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REDDIT 6th Edition Rulebook Question and Answer Summary - Summarized and Now Semi-Legible  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Mimetic Dakini





Washington State

In an a feeble attempt to cut-out the redundancy and inane babbling that tends to happen within any forum/commenting mechanism, I have cleaned up and tried to structure the latest of REDDIT 6th QnA into something a bit more useable. As useful updates by Rixitotal occur, I will do my best to update this thread. I won't attempt to do any further updates to this thread past June 30th.

Also, since the Mods at REDDIT are fairly hardcore with stats/rules types posts in my estimation (other than language), the Dakka Mods might find some language issues but otherwise, I tried my best to keep the useless and offensive stuff out of the post. Sorry ahead of time!

Thanks to Rixitotal over on REDDIT for doing his best to answer the question that were posed.

Here we go:


Question and Answer
1 point 6 hours ago

Do Flying Monstrous Creatures need a 6 to Hit a Flyer? And vice versa?

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

you can choose to have skyfire rule for flyers for 1 turn. MC cant as far as i can see.

Question and Answer
[–]omgid 2 points 6 hours ago

are monstrous creatures ap2 / ap3 in close combat?

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

no idea, check FAQs when there out. MC have AP2.

Question and Answer
[–]TheDirtyHippy 1 point 8 hours ago

Also, Rending. Has it changed at all?

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

auto wounds and is AP 2. +D3 against tanks

Question and Answer
[–]oldstoneface
1 point 1 day ago* (1|0)

As a Dark Eldar Play I need to know, has the rules for lance weapons and poison weapons changed?

Please let me know, its looking good for us so far!

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

no and no. all good. well except feel no pain being 5+.

Question and Answer
[–]kynth 1 point 10 hours ago

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 11 hours ago (5|3)

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.

Question and Answer
[–]benation 1 point 13 hours ago

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 11 hours ago (4|2)

no you always get 6 out of a vehicle regardless of your movment.

Question and Answer
[–]skarred 0 points 14 hours ago

As for getting out of a tank and moving. Because this is very relevant for all olf 5th ed players... can you move after the tank moves even if the tank is not open topped? or does the tank moving just stop you from charging... unless you are open topped or assault vehicle...

Anything to do with the way this works would be very usefull.

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

you cant get out and the tank keeps going if thats what you mean. but can always get out and move. and only assault vehicles passengers may assault. open topped is also assault vehicle/.

Question and Answer
[–]Dakkadakka123 2 points 15 hours ago

Have vehicle squadrons changed at all in terms of hull points? Do they still ignore shaken results?

Also any changes to tank shocking? can you still tank shock with the extra movement in the shooting phase?

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

squadrons are more of less the same. ,am change is hit allocation. tank shot is about the same as well.

Question and Answer
[–]Pengothing 2 points 16 hours ago

Have the rules for Walkers in melee changed? Or Walkers and shooting? Just curious if Defilers are still any good.

[–]Rixitotal
[S] 3 points 11 hours ago (5|2)

i didnt see any changes to walkers, aside from if you are in combat with a unit that can not hurt you, they have the option of auto fleeing if they want. Defilers are 4 hull points so probs a net gain.

Question and Answer
[–]Kijamon 1 point 18 hours ago

I'd quite like to know what power mauls and lances (was it them?) do.

Since the chaos terminator box essentially comes with a mix of power axes, mauls and I don't think it even has a power sword, there might need to be a mix up of equipment for my army :(

[–]Rixitotal
[S] 2 points 11 hours ago (5|3)

mauls are AP4 (sadface) +2 S (happy face), this one is going to apply to chaplains as well. lances are +1 S on the change AP3. S as user AP4 normally.

Question and Answer
[–]jamesterjlrb 1 point 18 hours ago

Have Thunder Hammer/ Stormshields changed at all? What AP are the hammers?

[–]Rixitotal
[S] 3 points 11 hours ago (5|2)

AP2 and the same. still concussive. storm sheilds are come the codex so no change.

Question and Answer
[–]Frost89 2 points 19 hours ago

Thanks OP any clue on "Gets hot" for plasma weapons? is still in effect, or it has been modified?

[–]Rixitotal
[S] 3 points 11 hours ago (5|2)

same same. and thanks

Question and Answer
[–]stouffah 4 points 21 hours ago

Hey, OP, you mentioned that Witch Blades are nerfed. Is there any compensation for this? There were rumours about parrying rules or something...

If not, gak sucks. On average 2D6+3 will give 10, which is the absolute minimum armour penetration of the previous D6+9.

[–]Rixitotal
[S] 3 points 12 hours ago (5|2)

yea, as a player with a massive converted seer council on bikes im pretty gutted about this. i doubt this will change as the rules for witch blades have always been in the main book.

Question and Answer
[–]stouffah 1 point 20 hours ago

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 12 hours ago (5|3)

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.

Question and Answer
[–]RiTides 2 points 22 hours ago

Can you give any info about drop pods- i.e. is drop pod assault still in (half of pods landing on turn 1) or any other changes (like being fired upon as they land)?

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

you could fire snapshots if you have stormbolters but not the blast gun. and rules from codexs have not been altered, so unless a FAQ or update changes them i recon stay the same.

Question and Answer
[–]Weathercock 6 points 22 hours ago

Have vehicle squadron rules changed? And how do flyer squadrons work?

[–]Rixitotal
[S] 3 points 12 hours ago (5|2)

not changed much, except for keeping in line with the closest to furthest rules. the closest vehicle must be destroyed before you start hitting the rest of the squad.

Question and Answer
[–]billrobertson42 1 point 23 hours ago

Is there a psychic phase? What order do the phases go in now?

[–]Rixitotal
[S] 3 points 11 hours ago (5|2)

no psychic phase, buffs and debuffs at the start of the movement phase, shooting ones done in the shooting phase.

Question and Answer
[–]Desc440 1 point 23 hours ago

-How do template weapons and snapfire on vehicles interact? Will Land Raider Redeemers go from meh to awesome? -Can troops assault after having exited a non-open topped vehicle?

[–]Rixitotal
[S] 3 points 11 hours ago (5|2)

template or blast may not snap fire. except on overwatch where they have special rules.

Question and Answer
[–]Xxyr 1 point 23 hours ago

Is it specified anywhere if flying MCs and/or jump infantry can shoot flyers w/o the Snap Fire Penalty?

[–]Rixitotal
[S] 2 points 11 hours ago (4|2)

no, although other flyer have the option of it.

Question and Answer
[–]SamwiseGamgeeee 1 point 3 hours ago

I know you can move and shoot full range on Rapid Fire weapons. I have heard the same is true for Heavy Weapons, is that the case? Also, is the rolling for assault distance only jump infantry, or are my beloved thunderwolf cav going to have to pray for a full twelve inches?

