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2012/06/20 20:37:12
Subject: 6th edition rumour and news summary (1st post updated daily with new info!)
it is only a few days before official pics are published and another week before the book is in everyones hands.
Until then don't panic Keep in mind that there will be a lot of free downloadable 6th edition updates for each Codex.
Here a summary of some facts and rumours of the upcoming 40k 6th edition. Give me some time to gather most information.
Due to problems with the warp, the limited edition dice sets and the servo-skull tape measure - as shown in White Dwarf this month - have been delayed. (These are standard sets, not the red ones that come with the Gamers' Edition.) We'll let everyone know as soon as they're available to order, but for now please accept our apologies. Now, to purge some Daemons...
WD graphic on who can use which new psychic powers:
This pic is accompanied by the following text (translated from Spanish by jgehunter:
Codex: Blood Angels
The Blood Angels bibliothecaries may use the magic lores in the 40k rulebook instead of their own. If they choose to do so they generate 2 powers from their lores before battle.
Matt says: Blood Angels benefit a lot from biomancy, they have a couple spells to improve CC (Iron Hand and "something" speed) and they also have some nifty psychic firepower (Haemorrhage and Overlife)
Codex: Chaos Space Marines
All the Chaos Space Marines with access to psychic powers may choose to use a power from their lore instead of their normal powers, they get 1 lore power for each power they bought, they may choose to roll on different lores. Typhus gets 2, Ahriman 3.
Matt says: It's better for Chaos Space Marines to focus on psychic fire power or in psychological war.
Added 26th: Here the ally matrix from the rulebook:
Now some rumours:
Whitehead from Dakka:
Spoiler:
Whitehat from Dakka wrote:6th ed - a few morsels
Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...
Vehicles cannot contest (unsure if scoring units in transports can
6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
Troops are the only ones that can score (including of course 'scoring units')
5+ Cover save for most things including ruins.
Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
Percentages are *not* in
Wound Allocation is closest to furthest.
Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
Jump Infantry get a free strike at I10 when they charge into combat
Psychic Power Decks using a dice system similar to Fantasy.
Flyers are in.
FNP drops to 5+ Save.
(...)
I mistyped re: the cover saves. Ruins are 4+, the vast majority of stuff is 5+
I did not mistype WS1 for moving vehicles, they are not WS10 if they moved - flyers might be different; not sure.
Preferred Enemy change of reroll 1's to wound is in addition to current rules for Preferred Enemy
Flyers are noted in the BRB changing some of the existing vehicles (Summary sheet in the back)
Eldar Flyer, Void Raven and Tau I believe are in the same wave.
Heresy Online:
Spoiler:
Heresy Online wrote:Hull points don’t work as rumored: they are only for front armor 14 vehicles and work like a structure point or a “wound” which can be used to negate any result, even wrecked or explodes. not sure if this is a once per game thing, i suspect so. but no more one shotting land raiders and monoliths with meltaguns
Pens give +1 to all subsequent damage rolls in that shooting phase, so essentially after a pen all weapons shooting a vehicle become AP1.
Rapid Fire: double tap up to 24” if stationary. 1 shot at 24" or 2 shots at 12" if moving. Relentless gives and extra shot at each range if stationary as well as the standard bonus.
Power weapons are ap3 but give a 5++ parry save in combat.
Stunned results stack to weapon destroyed, extra armor negates 1 stun per turn, not sure on shaken.
Strength vs Toughness chart changed to be like fantasy, so everything can be wounded on a 6.
There's going to be a bunch of FAQ/erratas when it drops for all codices.
Vehicles being hit in combat auto if stationary, 3+ is going 6", 5+ if going 12", 6+ if going flat out.
Vehicles going flat out can only be hit on a max of 4+ with shooting, fliers hit on 6+.
Preferred enemy gives re-rolls to hit with shooting and in combat, but not the re-rolling of 1s to wound.
A birdy via Darnok on Warseer wrote:
Spoiler:
Birdy via Darnok/Warseer wrote:- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.
– Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30″ away), no confirmation on the 3x fire for Relentless at half range though.
– Assault moves are indeed 2d6″, but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.
– The Rage USR gives you +2 attacks on the charge
– All flying monstrous creatures have the ability to fly 24″, doing something called a “Vector Strike”, which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.
– Monstrous creatures’ attacks are explicitly AP 2
– Every army must select a “Warlord” or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, “Personal”, “Inspirational” or “Strategic”. They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12″ his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called “Immovable Object”)
– Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this “6-to-hit” rule.
– You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.
– Now we’re on the topic of the FOC, the rules for allies weren’t laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as “Detachments”, and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.
– Here’s a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.
– Monstrous Creatures have access to a special “Smash” attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.
– It’s somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are “AP 1, AP 2, and AP 3 Damage dice”, or something to that effect.
– 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There’s a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It’s interesting to see that a large amount of armies don’t have access to any at all. - Land Speeders have the special rule “Jink”, which gives them a 5+ save all the time, this changes to 4+ if they go flat out. (I’m reasonably sure all fast skimmers get this, I’m not sure whether it’s a USR or just a quality Fast Skimmers get)
-Also,models are taken from the front when they’re shot. Or, to put it another way, when a unit gets shot at, models from the part of the unit closest to the firer are removed first.
Paulwilson on Warseer wrote:
Spoiler:
paulwilson from Warseer wrote:We have some early information on rules and 6th edition in general taken out of the latest White Dwarf. This is a sneak peak into some of the stuff that everyone will start seeing tomorrow and over the next few days.
Some reports are conflicting on some of the details that we have heard throughout the internet, however these are collected directly out of the White Dwarf, from different articles, battle reports, army presentation, and an introductory article regarding the goals of 6th edition
the rulebook itself - full of fluff and coverage for things that werent coverec a lot in the past
- the goal is to make the game more "cinematic"
- end of rulebook is an overview of all weapons, powers , hull points, psi powers and more fluff (how to treat laswounds on the battlefield)
general rules - charge range (going into cc) is 2d6, jumppacks seem to enable you to REROLL it ( or it is a special rule thing, might be BA exclusive)
- wound allocation to the closest miniatures in the unit. no info if wound groups are removed
- i might have misunderstood it but : every model counts as an individual now(like in lord of the rings?) would explain the new wound allocation.
- FOC has been EXPANDED for allies, this would mean that its still foc, not percentages
- vehicle squadrons also improve shooting -> line of sight related
- there will be many rules to bring "movie-like action scenes" to the tabletop
- "defensive fire" and "snap fire" are ENTIRELY DIFFERENT things!
- "defensive fire" "additional shooting phase" for assaulted units at bs 1. NO(!!!) mention of restrictions regarding WHAT WEAPONS can be fired. the usual restrictions should apply regarding flamethrowers (no usage if own model is in line of fire)
- "snap fire" shooting after movement and hitting on a 6, lascannons (and thus all HWs) can do it. land raiders can move 6" and shoot all weapons (1 normal, 1 via machine spirit and 2 snapshots with multi-melta and storm cannon) and a stunned cybot snap fired with a
multi-melta in one of the battle reports
hull points - cybots have 3 hull points like "battle tanks"
- land raiders, soul grinders, ghost arc have 4
abilities - rage is renamed to berserk : +2 attacks in melee
- smash for jumpers --> going into cc directly
- monstrous creatures can halve their attacks but double the strength
- flying monstrous creatures get their ability too, flying 24", ignoring all weapons but anti-air ones and hit enemies they flew over with (str + w3 + 1)
- "GRENADE!" the unit mentioned is a sargeant throwing a grenade and destroying the enemy unit - no further info.
- "evasive manouvers" for landspeeders : +5 cover save normal +4 when boosting and at max. velocity
- forebarence : eldar runeprophets have it - usual bf for defensive fire
- grey knights scriptors can get mastery grade 3
- warlord traits can be passed to psykers (might be only related to GKs)
- sharpshooters can choose what target they hit on a 6 (necron eliminators)
- rapid fire weapons still shoot max distance after moving (possibly even the full amount of shots!)
- tesla weapons get an additional hit when throwing a 6 on the to-hit throws
- gauss weapons remove 1 hull point on a 6 at pen throws
- tau battle suits can fall back 2d6 in the melee phase
- apparently you can bodyguard all special characters (non independent ones on a +4)
equipment - psi matrix +4 save for psi resistance on 6"
- power axe or powerfist needed to deny 2+ armor throws so they're either ap 1 or ap 2 or both ap 1 or ap 2
independent characters - character models can - under certain circumstances - pick their target individually
- duelling like in warhammer
- "there are many possibilities for unknown heroes to gain fame and honor" possible hints to even more things to make the game more "cinematic" ?
- Warlords roll on a trait table (leadership, combat, tactics)
flyers : - always come in as reserves
- some weapons have the "anti air" special rule
- hard to hit when flying at max distance
- fly on 2 "levels" far above ground (cant let passengers exit, but is only hittable by anti-air weaponry) and closer to the ground (easier to hit but can load out passengers)
- destroying a flyer results in debris hitting the battlefield, damaging units
terrain and battlefield itself - mysterious forest like in warhammer - random properties when entering
- ruins are difficult terrain, +4 cover save
- thick bushes +5 cover save and difficult terrain
- imperial statue provide fearless to imperial armies in 2" (sob, sm and ig)
- fuel barrels etc +5 cover save, if it passes d6 --> 1 barrel explodes and does s3 to surrounding units
- fortress of redemption --> 220 pts
- craters +5 cover save
- modifiers for the whole battlefield like : higher or lower gravity, poisonous atmospheres
- usable ruins, artifacts that can turn the tide of battle
buildings : - go into the deployment zone
- skyshield landing platform : arrival of reserves can be controlled
- buildings can be upgraded - communications relais and anti-air weaponry
- bastions have av 14
- tank blockers are impassable for vehicles, dangerous terrain for bikes. provide +4 cover save
- aegis defence lines provide a +4 cover save and +1 when going to ground
missions : - six "bloody encounters" with different goals and/or objectives : "explore and hold"
-some objectives have special abilites (aiming systems, gravity wave generator) or are, for example mined (random properties?),
- some missions make certain units scoring , fast attack units or even vehicles ("big guns never rest" but turn them into 1 "win-point" when killed/destroyed
- three secondary objectives : kill the warlord , first blood, breakthrough (invading the enemies deployment zone), each is worth 1 "win-point"
- rulebook section with scenarios to inspire the players to develop their own campains and missions
allies : - appearantly needed is 1 hq + 1 stan.
