I had lots of time to go through the BRB on the plane back from BC and have compiled a list of altered or interesting new rules to help me remember it all. I really need to test these out to get a sense of this ed. but things are looking really fun! I'm especially interested to see how CC and vehicles perform with all these changes. This is a long list and only includes the stuff that jumped out at me as different or new and cool and doesn't include every new rule.
> Individual models move, not the entire unit. This means a heavy weapon can stay put and fire while the rest of his squad moves, so long as they're all in coherency.
> Individual models can move their max distance so long as the units remains in coherency. So a jump character can start at the rear and jump to the front as the rest of the unit hoofs it.
> Shooting can only kill models in range and closest models are removed first. Only visible models can be removed. Unused wounds in the wound pool are lost.
> If there are multiple saves (e.g. a 2+ in front of a unit of 3+) roll saves one at a time for the closest (or closest group) until it (or all of the same) are dead, then continue on to the ones behind (I can see BT really abusing this rule with a mix of 4+ and 3+ in one unit).
> If shooter was in range to start it’s always in range even if the only model in range was killed by the time it shoots.
> Look out Sir! to save upgrade character on 4+. Intervening model must be within 6” of character.
> Cover applies if 25% of models and unit are obscured (same for MCs and vehicles!)
> Can focus fire on models getting particular save or worse (e.g. all models in a range of 5+ to no cover, or just no cover, or whatever range you want.) but only those models can be killed (ow, my 'stealers).
> Models that have gone to ground can still snap shot and overwatch (huge!)
> Overwatch shots happen before assault move is rolled but cannot overwatch a unit it can’t see.
> Shots are made as normal (12" rapid fire, etc.) but do not cause morale or pinning tests.
> Each unit can only make one overwatch shot per turn.
> 2d6 charge range, 3d6 drop the highest if through cover. If a slower model is in the unit the whole unit assaults that slowly. Going through terrain reduces attackers to I1.
> Can still assault if the initial charger is killed (by dangerous terrain or whatever).
> Player whose turn it is chooses order of combat.
> Models pile in 3” at the start of their I step, which is going to be interesting. Order is base to base if possible, then within 2”, then get as close to enemy as possible (no holding back).
> Remove models in base to base as casualties first. Even unengaged models can be removed.
> If unit can’t hurt or damage enemy they can choose to auto fail morale test if they lose combat.
> Sweeping advances use the highest I in the unit, NOT the majority (huge!)
> Consolidation triggers dangerous terrain tests.
> If charging multiple units, the charger doesn’t get A+1 charge bonus and can be overwatched by each unit. If initial charger fails (due to dengerous terrain or whatever) then the entire multiple assault fails.
> Models must assault the primary target if able – only models that can’t get into base to base with primary can attack the secondary unit.
> Units can regroup if at 25% or above. If below 25% can still regroup on double 1s. If joined by IC they can always regroup at normal Ld (awesome!).
> No more auto fail if within 6” (or any distance) from enemy (huge!)
> No more No Retreat! rule – so fearless units don’t take extra wounds when they lose combat (huge!)
> Acute Senses allows re-roll to outflank
> FNP is 5+ but can be taken against any wound that doesn’t cause ID.
> Fleet allows one run or assault die to be re-rolled
> Furious Charge no longer adds I+1
> Gets hot glances vehicles on a further role of 1-3
> Hammer of Wrath allows 1 I10 hit at normal S value and AP- from models that make it into base to base when they charge
> Hatred re-rolls all misses on the first turn on CC whether charger or charged
> Hit and Run must now declare direction before roll and stay locked if don’t move more than 1” away
> Preferred Enemy re-rolls all 1s to hit and wound in shooting and CC
> Rage is now +2 attacks on charge instead of +1 attack, no longer has to auto-move toward closest enemy unit
> Scout: Infantry, artillery, walkers, and MCs may redeploy entirely within 6” of original position. All other unit types within 12”. Can’t assault first turn (quite a change)
> Infiltrators can’t assault first turn (boo!)
> Skilled Riders auto pass dangerous terrain and are +1 to Jink
> Skyfire can only snap fire at non-flyers unless they also have interceptor rule (suck it, hydra flak tanks!)
