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6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:37:12


Post by: Kroothawk




Hi,

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.

Official Teaser Video #1:



Official Teaser Video #2:



Official Teaser Video #3:



Official Prerelease Video (from this official blog http://www.games-workshop.com/gws/wnt/blog.jsp?pid=2700210 ):



Official Preview Video on Allies and Flyer Rules ( http://www.games-workshop.com/gws/wnt/blog.jsp?pid=2700228-gws ):



Official Preview Video on Tanks, Vehicles & Interactive Scenery ( http://www.games-workshop.com/gws/wnt/blog.jsp?pid=2700256 ):



Official Preview Video on Psychic Devastation & Warlord Traits ( http://www.games-workshop.com/gws/wnt/blog.jsp?pid=2800010&_requestid=1303877 )



Official Preview Video on Furious Firefights & Close Combat ( http://www.games-workshop.com/gws/wnt/blog.jsp?pid=2800028-gws )



Private WD review:



Release dates with US prices:

30th June

Warhammer 40,000: Rulebook (English): 440pp Hardback Book $74,25 (Retail)
Warhammer 40,000: Gamers' Edition (English): Rulebook, Dice Set, Satchel $123,75 (Mail Order only, limited) sold out
Warhammer 40,000: Collectors' Edition Rulebook (English) $132,00 (Mail Order Only, super limited 4000 exemplars worldwide) sold out

Warhammer 40,000 Munitorum Templates (3 x Templates) $19,75 (Retail, not limited)
Warhammer 40,000: Psychic Powers (English) (32 Cards, Leaflet, Box) $13,25 (Retail, not limited)


14th July

Warhammer 40,000 Munitorum Tape Measure (Servo Skull Tape Measure) $16,50 (Retail, mailorder release 30th June, NOT limited!)


28th July (delayed, see below)

Warhammer 40,000 Munitorum Dice: 12 Dice, 6 Dice Holders, Tin $16.50 (super limited)
Warhammer 40,000 Munitorum Battlefield Objectives: 12 Dice, 6 Dice Holders, Tin $16.50 (super limited)
Warhammer 40,000 Munitorum Vehicle Markers: 12 Dice, 6 Dice Holders, Tin $16.50 (super limited)

Official Facebook Update 23rd June:
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...

Added 29th June: Delay seems sorted out now.


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620012a


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620046a


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620048a


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620034a




http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440160a&prodId=prod1620014a


http://www.games-workshop.com/gws/catalog/productDetail.jsp?catId=cat440161a&prodId=prod1620016a







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.






Multipage article revealing the allies of each army (use links on the left or just hit next):
http://www.games-workshop.com/gws/content/article.jsp?aId=22400024a&utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+Astronomican+%28Astronomican%29

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+.

Damage results stack so shaken -> stun -> weapon -> immob -> wreck

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 LD HQ 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.

Added 24th June, from ZAlpha from fastdicerolling. com
http://www.fastdicerolling.com/forum/topic/305-6th-edition-information-thread-with-rules-on-page-3/page__st__40__p__4502_ after flipping through the rulebook (BTW this is the original source, Tyranid Hive just copied it, thanking ZAlpha but not giving the source):
Spoiler:
ZAlpha wrote: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.)

Here a lengthy Q&A with someone seemingly having access to the rulebook:
http://www.reddit.com/r/Warhammer/comments/vj64o/im_sitting_here_with_a_new_40k_rulebook_ama/

Some highlights selected by tetrisphreak:
Spoiler:
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.

Added 26th June:
Here the summary by BOLS from this "ask someone with a rulebook" thread:
http://www.lounge.belloflostsouls.net/showthread.php?t=22683%22
Spoiler:
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:

http://www.reddit.com/user/Rixitotal


First experience with test games, from the same source:
http://www.reddit.com/r/Warhammer/comments/vn19n/first_6th_game_impressions_and_i_was_wrong_about/
Spoiler:
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:

Chaos:
Sorcerer
Chosen
CSM squad?
Cultists
Posessed?
Dreadnought?

Dreadnought seems likely. CSM squad may be referring to the Chosen, or may not. Posessed will have to see.

Dark Angels:
Terminator Captain
5 Deathwing
Tactical Squad
Ravenwing bikes (3 likely)

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...






6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:41:06


Post by: oni


Has anyone else noticed that the Collectors Edition book has the full picture of the White Dwarf diorama on it?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:42:55


Post by: pretre


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?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:46:43


Post by: Cypher's Sword


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


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:47:30


Post by: DarbNilbirts


The picture on the spines of WD is on the right side of the collectors edition book.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:48:11


Post by: Mandor


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...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:49:06


Post by: Necros


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...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:49:37


Post by: Cypher's Sword


Mandor wrote:
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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:49:39


Post by: Harriticus


If the Collectors Edition is just that binding, not going to bother with it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:49:39


Post by: Nightbringer's Chosen


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:50:32


Post by: pretre


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:50:43


Post by: Mandor


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!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:51:25


Post by: Cypher's Sword


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:51:36


Post by: pretre


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:52:54


Post by: KrimsunBaron


Really helpful, sucks that I don't get any of the new psychic powers. But heh, atleast I don't have to spend money to use them.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:53:07


Post by: Cypher's Sword


pretre wrote: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.