Psi : - the chart tells us if you can take the rulebooks psi-abilities or only the ones from your codex
Extra Info: paultwilsons post about the abhuman is absolutely right. its part of the "armies in 6th edition" presentation. right next to it is chris peachs imperial army where he used imperial pistoliers parts etc from warhammer to create a pretty cool imperial guard army! look forward to those ones! feathers and old-school helmets!
the appendix of the rulebook covers abhumans and the like
paulwilson from Warseer wrote:Overwatch is basically a stand and shoot reaction to charging at BS1, there's a psychic power called foreboding which gives overwatch at full BS and counter attack.
The highest LDHQ is the Warlord and gets to roll on a Warlord Trait table, before the game you roll on one of 3 tables - Command, Personal or Strategic Traits, 2 examples are Inspiring Presence; Units within 12" use the Warlords LD. Another is Immovable Object allowing the Warlord to capture objectives solo.
Flying Monstrous creatures can swoop 24" and perform a Vector Strike which is D3+1 hits at it's strength on a unit it flies over (in the example it says D3+2 I don't know if that's specific to Daemon princes as used in the boxed example or an error)
The Fortifications have special rules too, the Bastion in the Bat rep had a quad gun which has the Interceptor rule which allows it to shoot at a unit as it arrives from reserve and the Skyfire rule which allows it to shoot flyers at normal BS rather than BS1.
Monstrous creatures get the Smash ability which allows them to halve their attacks but strike at double strength.
Bastions have AV14 all round and have a heavy bolter on each facing, they're automated and target the nearest enemy unit, can have a comms relay or a heavy weapon on the battlement.
Tank traps are impassable terrain to all non skimmer vehicles, bikes can attempt to pass on a successful difficult terrain test, models behind it can get a 4+ cover save.
Aegis defence lines are a 4+cover save but models behind it get +2 to cover save if they go to ground behind it.
Mysterious forests are 5+ cover save, as soon as you enter you roll on the table to see what happens.
Ruins are difficult terrain and a 4+ cover save.
Wild undergrowth is a 5+ cover save and difficult terrain.
Imperial Statuary is all imperial models within 2" of the terrain piece are fearless.
Fuel Reserves 5+ cover save, each successful cover save roll a D6, on a 1 a barrel explodes doing a strength 3 hit on any models nearby.
Impact craters are a 5+ cover save if the unit is within it's boundaries.
Psykers can mix and match the new Psychic Disciplines, using the ones in their codex or by using the ones in the new rulebook, the example given is if space marine army had 2 librarians one could take codex powers and the other could take rulebook powers.
(...)
It says fly over the unit so I'd guess that would mean that the model would go past the unit, kinda like the DE vane blades thing.
Monstrous creatures are AP2, haven't been able to gleam anything else.
I think that's the case, only choose between book or codex for each psyker, but I could be wrong, WD doesn't give a lot away.
From reading it basically says that there's an extra bit to the FOC allies and Fortifications, doesn't say how many slots only that (Jervis Johnson) "We expanded the Force Organisation Chart.." to allow players to use "two rival factions -engaging a mutual foe in battle"
Doesn't mention turn order as far as I can see but Assault is 2D6" fleet gets to reroll.
Afraid I can't really see anything, GW keeping tight lipped until next week I think!
Do have some more snippets from random boxes and stuff...
HQ's can challenge in single combat,
Jump packs get to re-roll charge rolls, Jet packs get to "scoot" up to 2D6" away in the assault phase,
Rage is +2 attacks on the charge
Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,
Land Speeders get Jink for a +5 cover save or 4+ if flat out,
There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix,
Snipers can select targets if they roll a 6 to hit,
Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch (needing 6's to hit at BS1) nicely (any sixes to hit are 2 hits),
Some Psychic powers marked as number 6 on what I would assume is a random table (looking at a picture of the cards all fanned out, can only see the top card)
Discipline of Biomancy - Haemorrage, warp charge 1, range 12". Haemorrage is a Focused witchfire power with a range of 12". The Target must pass a toughness test or suffer a wound with no armour saves or cover saves allowed. If the target is slain randomly select another model (friend or foe) within 2" of him. That model must pass a toughness test or suffer a wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.
Discipline of Divination - Scrier's Gaze, Warp charge 1. Scrier's Gaze is a Blessing that targets the Psyker. Whilst the power is in effect, you can roll 3 dice and choose the result you want when rolling for reserves, outflank or mysterious terrain.
Discipline of Pyromancy - Molten Beam, warp charge 2, range 12". Molten beam is a Beam with the following profile - S8 AP1 Assault, melta
Discipline of Telekinesis - Vortex of Doom, warp charge 2, range 12". Vortex of doom is a Witchfire power with the following profile - S10 AP1, Heavy1, Blast* *If the psychic test is failed centre the template on the psyker, it does not scatter.
Discipline of Telepathy - Hallucination, warp charge 2, range 24". Hallucination is a Malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit)
d6 1-2 - Unit is pinned, unless it automatically passes pinning tests or is locked in close combat, in which case there is no effect.
3-4 - The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect.
5-6 - Every Model in the unit immediately inflicts a single hit on it's own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of the most powerful close combat weapons (if they have any)
BolS wrote:Fortifications & Terrain Bastion in the Bat rep had a quad gun which has the Interceptor rule which allows it to shoot at a unit as it arrives from reserve and the Skyfire rule which allows it to shoot flyers at normal BS rather than BS1.
Bastions have AV14 all round and have a heavy bolter on each facing, they're automated and target the nearest enemy unit, can have a comms relay or a heavy weapon on the battlement.
Tank traps are impassable terrain to all non skimmer vehicles, bikes can attempt to pass on a successful difficult terrain test, models behind it can get a 4+ cover save.
Aegis defence lines are a 4+cover save but models behind it get +2 to cover save if they go to ground behind it.
Mysterious forests are 5+ cover save, as soon as you enter you roll on the table to see what happens.
Ruins are difficult terrain and a 4+ cover save.
Wild undergrowth is a 5+ cover save and difficult terrain.
Imperial Statuary is all imperial models within 2" of the terrain piece are fearless.
Fuel Reserves 5+ cover save, each successful cover save roll a D6, on a 1 a barrel explodes doing a strength 3 hit on any models nearby.
Impact craters are a 5+ cover save if the unit is within it's boundaries.
VampirecountJP on Warseer wrote:
Spoiler:
vampirecountJP over at Warseer wrote:More stuff from the white dwarf
dreadnoughts have the Hammer of Wrath rule when they charge.
Grenades can be thrown two seperate instances. they mention this frag and krak. One example was a space marine captain throwing a krak grenade to finish off an Ork truck Sweet!!!!
There is look out special rule one example says that a nob leading orks only got a 4+ due to not being an independent character. I suppose that ind characters will get a 2+ rule let's you transfer wounds to another model helpfully for keeping upgrade sergeants nobs etc alive.
Flyers hit each other on normal ballistic skill
Flyers must be in hover mode then count as fast skimmer to unload troops then hit on normal ballistic skill.
Fliers get a 5+ evade when shot at by other flyers. Example given has Ork fighter pull out of battle for a turn then automatically comes back next turn, no reserves roll.
Troops in a transport that is flying and is shot out of sky all take a strength 10 hit no saves allowed
wow but makes sense really.
Mentions a land raider being a beast, can fire one weapon at combat speed then another due to machine spirit then says and can snap fire the assault cannon and pintle multi Melta unsure if this as bs1 like over watch
When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.
Overwatch shooting a flamer gives you d3 automatic hits cool.
An example says the entire daemon army causes fear
I know it has been mentioned before but terminators gave example of only having their armor beaten by power fists , axes ...
At the risk of getting shouted out by the eldar banshees are no good anymore
crowd I like the idea power weapons now ap3 mind you it does not say that but this implies something of the sort.
Termies die to weight of fire and with rapid firing on the move at max range looks like there will be no shortage of that. Power weapons will still kill power armor
that is heavy infantry. Ducks projectiles
Gives example of dreadnought being stunned so can only snap fire needing 6's to hit
Closest models die first
Buy terrain fortifications fortress of redemption in the 220's bastion in the 120's can upgrade with guns o comms array
Love the proposed changes will breath new life in my opinion to the game so many cool ideas going to be a hard week and a bit wait now. Bring on 6th
I am pumped.
A whole lot of rumours/confirmations taken from the current White Dwarf by MadCowCrazy:
Spoiler:
MadCowCrazy wrote:Rulebook: £45, €60, 450dkr, 560skr, 560nkr, 450rmb, 225zl
Battlefield Objectives: The 12 six-sided Munitorum Battlefield Objectives are not dice, but rather a means of representing the location and significance of the myriad Primary and Secondary Mission Objectives used in the Eternal War scenarios. In addition, they can be used to denote the nature of a Mysterious Objective once revealed.
Vehicle Markers: The Munitorum Vehicle Markers are a quick and effective means of determining what damage a vehicle suffers when an attack has penetrated its armour, and serve as a visual reminder of any ongoing vehicle status effects. The set includes four AP 3 damage dice, two AP 2 Damage Dice, 2 AP 1 Damage Dice, two Hull Point counters and two Vehicle Status markers.
Psyhic Power Cards Biomancy Smite Range 12" - is a Witchfire Iron Arm -something about Toughness
Enfeeble within 24" - suffers a -1, treats all terrain
Endurance within 24" - gains the Fe (Feel no Pain?), special rule
Life Leech Range 12" - If Life Leech, immediately, to his starting
Warp Speed - Attacks (Roll
6. Haemorrhage - Haemorrhage is a focussed witchfire power with a range of 12". The target must pass a Toughness test or suffer a Wound with no armour or cover save allowed. If the target is slain, randomly select another model (friend or foe) within 2" of him. That model must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.
Divination
Prescience - within 12, can reroll
Foreboding - this power is, Counter-attack, full Ballistic, this does not, Overwatch
Forewarning - within 12", a 4+ invulnerable
Endurance from Biomancy listed....
Perfect Timing - have the Ig Precognition - Hit and To Wound
6. Scrier's Gaze - Scrier's Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can roll three dice and chose the result you want when rolling for Reserves, Outflank and mysterious terrain.
Pyromancy
Flame Breath - Template
Fiery Form - +2 strength, Blaze special
Fire Shield - within 24"
Inferno - Range 24"
4. Spontaneous Combustion
Sunburst - Range 6
6. Molten Beam - is a beam with the following profile Range 12" S8 AP1 Assault 1, Melta
Telekinesis
Assail - Range 18"
Crush - is a f, Roll 2D6, equal to the, automatically, automatic, of a separate
Gaze of Infinity - 24", Deep Strike
3. Objuration - a single enemy, rolls a 6, squadron)., with the H, for each).
Shockwave - Range 12"
Telekine Dome - within 12", invulnerable, power is in effect, AP equal
6. Vortex of Doom - is a witchfire power with the following profile: Range 12" S10 AP1 Heavy 1, Blast* If, when using this power, the Psyker fails his Psyhick test, centre the Vortex of Doom blast marker on the Psyker - in this case, the template does not scatter.
