks like 'Power Up' is a subheading within the rule 'Battlegroup Commander' (it has a slightly smaller font, just like 'Allocating Focus Points'), so the journeyman caster should still have a battlegroup and their jacks should power up.
    #YouPlayItPaintedIHaveBetterThingsToDo

  14. #14

    Default

    An incorporeal model that makes an attack now loses incorporeal until the beginning of its next activation instead of for one round.

  15. #15
    Conqueror
    Join Date
    Apr 2013
    Posts
    115

    Default

    Quote Originally Posted by Malnorma View Post
    It's a bit unclear, but it looks like 'Power Up' is a subheading within the rule 'Battlegroup Commander' (it has a slightly smaller font, just like 'Allocating Focus Points'), so the journeyman caster should still have a battlegroup and their jacks should power up.
    It would be good to have an official clarification from PP staff - i.e. is Power Up a separate Warcaster rule (which journeymen don't have) or is it a sub-heading under Battlegroup Commander (which journeymen have).

  16. #16
    Annihilator mortal's Avatar
    Join Date
    Apr 2004
    Posts
    704

    Default

    Thanks, I've linked this to my friends
    Original Page 5: So play like you've got a pair, or put down the metal and go find something made of plastic.


    Pflugerville, TX

  17. #17
    Destroyer of Worlds
    Join Date
    Feb 2013
    Location
    Ontario, Canada
    Posts
    1,231

    Default

    Predeployment for colossals and battle engines is gone

  18. #18
    Warrior
    Join Date
    Apr 2014
    Location
    Massachusetts
    Posts
    32

    Default

    Assault no longer ignores the shooting into melee penalty? Or am I misreading it?

  19. #19
    Conqueror
    Join Date
    Dec 2015
    Posts
    316

    Default

    Quote Originally Posted by Lakissov View Post
    It would be good to have an official clarification from PP staff - i.e. is Power Up a separate Warcaster rule (which journeymen don't have) or is it a sub-heading under Battlegroup Commander (which journeymen have).
    Sure, but "Allocating Focus Points" is right after "Power Up", references both "Power Up" and "Battlegroup Commander", and I think we can feel reasonably confident that journeymen can allocate focus to their jacks...
    #YouPlayItPaintedIHaveBetterThingsToDo

  20. #20
    Destroyer of Worlds
    Join Date
    Jun 2008
    Location
    Portsmouth - UK
    Posts
    2,182

    Default

    Did Power Attack Sweep always have a range equal to your melee range? Means that the Cryx Colossals can sweep 4".

  21. #21
    Annihilator
    Join Date
    Nov 2014
    Posts
    806

    Default

    One thing I noticed is that the structure rules have been removed despite several models having a Siege rule that does bonus damage to structures.

  22. #22
    Destroyer of Worlds Creaux's Avatar
    Join Date
    Feb 2006
    Location
    Princeton, NJ
    Posts
    4,811

    Default

    Disruption is listed under the "Continuous Effects" section, though it's not described as a continuous effect in its brief description.

    I'd like to know if Disruption now can expire on a die roll or not!

  23. #23
    Destroyer of Worlds
    Join Date
    Feb 2013
    Location
    Ontario, Canada
    Posts
    1,231

    Default

    Quote Originally Posted by Gorbad View Post
    Did Power Attack Sweep always have a range equal to your melee range? Means that the Cryx Colossals can sweep 4".
    The 4" is a special rule, not the basic range of the melee weapon and power attack says ignore melee weapon special rules unless they specifically mention power attacks, so they have that covered

  24. #24

    Default

    Quote Originally Posted by Plato View Post
    Assault no longer ignores the shooting into melee penalty? Or am I misreading it?
    Page 51 says you ignore the target in melee def bonus if the point of origin is in melee with the target.

    So failing your charge won't help you hit. You've got to get to the target.

    Op: monstrosity models can be healed like warbeasts.
    http://privateerpressforums.com/signaturepics/sigpic128076_1.gif

  25. #25
    Destroyer of Worlds
    Join Date
    Feb 2009
    Location
    Nuremberg, Germany
    Posts
    6,191

    Default

    Shield Guarding AOEs now centers the AOE on the model with Shield Guard, not the original target.

  26. #26
    Warrior
    Join Date
    Apr 2014
    Location
    Massachusetts
    Posts
    32

    Default

    Quote Originally Posted by Iron Patriot View Post
    Page 51 says you ignore the target in melee def bonus if the point of origin is in melee with the target.

    So failing your charge won't help you hit. You've got to get to the target.
    Ah, thanks! I read that section through the mk2 lens of magic attacks and didn't think to apply to to guns.

  27. #27
    Annihilator DrFish's Avatar
    Join Date
    Oct 2011
    Posts
    540

    Default

    Quote Originally Posted by IceShadow View Post
    Cavalry no longer are limited from boosting mount attacks, except during impacts.
    Page 79 in Primal still says mount attack and damage rolls cannot be boosted. Or did I misread you?
    Full of country goodness and green peaness.