[–]Bardbarian 1 point 10 minutes ago

I know you can move and shoot full range on Rapid Fire weapons. I have heard the same is true for Heavy Weapons, is that the case? Also, is the rolling for assault distance only jump infantry, or are my beloved thunderwolf cav going to have to pray for a full twelve inches?

Heavy weapons can snap fire at BS1 on the move, all chargers roll, fleet and jump infantry can reroll the distance. All of this was posted earlier.

Question and Answer
[–]chrawley 1 point 7 hours ago

What is the deepstrike mishap table? I'll I've heard is that it's "nicer" than before.

1 point 6 hours ago

1 - Destroyed 2-3 - Opponent decides where they land 4+ - Unit goes back in Reserve

Question and Answer
[–]Megad00mer 1 point 13 hours ago

You're a gentleman, scholar and saint. 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.

[–]wqwcnmamsd 1 point 12 hours ago

Yeah there's a big difference between MTC giving a re-roll for terrain, or letting you ignore it outright. The latter would mean a ton of 'nid units could assault without an initiative penalty

Question and Answer
[–]oldstoneface 1 point 14 hours ago*

As a Dark Eldar Play I need to know, has the rules for lance weapons and poison weapons changed?

Please let me know, its looking good for us so far!

[–]MandorOfSawall 1 point 12 hours ago

AP2 is now +1 on the damage table, HOWEVER the damage table is -1 compared to the previous edition. Poison hasn't changed.

And even though the Dark Eldar seems to have gained in the shooting department, we seems to have lost tons in the assault part.
Question and Answer
[–]thegunn 0 points 18 hours ago

Thanks for doing this, I appreciate it. I know Tyranids don't get any allies but do they get anything special to make up for it?

[–]Kijamon 2 points 18 hours ago*

MC get to hit at base strength on the charge before attacks are struck, AP -

MC get to half attacks for double strength against vehicles.

Fearless no longer ruins your squads when you lose a combat, there's no indication of no retreat rules other than you just don't run.

At 2,000 points you open a new FOC though it seems you'd need to take at least another HQ and 2 troops for it.

Night fighting exists in every mission on a 4+ and lasts until another 4+ happens.

Flying hive tyrants are going to be fething awesome.

Challenges with your IC or broodlord will be amazing
Question and Answer
[–]khurdur 1 point 19 hours ago

hello...can you tell me what AP force weapons have? If its AP2 grey knights are stil op....

And...power axes are definatley init 1 and not just a reduction?

[–]Kijamon 1 point 18 hours ago

He checked for me, power axes are Initiative 1
Question and Answer
[–]DJ33 4 points 23 hours ago

Can you check to see if firing an Ordnance weapon still disallows a vehicle from firing all other weapons?

[–]Rixitotal[S] 6 points 23 hours ago

yes.
Question and Answer
[–]skarred 1 point 23 hours ago

How exactly does hitting a tank in cc work.

[–]Rixitotal[S] 4 points 23 hours ago

WS 1 if it moved, WS0 if it didnt, so auto hit.
Question and Answer
[–]skarred 2 points 23 hours ago

Can dreadnoughts and MC's overwatch? can tanks overwatch?

[–]Rixitotal[S] 4 points 23 hours ago

yes, but cant shoot blast weapons so no battle canons on overwatch.

[–]CantGetRidOfABomb 1 point 15 hours ago

Does that apply to infantry units as well? Are there overwatch restrictions on blast weapons or template weapons?

[–]Haster 1 point 13 hours ago

Templates do D3 hits, blast can't shoot.

[–]Rixitotal[S] 4 points 23 hours ago

i see no reason why not, but they obviously cant shoot blast weapons.
Question and Answer
[–]skarred 1 point 23 hours ago

how does stealth work? move through cover? furious charge?

auto fleeing from combat?

[–]Rixitotal[S] 4 points 23 hours ago

all the same except FC doesn't give +1 I. not sure what you mean by auto felling combat.

[–]skarred 1 point 23 hours 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] 8 points 23 hours 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.
Question and Answer
[–]GiantSlingshot 2 points 23 hours ago

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?

[–]Rixitotal[S] 4 points 23 hours 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.
Question and Answer
[–]GiantSlingshot 1 point 23 hours ago

Wow. That's pretty cool. So, back to switching between hover and zoom modes, does one just declare what mode will be used at the beginning of movement? Or is it more complicated to switch back and forth?

[–]Sonorous_Epithet 1 point 11 hours ago

Zoom is a minimum 18" movement (iirc) with a limited 90 degree pivot. you can see some the rules in the latest teaser video.
Question and Answer
[–]skarred 2 points 23 hours ago

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] 4 points 23 hours ago

4 buy able terrains. all the models from planet strike with similar rules.

[–]DJ33 2 points 23 hours 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] 4 points 23 hours ago

yup, its 20pts upgrade for the defense line and bastion, lets you reroll reserve rolls. so 1+ in most armies i think.
Question and Answer
[–]Astartes40000 -3 points 23 hours ago

does the turn really go "move, assault, shoot" now?

[–]Rixitotal[S] 8 points 23 hours ago

no its the same as before.
Question and Answer
[–]skarred 2 points 23 hours ago

Can units move after they disembark if the tank has previously moved?

[–]Rixitotal[S] 6 points 23 hours ago

yes.

[–]skarred 1 point 23 hours 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] 5 points 23 hours ago

yes that right. sorry if i wasn't clear! lol. so ..many..questions...
Question and Answer
[–]skarred 2 points 23 hours ago

In what missions does Night Fight have effect?

[–]Rixitotal[S] 7 points 23 hours ago

them all!! but it only works on a 4+ and will disperse on a 4+ as well every turn.

[–]skarred 3 points 23 hours 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] 9 points 23 hours ago

yup.
Question and Answer
[–]skarred 2 points 1 day ago

That was quick. Thanks! Wow, raiders and ravagers 3 hullpts? crazy... and you are certain its a 5+ jynx cover save for all fast skimmers that simply... move? what the hell is the pt of flicker fields then. I guess its the time of the night shield!

Ok so another question dear sir: Is night vision the same?

[–]Rixitotal[S] 6 points 1 day 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.

[–]DJ33 1 point 1 day ago

Yikes, that's bad news for Necrons fighting DE.

Can you check if Night Fight in general is still the same? 2d6*3?

[–]Rixitotal[S] 4 points 1 day ago

wow had not read it at all, cant shoot over 36. over 24 away have shrouded (+2 cover save), over 12 away have stealth.

[–]Darkjediben 0 points 9 hours ago

Sweet. My whole army has a 2+ cover save until I get in range. Beautiful.
Question and Answer
[–]skarred 2 points 1 day ago

thats awesome, well a bit of a nerf from the jetbikes perspective... but you said they can go 48 " now? WTH... thats awesome. How exactly does boosting with bikes work now, is it done in the shooting phase? can the bikes shoot before they do it?