Telepathy
Psyhic Shriek - Roll 3D6, unit suffers, Armour and, caused by
Dominte - within 24", must pass a, shoot, Run, action is fo Mental Fort(ification) - unit within, regroups
Puppet Master - of 24", as if it was, the Psyker, players control
Terrify - is a malediction, unit within, the Fearless, having the, Furthermore
Invisibility - within 24", Stealth special, gain no benefit, don't see it, Skill 1
6. Hallucination - is a malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit).
D6 Result
1-2 Bugs! I Hate Bugs! Something unspeakable has gotten under the victims armour and has begun to crawl around. The unit is automatically Pinned, unless it would normally automatically pass Pinning tests or is locked in close combat, in which case there is no effect.
3-4 Ermmm? All sense of urgency is lost, and the befuddled warrior just stare listlessly into space. The unit cannot shoot, Run, declare charges or strike blows in close combat whilst the power is in effect.
5-6 You! You're a Traitor! Paranoia set in and the panicked warriors lash out at thei comrades. Every model in the unit immediately inflicts a single hit on his own unit, resolved at that model's own Strengths, but using the Strength bonuses, AP values and special rules of their most powerful close combat weapons (if they have any).
Dark Eldar Beastmaster and Beasts in finecast advance order from 14th July
Ork Special characters in finecast, adv order from 14th July
GK Brother Captain, Inquisitor with Power Sword and Bolt Pistol, Inquisitor with Inferno Pistol and Power Sword, adv order from 14th July
MadCowCrazy wrote:There is Only WAR!
...has sat decaying upon his Golden Throne, a sad relection of his once-glorious empire. Now the carcass of the Imperium is ready to fall, picked apart as ancient enemies stir and aliens threaten its borders, even as apostates and heretics undermine it from within.
Forging a Narrative
In 40k there's nothing more important than being able to tell a story as you play, or as we've called it in the rulebook, Forging a Narrative. With that in mind, there are a number of rules to accommodate how individual models can make a difference to the battle without bogging the game down. Some of these rules are quite subtle, such as characters being able to pick out individual targets; others are more obvious and integral to the game, like challenging your opponent to a duel.
Have you ever imagined how cool it would be to bring down a Monstrous Creature by throwing a krak grenade into its mouth? Well, you can! Have you ever wanted your army's commander to call out a rival and engage him in a duel to the death so that you may settle a grudge from a previous encounter? You can do that too!
There are a number of special rules that have been included entirely for the cinematic imagery that they bring to the tabletop.
The Hammer of Wrath special rule, for example, allows jump units to leap into combat and crush their foes beneath their armoured bulk as they hurtle down from above.
Similarly, Flying Monstrous Creatures can deliver a deadly Vector Strike as they swoop over their enemies, tearing heads from shoulders with taloned limbs as they do so.
Even a unit's desperate actions as charging enemies bear down on them is represented by the ability to make an Overwatch attack - a free round of shooting, but at Ballistic Skill 1.
Allies & Fortifications
We expanded the Force Organistation Chart to allow players to represent just such a situation on the battlefield, featuring the option to include an allied detachment as part of your standard army. Not wishing to stop there, we also included a choice of fortifications that enable players to reinforce their deployment zones with defensive emplacements, ranging from a linked section of Aegis defence lines to the mighty Fortress of Redemption.
Skyshield Landing Pads can be positioned to coordinate the arrival of your reinforcement with utmost accuracy. Many fortifications can be further augmented with a comms relay or turret-mounted anti-aircraft weapons.
Each army is led by a Warlord - a powerful, charismatic leader that represents you on the battlefield. Before every game, your Warlord makes a roll on one of the Warlord Trait tables - Command, Personal and Strategic Traits.
Some scenery types are therefore Mysterious Terrain, only revealed as flesh-searing fireblood rivers or forests of overgrown spinethorn when a unit enters its area of effect.
The Battles section of the rulebook also includes a Warzone Traits table, introducing optional rules for fighting in unusual or abnormal environments. Change things up by fighting on a high or lower-gravity battlefield or, if you're feeling particularly brave, try waging war as your forces are assailed by a planet's corrosive atmosphere or toxic mist.
There are six Eternal War scenarios, each with its own mission objectives to achieve. In many of the scenarios there are a number of objectives to contest. Some of these may house useful technology such as a targeting relay or grav wave generator, but it's also possible for an objective to have been sabotaged with proximity mines.
Under normal corcumstances, only Troops units can control objectives, but in the Big Guns Never Tire mission, for example, your Heavy Support units can capture them too, even if they are vehicles!
In each scenario, players can also attempt to complete any of the three Secondary Objectives too:
Slay the Warlord, by killing the commander of the enemy army
First Blood, by being the first to destroy an enemy unit
Linebreaker, by storming the enemy's deployment zone.
Hobbyists are introduced to a series of unique scenarios that also serve to encourage and inspire players to generate their own campaign and mission ideas.
At the rear of the rulebook lies the Appendices section, replete with handy reference sheets that include the statistics for every weapon and unit in the game (including every vehicle's Hull Points).
The Appendices also feature thirty new powers from five psyhic disciplines that Psykers can choose to generate their power from. (Is this a typo? The psyhic power cards have 34 different powers listed, 35 being the most likely as a Biomancy power was listed twice).
Having a Blast
That it's the guy in the front of your squad who always takes the first bullet is not only very cinematic, but makes you think a lot more about every move you make. I also love the fact that units are reduced to Ballistic Skill 1 when resolving Overwatch.
But ultimately, there's nothing quite as satisfying for me as yelling 'Grenade!' as your heroic Sergeant tosses a frag grenade and blasts your opponents favourite squad to smithereenes!
I'm going through the WD page by page and posting things of interest as I come across them. Will take a while but will cover everything in the WD once it's complete.
Automatically Appended Next Post: Dreadnoughts 3 Hull points
Jump packs re-roll the 2D6" charge distance in the Assault phase.
Rage gives +2 attacks on charge (seems Rage isn't renamed)
In the Chaos Daemons army everything causes Fear, which is nicely representative of their horror. But thats not nearly as exciting as the Flying Monstrous Creature rules. These allow my Bloodthrister and Daemon Princes to soar up to 24" across the tabletop, ignoring all but the most dedicated anti-aircraft weapons as they get ready to assault the puny mortals below.
Soul Grinder and Land Raiders have 4 Hull Points
Bikes and Landspeeders have Jink, gives them a 5+cover save and 4+ if they Turbo-boost or move Flat Out.
Foreboding: Allows the affected squad to fire at an assaulting unit at their full Ballistic Skill rather than BS1.
In addition, his psyhic hood will usually augment any rolls to Deny the Witch within 6" to a 4+ making hime awesome at countering any enemy psychic powers.
About Terminators...
anything short of a power fist or power axe just won't cut it in combat, meaning they'll benefit from their 2+ armour save most of the time.
GK Terminators are equipped with frag and krak grenades, meaning they can throw one during the Shooting phase.
About IG squad...
Perhaps the coolest part of the rules is that every man counts, as they can all move and fire (even the lascannon!), and can even make a valiant last stand when they're charged, overwatching with their lasguns at the incoming foe.
Saying that, I'm told that the Deathmarks are quite nasty, as snipers can select targets if they roll a 6 To Hit!
Necron Warriors have always been implacable on the advance, but as they're now able to rapid fire at long range as they move this is doubly true.
Ghost Arks have 4 hull points, Gauss takes off a Hull Point for every 6 rolled to penetrate.
Example of Land Raider shooting 4 weapons (it can fire one flamestorm cannon normally, another using its machine-spirit and then snap fire both the assault cannon and the multi-melta). Doesn't say anything about snap fire BS.
Tau Fire Warrior example. not only can they move and still rapid fire up to 30" away, making them higly mobile as the background suggests, but they can Overwatch these S5 guns if they're charged.
My Battlesuit is great as well - he provies nigh-on impossible to engage, as can scoot up to 2D6" way with his jetpack in the Assault phase.
MC are AP2, can halve attacks and perform Smash at double Strength.
MadCowCrazy wrote:Eternal War Mission table:
Mission 4: The Scouring
Place 6 Primary Objective markers face down on the table. These objective would be worth between 1 and 4 Victory Points for the side that controlled them, but, the value would not be revealed till after deployment.
In addition there were three Secondary Objectives - Slay the Warlord, Linebreaker and First Blood - each worth a single Victory Point. In this scenario, Fast Attack units also counted as scoring units, but are worth 1 Victory Point if destroyed.
Psyhic Power: Telekine Dome (not Domination that I thought)
Command Trait: Inspiring Presence - units within 12" can use Warlords Leadership
Personal Trait: Immovable Object - Warlord can capture objectives
FNP: Ignore any wounds on a 5+ that don't inflict Instant Death (so power weapons etc make no difference).
MC Vector Strike: D3+1 hits at the model's Strength on a unit moved over.
Interceptor rule: Allowed to shoot at a unit as it arrives from reserves
Skyfire rule: Can shoot at fliers at normal BS, rather than BS1
Deployment Zone: Hammer and Anvil - Fight along the length of the table, deploy on the short table edges.
Mysterious Terrain: Psychneuein Hive - Every Psyker on the board immediately suffers D3 S3 AP2 hits
Reserves: Flyers always arrive from reserve, 3+ to enter on Turn 2
Deep Strike Misshap Table: Opponent Places unit and back into reserve are still in (unit dies gone?)
Charging Multiple units: You lose the bonus Attack for charging and all units can Overwatch shoot you.
Flying Transports: If shot down all embarked models suffer a S10 hit with no saves allowed (not even invulnerable?)
Passengers can't disembark whilst it's zooming, during hover mode they can disembark but the flier can now be hit at normal BS.
Fleet: Re-roll charge distance
Bastions: Armour 14 all around, and an emplaced heavy bolter on each facing - automated weapons that target the nearest enemy unit. A Bastion can be used as neutral battlefield terrain or selected as a Fortification as part of the FOC, enabling you to deploy within a solid defensive stronghold. A Bastion can be upgraded with a comms relay or heavy weapons on its battlements.
Tank Traps: Impassible terrain to all non-Skimmer vehicles. Bike can attempt to manoeuvre past them, but must pass a difficult terrain test in order to do so. Against all other units, however, tank traps are treated as open ground, though and models hidden behind a set of tank traps can still claim a 4+ cover save from its solid, robust frame.
