Warhammer
3rd Edition
Subject:
Re: [Fwd: [Fwd: Correction, plus _accurate_ new 3rd edition info... was:
[Re: 3rd Edition -> More Info...]]]
Date:
Wed, 23 Sep 1998 01:54:46 -0700 (PDT)
From:
Harry Truman <bahamut_fzero@yahoo.com>
To:
Conrad Hubbard <totem@earthlink.net>
I'm sorry, but I relly don't have
the time to write a full review.
Feel free, however, to use any of
the information contained in my
posts. It is all totally accurate.
---Conrad Hubbard <totem@earthlink.net>
wrote:
>
> Do you actually already have an
edition of the 3rd edition Warhammer
> 40K? > I have attached your posting.
totem would be interested in
posting > a review of the game,
if you were interested in writing one.
> We are a nonprofit organization,
so it would not be a paid venture,
but > if you are interested in getting
additional coverage, please write
back.
>
> --
> Conrad Hubbard
>
> Editor of Foray (The Roleplaying
Journal)
> A dynamic online magazine supporting
roleplaying games of grim beauty
> Gaming Articles, New Reviews,
Classifieds (For Sale, Wanted, Notices)
> http://www.geocities.com/Area51/7803/
>
> Creator of PATHOS (A Collection
of Poetry and Oddities)
> http://www.geocities.com/SoHo/Coffeehouse/1987/
>
>
> ATTACHMENT part 2 message/rfc822
>> ATTACHMENT part 2.2 message/rfc822
>
> >Ichigoki (bahamut_fzero@yahoo.com)
wrote:
> >: >>I've seen rumors, but I still
bet I'm right that template sizes
will be > >: >>change. You know,
so you can't use your old flamer, 2", and 3"
templates > >: >>anymore.
> >
> >: The new flamer template is
exactly the same as the old one, and
none of > >: the other sizes have
changed, either. Do you feel better now?
> > > >I will when I have the damned
things in my hand - not a moment
before.
>
> >I HAVE had them in MY hand. I
have seen the contents of the box many
> >times. They are exactly the same
size and shape as the old ones,
only made > >of transparent
orange plastic, with raised 'fire' patterns on them.
> > Ooops. The above info
I gave was incorrect. The templates looked the
same > size, but when I measured
them they are 1 1/2" and 2 1/2" in radius.
The > flamer template is the same
as a normal flamer template (there doesn't
> seem to be a heavy flamer template,
though...). In other words, these
> mysterious 3" and 5" templates
you've been hearing about do exist, the
> number now refers to the _diameter_,
not the radius like before. The
5" is > only used for ordinance
weapons (vehicle mounted, move or fire,
can't fire > other weapons if fired),
while the smaller template is used for
rockets, > frag grenades, etc...
Only ordinance weapons can scatter (so if you
miss > with a frag missile, nothing
happens).
> > Other irritating new things
(and some general info)
>
> 1. The are no to hit-modifiers
anymore. 2+ is the best to-hit score
you > can get, so there is NO point
having a BS higher than 5.
> > 2. All saving throws are unmodifiable,
unless negated by a weapon's
AP. If > a weapon has an AP equal
to or lower than your save, then it is
negated > altogether, other wise
it is not modified at all, so there is no
partial > protection by armour anymore.
>
> 3. Cover now confers a flat saving
throw (from 6+ to 4+), which
cannot be > negated, instead of
a to-hit modifier.
>
> 4. No weapons do multiple damage
anymore. All hits will inflict one
wound, > unless the strength of
the weapon is MORE than twice the target's
> toughness, then it is killed outright
(so if you have T 5 or higher,
you > are safe from this).
>
> 5. Bikes no longer count as separate
targets, and instead simply add
to > the toughness of the rider
(eg: SM Bikes give +1 T, Juggernauts give
+2 T, > +2 A). The linked weapons
on bikes are some of the few vehicle weapons
> that can still fire when moving
at full speed.
>
> 6. There are four types of unit:
Infantry, Bikes, Cavalry, and
Vehicles. > Vehicles are sub-divided
into walkers, skimmers, open-topped and
tanks. > Going into the special
properties of these will take ages, so I won't
> (maybe later). >
> 7. There are three types of terrain:
normal, difficult and
impassable. Put > as simply as possible,
on normal terrain all infantry move 6"
(vehicles, > cavalry, bikes 12"),
difficult you throw 2D6 and pick the highest as
> movement value (vehicles 12",
but get stuck for the rest of the game
on a > D6 throw of 1, same with
bikes and cavalry, but they're removed as
> casualties on a throw of 1), and
impassable terrain is impassable,
unless > your troops have some special
ability for that type of terrain.
>
> 8. Combat is fought whole units
at a time, ala WHFB, and uses the same
> attack system, with a few modifications.
All models within 2" of an
enemy > can contribute to the combat.
Charging gives +1 attack, striking is
done > in strict initiative order.
Slain models cannot strike back. Models in
> cover always strike first. Side
which suffers the most wounds passes a
> leadership test (subject to modifiers)
or falls back. Unit may
attempt to > reform (rally) later,
but never on the same turn. Units below 50% of
> original numbers cannot reform.
>
> 9. Hand to hand weapons have been
ludicrously simplified. Power
weapons > double the users strength
up to a max of 8, but you always strike last
> (and are character-only), close
combat weapons give an extra attack
if you > have two, and there is
a third type of combat weapon I can't remember
> which ignores armour saves (chainswords,
I think).
>
> 10. There are only three phases
to the turn: Movement phase, Shooting
> phase, Assault phase. It's pretty
obvious what happens in these.
Rallying > is done in the assault
phase. Yes, there is NO psychic phase. You
don't > even wanna know what they
did to that!
>> 11. There are four types of shooting
weapon: Heavy, Rapid fire,
Assault > (not the same as close-combat),
and pistols (and ordinance, which are
> vehicle-only, but these are not
common weapons). Pistols do count as
close > combat weapons, though.
Rapid fire weapons can be shot twice at half
range > or once at full range if
you haven't moved, and once at half range
if you > did. Heavy weapons are
move or fire. Assault weapons can always be
fired > their full range whether
you moved or not, and can be fired multiple
times > if the weapon allows it.
All weapon ranges are exponents of six
> (6,12,24,48) except for very few
long-ranged exceptions. Weapons
have only > four stats: range, strength,
AP and type.
>
> 12. There are no longer any uses
for sustained fire dice or artillery
> dice. Some heavy weapons can fire
multiple times, (the assault cannon
> being the most, at three shots,
but only if you don't move). Weapons
don't > jam anymore, but the assault
cannon is destroyed if you roll a one
on all > three to-hit dice (I'm
sure I could do it...). Normal template weapons
> don't scatter, they just miss
with no effect, while ordinance
weapons that > miss scatter D6".
(Although some require you to guess range...)
> > 13. Power armour saves on 3+
on D6.Terminator armour saves on 2+ on
1D6 > (sorry, Khorne players, this
issue won't be resolved until the
release of > 'Codex: Chaos', but
I doubt Khorne Terminators will save on 1+ on
1D6, as > only weapons with AP !
will be able to hurt them [ordinance
weapons]).
>
> 14. Armour penetration is worked
by rolling a D6 and adding the
strength > of the weapon. A result
equal to a vehicle's armour value rolls on the
> 'glancing blow' (6 to destroy)
table, while a higher result than the
> armour value of a vehicle rolls
on the 'penetrating hit' table (5+ to
> destroy), where it is more likely
to damage or destroy the vehicle.
> Ordinance hits roll on a separate
'ordinance hit table', which is even
> more likely again to destroy the
vehicle (4+). Some of the higher
results > can harm surrounding troops
as well. Individual troops in destroyed
> vehicles have a 50% chance of
sustaining a S5 hit (they may make
armour > saves as usual), unless
result six on the 'ordinance hit table' is
rolled, > and then they are all
killed, and anything within 6" of the vehicle
may be > hit too.
>
> Well, that should hold you for
now. I'm sure I've forgotten lots of
> important stuff.... As you can
see, the whole game has been
ridiculously > and unrealistically
simplified, and is obviously aimed at
ten-year-olds.
> The only advantage I can see to
the new system is that games take much
> quicker, and that larger battles
can conveniently be played (and demo
> games will now be lots easier
to run). Personally, I really don't like
> these rules. In fact, I can already
see a second edition cult
forming...
> (Actually, that's not a bad idea.
I hereby announce the official
creation > of the 40K cult of the
second edition, or SEC. Anyone who prefers
second > edition rules over any
other incarnation is automatically a member,
> whether they know of the cult's
existence or not....)
>
> If you want to know more, ask
questions. I may post some sample stats
> tomorrow, but this is the first
time in days I've had time to post a
> decent amount of information...
All info contained in this post is
> completely true, straight from
the rule book (of course, the actual
> 'rules' section only goes from
about page 30 to page 94, including the
> vehicle rules...)
>
>
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
> Ichigoki - Founder of the SEC...
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Conrad Hubbard.
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