[–]Rixitotal[S] 6 points 1 day ago

no go 12 in move phase, then 36 in shooting phase can shoot or do any other voluntary actions. i play eldar with lots of bikes and im buzzing about this.

[–]skarred 1 point 23 hours ago

I play my reaver jetbikes all the time, does this mean that the bladevane attacks would actually be in the shooting phase?

[–]Rixitotal[S] 5 points 23 hours ago

im sure an FAQ will sort this.
Question and Answer
[–]DJ33 1 point 1 day ago

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] 4 points 1 day ago

all the same exept units with move through cover ignore dangerous terrain. and assaulting isnt affected by move though cover.
Question and Answer
[–]skarred 2 points 1 day ago

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] 4 points 1 day 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.

[–]Powersaurus 3 points 1 day ago

So passengers can fire 2 at BS and snapshot the rest if their open-topped transport moves 12"?

Is 18 the farthest you can go, or can fast skimmers still do 24"?

You are awesome by the way, I really do mean that.

[–]Rixitotal[S] 4 points 1 day ago

no, turbo boosting and flatout is done in the shooting phase instead of shooting, you still move first. so fast skimmers can go 30 in 1 turn, eldar jet bikes can go 48!!! and no that shooting is for the vehicle.

passengers can shoot ok at combat speed, snapshot at cruising. and may not fire if you flatout.

[–]Rixitotal[S] 4 points 1 day ago

just a heads up, if a skimmer thats going flat out is immobilized its a wreck. dosnt hurt the troops but still.

[–]skarred 2 points 23 hours ago

that has not changed, the biggest change is only being able to disembark after tank moves 6"... can units move after getting out of a tank that has moved? If so this offsets the change.

[–]Rixitotal[S] 6 points 23 hours ago

yea, no longer have a 2 disembark area, you just move out of the vehicle you full 6 (even for fast units its still only 6).


Wait, can you move 6" even if the vehicle already moved?

That would be huge, and undo a lot of the stuff we've been talking about.

[–]Rixitotal[S] 5 points 23 hours ago

yes correct. works out about the same but a few inches less as far as i can see.
Question and Answer
[–]ShasOFish 1 point 1 day ago

Any changes to the way jetpacks (like on Tau Battlesuits) work?

[–]Rixitotal[S] 6 points 1 day ago

the same, except the assault phase move is 2D6.
Question and Answer
[–]kickrock 1 point 1 day ago

I had heard two rumors that I would like to confirm / deny, because if they're true I'm building a JP Death Company list for this weekend.

Rumor was, Jump Infantry now attack at I10 when they assault.
You said assaults are 2d6. Are you saying that you can assault 12 inches? Or is it take the highest?

[–]Rixitotal[S] 4 points 1 day ago

you get 1 auto hit at your base S at I 10 when assaulting with jump inf. you roll, i can be 12 or can be 2.
Question and Answer
[–]Rixitotal[S] 21 points 1 day ago

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] 14 points 1 day 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.

[–]Rixitotal[S] 14 points 1 day 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.

[–]Awken 2 points 22 hours ago

How is it determined which table you roll on for your warlord? Or do you pick?

[–]skarred 1 point 14 hours ago

you pick a table before game and roll on table.
Question and Answer
[–]Lazfire 3 points 1 day ago

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] 7 points 1 day ago

no walkers are still only gong 6. yea its an attack that auto hits at base S of the model with AP - .

[–]DJ33 1 point 1 day ago

Well, auto-hitting on the impact hit is pretty nice, didn't know that part. Not bad at all. Any idea if Flying MCs get to impact hit as well?

[–]Rixitotal[S] 5 points 1 day ago

all MC have the hammer of wrath rule, so yes.
Question and Answer
[–]over8000 1 point 1 day ago*

Will preferred enemy work with shooting as well as combat?

[–]Rixitotal[S] 4 points 1 day ago

yes. im going to let my friend who plays necrons work this out for himself. destroyers are amazing now.
Question and Answer
[–]Svanhvit 4 points 1 day ago

I saw that Eldar are getting a boost with new grenade rules. Could you clarify on some rules that may seem beneficial to current Eldar players(changes to grenades, Eldar Jetbike movement, and so on)?

[–]Rixitotal[S] 8 points 1 day ago

bike get jink (5+ cover) and turbo boost 36 in the shooting phase as well as a 12 move. pretty ace. fast vehicles can move 12 and shoot 2 weapons, good for vipers and falcons.

wych blades are nerfed. always wound on 2+, but get 2D6 Armour pen, instead of S9. so are S3 2D6 around pen.

[–]capitaladot 1 point 9 hours ago

This does, indeed, sound like an unequivocal nerf to Witchblades. Does it indicate if a Singing Spear is still considered a Witchblade?

Likewise, I wonder if perhaps either has been converted to Force or Power Weapons?
Question and Answer
[–]finalnova 0 points 1 day ago

Anything hinting at what chaos space marines get?

[–]Rixitotal[S] 5 points 1 day ago

no, but defilers have 4 hull points as do soul grinders.
Question and Answer
[–]ChaosPhoenx 2 points 1 day ago

Thanks that you are doing this. Are you able to assault after firing a rapid fire weapon?

[–]Rixitotal[S] 5 points 1 day ago

nope.
Question and Answer
[–]DJ33 3 points 1 day ago

Can you clarify how "Jink" works, the 5+ cover save for Fast Skimmers and Jetbikes?

Do they just get that for free, all the time? Or is it like a Flyer performing an Evade and they're reduced to Snapfiring if they Jink?

[–]Rixitotal[S] 3 points 1 day ago

no they get it all the time, as long as they didnt stay still.
Question and Answer
[–]TJourney 3 points 1 day ago

Are there AP values for melee weapons now, aside from power weapons?

What, for instance, would the AP values of the different Ork weapons be?

Choppas, Big Choppas, Power Klaws, Burnas, attacking without a special melee weapon?

[–]Rixitotal[S] 6 points 1 day ago

anything that counts as a power weapon get AP 3 and the rest of its special rules. power claws are powerfirst. bog choppas are not mentioned. the only odd weapon with an AP is a ''heavy chainsword'' with AP 5.
Question and Answer
[–]ED-209b 4 points 1 day ago

Sry I'm a bit late to the party, my only question is who is credited as writing the rules? Thanks!

[–]Rixitotal[S] 13 points 1 day ago

last one, , Jeremy vetok, Adam troke, mat ward. with assistance by literally everyone else.
Question and Answer
[–]Doctor_Loggins 3 points 1 day ago

I heard rumors of pre-measuring distances in this update. Is that true?

[EDIT]

Also, have they changed anything major on Walkers? As a Dreadnought addict, I would like to know.





[–]Sami_H 3 points 1 day ago

Pre-measuring at all times is confirmed as being in.
Question and Answer
[–]SiLKYzerg -2 points 1 day ago

Wait so if you move 12" with a Flyer (i.e raider/venom) and it dies you take s10 hits on everyone? Does this only happen on the turn you zoomed such as ramming and then taking ramming and exploding or does this apply to when you zoom and get shot at on your enemy's turn?