Aegis Defence Lines: Offer a 4+ cover save, but any unit that decides to Go to Ground behind a defence line gains +2 to its cover save, rather than +1. An Aegis defence line may also be selected as a Fortification choice.
Mysterious Forests: Models within a forest's boundary benefit from a 5+ cover save. However, forests are also mysterious terrain, so as soon as a unit enters a forest, you must roll on the Mysterious Forest table to discover what fate awaits your hapless models. Mysterious forests can range from brainleaf fronds, the sentient tendrils of which can dominate living beings and cause them to lash out at their comrades, to carnivorous jungle, which inflicts D3 S5 hits on any unit seeking shelter beneath its boughs.
Ruins: All ruins are treated as difficult terrain, but offer a 4+ cover save to those concealed within their shattered structute.
Wild Undergrowth: Difficult terrain and 5+ cover
Imperial Statuary: IG, SoB and all SM chapters are Fearless within 2" of an Imperial statuary (if you are wondering what the hell a statuary is it's a statue, model in example is the SM dude holding a sword statue GW came out with last year, or was it the year before that. Guess they didn't sell so they had to include them in the rulebook....).
Fuel Reserves: 5+ cover, every time a model successfully passes a cover save, roll a D6. On the roll of a 1, the barrel was filled with fuel and explodes, inflicting a S3 hit on any models nearby.
Fortress of Redemption: Comprising two bunker annexes, one main tower and housing an assortment of powerful weapons to defend against assault by land or by air, a Fortress of Redemption is all but unassailable. For 220 points, this awesome defensive stronghold can even be selected as a Fortification!.
Impact Craters: Area Terrain and grant 5+ cover
Automatically Appended Next Post: Assault on Fellstorm Airfield
Scenario: The Relic
Recover a valuable relic from no-man's-land that will help them to gin the upper hand in the ongoing conflict. The relic begins the game in the centre of the battlefield, but any scoring unit (in this mission units from the Troops section of the Force Organisation Chart) (I guess this means the Immovable Object Scoring Warlord power can't be used?) can pick it up and attempt to move it to safety. The unit carrying the relic cannot move more than 6" in a single phase and will drop the relic if killed.
Deployment Vanguard Strike: Diagonal deployment zone trunning through the centre of the board. (Top right vs bottom left side with the relic in the middle pretty much. Same as Apocalypse if you've ever played that.)
Flat Out and Run: D6 extra movement
Stunned Dreadnoughts can still Snap Shot, Snap Shots need 6s To Hit.
Krak grenade used in the shooting phase to destroy an Ork Trukk.
Still Move, Shoot and Assault as the above unit assaulted the boys that disembarked from the Trukk.
Flamers do D3 hits during Overwatch (Have fun charging 15 Burna Boys)
Fliers can chose to Evade when shot at giving them a 5+ cover save, but can only Snap Fire during their next shooting phase. Can leave the board and return from reserves.
"Da Krimson Barun, only able to fire Snap Shots having evaded last turn, gunned his engines and zoomed off the board, but would return as part of Ongoing Reserves in the following Movement Phase. (This happens during turn 3-4, does that mean reserves are now 3+ for turn 2, 2+ for turn 3, automatic on turn 4?)
Fliers can shoot Fliers with no penalties to hit. Explains the 60" ranged Stormtalon missiles.
Fliers: When destroyed scatter and damage units on ground.
"But Steve did have the last laugh when the wreckage of his Stormtalon spiralled earthwards to land directly on top of the Ork Bastion, killing three Ork Boyz in the ensuing explosion.
Units with a sergeant type model can perform Look Out, Sir, 4+ if model is not an IC (example used, Ork boy trying to save Nob...well, the nob grabbing an Ork boy to use as a bullet shield is the more likely scenario...).
Automatically Appended Next Post: More Finecast
Tau: Commander Shadowsun
Krootox
Available for pre-order July14th
Divination
1. Foreboding - is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch on their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.
Interesting note on the Hour of the Witch page.
"Only the armies (and units within those armies) specifically mentioned here can access the new psychic powers. Some armies (namely the Dark Eldar, Necrons and Tau) don't have psykers at all, whilst other races harness the Warp in such an unusual way (Orks and Chaos Daemons in particular) that they always use their own unique rules.
Why wasn't Sisters of Battle mentioned in the above exclusion together with DE, Nec and Tau? Knowing GW it's most likely a miss as when it comes to the SoB they can't even spell their rules correctly or show the correct model with the correct weapon...
If this is not a miss then I guess it's proof that we will have Inquisitors in the SoB codex as I can't think of any other Psyker the SoB would even tolerate.
Hour of the Witch
Witchfire: most psykers can't use more than one witchfire each turn
Codex: Blood Angels
A BA Lib (inc Mephiston) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Blood Angels. If he does so, generate two new powers from the Biomancy, Divination, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed.
Codex: Chaos Space Marines
Any model with psychic powers may use the psychic disciplines found in the 40K rulebook, instead of those in Codex: CSM. If he does so, for each psychic power he has purchased from Codex:CSM, generate a new power from the Pyromancy, Telekinesis or Telepathy discipline before armies are deployed. A model can generate powers from different disciplines if you wish. Typhus generates two new powers. Ahriman generates three.
Codex: Dark Angels
A DA Lib (inc Ezekiel) may use the psychic disciplines found in the 40k rulebook. Generate 2 new powers from Div, Pyro, Telepathy or Telekinesis.
Codex: Eldar
Farseer (inc Eldrad), for each power bought, generate a new power from Div or Telepathy. Eldrad generates 4.
Codex: GK A GK Lib (no mentions of anyone else), generate a number of powers equal to mastery level from Div, Pyro or Telekinesis. If he does so he may not purchase additional powers. Hammerhand cannot be exchanged in this manner.
An Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.
Coteaz can generate 2 powers from Div, Pyro or Telekinesis.
Codex: IG Primaris Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.
Codex: SM SM Lib (inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis. Tigurius generates 3.
Codex: SW Rune Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis
Codex: Tyranids
Any model with psychic powers, for each psychic power it has, including those purchased, generate a new power from either Bio, Telekinses or Telepathy. (I'm glad they dont have Pyromancy as 3 Zoanthropes casting Molten Beam would be real nasty).
Article states: "Accordingly, players should feel free to use the guidance in this article to grant their psykers access to the new powers."
Sounds good and all but since they dont list all the powers and what they do the article is pretty useless. Or....do they mean you have to have this WD in order to be able to use the generic powers? Wont the list and rules be in the BRB?
Wound Allocation: Closest model is Shooting only?
Rest of the WD is ads pretty much.
Last page is a picture of some CSM and Daemons.
In next month's issue: BATTLE-BROTHERS AND INFERNAL ALLIES - We take a closer look at Allied Detachments.
WD 392 on sale Sat 28th of July.
If you have a question and it hasn't been answered by anything I've written so far then there is simply no answer in the WD. I've gone trough the WD page by page, article by article to fish out as much info as I could. If you dont have your answer you will have to wait for the BRB.
- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase
Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.
Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.
Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)
Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.
Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.
Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.
Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.
Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.
Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.
Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)
Smoke launchers and 'obscured' status (disruption pods, KFF) cover save drops to 5+. % obscuration only needs 25% to get cover. Ruins still 4+, guessing that extends to a vehicle hiding behind a ruin as well. Everything else prettymuch 5+.
Can units that have successfully completed an assault consolidate into a new combat?
Does assaulting into difficult terrain still reduce initiative to 1?
Rixitotal 1 point 5 minutes ago
no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.
Can you list the allies for Necrons, please?
[–]Rixitotal[S] 2 points 43 minutes ago
no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies.
[–]MandorOfSawall 2 points 23 minutes ago
Seems like this ally matrix from the GW 2v2 tournament is correct. Can you confirm?
[–]Rixitotal[S] 1 point 50 seconds ago
that is exactly it as far as i can see. only the chart is alot prettier!
Assault Through Cover specifics! Please!
[–]Rixitotal[S] 1 point 1 minute ago
Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.
Is seize initiative still in?
[–]Rixitotal[S] 1 point 51 seconds ago
yup, and still roll of for first turn. boring.
Grenades!
1 model per unit can throw a granade instead of shooting normally. all are blast except krak and haywhire. frag are S3 AP -. plasma are S4 AP4. Krak S6 AP4.
Is this 5+ cover save for fast skimmers true or only for Dark Angels as we have also heard and how far do you need to move to get it, if at all.
[–]Rixitotal[S] 2 points 1 minute ago
all fast skimmers get jink 5+ cover save if they move at all, so do jetbikes.
Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).
How does the wound thing work?
Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?
[–]Rixitotal[S] 1 point 1 minute ago
no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.
Universal Special rules on page 42 of the BRB:
unviersal special rules. skyfire (AA), slow and purposeful, smash, sniper, soul blaze, specialist weapon, spilt fire, stealth and strafing run.
soul blaze is basically a unit stays on fire and takes extra hits next turn. specalist weapon is you dont get a bonus for extra close combat weapons with it. like powerfirst now. oh acute senses now let you reroll outflank rolls
I guess someone in the thread asked the meaning of life.
Copying my earlier post into this one to keep the page current;
Smoke launchers and 'obscured' status (disruption pods, KFF) cover save drops to 5+. % obscuration only needs 25% to get cover. Ruins still 4+, guessing that extends to a vehicle hiding behind a ruin as well. Everything else prettymuch 5+.
Can units that have successfully completed an assault consolidate into a new combat?
Does assaulting into difficult terrain still reduce initiative to 1?
Rixitotal 1 point 5 minutes ago
no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.
Can you list the allies for Necrons, please?
[–]Rixitotal[S] 2 points 43 minutes ago
no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies.
[–]MandorOfSawall 2 points 23 minutes ago
Seems like this ally matrix from the GW 2v2 tournament is correct. Can you confirm?
[–]Rixitotal[S] 1 point 50 seconds ago
that is exactly it as far as i can see. only the chart is alot prettier!
Assault Through Cover specifics! Please!
[–]Rixitotal[S] 1 point 1 minute ago
Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.
Is seize initiative still in?
[–]Rixitotal[S] 1 point 51 seconds ago
yup, and still roll of for first turn. boring.
Grenades!
1 model per unit can throw a granade instead of shooting normally. all are blast except krak and haywhire. frag are S3 AP -. plasma are S4 AP4. Krak S6 AP4.
Is this 5+ cover save for fast skimmers true or only for Dark Angels as we have also heard and how far do you need to move to get it, if at all.
[–]Rixitotal[S] 2 points 1 minute ago
all fast skimmers get jink 5+ cover save if they move at all, so do jetbikes.
Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).
How does the wound thing work?
Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?
[–]Rixitotal[S] 1 point 1 minute ago
no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.
How does the USR rage work now? Any changes allowing you control would make death companies viable if not a bit beast.