> Slow and Purposeful can’t run, turbo-boost, move flat-out, sweeping advance, or overwatch
> Tank Hunters can re-roll failed or glancing armour pen rolls (wow)
> Units with modified toughness (like bikes) use the higher aginst ID (awesome)
> Bikes and jetbikes have hammer of wrath in CC and jink saves when moving any distance
> Jump packs are used to move or assault but not both. If assault, can re-roll distance and get hammer of wrath (not quite as awesome as rumoured)
> Jet packs as jump packs but move 2d6” and also 2D6” in assault phase if not charging, even if they shot or ran, and are relentless (super awesome!)
> MCs have fear, hammer of wrath, move thru cover, relentless, and smash (and are therefore AP2 in CC – whew!)
> Beasts move 12” now, ignore terrain completely, and are fleet (pretty sweet).
> Cavalry move 12”, ignore cover but it’s dangerous, fleet, and hammer of wrath
> Flying MCs can glide as jump troops or swoop. Swoop: Can only pivot 90 degrees before move, then move 12-24”, can run 2d6” in same direction, and can’t assault or be assaulted. They can fire all around and can only be snap shot except by skyfire. They can go into ongoing reserves and return next turn, still swooping. If shot and wounded, they can dive to get jink save but only snap shot next turn. If they suffer 1+ hits (not wounds?!) they are grounded on a further roll of 1-2 and suffer a S9 hit with no saves and can be assaulted that turn (lame - jets aren't grounded when hit!). They can still swoop in later turns. Can vector strike unit passed over at end of phase: d3+1 base S, AP3 attacks, vehicles hit on side armour, including flyers and count as having fired one weapon that turn (cool!)
> Heavy weapons snap shot if moved
> Gunslinger: If model has two pistols it can shoot both at once (super cool, if not terribly effective)
> Rapid fire: No change – that double shot at max when stationary rumour was totally false (huge non-change!)
> Templates overwatch d3 hits and ignore focus fire in shooting phase.
> Chainswords are AP-
> Many grenades can be thrown 8” in shooting phase by one model per unit. Many can also be used to attack MCs and walkers in CC by each model. It doesn’t specify but it seems like its opposed WS (not on 6s like before!)
> Defensive grenades confer stealth on their unit if shooters are within 8” and defenders haven’t gone to ground (not sure how often that's going to happen).
> To hit rolls of 6 (not snap shots or blasts) that wound are allocated by player (Look out Sir! still applies)
> Challenges are crazy. Any character in the unit can accept but if refused the challenger chooses which character in the unit can’t attack that turn. Only characters engaged with an enemy model or that can fight and strike blows can challenge or accept challenges. The models are moved into base to base with one another. No Look out Sir! allowed. If one character has a unit and the other doesn’t, the one with the unit gets 1 re-roll for every 5 models in his unit - useable on any hit, wound, or save roll! Challenges continue from turn to turn if combat continues. Another character in the unit can make a glorious intervention with an I test to take another character's place in a subsequent round of a challenge.
> Deny the Witch: A unit can ignore any psychic power used on it on the roll of a 6. If psyker in unit +1 to roll. If psyker of higher psychic mastery level, +2 to roll. If unit is in 6” of a model with psychic hood, the psychic hood wearer can make their save for them.
> Perils now cause 1 wound, no saves of any kind!