[–]Darkreaper48 4 points 1 day ago

Raiders are not fliers

They are skimmers.

[–]SiLKYzerg 1 point 20 hours ago

AHHH. Okay that makes more sense now.
Question and Answer
[–]Sami_H 1 point 1 day ago

Shooting from vehicles:

1) Do passengers have any BS penalties if the vehicle moves over a certain speed? 2) Does this change if the vehicle is open topped?

[–]Darkjediben 1 point 1 day ago

Your first question has already been answered, if it moves over 6", they can only snap-fire (fire at BS1).
Question and Answer
[–]MadCowCrazy 2 points 1 day ago

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] 5 points 1 day 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.

[–]skarred 2 points 1 day ago

this will be really interesting. On that note, do you overwatch before or after you see how far you can charge?

[–]Rixitotal[S] 4 points 23 hours 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.

[–]Gigavoyant 1 point 8 hours ago

IG blobs getting flamers... 4-12 auto hits when they get charged? Yes Please.
Question and Answer
[–]GiantSlingshot 1 point 23 hours 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] 4 points 23 hours 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.

[–]Gigavoyant 1 point 7 hours ago

So, if you shoot before the assault... do you measure range for rapid fire weapons or is it assumed that they are point blank (the template weapon rule would lead me to believe the latter).

[–]skarred 2 points 23 hours ago

yes, this makes it very important... can you take cover saves from over watching units? This means that assault units should really hug cover untill the last minute! very cinematic. Or charge on a flank that is covered in trees (harder because of terrain, but fleet helps).

[–]Rixitotal[S] 6 points 23 hours ago

yea, also means shooting a unit you plan on assaulting is very risky.
Question and Answer
[–]MandorOfSawall 2 points 1 day ago

When you say one overwatch per turn, is it once per unit or once for all units or for only one assault?

[–]Rixitotal[S] 6 points 1 day ago

once per unit per turn. like stand and shoot from fantasy.
Question and Answer
[–]jamesterjlrb 3 points 1 day ago

Can you ally with yourself to expand your FOC?

[–]Rixitotal[S] 8 points 1 day ago

no you may not. but at 2000 pts you get a second FOC if you want it.
Question and Answer
[–]Sami_H 1 point 1 day ago

Do you need to completely fill each slot in the first FOC before you can use the second, or does it become 2-4 HQ, 4-12 Troops, 0-6 FA, 0-6 Elites, 0-6 Heavy?

[–]Rixitotal[S] 7 points 1 day ago

nope. you just get a second. but must still take the compulsory stuff.
Question and Answer
[–]neutronicus 0 points 1 day ago

How do vehicles take damage?

Are they easier or harder to kill than in 5th edition?

Is melta better or worse relative to other weapons than in 5th edition?

[–]Rixitotal[S] 5 points 1 day ago

melta the same. the rest is subjective. more consistent defiantly but less change of 1 shotting.
Question and Answer
[–]AresX8 3 points 1 day ago

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] 10 points 1 day ago

yup still the same, but models pile in in I order instead of all at the start.
Question and Answer
[–]Weathercock 4 points 1 day ago

Here are a few on behalf of Dakkadakka.com:

1. Are there any new vehicle types (in addition to flyers?)
2. How does a flyer's 'evade' rule work?
3. And are there any new universal special rules that really jump out? Or big changes to old ones?
4. Is sweeping advance still around? Has it changed?
5. How do fortifications/fortification slots work? Are their costs worked into your normal points allowance, or are they extra?

[–]Rixitotal[S] 6 points 1 day 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.
Question and Answer
[–]MadCowCrazy 2 points 1 day ago

Any change to how Ordinance, Ordinance Barrage and Mulltiple Barrage weapons are fired? Other than blastmarkers doing full S over the whole template.

[–]chaoticflanagan 3 points 1 day ago

You can read this right from the GW website if you look on the page where you can preorder the book. They have a shot of this page and you can read that Blast weapons are always full strength. No more halving if the hole isn't over the hull.
Question and Answer
[–]Kijamon 1 point 1 day ago*

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] 8 points 1 day ago

has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.
Question and Answer
[–]AresX8 -4 points 1 day ago

What is the vehicle damage table? What modifiers are there to the roll on the table?

[–]MandorOfSawall 5 points 1 day ago

Already posted: only roll when the vehicle gets penetrated, glance only remove a hull point. 1-2 shaken, 3 stunned, 4 weapon destroyed, 5 immobilized, 6 explode. wrecked is now when all hull points are lost. AP- to AP3, no modifications. AP2, +1 on table. AP1, +2 on table. Opentopped, +1 on table.
Question and Answer
[–]Sandling 1 point 1 day ago

Any changes to the relentless rule?
Any changes to smoke launchers, and what about extra armour?
Changes to the scout rule?
Are there any big difference in assault when it comes down to combat resulotion? Is there still a sweeping advance etc?
[–]Rixitotal[S] 7 points 1 day ago

no all those are the same as far as i can see.
Question and Answer
[–]morgendonner 1 point 1 day ago

Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?

[–]Rixitotal[S] 8 points 1 day ago

no, just can move and shoot and shoot and assult with heavy and rapid fire weapons.

[–]AresX8 2 points 1 day ago

Does that mean you can double tap at max range with rapid fire weapons?

[–]Rixitotal[S] 5 points 1 day ago

no 1 shot at max range. 2 at half.
Question and Answer
[–]leohart 3 points 1 day ago

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] 11 points 1 day 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.

[–]leohart 2 points 1 day ago

Thank you. I can only pick one bastion and then spend points on upgrading it right? No 2 bastions, 3 walls and stuff like that? Do I put it down before deployment or after?

[–]Rixitotal[S] 5 points 1 day ago

i think its only 1 fortification. and upgrades are along the lines of extra guns.
Question and Answer
[–]MadCowCrazy 2 points 1 day ago

Do buildings have Hull Points? Can beasts go into buildings? Template Weapons, how are they fired? Reserve Rolls? 3+ Turn 2? 2+ Turn 3? Automatically come in Turn 4?

[–]Rixitotal[S] 9 points 1 day ago

yea they have hull points. the rest is all the same as 5th.
Question and Answer
[–]br0kenfang 5 points 1 day ago

Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?

[–]Rixitotal[S] 8 points 1 day ago

its the same, double S is insta death.
Question and Answer
[–]DJ33 2 points 1 day ago

Could you clarify how this Flying Monstrous Creature "Vector Strike" works in combination with the Flyer/Snapshot rules?

The weird foreign leak we got says that if you Vector Strike, you're shot at as if you were a Flyer until you get "shot down," and then you take an S9 hit and are shot at normally again.

Is most of that true? Most importantly, how do you get "shot down"? Just by being hit, or by taking an unsaved wound?

