Carlos S. Olivares Pérez
Member
This could be helpful. A list of changes between the v4.0 (from HotP) and the non-official v4.1:
1.6 In HotP it is stated that "Eligible SMCs can fire a SW, be it captured or friendly, but the fist attack with an SW fired by a single SMC that fails to cause a Damage Check on the DFT or score a hit, if using the OFT, removes the SW after the attack". But in the new v4.1 it is stated that "Eligible SMCs can fire a SW, be it captured or friendly, but do so at half the SW’s FP (fractions rounded up), or with a +1 DRM on the to-hit roll if the SW uses the OFT (Ordnance Fire Table)".
1.6.2 New unjamming roll on the Admin Phase.
1.7 Now, during an impulse, all ordnance-firing WTs can rotate/pivot, up to their MF, and fire, which incurs a +1 penalty on the OFT. On v4.0 and previous versions the penalty was a + 2.
8.0 In HotP "Leaders/Heroes carrying a Melee-eligible SW attack and defend with the SW’s FP, but remove the SW after the first round of Melee in the subsequent Admin Phase", while in the new 4.1 rules only single-use SWs are removed. I think that the phrase of HotP is an errata.
7.0 In HotP, units on Assault Movement or Stealth can lay smoke while in the core rules v4.1 it is stated that they cannot.
10.1 In HotP the upper level of a building is Level-2, while in the core rules the upper level is Level-1.
10.3 Many changes (even two new sections 10.3.1 and 10.3.2).
15.0 Now "a vehicle equipped with a MG(s) must fire its MG(s) and its main gun, in any order, in the same impulse, and they must fire at the same hex; they can fire at different targets". Until now, MGs and Main Gun might fire at the same target.
15.4 In HotP the Abandoned Vehicles results on an Eliminated Crew. In v4.1 if a vehicle is Abandoned, a Shaken Crew in the hex under a Moved marker appears.
16.4 In v4.1 units do not need to start the Impulse in the same hex to load.
20.1 In v4.1 the Starshells via mortars are placed within two hexes of the Leader/Hero hex or in any hex in his LOS under a Fired marker.
1.6 In HotP it is stated that "Eligible SMCs can fire a SW, be it captured or friendly, but the fist attack with an SW fired by a single SMC that fails to cause a Damage Check on the DFT or score a hit, if using the OFT, removes the SW after the attack". But in the new v4.1 it is stated that "Eligible SMCs can fire a SW, be it captured or friendly, but do so at half the SW’s FP (fractions rounded up), or with a +1 DRM on the to-hit roll if the SW uses the OFT (Ordnance Fire Table)".
1.6.2 New unjamming roll on the Admin Phase.
1.7 Now, during an impulse, all ordnance-firing WTs can rotate/pivot, up to their MF, and fire, which incurs a +1 penalty on the OFT. On v4.0 and previous versions the penalty was a + 2.
8.0 In HotP "Leaders/Heroes carrying a Melee-eligible SW attack and defend with the SW’s FP, but remove the SW after the first round of Melee in the subsequent Admin Phase", while in the new 4.1 rules only single-use SWs are removed. I think that the phrase of HotP is an errata.
7.0 In HotP, units on Assault Movement or Stealth can lay smoke while in the core rules v4.1 it is stated that they cannot.
10.1 In HotP the upper level of a building is Level-2, while in the core rules the upper level is Level-1.
10.3 Many changes (even two new sections 10.3.1 and 10.3.2).
15.0 Now "a vehicle equipped with a MG(s) must fire its MG(s) and its main gun, in any order, in the same impulse, and they must fire at the same hex; they can fire at different targets". Until now, MGs and Main Gun might fire at the same target.
15.4 In HotP the Abandoned Vehicles results on an Eliminated Crew. In v4.1 if a vehicle is Abandoned, a Shaken Crew in the hex under a Moved marker appears.
16.4 In v4.1 units do not need to start the Impulse in the same hex to load.
20.1 In v4.1 the Starshells via mortars are placed within two hexes of the Leader/Hero hex or in any hex in his LOS under a Fired marker.
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