[–]Rixitotal[S] 1 point 1 minute ago
rage is ONLY +2 attacks on the charge. Death company are amazing now.
Are there any changes to Force Organisation? If so, what?
[–]Rixitotal[S] 1 point 3 minutes ago
at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.
Has fearless changed when you lose a combat? So no more lots of wounds taken when you lose a combat just because you're not scared of anyone?
[–]Rixitotal[S] 1 point 1 minute ago
hmmmm just says they pass moral tests... i can find anything anywhere that says they take extra wounds.... holy crap!
Calvary/ Beast movements and assaults info please
[–]Rixitotal[S] 1 point 42 seconds ago
move 12. are fleet. cav arnt slowed by terrain but counts as dangerous. beasts ignore terrain altogether!
On the Missions:
[–]Rixitotal[S] 5 points 54 minutes ago
-normal one D3 +2 objectives. - one where heavy support can claim objectives and you get extra points for killing heavy support.- same with fast attack. -a kill point one.- one where there is a relic you take and move with thats basically an objective.- and a capture and control-ish one.
Are the stormraven/vendetta flyers now?
[–]Rixitotal[S] 1 point 3 minutes ago
all things on flying bases are flyers as far as i can see. storm ravens are listen under the vanilla space marine section also!!!!!
How fast can a vehicle move before passengers are unable to shoot from it?
[–]Rixitotal[S] 1 point 2 minutes ago
flatout. I believe vehicles moving more than 6", occupants may only snapfire, i thought i heard that somewhere else
Any changes to the reserve rules?
[–]Rixitotal[S] 1 point 2 minutes ago
not as such, but there are lots of things that let you reroll, warlord traits and com station as an upgrade for some fortifications.
Please, give us some BG. Status of the galaxy? TheEmperor? Is everything finally gone? And about rapid fire: is always 2 shots to 12 and 1 shot to 24? Or if stationary is maybe 2 shots to 24? Thanks a lot, really.
[–]Rixitotal[S] 1 point 1 minute ago
i havent read in depth the background, but there is alot and some stunning art work as well. rapid fire always 1 shot to max range, 2 shots to half so tau are getting 2 at 15. but cant assault.
If the wehicle has moved more than 6" do you still shoot with snap fire (BS1) with assault weapons?
[–]Rixitotal[S] 1 point 33 seconds ago
you can snap fire with everything, and shoot1 at BS like now. so all if still, 1 if move 6 and none if move 12. so can shoot all snapshots at 12 move.
On Monstrous Creatures in CC:
smash is AP2 and half attacks to double strength and reroll Armour pen results.
Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?
[–]Rixitotal[S] 1 point 22 seconds ago
its the same, double S is insta death.
On Feel No Pain:
you get FnP against anything that dosnt cause instant death.
Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?
[–]Rixitotal[S] 1 point 4 minutes ago
no, just can move and shoot with heavy and shoot and assult with heavy and rapid fire weapons.
What do you need to hit a vehicle in CC depending on how far its moved.
[–]Rixitotal[S] 1 point 2 minutes ago
3+. but you cant attack zooming flyers in combat at all.
What are the rules for fortification slot? Is there a point limit? What are some options and their relative point cost to each other?
[–]Rixitotal[S] 1 point 4 minutes ago
all the fortifcation stuff already has a GW terrain model. the walls are 50pts. bastion 75, and the big darkangel fort, yes the massive one is over 200. 220 in the white dwarf
(discussing relentless)
you can double tap at max range with rapid fire weapons?
[–]Rixitotal[S] 1 point 50 seconds ago
no 1 shot at max range. 2 at half.
Do the allied detachment units take up slots in your normal force org chart?
For example, can you take 2 of your main army's HQs plus an allied HQ for a total of 3? Or can you still only take a max of 2 HQs total, and if you have an allied HQ, you only get 1 of your main HQs?
[–]Rixitotal[S] 1 point 3 minutes ago
no its a new chart, with 1 compulsory HQ, 1 compulsory troop and 1 optional, and 1 optional for all of them.
Looks like it IS a bonus FOC. In smaller games, I guess an army could take a detachment of it's own codex to access the bonus HQ/Troop/ETC slots....
on shooting down Flying MC's:
Can you clarify what is necessary to be "shot down" when Vector Striking?
[–]Rixitotal[S] 1 point 5 minutes ago
1 or more hits from a units shooting, and then rolling a 1or2 on a D6.
Weathercock 3 points 7 minutes ago
Here are a few on behalf of Dakkadakka.com:
Are there any new vehicle types (in addition to flyers?)
How does a flyer's 'evade' rule work?
And are there any new universal special rules that really jump out? Or big changes to old ones?
Is sweeping advance still around? Has it changed?
How do fortifications/fortification slots work? Are their costs worked into your normal points allowance, or are they extra?
Thanks.
[–]Rixitotal[S] 1 point 59 seconds ago
hello dakka dakka.
chariots. look like they work like the necron command barge. and heavy, works like the monlith.
you may choose to evade if you are zooming (as opposed to hovering) works like going to ground and gives you jink but can only shoot snap shots next turn.
acute senses is rerolling outflank. rage is only +2 attack on assult. and as far as i can see fearless dosnt take extra wounds, i looked in the combat section and coudnt find anything about it either.
Automatically Appended Next Post: So with relentless not being necessary to shoot at full range with rapid fire, looks like the phaeron upgrade is just to allow warriors to double-tap and then assault afterwards.
Automatically Appended Next Post: CSM and Codex: daemons are battle brothers.
Still hit a vehicle in the rear armour in close combat? A power axe might be a fairly decent anti vehicle weapon if so.
Can you double check the power axe? Is it minus 1 to Initiative or is it specifically I1? Request from warseer.
[–]Rixitotal[S] 1 point 1 minute ago
has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.
And I just turned the corner on allies - unfair advantage to those who use it at less than 2000 points. See:
Can you ally with yourself to expand your FOC?
[–]Rixitotal[S] 2 points 1 minute ago
no you may not. but at 2000 pts you get a second FOC if you want it.
When you perform Overwatch, is it possible to kill enough models so they dont actually make the distance into CC with you?
If 2 or more units charge 1 unit, can you overwatch both of them? If 4 units charge 2 units, can both units shoot each unit or is it limited to 1 charging unit only?
Any change to Swarms? Still double wounds from blast and template?
[–]Rixitotal[S] 2 points 4 minutes ago
swarms are the same.
you over watch first and take from the front. so yea can affect assults. only 1 over watch a turn.
Flamestorm cannons are good defenses on land raiders who fear scarabs.
Automatically Appended Next Post: Another one I just thought of: How are models in combat measured? Is it still 2" from models in base to base with enemy models?
[–]Rixitotal[S] 1 point 1 minute ago
yup still the same, but models pile in in I order instead of all at the start.
Reddit rulebook guy has decided to call it a day. Still, quite a wealth of information just from that 2 hours or so he blogged with all of us. I've made sure all his responses were highlighted in orange for those who need to scroll back and read through them. Just filter the thread.
Seems like it confirms the above ally chart and this new FoC:
Added 25th June: More highlights from the second session, again selected by tetrisphreak:
Spoiler:
Can you check to see if firing an Ordnance weapon still disallows a vehicle from firing all other weapons?
[–]Rixitotal[S] 2 points 8 minutes ago
yes.
Automatically Appended Next Post: [–]skarred 1 point 23 minutes ago
how does stealth work? move through cover? furious charge?
auto fleeing from combat?
[–]Rixitotal[S] 2 points 16 minutes ago
all the same except FC doesn't give +1 I. not sure what you mean by auto felling combat.
[–]skarred 1 point 14 minutes ago
there were rumours that a unit can choose to fail the ld test to run away if they wish, to get out of a combat. How does combat work, you charge in... how do defenders react (after overwatch)
[–]Rixitotal[S] 2 points 10 minutes ago
you can do that if you cant hurt you opponent, so against wraithlords and dreds you can auto flee yes. but not if ure fearless.
Tau tanks aren't actually Fast, they can just buy an upgrade to fire as Fast, so presumably Jink won't work for them.
[–]Rixitotal[S] 2 points 13 minutes ago
no all skimmers get jink.
Automatically Appended Next Post: Can dreadnoughts and MC's overwatch? can tanks overwatch?
[–]Rixitotal[S] 2 points 15 minutes ago
yes, but cant shoot blast weapons so no battle canons on overwatch.
does that mean a crozius would count as a maul?
[–]Rixitotal[S] 2 points 22 minutes ago
yea it would, +2 S and AP4 is a maul. no affect on I.
I have a few flyer questions. Is it true they MUST start in reserve? How does one switch between zoom and hover mode? Can they hit other flyers normally, or do they snapfire at them? Do they get to move flat out during the shooting phase in hover or zoom modes?
BTW, thanks in advance. It's really awesome that you are doing this.
[–]Rixitotal[S] 2 points 26 minutes ago
must start in reserve. can shoot either at the ground or with AA (skyfire or whatever its called hits ground unit on a 6), hover makes you a fast skimmer, yea can go flatout. they are stupidly fast.
how many different fortification choices are there? Not names, just how many. If you get the chance to list them out later, please do
[–]Rixitotal[S] 3 points 39 minutes ago
4 buy able terrains. all the models from planet strike with similar rules.
[–]DJ33 2 points 37 minutes ago
For reference, these are:
Fortress of Redemption
Skyshield Landing Pad
Bastion
Aegis Defense Line
Can you give us any info on the rumored ability of the Skyshield Landing Pad and/or a Comms Relay in a Bastion to affect Reserve rolls?
[–]Rixitotal[S] 2 points 32 minutes ago
yup, its 20pts upgrade for the defense line and bastion, lets you reroll reserve rolls. so 1+ in most armies i think.
Can units move after they disembark if the tank has previously moved?
[–]Rixitotal[S] 4 points 52 minutes ago
yes.
[–]skarred 1 point 51 minutes ago
so this cancelles out the nerf to open topped vehicles! WOOOO (thats right right?) I can move tank 6, disembark squad, they move 6, then charge 2D6? Yes, yes! Make my day here...
[–]Rixitotal[S] 4 points 48 minutes ago
yes that right. sorry if i wasn't clear! lol. so ..many..questions
this will be really interesting. On that note, do you overwatch before or after you see how far you can charge?
[–]Rixitotal[S] 2 points 1 hour ago
before, massive deal as you take casualties from the front, could easily knock off an inch or 2 if ure lucky. flamers are amazing for over-watch its D3 hits at the weapons S and AP.