And is there any indication as to whether a not a MC would get his 2d6 penetration when he Vector Strikes a vehicle?

I absolutely want my Bloodthirster flying over Land Raiders and kicking the gak out of them from the sky, but without 2d6 pen it's just not happening.

[–]Rixitotal[S] 7 points 1 day ago

this is all true. exept MC dont get 2D6 Armour pen. and the weird foreign leak is my buddie in thailand.

[–]DJ33 2 points 1 day ago
Can you clarify what is necessary to be "shot down" when Vector Striking?



[–]Haster 1 point 1 day ago

I don't think it's that bad. they'll have s10 and they reroll the armor pen die, which means you've got a good chance on each attack to pen or at least glance. don't forget now that each glance/pen counts for 'something' no matter what.

[–]DJ33 1 point 1 day ago

I was talking in reference to Bloodthirsters. For your average S6 MC, it's obviously a huge improvement.

A Bloodthirster is S9 on the charge. Being forced to give up half your attacks for +1S when you used to get 2d6 pen is a blatant nerf, but hopefully Vector Strike and the new vehicle to-hit rules will make up for it.

[–]Rixitotal[S] 5 points 1 day ago

1 or more hits from a units shooting, and then rolling a 1or2 on a D6.
Question and Answer
[–]pingualoty 1 point 1 day ago

What do you need to hit a vehicle in CC depending on how far its moved.

[–]Rixitotal[S] 6 points 1 day ago

3+. but you cant attack zooming flyers in combat at all.
Question and Answer
[–]MadCowCrazy 1 point 1 day ago

Rage USR and Flame Templates, there was a rumour that you placed the template your BS in inches ahead of you and could then turn. Similar to how the Hellhound fires it's weapon, as well as the GK Dreadknight flamer.

[–]Rixitotal[S] 4 points 1 day ago

not true. alas.
Question and Answer
[–]Hab_iceman 2 points 1 day ago

I play a Thunderwolf list and was wondering with the random charge distance will they then get a 12" movement? Also, are there any rule changes with Beasts and Cavalry other than that? Thanks

[–]Rixitotal[S] 7 points 1 day ago

yea move 12, then assult 2D6 rerolling cos of fleet.
Question and Answer
[–]Thefriendlyfaceplant 2 points 1 day ago

Are there pics of the starter set models (The WFB had Isle of Blood pics)?

[–]Rixitotal[S] 6 points 1 day ago

no. cant see any of the new started or even new models from it.
Question and Answer
[–]Tazzleflash 3 points 1 day ago

Any changes to the reserve rules?

[–]Rixitotal[S] 6 points 1 day 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.

[–]MadCowCrazy 2 points 1 day ago

Calvary/ Beast movements and assaults info please

[–]Rixitotal[S] 6 points 1 day ago

move 12. are fleet. cav arnt slowed by terrain but counts as dangerous. beasts ignore terrain altogether!
Question and Answer
[–]masquerade81 1 point 1 day ago*

what about assault weapons and disembarking from vehicles? If the wehicle has moved more than 6" do you still shoot with snap fire (BS1) with assault weapons?

[–]Rixitotal[S] 5 points 1 day 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.
Question and Answer
[–]masquerade81 1 point 1 day ago

what i meant was do assault type weapons like fusion guns ignore snap fire rule after models disembarking from a vehicle that moved over 6"? if not, then eldar fire dragons are next to useless now. Try looking from the weapons section if it states something there under assault weapons.

[–]Rixitotal[S] 7 points 1 day ago

you may not disembark at all if the vehicle moved more than 6.

[–]masquerade81 -1 points 1 day ago

omfg?!? well that nerfs fire dragon suicide squads totally worthless then. So basically you need to fly flat out, then next turn disembark before the vehicle moves and then still only can fire with a BS1 with snapfire?

[–]Rixitotal[S] 4 points 1 day ago

why will they snapfire? did i say that? but yea thats the long ans shot of it. aside from the snapfire.

[–]masquerade81 0 points 1 day ago

ok, i misunderstood about the snapfire rule. It only is in effect if models shoot from inside through firepoints when the vehicle has moved over 6" if I understood correctly. Thanks for clearing that out. Still, fire dragons got nerfed hard.

[–]overkongen 1 point 1 day ago

You are allowed to move up to 6" after you disembark though.

[–]masquerade81 0 points 1 day ago

yes, but who will leave their vehicle anywhere near enough of the fire dragons after they move with their transport? next enemy turn all vehicles will move 12" away, so when the fire dragons disembark, they are still over 6" away even after their move... and with a BS of 1! adding to that the crappy rear access points of eldar vehicles.

[–]Aleriya 2 points 1 day ago

The vehicle can move 6", the fire dragons can disembark and then move 6" in the same turn. It's still a 14" threat bubble from fire dragons.
Question and Answer
[–]pingualoty 3 points 1 day ago

How fast can a vehicle move before passengers are unable to shoot from it?

[–]Rixitotal[S] 7 points 1 day ago

flatout.

[–]pingualoty 1 point 1 day ago

So 12" and can still shoot from inside?

[–]Darkjediben 1 point 1 day ago

He said you snap fire on movement over 6", so shooting at BS1.
Question and Answer
[–]Vhalyar 3 points 1 day ago

Could you also check if Monstrous Creatures still get 2d6 to armour penetration? Or did that get entirely removed in favor of Smash?

[–]Rixitotal[S] 4 points 1 day ago

yea smash take its place, but does the same thing just with the option of halfing attacks and doubling strenth.
Question and Answer
[–]Kijamon 1 point 1 day ago

What's the highest strength allowed in the rulebook?

If it's S10, that's not that great to double your strength instead of the old 2d6 armour penetration.

[–]Rixitotal[S] 5 points 1 day ago

10 is the max. and im wrong smash is AP2 and half attacks to double strength and reroll Armour pen results.
Question and Answer
[–]Haster 2 points 1 day ago

Can monstrous creatures still be instantly killed? I'm thinking of force weapons specifically

[–]Rixitotal[S] 7 points 1 day ago

they dont have eternal warrior so i guess they can.
Question and Answer
[–]tiny_mars_humans 5 points 1 day ago

How have the Deep Strike rules changed?

[–]Rixitotal[S] 6 points 1 day ago

no too much, the mishap table is now alot better.
Question and Answer
[–]drock1 -1 points 1 day ago

Does consolidation after combat still work the same way as 5th edition?

Specifically can you consolidate into new combats or "sweeping advance" like in older editions?

[–]laserplane 3 points 1 day ago

already answered, he said no
Question and Answer
[–]MadCowCrazy 2 points 1 day ago

How does Rage work, is it only +2A on charge or do you actually have control of your unit? Could you list all the USRs?

[–]Rixitotal[S] 7 points 1 day ago

rage is JUST + 2 attacks, no moveing stuff. and i really dont have time to type out all the special rules really sorry.
Question and Answer
[–]Sadnews 2 points 1 day ago

Can a model still only make one save? What about ICs?