Great reference, you deserve free stuff, and kroot will win my love if he does it. lol


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:53:12


Post by: Onlinemph


Does anyone know how vehicles are going to be in 6th ed?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:54:49


Post by: pretre


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:55:03


Post by: kenzosan


Mandor wrote:
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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:55:18


Post by: Mandor


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:56:26


Post by: Cypher's Sword


pretre wrote:
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


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:56:28


Post by: protomane0


anyone no which dice the gamers edition comes with?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:56:45


Post by: acekevin8412


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:57:20


Post by: Altruizine


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?

edit: OP lacks the batrep pic


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:58:14


Post by: kitch102


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....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:58:17


Post by: pretre


protomane0 wrote:anyone no which dice the gamers edition comes with?

Munitorum Dice in the Laspack


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:58:29


Post by: Formosa


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


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:58:54


Post by: pretre


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 20:59:42


Post by: Cypher's Sword



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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:01:27


Post by: Mandor


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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:01:46


Post by: pretre


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.


They aren't the best. They have access to 4 different disciplines, the same as all the other marines except GK.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:02:20


Post by: kenzosan


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.

Thanks, that was the point I was trying to make. It just seemed to get hung up on the fact I used Chaos as an example because I felt it was better for comparison.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:02:36


Post by: Fishboy


I might have missed this in the previouse 6 threads but when will you be able to order this? The gamers and collectors edition will not be in my FLGS (GW told them these items will not be available to the retailers) which sucks so I will have to preorder from GW if I want those I guess.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:03:20


Post by: kenzosan


pretre wrote:
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.


They aren't the best. They have access to 4 different disciplines, the same as all the other marines except GK.

How is that not the best. No other army has access to that many. Marines are not the best psykers.

edit: Imperial psykers are not the best psykers in the galaxy.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:03:28


Post by: Cypher's Sword


Mandor wrote:
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.


Balance pleaz, I want the Perils of the warp roll to be 50/50 chance of instant death on spez marines. That would make me happy.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:04:36


Post by: Agent_Tremolo


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


No. That means the Space Marines (and the Imperial Guard, for what matters) have access to common psychic lore from four of the five disciplines.

Chaos Space Marines (who are in permanent contact with the psychic energies of the Warp) and Eldar (the galaxy's most talented psykers) have restricted access to common lore, but will probably have their own unique powers developed on their respective 'dexes. Same goes for Orks and Daemons, who will probably use a different system for playing psykers altogether.

And the poor Tyranids needed a bit of love, anyways


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:04:41


Post by: pretre


kenzosan wrote:
pretre wrote:
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.


They aren't the best. They have access to 4 different disciplines, the same as all the other marines except GK.

How is that not the best. No other army has access to that many. Marines are not the best psykers.

You said Vanilla. So Vanilla marines are not the best. Marines have access to the most disciplines, which still isn't the best.

Also, we have no idea what rules come with this. For all you know, Marines roll on each chart and Eldar pick. Wait for the book before freaking out.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:05:34


Post by: N.I.B.


Allies for 40K reminds me of Dogs of War for 6th ed Fantasy - they weren't banned in tournaments only because they unbalanced the game, they were mainly banned because every army could patch their weak sides (every army and it's mother took 3 greater cannons, Dwarfs who couldn't use magic took a lvl 4 Albion wizard) and the character of the different armies were dilluted.

DoW weren't an issue for me because all tournaments I went to banned the army patching. I expect the same in coming 40K tournaments.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:05:42


Post by: kenzosan


Cypher's Sword wrote:
Mandor wrote:
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.


Balance pleaz, I want the Perils of the warp roll to be 50/50 chance of instant death on spez marines. That would make me happy.

I want to not hide in tanks because psykers can 1 shot a full squad. I do this now with my Blood Angles. Fear them off the side of the table.


Automatically Appended Next Post:
pretre wrote:
kenzosan wrote:
pretre wrote:
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.


They aren't the best. They have access to 4 different disciplines, the same as all the other marines except GK.

How is that not the best. No other army has access to that many. Marines are not the best psykers.

You said Vanilla. So Vanilla marines are not the best. Marines have access to the most disciplines, which still isn't the best.

Also, we have no idea what rules come with this. For all you know, Marines roll on each chart and Eldar pick. Wait for the book before freaking out.

