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.
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.