[–]Rixitotal[S] 7 points 1 day ago

yup one save. except FnP of course
Question and Answer
[–]Billagio 4 points 1 day ago*

One more sorry, Can you consolidate into combat? Like if you win another combat can you consolidate into another squad and get locked in?

edit: Also, what about assaulting flyers? Are the stormraven/vendetta flyers now?

[–]Rixitotal[S] 9 points 1 day 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!!!!!

[–]overkongen 5 points 1 day ago

Are you sure it's Stormravens and not Stormtalons?

[–]Rixitotal[S] 9 points 1 day ago

its both, yea interesting.
Question and Answer
[–]pingualoty 3 points 1 day ago

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] 7 points 1 day ago

all fast skimmers get jink 5+ cover save if they move at all, so do jetbikes.
Question and Answer
[–]Kijamon 2 points 1 day ago

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] 4 points 1 day 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.
Question and Answer
[–]DJ33 2 points 1 day ago

Are there any heftier penalties for being in an Exploding (non-Flyer) Transport?

[–]Rixitotal[S] 8 points 1 day ago

if flyers die with troops inside while zooming (going really fast) every model take a S10 AP1 hit. LOL


[–]skarred 2 points 1 day ago

and then a str 6 large template of debree hits the table
Question and Answer
[–]Kijamon 6 points 1 day ago

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] 7 points 1 day ago

hmmmm just says they pass moral tests... i can find anything anywhere that says they take extra wounds.... holy crap!


[–]DJ33 4 points 1 day ago

That would be insane. I'd double-check the Assault Resolution rules; that's where No Retreat was handled in 5th Edition--it wasn't actually in the Fearless rule.

[–]Rixitotal[S] 9 points 1 day ago

i really cant find anything about fearless taking extra wounds. i hope im just being a mong and missing it but i really cant find it.

[–]Rixitotal[S] 10 points 1 day ago

yea im looking. man that a massive change if so!!
Question and Answer
[–]TalesAbound 2 points 1 day ago

Are there any changes to Force Organisation? If so, what?

[–]Rixitotal[S] 10 points 1 day ago

at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.
How can you use fortification slots?

[–]Rixitotal[S] 6 points 1 day ago

on the GW terrains. im not going to type out the full rules.
Question and Answer
[–]Thigarus 2 points 1 day ago

How does the USR rage work now? Any changes allowing you control would make death companies viable if not a bit beast.

[–]Rixitotal[S] 7 points 1 day ago

rage is ONLY +2 attacks on the charge. Death company are amazing now.

[–]Rixitotal[S] 6 points 1 day ago

oh acute senses now let you reroll outflank rolls/

[–]Rixitotal[S] 4 points 1 day ago

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.

[–]DJ33 2 points 1 day ago

Wait, stays on fire?

That kinda opens the question of what set them on fire in the first place.

[–]Rixitotal[S] 5 points 1 day ago

only 1 power from pyromancy at the moment. im sure lots to come .
Question and Answer
[–]drewsus 12 points 1 day ago

what do the 3 different tiers of allies even mean?

[–]Darkjediben 13 points 1 day ago

there is a table of who can ally with who and how good friends they are. good friends can join each others unit with independent chars and cast physic powers as if they were friendly. middle friends cant do that. and bad friends have to roll at the begging of each turn if they are withing 6, if they roll a 1 they cant do anything.
Question and Answer
[–]Kijamon 1 point 1 day ago

What about powers, say a blood angels sanguinary priest with a feel no pain 6" buff. will that work across armies? Even if it specifically says "any friendly units" for some armies? Or have GW gone down the "nope, separate for all" route?

[–]Rixitotal[S] 9 points 1 day ago

probs one for the FAQ, allies specifically talks about physic powers. ps FnP is now 5+.

[–]Kijamon 1 point 1 day ago

but works against nearly everything, right? power weapons used to stop it but I believe that's not the case now.

On power weapons. is the power axe/power sword differentiation actually true? I heard they have different profiles now.

[–]Rixitotal[S] 8 points 1 day ago

you get FnP against anything that dosnt cause instant death.

power swords are AP 3. Axes +1 S, AP2 and make you I 1. then there are mauls and spears that are lame.

it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.

[–]Kijamon 2 points 1 day ago

Jesus. Frost weapons for Space Wolves, particularly frost axes just got boner-iffic. S6!

[–]Rixitotal[S] 7 points 1 day ago

no, if it has its own special rules but counts as a power weapon its the same but AP3. again, FAQ should sort it.
Question and Answer
[–]Kijamon 1 point 1 day ago

Actually, another power weapon question. Do power fists strike auto last then? It seems a power axe would struggle to stand up against a power fist if there wasn't some gap between who went first? If both are I1 then a power fist might be better.

Does that mean there's still a power weapon gets all attacks but power fist only get the base attacks in the profile?

[–]Rixitotal[S] 5 points 1 day ago

yea powerfist and power axes are both unwieldy (strike at I 1). i guess power fist will cost more points.

[–]gnit2 1 point 1 day ago

So axes, swords, mauls, an spears all count as just 'power weapon' and cost the same? So if by chance I was using a power ax as a power weapon (there's an axe included in SM assault squad) it doesn't cost more, but has different stats? Interesting

[–]over8000 2 points 23 hours ago

does that mean a crozius would count as a maul?

[–]Rixitotal[S] 6 points 23 hours ago

yea it would, +2 S and AP4 is a maul. no affect on I.

[–]bataichean 1 point 11 hours ago

Could you put power spear's profile? Thanks!

[–]AresX8 1 point 23 hours ago

I'm guessing the FAQ would clarify in regards to Relic Blades in C:SM right?

[–]over8000 1 point 22 hours ago

what does a power spear do? just curious.

[–]salvation122 1 point 1 day ago

it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.

Yeah, no. feth a bunch of that. That's far and away the dumbest thing I've ever seen GW do.
Question and Answer
[–]Matador09 1 point 1 day ago

And my dark eldar just got lost a little survivability :/

[–]skarred 1 point 1 day ago

the tanks are more resilient to glances now, with 3 hullpts on a raider and ravager! A pen has about the same chance to just kill the tank in one hit.

[–]Matador09 1 point 1 day ago

I'm unclear on the hull pts. How do they work?

[–]skarred 2 points 1 day ago

they are like tank wounds. A glance strips one off. A pen strips one off and then you roll on the damage chart. 1-2 stun 3 shake, 4 wep, 5 immobile 6 explodes! +1 for ap2 +1 for open topped +2 for ap1

So you can still kill a tank on a lucky pen, but will eventually kill it if you keep damaging it, or glancing it etc... this makes them less durable in the long run, but the dynamic smothes out, no longer will you have that land rhino that you pen over and over and over and only stunn... As for glances you cant kill a tank on a glance (well if you reduce hull pts) IMO a great system.