[–]GiantSlingshot 1 point 58 minutes ago
Once again, on the subject of overwatch: Does the overwatch shooting follow the profile of the weapons being shot pretty closely? For examples:
do rapid fire weapons fire twice? Assault 4 weapons fire 4 times? Does the charging unit being 7 inches away prevent Pistol fire? Do pinning weapons have the chance to force the charging unit to go to ground, and prevent the charge in the first place? Does relentless allow snapfire for Heavy weapons? Do twin linked weapons still get that benefit? Favored Enemy?
[–]Rixitotal[S] 2 points 51 minutes ago
pistols are 12. and yea you shoot like normal but only hit on 6s. blast may not snapshot relentless doesn't change that. no moral test or pinning for chargers.
In what missions does Night Fight have effect?
[–]Rixitotal[S] 3 points 1 hour ago
them all!! but it only works on a 4+ and will disperse on a 4+ as well every turn.
[–]skarred 1 point 59 minutes ago
so before the game starts you roll, on a 4+ its night fight turn 1 and then you roll start of the game turn on a 4+ its done? Cool
[–]Rixitotal[S] 4 points 55 minutes ago
yup.
Better pay for those searchlights...
On embarked passengers shooting:
passengers can shoot ok at combat speed, snapshot at cruising. and may not fire if you flatout.
Are there any heftier penalties for being in an Exploding (non-Flyer) Transport?
[–]Rixitotal[S] 4 points 7 hours ago
if flyers die with troops inside while zooming (going really fast) every model take a S10 AP1 hit. LOL
[–]skarred 1 point 1 hour ago
and then a str 6 large template of debree hits the table
[–]Rixitotal[S] 2 points 1 hour ago
hehe yup.
Automatically Appended Next Post: Ok so another question dear sir: Is night vision the same?
[–]Rixitotal[S] 1 point 1 hour ago
night vision ignores night fighting. and yea, all yo have to do it move. and jink becomes 4+ if you boost or go flat out.
How's moving through difficult terrain (in the Movement Phase) work in the new edition? Still a best-of 2d6? Move Through Cover USR any different?
[–]Rixitotal[S] 1 point 1 hour ago
all the same exept units with move through cover ignore dangerous terrain. and assaulting isnt affected by move though cover.
Automatically Appended Next Post: As a Dark Eldar Player, I have these questions: How many hull points on: - Venom - Raider - Ravager - Razorwing/voidraven
Has poison changed for shooting?
How far can a flat out fast skimmer go? (basically an outline of how tanks move + how it affects their shooting)
Can I move the raider 12" snap fire out with my passengers as im open topped and then flat out?
[–]Rixitotal[S] 2 points 1 hour ago
all 3 except venom, thats 2 like vipers.
poison is the same.
fast is 6 fire all, 12 fire 2 at bs and the rest as snapshot. then can go 18 as a flatout if ure a fast skimmer.
cant fire out if you go flatout, neither can troops inside.
Automatically Appended Next Post: So walkers/Dreads can move 12" or still only 6"? also these impact hits with jump infantry, are they just another S user hit or what?
[–]Rixitotal[S] 2 points 2 hours ago
no walkers are still only gong 6. yea its an attack that auto hits at base S of the model with AP - .
No impact hits using special ccw's like power weapons, fists, or lawn chairs. It's just a hit at the models' strength, no AP. Auto hit, though, that should be noted.
Automatically Appended Next Post: Anything hinting at what chaos space marines get?
[–]Rixitotal[S] 2 points 2 hours ago
no, but defilers have 4 hull points as do soul grinders.
Warlord. Your warlord is one of your HQs with the highest LD, you choose in a draw. 3 different charts command traits, personal and strategic.
Command:
1.) friendly units in 12 get to use your LD 2.) enemy units in 12 use the lowest LD in their squad.
3.) all friendly units in 12 get move through cover.
4.) all friendly units in 12 may reroll running.
5.) all friendly units in 12 re roll 1s to hit when shooting at an enemy within 3 of an objective.
6.) all friendly units in 12 add 1 to charge distance.
[–]Rixitotal[S] 4 points 2 hours ago
Personal:
1.) warlord and his unit get counter attack if in own deployment zone.
2.) warlord and his unit get furious charge if in enemy deployment zone.
3.) warlord and any unit he joins in deployment get outflank.
4.) get 1 VP for each character killed by you warlord.
5.) your warlord and his unit get FnP if within 3 of an objective.
6.) your warlord is a scoring unit.
[–]Rixitotal[S] 4 points 2 hours ago
Strategic:
1.) all your units get move though cover for ruins and stealth in ruins.
2.) you amy have night fighting on the first turn.
3.) your outflanking units get acute senses.
4.) while he is alive you may reroll reserve rolls.
5.) while he is alive your opponent get -1 on reserve rolls.
6.) after both sides have deployed but before scouts you may redeploy 1 unit 3D6 inches, or 3 units D6 inches, may not leave deployment zone.
And that's it again for now. I picked out the most interesting tidbits i could glean from those 3 pages of rixitotal's posts. Anybody else who notices something i missed feel free to add it to the thread.
Some more confirmations by Bongfu from Dakka, having read the book obviously:
Spoiler:
Bongfu wrote:Confirmed with the new rulebook. Sorry, typed these out on the phone with my cousin in Wales.
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Epidemius
Each mission is roll a d6 it determines what happens at each turn of the mission.
Power Weapons are - AP 3
Powerfist are - AP2
Chainfist - AP2
Poweraxe - AP2 +2 Str and I1
Heavy Chainsword - AP5
AP1 doesn't do the samething anymore.
6+ defense against Psykers.
Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
Heliosgun - AA weapon that every army can buy. Skyfire weapon means you can hit on BS when shooting flyers.
Flyers can crash while flying. Transported units take a Str10 AP 1 hit when crashing.
Rules for wreckage.
FNP is 5+
Hull Points:
Glancing hits don't do anything except take a hull point.
Can be repaired, a Techmarine can repair d3 hull points a turn.
Dreads - 3
Russ, Raiders - 4
Rhinos - 3
Pens take hull points and do damage.
Cover for vehicles is much harder.
Vehicles have the same shooting.
Can always shoot with snapfire.
Random Game Length is gone!!!
Buy Nightfight at the beginning of the game.
Buy Acute Senses as well.
Still seize the initiative.
Victory points are changed, you don't have to wipe out who units.
Challenges. Squad leaders can challenge squad leaders and ICs, stops combat for that unit except for the two combatants.
Wound Allocation:
Wounds taken from shooting is the closest units first then go in AP order, starting with the lowest AP.
Snipers - No Rending. On a 6 you pick the target.
Charging is 2d6. Assault marines and cavalry get to reroll. Charging through cover, take the highest dice away. Assaulting through terrain makes you I1.
Pre-measuring is in.
Str can now go above 10.
FOC doubles at >2000
All bikes and jetbikes that turboboost are 4+ cover with a "Jink" save.
Walkers are the same.
Nightvision ignores night fighting. - A warlord ability.
Rage - +2 Attacks on the Charge
Jump Packs can jump into assault.
Wound allocation based on wargear is out.
Daemons can Fear a unit when they charge. Roll a Ld, if you fail you strike at I1.
Mixed armored rules are back in, really complicated.
Multiple toughness for taking wounds is in. So no longer going on the average toughness.
ICs can be wounded based on where they are in the squad.
Rapid Fire is the same as 5th Ed
Plastic Chaos Dreadnought sighted in the rulebook.
Just like before necrons came out i have the rulebook early.
i have copy pasted this BUT i have the rulebook, so taking requests for tonight and ill post up anything you wanna know, below i can confirm as true and correct.
Core System
- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase
Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.
Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.
Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)
Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.
Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.
Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.
Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.
Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.
Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.
Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)
A Q&A session by Dakka's rattman:
Spoiler:
rattman wrote:
....now answer all our questions!
NOOOOOO they nerfed acute senses
OK other things of note
templates still scatter dice - BS. seen many reference to that changing its the same
Reading the special rules section my first thought is that a impy guard army with space wolf allies you can give the impy gaurd acute senses (which is changed) and they know no fear. Unless I am reading it wrong the marine ATKNF transfers to the impy guard troops
(...)
A pre emptive answer on allies
Brotherhood
warlord skill can be used
IC's can join allied units
Pyschic powers can be cast on allied units
Allies of convience
cant use warlord bonus
ics cannot join squads
are not counted as friend for purposes of psychic powers
Desperate
as above but if 2 forces come with 6 of each other roll a d6 for each force, on a 1 they cannot move, shot assault
(...)
Speaking of which, I'd love information on any changes to Open-Topped, and an explanation of what Flyers can use Evade against, whether it immediately takes them off the board or not, and whether a flyer zooming is entitled to a normal jink save like a fast skimmer
+1 on vehicle damage rolls
whole vehicle is an access point
all passengers can shoot
they count assault vehicle (gain the USR)
evade can be used against any to hit roll, they have the jinx USR till the end of your next turn and can only take snap shots. you dont seem to go immediately off the board. you must be zooming to get an evade, which gives you jinx
Penetrating hits remove 1 hull point
no specific restriction on special characters
I couldnt find anything pro or con moving and rapid firing
the fluff saying "can be used to fire from the hip when advancing" I will leave that for when I get a chance to read later
How does Rending work?
on a roll of target suffers 1 wound as it was an AP 2 hit, vehicles get an extra d3
Can Fliers be targeted with Blast weapons?
not while in zoom mode
How do Force Weapons work?
force sword are ap3
force axe ap2
stave ap4
force if thers an unsaved would the wielder can use a force charge (need to check that) and make a force roll. all unsaved wound are ID
relentless
heavy, salvo and ordanance can move and shoot, they can also charge in the turn they fire heavy, slavo and ordance. as well as rapid fired
you can rapid fire and charge if you are relentless
So are nemesis force halbards ap3?