  28. #28
    Destroyer of Worlds
    Join Date
    Feb 2009
    Location
    Nuremberg, Germany
    Posts
    6,191

    Default

    Quote Originally Posted by DrFish View Post
    Page 79 in Primal still says mount attack and damage rolls cannot be boosted. Or did I misread you?
    Prime Mk3, p. 75, imposes the no-boost limitation only on impact attacks. Considering that Ferox even have an ability that specifically boosts their mount attacks under certain conditions, it seems unlikely that Primal is any different.

  29. #29
    Warrior Morinsane's Avatar
    Join Date
    Nov 2014
    Location
    Muscatine, IA
    Posts
    56

    Default

    Knocked down models can now be slammed. Serviceable is gone from Battle Engines, they now have damaged removed according to their model type (living, construct, etc).

  30. #30
    Warrior Morinsane's Avatar
    Join Date
    Nov 2014
    Location
    Muscatine, IA
    Posts
    56

    Default

    Gunfighter range redefined to be the greater of the model's longest melee weapon range or 0.5"

  31. #31
    Conqueror Dybbuk's Avatar
    Join Date
    Apr 2014
    Location
    Sunnyvale, CA, USA
    Posts
    370

    Default

    Quote Originally Posted by Jedianakinsolo View Post
    I might reword the Blessed description since it sounds like it only ignores Animi, but that's it.
    Quote Originally Posted by the_true_druid View Post
    [...]barring the inclusion of pre-measuring in the misc. category
    Quote Originally Posted by IceShadow View Post
    Cavalry no longer are limited from boosting mount attacks, except during impacts.

    Edit: also, impact attacks against charge target are explicitly mentioned and don't cause you to keep riding and fail your charge if you kill your charge target with impact attacks.
    Quote Originally Posted by Serene View Post
    I have a couple to add:

    - battlegroup commanders and 'jack marshals can take control of autonomous warjacks the same way they reactivate inert ones. The warjack does not seem to have to forfeit its combat action that turn as it does when reactivated. (p67) In Mk II, a warjack that became controlled had to forfeit its activation and could not channel spells.
    - models that are field promoted don't seem to be unable to make attacks that turn anymore (they just have to forfeit their combat action, as you noted).
    - models at different elevations now measure melee range to each other from their volumes instead of from their bases. (p78)
    - the business about being able to climb things less than 1" high seems to be gone. Now obstructions are climbable ("Terraced Obstructions") if the players decide they are and the model's base would not hang off the feature by more than 1". (p81)
    - falling damage is now 2d6 + 12 + d6 per 2" of fall past the first, up from 2d6 + 10 + d6 per 3" (p35)
    Quote Originally Posted by Ikazuyr View Post
    An incorporeal model that makes an attack now loses incorporeal until the beginning of its next activation instead of for one round.
    Quote Originally Posted by Nerzule View Post
    Predeployment for colossals and battle engines is gone
    Quote Originally Posted by Gorbad View Post
    Did Power Attack Sweep always have a range equal to your melee range?
    Quote Originally Posted by Iron Patriot View Post
    Page 51 says you ignore the target in melee def bonus if the point of origin is in melee with the target.

    So failing your charge [with Assault] won't help you hit. You've got to get to the target.
    Quote Originally Posted by vintersbastard View Post
    Shield Guarding AOEs now centers the AOE on the model with Shield Guard, not the original target.
    Quote Originally Posted by Morinsane View Post
    Knocked down models can now be slammed. Serviceable is gone from Battle Engines, they now have damaged removed according to their model type (living, construct, etc).
    Edits have been made! Keep them coming. Thank you all for your help.

    Quote Originally Posted by nightcobra View Post
    how about the interaction between "at any moment during activation" abilities like the iron fang mii feat and running? can they pop the minifeat right after running to form a shieldwall?
    As far as I can see, all of that works the same as in Mk.II: you can still minifeat before (but not after) running. The Iron Fang minifeat changed, however, so that an individual model cannot benefit from the free move (which is now 5", not a full advance) if it ran or failed a charge.

    Quote Originally Posted by Lakissov View Post
    Do I read it correctly that the jacks in journeyman warcasters' battlegroups don't benefit from power up?
    The Power Up rule, though listed under warcaster rules, only specifies that the 'jack must be in a battlegroup and in its controller's control range. So as written, it works with journeymen warcasters. I'm pretty sure one or more Privateer employees confirmed that when Power Up was spoiled.

    Quote Originally Posted by Creaux View Post
    Disruption is listed under the "Continuous Effects" section, though it's not described as a continuous effect in its brief description.