[–]Matador09 1 point 23 hours ago

So lets say I'm shooting at a tank with my ravager. The tank has 3 hull points. If I glance on all three lances, it blows up? Or is it if I glance on two and pen the third?

[–]skarred 2 points 23 hours ago

if you do 3 glances, its a wreck. So he should hope he has cover. It can only explode if you pen and get a 5 (since ap 2 is +1)

[–]Matador09 2 points 23 hours ago

Ok, so long story short, 3 glances can wreck something with 3 hull points
Question and Answer
[–]tsmango 1 point 1 day ago

Would order given by an IG unit work on say, tactical marines or terminators then?

[–]Rixitotal[S] 3 points 1 day ago

the allies rules specifically reference psychic powers. look to the new FAQ for the answer .
Question and Answer
[–]TalesAbound 1 point 1 day ago

throwing grenades as a weapon (so amazing for eldar)

How so?

[–]Rixitotal[S] 4 points 1 day ago

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.
Question and Answer
[–]pingualoty 1 point 1 day ago

What about other types, specifically haywire as in ranges and can you assault after throwing them, thanks.

[–]bobzilla76 1 point 1 day ago

Bring back the days of RT. I loved my haywire equiped IG!

[–]skarred 1 point 1 day ago

whats the stat on a haywire thrown... simply roll to hit and then apply result?

[–]Rixitotal[S] 4 points 1 day ago

yup, really good for knocking off hull points, swooping hawks assaulting a land raider will almost always kill it.
Question and Answer
[–]HoppyMcScragg 1 point 1 day ago

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] 4 points 1 day ago

no its a new chart, with 1 compulsory HQ, 1 compulsory troop and 1 optional, and 1 optional for all of them.
Question and Answer
[–]DJ33 4 points 1 day ago*

1). Does Run still disallow Assaults? If so, does Fleet still overcome this?

2). I'd be thrilled if you could post the Warlord Trait tables.

3). Same deal for some highlights from the Psychic Powers we haven't seen yet would be great.

4). Are you seeing anything about the capability of Characters to decide where their wounds are allocated, along the same lines of new Snipers?

5). Any changes to Deep Strike aside from the new Mishap table?

6). Assault Through Cover specifics! Please!

[–]Rixitotal[S] 6 points 1 day ago

runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.

[–]Rixitotal[S] 6 points 1 day 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.
Question and Answer
[–]Kijamon 4 points 1 day ago

Hogging your thread but what about wound allocation.

We know it'staking the nearest model in your unit as a casualty for the FIRST wound you take. Is this the case for for ALL wounds you receive you take the nearest model out, one at a time from the closest to the furthest away or can you then allocate them?

Also, does wound allocation sound fairer to stop people doing that wargear switcharoo to maximise a unit?

[–]Rixitotal[S] 9 points 1 day ago

no its working back from the closest. i like it alot. also as a side note if you cant see a model or are out of range you cant kill it no matter how many wounds you do on the unit. pretty mental.
Question and Answer
[–]Kijamon 2 points 1 day ago

What about for wound allocation shenanigans (I'd be lynched on warseer who are now lurking this thread if I didn't ask).

Is there a rule to stop people spreading wounds around? Or is the closest model first the GW attempt to do so? Say you cause 3 wounds on a 2 wound per model unit. Do you automatically remove the closest model then put one wound on the next closest? Or can you still use a unique equipment argument to spread them around like people do in 5th?

[–]Rixitotal[S] 4 points 1 day ago

hello warseer. its closest to furthest simple as. dosen't matter what gear they have. so put you important stuff at the back! with mulit wounds you have to kill a model before it goes back any further. with different Armour saves in units you have to kill the closest first before you start hitting the back models. Independant chars get a lookout sir 2+ so you can still have them at the front.
Question and Answer
[–]GingerHeadMan 3 points 1 day ago

What's the deal with armies who have no psykers? I know (almost) everyone has some sort of 6+ defense thing that's augmented if there's a psyker in the unit (hello, Grey Knights), but what about armies with no psykers (i.e almost half the bloody armies in the game)? Do they get some sort of natural augmented resistence?

[–]Rixitotal[S] 4 points 1 day ago

as far as i can see you just dont get anything extra. but if you are going to i dont think it would be in the main book. look out for updates and FAQs.
Question and Answer
[–]Darkjediben 5 points 1 day ago

Also, can you tell us about the 6 new missions?

[–]Rixitotal[S] 18 points 1 day 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.
Question and Answer
[–]Sadnews 4 points 1 day ago

Is seize initiative still in?

[–]Rixitotal[S] 7 points 1 day ago

yup, and still roll of for first turn. boring.
Question and Answer
[–]velcona 3 points 1 day ago

whats with shooting with vehicles? is it still one weapon and all defensive weapons?

[–]Rixitotal[S] 11 points 1 day ago

its basically the same except any weapons you could not have previously shot can be snap shotted, so hit on a 6+.
Question and Answer
[–]Billagio 3 points 1 day ago

You still cannot assault out of deepstrike correct? Turn order is the same?

[–]Rixitotal[S] 7 points 1 day ago

yea thats all the same.
Question and Answer
[–]formerlywu 3 points 1 day ago

Can units that have successfully completed an assault consolidate into a new combat?

Does assaulting into difficult terrain still reduce initiative to 1?

[–]Rixitotal[S] 7 points 1 day ago

no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.
Question and Answer
[–]reginaldaugustus 1 point 1 day ago

Could you possibly look up the Overwatch ability thing? The wording with template weapons that I have seen all over the place is strange.

[–]Rixitotal[S] 8 points 1 day ago

they do D3 auto hits at S and AP of the weapon. blast cant snapshot so no over-watch shots.

[–]JimStyling 1 point 1 day ago

Are there any additional scenarios like combat patrol?

[–]Rixitotal[S] 6 points 1 day ago

there are 6 scenarios for general use. all look pretty cool. is combat patrol the one with small armies? i cant see anything like that.

[–]Rixitotal[S] 5 points 1 day ago

and yea dawn of war is gone.
[–]Rixitotal[S] 5 points 1 day ago

yea new deployments are normal, split from corner to corner and lengthways with 24 between deployment zones.
Question and Answer
[–]ntin 3 points 1 day ago*

Has the turn order changed or is it still Move->Shoot->Assault? What is the terrify USR that Chaos Daemons get now?

[–]Rixitotal[S] 10 points 1 day ago

turns are the same. and its fear for demons. its a LD test or become WS1. fearless units and know no fear and immune to it.

[–]Rixitotal[S] 9 points 1 day ago

new deep strike mishap only kills you on a 1... but yea fear isnt so amazing.
Question and Answer
[–]pingualoty 1 point 1 day ago

How does wound allocation work for multi wounded models and different wargear on such models?