> Shooting: Combat speed: 1 weapon at BS, all others snap shot; Cruising: all weapons snap shot; Ordnance: only ordnance at BS, others snap shot
> Flat out: move 6” instead of shooting
> Any part of a blast over hull is at full S
> Glances remove 1 HP
> Pens remove 1 HP and roll on table
> AP1 is +2 on the table, AP2 is +1
> Wrecked at 0 HPs
> If shooter can’t see facing they're in, +1 to cover save
> Shaken: Can only snap shot
> Stunned: Can’t move, can only snap shot. Zooming flyers can’t turn and only move 18”
> If no weapon to destroy, immobilized
> If already immobilized, -1 HP (not weapon destroyed)
> Unit can’t charge vehicle it can’t hurt
> Vehicles can’t overwatch (kinda sucks – they should be able to overwatch with formerly defensive weapons, IMO)
>WS0 if stationary, WS1 if moved any amount, CC attacks hit rear armour
> Vehicles in squadrons can choose to shoot or move flat out individually so long as in coherency
> Each hit on squad resolved against closest vehicle one at a time until no more hits or vehicle destroyed, then move to next closest
> Immobilized squad mates can be left behind and become separate units from then on
> Transports: Units inside are fearless; unit shots while cruising are snap shots; units can only disembark if it moved 6” or less; models are placed touching access point then move 6”; if access is blocked, unit can disembark from any point on hull but can’t do anything for the rest of the turn; if transport is assaulted the unit can overwatch from fire points (fun!); wrecked: disembark as usual but only 3”, then test for pinning; explodes: as last ed., owner allocates unsaved wounds.
> Flyers: MUST start in reserve, even if able to hover. Locked velocity (immobilized) can’t change speed, evade, or move flat out but can turn and go into reserve. If destroyed, scatter S6, AP- large blast from centre and transported models take S10 hit with no saves and are placed within 3” of the blast marker. Flyers can shoot with skyfire at start of phase but can’t mix normal and skyfire. Up to 2 missles can be fired per phase. Bomb in movement phase only when zooming (can’t flat out that turn): place blast over any model moved over and scatter d6” and count as 1 weapon fired that turn. Hover mode, as fast skimmer, declared at start of turn.
> Heavy vehicle can only move 6” but always fires as if stationary.
> Fast up to 12” flat out. Combat speed and fire all weapons at BS; cruising speed and fire 2 weapons at BS, others snap shot
> Skimmer: No models may be underneath (going to be tough for valks to get around). Fast skimmers can flat out 18”. Have jink rule. If flat out this or previous turn, wrecked when immobilized
> Walkers: Can overwatch. If immobilized, are hit on rear armour in CC. Immobile/stunned, have A-1 and can’t sweep, pile in, or consolidate. Can’t death or glory but may fight rammer in CC if survives.
> Vehicles can tank shock from reserve. If tank shocked, can’t move flat out or embark/disembark troops
> Jink saves allowed vs. rams.
> Searchlights illuminate target after shooting resolved, then negate night fight bonuses for that unit (and the illuminator).
> May take armour saves versus dangerous terrain (huge!)
> Area terrain is 5+. If going to ground inside, +2 to save (wow!)
> Buildings: Each lost HP causes one wound on occupants without cover save. If reduced to AV0, suffers total collapse. Flaming fire point causes d6 hits to unit inside and 1 on building. Any model within 2” of fire point can lob grenade inside causing d6 hits if blast, d3 if non blast, and 1 hit on building. Units in buildings are fearless but not those on battlements. Building are never removed, only become impassable when destroyed (insane when considering FoR!). Units on battlements can be shot at and models assaulting building within 8” of battlement can lob grenades up (d3 hits if blast, 1 hit if not). Whole unit must be able to fit on battlement which is accessed internally or via external ladder (sometimes) or by jump troops (does NOT cause dangerous terrain test for them to jump occupy it). Friendly units can move through other friendly units already occupying building to occupy battlement. Models can leap off battlement, suffering dangerous terrain test worsened by 1 for every 3” fallen, no armour saves allowed (that’s awesome). Jump infantry doing so only take regular dangerous terrain test. If unit on battlement falls back or building collapses they must jump down. Models in buildings can fire emplaced weapons, otherwise they’re automated BS2 that fire at closest enemy unit at end of phase. Neutral buildings can be dilapidated, which is -2AV all-round and emplaced weapons can’t fire.
> Ruins: MCs and walkers can only move up in sturdy-looking ruins (mutual consent). Scattered blasts hit whichever level they scatter over, but only hit one. Models can assault levels above them even if they can't fit.
One thing that bugs me is how vulnerable buildings are compared to transports. Why can't grenades and flamers hit fire points on transports? Why don't units inside transports suffer a wound for each HP the vehicle loses? Would make sense. Ah, well - minor issue. Otherwise pleased with all the changes (I think).