    I'd like to know if Disruption now can expire on a die roll or not!
    I did a double take when I first read it as well, but it's listed right under a text block that I think is meant to separate it from the continuous effects. It isn't referred to anywhere in the rules as the "disruption continuous effect", and its description specifies that it lasts for one round. So I'm thinking no, it's not a continuous effect. Maybe worth looking into, though.

    I'm glad people are getting use out of this guide!
    My Slightly Silly Khador Battle Reports

    Quote Originally Posted by /tg/
    Every caster who isn't your stereotypical wizard is really capable in combat, but if their dumb *** gets knocked down in front of a robot with an axe the size of a car, they're dead.

  32. #32
    Conqueror Smarf's Avatar
    Join Date
    Jul 2015
    Posts
    466

    Default

    So if field promotion doesn't happen when the leader is killed while under the opponents control, then that unit can no longer ever get orders? Does it also mean they are never in formation, since there is no leader from which to draw command ranges?

  33. #33
    Destroyer of Worlds Khador247's Avatar
    Join Date
    Feb 2005
    Location
    Du Bois, PA
    Posts
    9,330

    Default

    Thanks for posting this. Very helpful.

  34. #34

    Default

    Quote Originally Posted by Smarf View Post
    So if field promotion doesn't happen when the leader is killed while under the opponents control, then that unit can no longer ever get orders? Does it also mean they are never in formation, since there is no leader from which to draw command ranges?
    You just choose another model to be the unit commander, like you would if there were no grunts left. The unit commander gives orders and is the centre of the command range. The rules on page 64 specify the unit commander can give the orders on the leader's/unit's card. (Note that the Ranking Officer rules on page 76 say that a Ranking Officer can only give the Press Forwards order and orders on the Ranking Officer's card.)

  35. #35

    Default

    "If the unit’s Leader is the unit commander and it is destroyed while there is no Grunt to replace it, is removed from play, or leaves the unit for another reason, choose another model in the unit to become the unit commander."

    You still promote when the leader is removed from play.

  36. #36
    Eater of Brains Esper's Avatar
    Join Date
    Apr 2005
    Posts
    2,061

    Default

    Quote Originally Posted by Smarf View Post
    So if field promotion doesn't happen when the leader is killed while under the opponents control, then that unit can no longer ever get orders? Does it also mean they are never in formation, since there is no leader from which to draw command ranges?
    You choose another model in the unit to become the unit commander.

  37. #37
    Destroyer of Worlds jdeckert's Avatar
    Join Date
    Jun 2010
    Posts
    5,901

    Default

    Quote Originally Posted by Smarf View Post
    So if field promotion doesn't happen when the leader is killed while under the opponents control, then that unit can no longer ever get orders? Does it also mean they are never in formation, since there is no leader from which to draw command ranges?
    "If your opponent takes control of the commander of one of your
    units, select a new unit commander according to the rules
    found in “Unit Commander: Leaders & Officers” on p. 62."

    page 61
    My Epic Butcher Tactica
    Quote Originally Posted by RandomThoughts, Calcifar, Jamie P, SmellyTerror, Noble_Rain, Killax, mad_dasher, Kriegsspiele, Wendan, sionnach19, P3rsist3nc3, AresX8, Auracco, Kovnik Tsumi, ishmael, ForestZ, Spideredd, Ganso, anderfreak, Winter-Guard Kovnik, Phantasmagorium, LEJ, and Yes.We.Caine. View Post
    jdeckert is always right
    Quote Originally Posted by Wendan View Post
    jdeckert is my mom.

  38. #38

    Default

    I don't know if this is a change or not, but now when advancing, you can only advance in the direction you are directly facing, therefore say if you where backing up a high def model out of combat, you will now take a back arc free strike when you leave melee range. (possibly, idk, anyone have a better interpretation)
    Last edited by Alyxfromspace; 06-12-2016 at 10:13 AM.
    Quote Originally Posted by Noms_Tiem View Post
    I've always wondered why Satyxis were speed 7 despite being in heels. Like, what happens when they run? Are they so used to moving rapidly in impractical shoes that, when they take those shoes off, they suddenly become world-class sprinters? Is that what Desperate Pace on the Satyxis Raider Captain is, fluff-wise? "Alright ladies, take off your heels and go get 'em!".

  39. #39
    Destroyer of Worlds solkan's Avatar
    Join Date
    Jun 2008
    Posts
    6,097

    Default

    *Retracted* It turns out something that I thought was a rules change wasn't.
    Last edited by solkan; 06-12-2016 at 10:16 AM.

  40. #40
    Annihilator eldrak's Avatar
    Join Date
    Jul 2013
    Location
    Karlstad, Sweden
    Posts
    826

    Default

    Two more things:

    The duration of any effect you have multiples of is the one that is the longest (you can't protect your models from Black Oil by Black oiling them in your own turn anymore).

    Model stats can all go down to 0 now (before 1 was the minimum for all except Def which couldn't go below 5) due to various effects.

Page 1 of 3 123 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •