It would appear someone at GW HQ has been rather naughty and leaked the rulebook. Whilst I’m not going to share that link I will share the highlights from Blood of Kittens.
Brace yourself, it’s a long one:
This is a new statline that works with BS to determine if hit a unit Evasion (EV)
The Evasion Value indicates how hard it is to hit the model. The smaller and faster, the better the Evasion Value of a warrior. This characteristic is not part of the model’s profile as it depends on
the speed of the model. A moving Tau Fire Warrior has an Evasion of 3, a stationary Land Raider tank only an Evasion of 1.
Cover Save are now 5+ looks like for many things
Wound allocation: Back to 4th ed we go! All wounds are distributed by armor type, multi- wound models count for as many models as they have remaining wounds. Sarge and his special weapon buddies are last to die.
Running in the movement phase…. most of us do this already!
Instant Death, this is awesome! Instant death is totally changed, if your toughness is exceeded by 4 points of strength you take 2 wounds. By 5, 3 wounds, etc. Tyranids, rejoice!
If you double your opponent’s WS, you hit on 2′ s in combat! If their WS is double yours, you hit on a 5, triple, you hit on a 6!
Rigid saves: sounds like FnP, but is ignored by AP 1,2 ,3 or instant death attacks. FnP is Rigid 4+
Removed from play now just means removed as a casualty. Necrons get a break from JotWW!
Preferred enemy: Shooting and HtH! But like 4th ed, always hit on a 3+ , if normally hitting on a 3+ , now hits on a 2+ . If you choose to shoot at a unit that you have PE against, but don’t, you lost the rule for the rest of the game! Now Destroyers with preferred enemy: Everything! makes sense!
If a unit can be singled out by an attack (JotWW) it becomes it’ s own unit. Shielded (USR) ignores that rule.
Falling back is now your movement + D6 ″ some units can cause Terror which triggers a morale check.
Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles
Broken units automatically fail their morale if they lose a combat.
Surrounded: if broken and falling back, if you end your move within 12″ of an unengaged enemy model, the unit is destroyed! Wow!
Tactical Retreat: If a unit falls off the board, they are removed from play but does not count as destroyed. You can choose to leave the game and not give up a KP or VPs.
Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.
Tiered fearlessness: can be pinned or shaken. Nice! Fearless units are subject to rules but are better against them. Level 3 fearless ignores everything, though. Stubborn the same.
Cold Blooded new rule allows you to choose to pass or fail.
ATSKNF largely remains the same.
Critical hits: this is a blanket rule that automatically wounds and ignores all saves but invulnerable, vehicles take a penetrating hit. Triggered by certain attacks and difficult terrain roles, which now are on a 6, not a 1.
New Dense terrain type: can’ t see through it at all. If a unit is in it, you ignore this unit for shooting.
Cover saves now 5+ for all but fortified ruins.
Skilled Rider now IGNORES difficult terrain checks.
Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.
Move through cover: run/cruise through difficult terrain.
Turn phases: Move, Assault, Shoot, Consolidate
BIG! In order to control a mission objective, you must have it for an ENTIRE turn.
Turns are defined, things that occur :at the beginning of the turn” are clearly defined.
Cruise and Combat speed are for all units now, cruising or running for infantry, is a straight double movement, no more random roll.
You cannot shoot before charging anymore. A Charge is a double move.
Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase.
Flat Out: Triple movement
Fleet adds 2″ to your movement value!
Fast rule: shoot twice if stationary, shoot normally after moving or charging.
Rage: can’ t remain stationary, must take -1 morale check to not charge enemy unit within 12″.
Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10.
In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’ t target into HtH.
BIG RULE: No Retreat is now a critical hit for every wound you lost combat by (ignores armor) but you can pass a morale check with a -1 for every wound you lost combat by. Wow, that levels the playing field, a LOT!
Sweeping advance: if you lose combat and fail a morale, you roll 5+ and break out of combat or are destroyed. If your In is higher than the pursuing unit’s In, you break off on a 4+ 3″ consolidation
Hit and Run now only 3″, but can now shoot in the following shooting phase
Hulk rule: can not attack in HtH
Intractable rule: cannot be bound in HtH
All models with a base (infantry, walkers, MCs) do NOT block LOS. They grant a 5+ cover unless the squad leader of the firing unit can not see the target unit, in which case the save is a 4+
Look out sarge: a unit can force a cover save to a unit behind it, even if normally the target unit would not get a save, but the intervening unit takes a critical wound for every save that is passed
Evasion: 3 base for all units. Massive: Tanks, MCs, GCs, bastions, walkers, super- heavies -1 Ev. Stationary -1 .
Jink: +1 , Swarm +1 , Flyer always a 6, point blank (squad leader is within 12″) EV always 3
Divide fire : if you have the divide fire rule, you can give up a shot to shoot all remaining weapons at different targets! A vehicle that holds still can do some serious work, but is easier to hit.
Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.
Multi-Targeting : if you have this rule, you can double your shots if you hold still!! Wowzers. If you have multi-targeting (3) you can shoot three times. If you hold still, you shoot 6 times!
Overwatch! If an enemy unit ends its move within 12″ of a unit with this ability, they can perform a defensive shooting action at them out of sequence
Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″
Tiered stealth: +1 . 2. 3 etc.
Swarms: eternal warrior (1 ), +1 evade, vulnerable to blasts
Veiled: tiered level 1, 2d 6x 3 to spot, level 2 2d 6x 2, level 3 2d 6x 1.5 to spot.
Draw Back rule: performed in the consolidation phase, 2d 6″ move after shooting: eldar jetbikes. In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup. You can only regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.
Patch up: bye bye wound allocation tricks! If you have more than one multi- wound model with a wound, take a wound from one and give it to another until only one model remains with less than full wounds! Peace out, Draigowing!
Defensive fire: you can shoot a unit that comes within 12″ out of sequence with this rule. Nice! shoot units as they assault you.
Charge by Chance: sounds like over- watch but for assault. If a unit appears within 6″ of the unit with this rule, it can assault that unit. Sounds like shooting a transport, blowing up it up, then assaulting the unit inside.
Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2 ) gives 3 shots at 12″, 2 at 18″ assault weapons count as a secondary close combat weapon in HtH, Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions, “bomb” type weapons are fired in the movement phase grenades can be used as weapons against massive type models (MCs!) or vehicles but your WS is 1.
Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule. Grenade launchers halve the WS of the defending unit when attacking them with grenades ID causes an additional wound even if the str value of the attack isn’t high enough to normally cause ID.
Eternal warrior block ID if the tier is higher.
Master crafted rerolls a miss, multiple master crafted weapons of the same type in the same unit reroll one missper model with the rule (speeds things up a lot)
Coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.
Blast weapons. Wow! Hit with BS as normal, if you miss, scatter the number x 2 (always scatters). So if you hit on a 4, you can only ever scatter 4″ max!
Template weapons: can shoot out 3″ from the firing model unless otherwise greater, if it hits the firing point of a vehicle or bastion, D3 models inside are hit! Can be fired in the turn you assault, hitting D6 times on the target unit at the weapons str and AP.
Blast weapons hit as described above. Any model partially under the template gets hit at full strength (even vehicles). If the blast hits a vehicle, full strength to armor in firer’s facing. If not on vehicle, full strength to armor facing the center of the blast but -3 on the damage table.
Multiple blasts: fire one weapon as “lead.” Resolve where it lands, all secondary shots must touch the preceding template and hit as many enemy models as possible, moving towards the enemy unit if the shot missed. Wow. Faster, and much deadlier.
Rail Weapons: awesome! Target a model within range, even if not in LOS. Roll to hit as with a blast weapon. After final point is determined, draw a line between point and firing unit. All units under the line take as many hits as models under the line. Holy crap, this can rape tanks! A Hammerhead could theoretically hit as many tanks as are in a straight line and in range! Models out of LOS get a 4+ . Multiple rail weapons resolve simultaneously, indirect rail weapons only grant a cover save if the unit is in area terrain.
Barrage: roll to hit as with blast weapon. If target is out of LOS you hit with BS, roll the scatter, on a “Hit” you hit. On an arrow you scatter double the die roll. On a BS miss, you scatter as normal.
Bombing is a free action done in the movement phase
AA weapons always hit target as if it were evade 3 Entangling weapons cause target to be in difficult and dangerous pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.
Add salt to taste but I think this is pretty much on the money…