Its says some weapons have their own stats. If not specified they are ap 3
It also says if it a sword or dagger its a force sword, axe or halberd is an axe and if its a mace or staff its a force staff
guess they will errata the GK codex to specific which it is
reading the vehicle section so heres the thoughts as they read
stationary fire all weapons at full bonus
combat speed (6") 1 weapon at full bs. rest are snap shot
cruising (6"-12") snap shot only
you can abandoned immobilised vehicles from a squadron
you can move and fire with ordance
vehicle damage chart has changed 6 is destroyed, 5 immobilised
ap 1 +2 on the chart
ap 2 +1 on the chart
(...)
oh all characters gain precision shot. on a roll of 6 (shooting or mellee) the character allocates the wound
ok so pyschic powers
biomancy
primary power is a basic smite
caster gets D3 str and toughness
target unit get -1 str and toughness
target unit get FNP assault 2 every unsaved would heals one off caster
pysker get +d3 init target makes toughness test or take 1 wound no save, if slain jumps to model with in 2' and make save. continue till someone saves or no targets left
divination
primary target unit rerolls failed hits
psycher and unit gain counter attack and get full BS for overwatch
target unit gain 4++
target unit must reroll passed armor saves
psycher and unit ignore cover
psyker rerolls failed failed hits, wounds and armor saves
psyker roll 3 dicechoose the result you want when rolling for reserves, outflank and mysterious terrain
pyromancy
primary flame breath (flamer)
psyker gains 4+ invo
target unit gains 4+ cover save
flame attack assault 1, sould blaze (no idea) blast, ignore cover
target model takes 1 wound , no armor or cover save allowed, place small blast template anyone hit takes a str 4 ap 5 hit
assault 2d6, blind, ignore cover attack
str 8, ap 1 assault 1, melta
telekenisis
assault 1 str 6 . strikedown (halves init and target moves as if its dangerous terrain)
roll 2d6 target takes hit equal to strength (11 or 12 auto wound) ap is equal to seperate dice roll
remove models from table, deepstrike within 24 inchs of where they were
hostile unit must reroll hits and wounds of 6
assault D6 pinning attack
all friendlies with 12 inchs get 5++
str 10, heavy 1 blast
telepathy
primary 3d6 - target leadership wounds to target unit
target unit has to make leadership roll or do nothing
target freindly stops falling back and gets fearless
hostile model makes an attack as if it owned by psyker
target hostile losses fearless and treats all units as fear causing
invisibility gains shrouding and stealth, hostiles charged by this unit lose counter attack and fight at WS 1
roll on table 1-2 unit pinned, 3-4 cannot run, shoot or stirke blows 5-6 attack own unit
fleet reroll 1 dice for when determining run or charge range.
Do the rules address Boneswords? Do they have their own entry? Are they lumped in with force weapons? Or do they defer to the Tyranid codex?
Boneswords are not listed master weapon chart, guess they use the rules the nid codex and get ap3
Can you confirm or deny that Fearless models no longer take extra wounds in lost combats?
doesn't mention extra wounds in the USR now, so think not
Can you clarify the list of Monstrous Creature abilities? Some people refer to the Smash rule (halve attacks for double strength, but other people refer to a Stomp rule; does it exist? Some people have also referred to a rule that allows Monstrous Creatures to hit numerous models in base to base; does it exist?
MC gain fear, hammer of wrath (free i10, str self ap - attack), move through cover, relentless and smash (all attacks ap2, can halve attacks to goto str 10 and reroll armor pen special rules
Are Daemons the only army to receive the new Fear rule (I believe it might be known as "Terrify)?
nope see above, fear is still in there
theres a line in force/power weapon section (assuming bone swords are force/power weapon) "if a force/power weapon has it own unqiue rules then ap3 weapon with extra rules as presented in the codex"
can you check what fast Vehicles can do ?
Rumors : moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
So can they move 12" and fire 2 weapons with normal BS? andwhat happens when they flat out?
doesn't have to overwatch the first unit to charge it to who ever asked that, basically declare charge, declare overwatch, roll charge range, move. but because you can't shoot while in combat if the first unit makes it into combat you wont be able to shoot at subsequent chargers
hammer of wrath = its one automatic hit at i10
preffered enamy = shooting and melle
fast vehicle move up to 12 flat out
combat speed - all weapons
cruise - 2 weapons at full bs and rest are snap fire (bs1)
and for that matter what are the rules for beast and terrain? some where we where told that they ignore terrain altogether if so does it state what happens when assaulting in to cover?
beasts get fleet and move through cover, doesn't specify what happens assuming you were wanting to know about the initive penalty for assaulting in cover
Could you clarify if ordnance has changed at all in light of Snapshot? if you shoot ordnance are you still unable to shoot anythign else? this coudl have a major effect on the Monolith as well (if ordnance stays the same my monoliths will be played as necron bastions from now on)
Also, could you clarify how Beasts/Cavalry work in the new rulebook?
you can move and shoot ordanance, but if you fire ordanance and other attacks are snap shots only (BS1)
beast and CAV no idea haven't read that bit yet
cav
oh and jump pack get the auto hit I10 attack
Next batch of reddit Q&A, again summarised by tetrisphreak:
Spoiler:
More from Rixitotal!
How does artillery work
[–]Rixitotal[S] 3 points 7 hours ago
i have no idea how it works in the old edition. but they have stats now T7 2W. if the crew is killed so are you.
Are Fast, open-topped Transports still the exception to the 6" disembark rule?
[–]Rixitotal[S] 2 points 7 hours ago
nope
Automatically Appended Next Post: On Force Weapons:
[–]Rixitotal[S] 2 points 7 hours ago
force weapons follow the same model as power weapons, all ones with their own rules are AP3. i guess one of you plays GK.
Also, Rending. Has it changed at all?
[–]Rixitotal[S] 2 points 8 hours ago
auto wounds and is AP 2. +D3 against tanks
There's been a lot of discussion back and forth about the term "generate" when determining powers from the new psychic disciplines, especially given "Warp Charge" level. Are powers rolled randomly? Is this consistent across all races?
[–]Rixitotal[S] 2 points 8 hours ago
generating is just like getting fantasy spells (except you reroll a double dont choose.) warp charge is how many spells you can cast, some have warp charge 2 and take up 2 spells worth of casting.
Any word on if units with Move Through Cover ignore difficult/dangerous terrain when charging?
That would be a nice little boon for my poor Tyranids.
[–]Rixitotal[S] 2 points 8 hours ago
you roll an extra D6 for movement purposes and ignore dangerous terrain. sorry if i said this wrong earlier its been alot of questions. dosnt affect charges.
On Stormraven & Jumpers:
So wait... what about jetpack troops assaulting out of vehicals. If I'm reading what you've put below correctly, a Stormraven can go into hover mode, then move 6 inches, then jump pack troops (eg sanguinary guard) move 12 inches out, then assault 2d6 rerollable, for a maximum of 30" threat range? I love it...
[–]Rixitotal[S] 2 points 8 hours ago
no you always get 6 out of a vehicle regardless of your movment.
How do you hit with blast weapons now. Same as before Scatter -BS and place template? or just roll to hit...
[–]Rixitotal[S] 2 points 8 hours ago
same, but no half strength for clipping tanks.
Have Thunder Hammer/ Stormshields changed at all? What AP are the hammers?
[–]Rixitotal[S] 3 points 8 hours ago
AP2 and the same. still concussive. storm sheilds are come the codex so no change.
Further clarification on wound removal:
1) Do monstrous creatures get impact hits? How does this mechanic work?
2) Do you always require 6s to hit flyers or only if they move over a certain distance?
3) MCs executing a smash attack still cap out at str10, correct?
4) I know a lot of people have brought up would allocation but how does it work? Do you distribute them the same starting with the nearest target and working your way back to the furthest? Or do you keep rolling saves for the first guy til he dies and then the next closest model begins taking wounds?
5) Any changes to disembarking from vehicles? How about for being fast or open topped? Any changes with firing from the firing ports?
[–]Rixitotal[S] 4 points 8 hours ago
they get hammer of wrath
always need 6 as long as its not hovering ie acting like a fast skimmer.
yup all stats are locked at 1-10.
if you have different saves you keep rolling against the closest untill it dies, not as broken as it sounds as chars give the hits to the squad on a 4+/2+. if not you just take all the saves and remove the closest models.
i must have answered this several times, have a look through.
Is there a psychic phase? What order do the phases go in now?
[–]Rixitotal[S] 3 points 9 hours ago
no psychic phase, buffs and debuffs at the start of the movement phase, shooting ones done in the shooting phase.
Is night fighting in? if so does it work as it did before?
[–]Rixitotal[S] 4 points 9 hours ago
now its over 36 may not shoot, over 24 +2 coversave, over 12 +1 coversave.
Does morale play a larger role in 6th ed? Is it still 25% shooting casualties? No Regrouping if below 50%? Rumours said you can always regroup if sergeant type model is still alive?
Are there any good mysterious terrain results? Care to list some interesting or funny ones?
can regroup as long as you are over 25% and independent chars mean you can at any time.
funny terrain, one where you get so comfortalbe taht you get feel no pain but must pass an LD test to leave it. - ice that freezes you armor and give you +1 save.
Automatically Appended Next Post: Also, while I'm asking Eldar questions... can Jetbikes still do their assault phase jump move? Is it 6" or 2D6? Sorry if this has been answered- I thought I saw it but then lost it again...
[–]Rixitotal[S] 2 points 9 hours ago
its 2D6, but you may not do it if you turbo boosted. but i will say taht due to the new always measure rules this can be very effective ''move shoot move'' unit.
Automatically Appended Next Post: On vehicle squadrons:
the closest vehicle must be destroyed before you start hitting the rest of the squad.
Please tell me that the Weapon Skill charts have been modified. I loved how my WS 8 Succubus is fighting WS 3 and 4 units that still hit on 4's.
[–]Rixitotal[S] 3 points 9 hours ago
no change, and as a side not no change to the wound charts so you always wound on a 6 like in fantasy. wraithlords are safe.He's saying the to hit and to wound charts are both identical to 5th edition.
That's all again from rixitotal. in the thread there is a lot of repeated information. If you want go ahead and read through his comments, the link is:
First 6th game impressions. And i was wrong about hull points!!! First off i was wrong, penetrating hits also remove a hull point. pretty big thing to misread but thats all i found to be wrong after my mates devoured the book and a couple of games. Sorry!!!
played 2 games today. Both with my eldar. i tryed to use lots of the new stuff to see how stuff worked. also ive wanted to play eldar corsairs for years so i took an ally detachment of dark eldar.
My list:
2 farseers, 4 powers. swapped 2 out for divination each game, kept fortune and doom. (mainly to try the new powers)
10 dire avengers, exarch.
10 rangers. (to try the new sniper rule.)
2 times 6 bikes with a warlock in each.
2 times 2 vipers with shurk canon and scatter laser.
4 dark reapers with exarch. (to go in bastion, see if they might be worth it if the can definitely get a good vantage point and cant be shot. )
bastion with comms.