[–]Rixitotal[S] 8 points 1 day ago

closest to furthest. wargear makes no difference.
Question and Answer
[–]pingualoty 2 points 1 day ago

And is this 5+ cover save for fast skimmers true or only for Dark Angels as we have also heard.

[–]Rixitotal[S] 4 points 1 day ago

all fast skimmers get 5+ jink if tehy move at all, so do jetbikes.

[–]skarred 1 point 1 day ago

this goes up to a 4+ if they flat out / toorbo

[–]Rixitotal[S] 4 points 1 day ago

yea.
Question and Answer
[–]Haster 2 points 1 day ago

those the core rulebook give the details on weapon profiles? if so have any changed? does it list which weapons can shoot air?

[–]Rixitotal[S] 6 points 1 day ago

anything can shoot air, but only with snapshots (6+). some weapons are AA and hit normally.

[–]MandorOfSawall 5 points 1 day ago

Can you tell us what weapons (if any) get the Skyfire rule?

[–]Rixitotal[S] 8 points 1 day ago

none ive seen exept some that come on the fortifications.
Question and Answer
[–]Coolone84 1 point 1 day ago

Is the Hydra autocannon listed as a Skyfire weapon? It's different to the normal autocannon.

[–]Rixitotal[S] 4 points 1 day ago

no mention of it at all. look for the FAQs to see you think.

[–]Rixitotal[S] 12 points 1 day ago

sorry read that wrong. chars just get to fight each other one on one. squad Sargent count as chars now as well.

[–]Rixitotal[S] 4 points 1 day ago

2D6, if you dont hit you dont move. lots of people can re roll it (jumppacks and fleet.)
Question and Answer
[–]stedo 2 points 1 day ago

Will the Ghosthelm, used by Eldar Farseers and Eldrar, not work to prevent Perils of the Warp anymore?

[–]Rixitotal[S] 11 points 1 day ago

it works the same as far as i can see. eldar only get 2 of the 5 power lists (they are my army as well) but its the 2 best i think.
Question and Answer
[–]stedo 3 points 1 day ago

Alright, have read rumors there would be no saves against perils, so that's a relief! Another question - what psyker powers are there in Divination and Telepathy?

[–]Rixitotal[S] 7 points 1 day ago

some AMAZING ONES is the answer. i cant be bothered to write them all out so here my faves.

Div: - roll 3 dice for reserves, outflank and terrain and choose. - make an opponent reroll all Armour saves for a game turn! -make a units shooting ignor cover.

Telepathy: - make a single model shoot its own army. -make a unit hallucinate. wither pinned, cant do anything or hits its self. - give a units +3 stealth save, can be counter attacked, and CC opponents are WS1.
Question and Answer
[–]Kijamon 3 points 1 day ago

How does counter attack work?

How does overwatch work? Must you give up shooting to set it?

[–]Rixitotal[S] 8 points 1 day ago

just the same as now. and no its more like stand and shoot from fantasy you get to do it even if they dont reach you with that charge.
Question and Answer
[–]parkadactyl 3 points 1 day ago

What are the rules for infantry types (jump, MC, etc.)?

What is the deal with charges?

What does preferred enemy do?

Hull points?

[–]Rixitotal[S] 11 points 1 day ago

jump move 12, re roll charge dice (2D6) get a impact hits (called hammer of wrath). bikes turbo boost in shooting phase 12 (jet bikes 24, eldar jetbikes 36!!! for a total of 48inch move in 1 turn). charges are 2D6, and you can overwatch against it witch is every model gets to shoot at BS1 except heavy weapons. preferred enemy is reroll all hits and wounds that roll a 1, from shooting and combat!!! hull points are taken off by glancing hits. all gone = wreck. most vehicles have 3. land raider have 4, vipers have 2.
Question and Answer
[–]parkadactyl 2 points 1 day ago

So is preferred enemy reroll 1's for hits and wounds, or reroll all hits, and just 1's for wounds? Also what does fleet do? And what's the deal with the new psychic powers? Specifically, any things shout out as being good/bad for Tyranids?

[–]Rixitotal[S] 7 points 1 day ago

re roll all 1s.

fleet lets you re roll all run and change moves.

dunno for nids. new powers are pretty fun. i like divination and telepathy the most as they give SICK buffs and debuffs.

[–]pingualoty 2 points 1 day ago

Does fleet let you do as above and still let you run and assault in the same turn? Thanks for answering questions as well.

[–]Rixitotal[S] 4 points 1 day ago

you cant run and charge even with fleet. lets you reroll the charge and you runs. and thanks. whats the point of having the rules if you cant discuss them with others gamers!
Question and Answer
[–]laserplane 1 point 1 day ago

how many hull points for trukks, battlewagons, and killa kanz?

[–]Rixitotal[S] 6 points 1 day ago

all 3 except wagon thats 4, buggies are 2.
Question and Answer
[–]velcona 2 points 1 day ago

how do hull points work? is there still a random vehicle damage table?

[–]Rixitotal[S] 5 points 1 day ago

pens roll on the table. 1-2 shaken, 3 stunned, 4 weapon gone, 5 immobilised, 6 explodes. loose all hull points and you get wrecked.

[–]velcona 2 points 1 day ago

do glances roll on the table?
Question and Answer
[–]fredrikc 1 point 1 day ago

According to all other sources they do not. Pen rolls on table and removes one hull point. Glances do only remove one hull point!

[–]Rixitotal[S] 5 points 1 day ago

oh and glances take of a hull point but no roll on the table.
Question and Answer
[–]GingerHeadMan 1 point 1 day ago

If I'm not mistaken, I believe there's an appendix at the back of the book that brings all the current stats up to date (i.e. giving vehicles hull points, giving weapons appropriate types, etc.), but that's it for now.

Judging by what they did with Fantasy though, there's gonna be a huge batch of FAQs that'll fix (or "fix" most everything else not too long after the release.

[–]Rixitotal[S] 6 points 1 day ago

yea its all the same stats but changes some of the unit types. makes the flyers actually in to flyers.
Question and Answer
[–]laserplane 1 point 1 day ago

is the cover save for obscured vehicles still 4+?

[–]Rixitotal[S] 6 points 1 day ago

5+ sorry, ruins is 4+, most everything else is 5+ including shooting thought troops. but you only need to have 25% hidden or troops or tanks to get cover.
Question and Answer


This message was edited 2 times. Last update was at 2012/06/26 18:39:13


 
   
Made in us
Badass "Sister Sin"






Camas, WA

Thanks for bringing it over. You might want to clean out some of the foul language. First username has c&nt in it twice.

Looking for great deals on miniatures or have a large pile you are looking to sell off? Checkout Mindtaker Miniatures.
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Made in us
Mimetic Dakini





Washington State

Got it, thanks!
   
Made in us
Fixture of Dakka






San Jose, CA

I appreciate the effort, but please add it to the 6e thread in N&R; we're trying to avoid mass proliferation of 6e threads.

Quis Custodiet Ipsos Custodes? 
   
 
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