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