1 homunculus
5 kabalite warriors in venom
1 viodraven bomber.
first game was against spacewolves. he took gak loads of longfangs and wolf guard in terminator Armour. second game was against chaos who took a mix of stuff.
i wont report ill just give impressions.
the sniper rule is amazing with rangers as a 6 to hit also makes it AP1. took out cyclone missile launchers and meltas with ease. the bastion took heaps of fire well worth 75 pts. but when it explodes it really damages people inside. also its super vulnerable to melee, grenades and flamers also can do serious damage to the squads inside. the new powers were great. the signature from divination is a better guide. the one where you force them to reroll armor saves is amazing. but i felt in general buffing you own units is much better as then dont get deny the witch rolls.
the flyer was awesome. although its pretty unmaneuverable in zoom mode its really hard to kill the will waste alot if firepower shooting it. my advice is come on the corner of the board and aim for the middle.
senarios are awesome. i played the heavy support is a scoring unit and a kill point one. and the D3 objective one. had one normal deployment and one lengthways deployment (my dark reapers loved that one.) the secondary objectives are a big deal and seem to be the tie breaker alot of the time. jet bikes 48 move is amazing. get them in you opponents zone for linebreaker points or go grab objective on literally the other side of the table.
vehicles seem to die alot easier. especially after my mate pointed out that i had read the rules wrong and PENETRATING SHOTS ALSO REMOVE A HULL POINT, in addition to a roll on the table, makes sense to be fair. the warlord things didnt seem to do a great deal. but that was from some fairly boring rolls. but its pretty fun. the charges seem to work pretty well. i had one charge just fail cos i knocked off a model who would have been in range with overwatch, so be warned! combat felt ALOT smoother, but can become a bit more comlicated when there is an independent char in BSB and no one else. you basically have to roll the lookout sir rolls 1 at a time untill he dies so as to not break it. for future reference keep chars in the second ranks. also lookout sir is optional so you could in throry have a tough model at the front take all the hits and leave the rest of the squad unscathed until he dies. seems broken.
to sum up, feels like playing the same game, but smoother, more intuitive, and a lot freer with the allies and fortification, and always measuring.
any questions about this feel free to ask.
Just for completeness, some rumours on the starter set:
Hastings wrote:The 6th ed Starter Set will be Dark Angels vs Chaos
(...)
The Chaos forces are made up of CSM Chosen, as well as Cultists/Traitors and a funky Chaos Dreadnought.... amongst others (...)
I'm expecting the Starter Set mid September
Harry wrote:There is a special (Limited run) edition of the Starter Set.
MajorWesJanson wrote:Starter news I have heard from several places now:
Kaelarr wrote:The Chaos forces are a CSM Sorcerer, a unit of Marines, a unit of Possessed and a unit of Cultists
(...)
I have seen the Chaos Dread, and been told that it will not be in the Starter Set
(...)
The Dark Angels are a Terminator Captain, a unit of Deathwing, a unit of Ravenwing and a unit of Marines.
Added 25th June:
Kaelarr wrote:I must make a retraction - There is a Chaos dread in the starter set, but it is not the multipart plastic kit, that will be released separately. Sorry, there were some crossed wires in my info...
This message was edited 58 times. Last update was at 2012/06/29 23:29:05
Excellent, as always Kroot. Thanks for doing this!
Automatically Appended Next Post:
oni wrote:Has anyone else noticed that the Collectors Edition book has the full picture of the White Dwarf diorama on it?
Say what now?
This message was edited 1 time. Last update was at 2012/06/20 20:44:00
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LIke I said in the pervious thread, WHAT!?!?! is with the pychic power table, spez marines get everything even though eldar are the most psychically powered race known to the universe?
kenzosan wrote:
I play both, check my sig. I'm just staying there is absolutely no reason for chaos to be worse than vanilla in psyker powers. Eldar may limit themselves because of their past. But why would chaos ever limit their powers. I can explain Eldar, I can't explain Chaos.
The Eldar limit themselves in general areas to excel in specific areas. Limits in current/future rules: check! Excel in specific ones: yeah...
Thanks, we need posts like this more often.. should be sticky too 1 post to rule them all, with all the good info in the first post so lazy people like me don't have to dig down to reply page 837 to see the one little pic I missed
That said.. I was planning to do the collectors edition, but now I'm wondering if I should go for gamers.. bag looks kinda cool and the dice will be a nice bonus, and I'll prolly be buying the dice anyhow...
But then, I got the collectors for WFB, and never ever used the bag. In fact, it's sitting on the top shelf of my closet with a nice layer of dust on it...
kenzosan wrote:
I play both, check my sig. I'm just staying there is absolutely no reason for chaos to be worse than vanilla in psyker powers. Eldar may limit themselves because of their past. But why would chaos ever limit their powers. I can explain Eldar, I can't explain Chaos.
The Eldar limit themselves in general areas to excel in specific areas. Limits in current/future rules: check! Excel in specific ones: yeah...
true enough, but those two areas better be freakishly strong. Read Path of the Seer and be afraid.
It may just be that Eldar are more focused in their teachIngs, while terrans manifest wildly unpredictable abilities.
We'll see what bonuses Eldar get; so far we only know that they have access to fewer disciplines.
DarbNilbirts wrote:The picture on the spines of WD is on the right side of the collectors edition book.
I had not. Good eyes! That scratches that whole DA thing.
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Necros wrote:Thanks, we need posts like this more often.. should be sticky too 1 post to rule them all, with all the good info in the first post so lazy people like me don't have to dig down to reply page 837 to see the one little pic I missed
That said.. I was planning to do the collectors edition, but now I'm wondering if I should go for gamers.. bag looks kinda cool and the dice will be a nice bonus, and I'll prolly be buying the dice anyhow...
But then, I got the collectors for WFB, and never ever used the bag. In fact, it's sitting on the top shelf of my closet with a nice layer of dust on it...
I'll take whatever book doesn't feature some random Space Marine on the cover, thanks!
Nightbringer's Chosen wrote:It may just be that Eldar are more focused in their teachIngs, while terrans manifest wildly unpredictable abilities.
We'll see what bonuses Eldar get; so far we only know that they have access to fewer disciplines.
I hope that Biomancy has serious drawbacks on a botched roll, it sounds pretty gruesome.
Kroot, can we get a large font DON'T PANIC in the OP?
Automatically Appended Next Post:
Mandor wrote:I'll take whatever book doesn't feature some random Space Marine on the cover, thanks!
You're playing the wrong game.
This message was edited 1 time. Last update was at 2012/06/20 20:51:57
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Cypher's Sword wrote:Great reference, you deserve free stuff, and kroot will win my love if he does it. lol
As much as I love HHGTTG, it was really for all the people saying OMG MY ELDARS HAVE NO PSYCHIC POWERS AND RANDOM ASSAULTS AND DOGS AND CATS LIVING TOGETHER!!!!ONE
Everyone needs to take a deep breath and wait for the book. Then you can panic.
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kenzosan wrote:
I play both, check my sig. I'm just staying there is absolutely no reason for chaos to be worse than vanilla in psyker powers. Eldar may limit themselves because of their past. But why would chaos ever limit their powers. I can explain Eldar, I can't explain Chaos.
The Eldar limit themselves in general areas to excel in specific areas. Limits in current/future rules: check! Excel in specific ones: yeah...
Oh I agree. I'm constantly bitching at my friends about how my elite melee fighters cant take out a standard marine squad. I ran theory on it and it was just so stupid.
Anyone that doesn't know: on the charge, Howling Banshees and Striking Scorpions come out with 1-2 wounds left after wiping out a 10 man tac squad. The point difference is too great and that's an elite vs a troop. If you contest this, I'd love to hear arguments about how I'm wrong because I want to field either of those units.
Anyway, back on topic, It doesn't matter your army, the fact is vanilla marines should not be the best psykers.
currently run
my eldar at 2000 pts chaos space marine at 3000+ pts working on dark eldar aiming for 2k Had a 1k Tau and a 2k Ork and 3k BA.
Onlinemph wrote:Does anyone know how vehicles are going to be in 6th ed?
Glanced to death by spam Gauss fire?
Seriously though, apparently GW is introducing a new "stat" to vehicles to make them somewhat less resilient than in the current edition. Each vehicle will receive a number of hull points and lose these hull points when they suffer a hit, regardless of the actual result of the roll on the damage table.
This message was edited 1 time. Last update was at 2012/06/20 20:58:15
Cypher's Sword wrote:Great reference, you deserve free stuff, and kroot will win my love if he does it. lol
As much as I love HHGTTG, it was really for all the people saying OMG MY ELDARS HAVE NO PSYCHIC POWERS AND RANDOM ASSAULTS AND DOGS AND CATS LIVING TOGETHER!!!!ONE
Everyone needs to take a deep breath and wait for the book. Then you can panic.
I agree, its just that PSYCHIC POWER IS THE ONLY THING I HAVE, no strength, no ws, no toughness, just PUSYCHIC STUFF
anyone no which dice the gamers edition comes with?
PS3 fanboy: jesus owns a ps3.
XBOX 360 fanboy: So does Satan. Thor and Odin own 360s though.
Jesus promises the end of evil, Thor promised the end of Ice Giants.
I DON'T SEE MANY ICE GIANTS AROUND.
Cypher's Sword wrote:LIke I said in the pervious thread, WHAT!?!?! is with the pychic power table, spez marines get everything even though eldar are the most psychically powered race known to the universe?
Discuss
[Sarcasm On]Space Marines are the poster boys, so they will logically get all the neat toys and curbstomp/auto win against stupid Eldar.
Seriously though, I remember back in the days of the old Chapter Approved Minor Powers when it said Eldar aren't allowed "minor powers," because "such small, and unfocused use of their powers could condemn their souls to the warp." or something else to that effect.
I hadn't seen the picture of the psychic cards yet.
Is there anyone here who who speaks Spanish (and has access to Pentagon quality image processing software) who can tell us whether or not those cards have anything equivalent to a "casting value" on them?
protomane0 wrote:anyone no which dice the gamers edition comes with?
Munitorum Dice in the Laspack
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yeah the spine pic is on the RB, but i cant see GW letting newbs use such an old dex when its on the cover of the RB, no one wants to get pwned lots when there new it will drive them back to CoD
kitch102 wrote:To all rumour mongers - any info on how the collectors edition differs to the gamers ed? Surely it's not just a wallet and a number / signature?
I want the collectors, but also want the extras that come with the gamers ed.
Decisions....
Gamers is satchel + dice + book
Collectors is nicer book in nicer book case.
This is from what we have seen so far.
Automatically Appended Next Post:
Formosa wrote:yeah the spine pic is on the RB, but i cant see GW letting newbs use such an old dex when its on the cover of the RB, no one wants to get pwned lots when there new it will drive them back to CoD
BT were on the cover of 3rd ed and didn't even have their own codex.
This message was edited 1 time. Last update was at 2012/06/20 20:59:39
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Cypher's Sword wrote: It doesn't matter your army, the fact is vanilla marines should not be the best psykers.
and kenzosan gets it in a nutshell for the win, exactly my point.
Seeing that five out of eight Xenos armies don't get any powers at all, I wonder if they'll get increased resistance to these "new" psychics. I'd fully expect them to be stomped by them though.