As I edited, Imperial psykers arent the best psykers. They never should be.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:06:45


Post by: Lovepug13


Gamers edition @ £75 UK - Collectors @ £80 UK

Gonna pick up a gamers edition


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:07:04


Post by: Formosa


pretre wrote:
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.


Yes they did, codex space marines, then they got Armageddon and then there own book.

point is DA are not one of the forgiving SM armies out there (still SM though) and new players being drawn to them and getting stomped by BA, SW, BT and GK SM armies will put newbs off, i cant see GW letting this happen for long, im still clinging to DA being next, but i do agree Tau, CSM and Sisters need it more, but im selfish dammit lol


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:07:45


Post by: Mandor


pretre wrote:Also, we have no idea what rules come with this. For all you know, Marines roll on each chart and Eldar pick. Wait for the book before freaking out.

Agreed. It's just that the WD table seems so... biased towards our "dear" Space Marines.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:10:15


Post by: pretre


Formosa wrote:
pretre wrote:BT were on the cover of 3rd ed and didn't even have their own codex.


Yes they did, codex space marines, then they got Armageddon and then there own book.

:( You just agreed with me by disagreeing. They didn't have their OWN book.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:10:52


Post by: alarmingrick


Okay, I'm going with a stupid question.
How can IG suddenly get something general (Psychic powers) and their 'Dex doesn't have it(specific)?
Will they erata/FAQ it into life? As it stands they don't have Jack worth mentioning other than WR. Hell,
I'd just be happy with access to a psychic hood!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:11:01


Post by: Cypher's Sword


Formosa wrote:point is DA are not one of the forgiving SM armies out there (still SM though) and new players being drawn to them and getting stomped by BA, SW, BT and GK SM armies will put newbs off, i cant see GW letting this happen for long, im still clinging to DA being next, but i do agree Tau, CSM and Sisters need it more, but im selfish dammit lol


Oh those poor sisters, if anyone is getting outed by GW its them, I fear they're going to the place that squats go when GW doesn't like them anymore


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:11:32


Post by: pretre


alarmingrick wrote:Okay, I'm going with a stupid question.
How can IG suddenly get something general (Psychic powers) and their 'Dex doesn't have it(specific)?

They have an HQ Psyker...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:12:28


Post by: alarmingrick


pretre wrote:
alarmingrick wrote:Okay, I'm going with a stupid question.
How can IG suddenly get something general (Psychic powers) and their 'Dex doesn't have it(specific)?

They have an HQ Psyker...


Right, and the codex tells us what his powers are.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:12:55


Post by: dajobe


those cards scare me so much...
I love fantasy, but I also want a game that doesnt have complete magic domination


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:13:13


Post by: Agent_Tremolo


N.I.B. wrote:Allies for 40K reminds me of Dogs of War for 6th ed Fantasy - they weren't banned in tournaments only because they unbalanced the game, they were mainly banned because every army could patch their weak sides (every army and it's mother took 3 greater cannons, Dwarfs who couldn't use magic took a lvl 4 Albion wizard) and the character of the different armies were dilluted.

DoW weren't an issue for me because all tournaments I went to banned the army patching. I expect the same in coming 40K tournaments.


Doesn't matter. I'm going to keep my orks a steady sea of green free of human, alien or daemonic taint. And if I pick a new army for 6th, I'm going to stick to my codex and forgo allies entirely.

In 5-6 years that rule could be gone, rendering most mix-and-match armies obsolete. I was one of the many Bloodaxes caught in the looted wagon fiasco, and don't want that to happen to me TWICE.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:13:30


Post by: Wolf 11x


alarmingrick wrote:Right, and the codex tells us what his powers are.


Every codex is that way.

These are in addition to what's listed in your codex.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:14:04


Post by: elrabin


alarmingrick wrote:
Right, and the codex tells us what his powers are.

All codexes tell you what powers the Psykers get. The rumor is the rulebook or FAQ updates will allow (some, all?) psykers to replace their codex-given powers with (random, chosen?) powers from the selected lores.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:15:10


Post by: gannam


I am going to point and laugh if I see anyone with that man purse over his shoulder show up to a tournament.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:15:17


Post by: pretre


dajobe wrote:those cards scare me so much...
I love fantasy, but I also want a game that doesnt have complete magic domination

They give you the ability to swap out your powers in your codex for one of the powers from the different disciplines. At least that's the theory. We're not talking L4 casters for everyone.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:16:33


Post by: Doomhunter


elrabin wrote:
alarmingrick wrote:
Right, and the codex tells us what his powers are.

All codexes tell you what powers the Psykers get. The rumor is the rulebook or FAQ updates will allow (some, all?) psykers to replace their codex-given powers with (random, chosen?) powers from the selected lores.

That would be great! I wouldn't need to buy the cards in order to keep using my libarian!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:16:35


Post by: Cypher's Sword


Wolf 11x wrote:
alarmingrick wrote:Right, and the codex tells us what his powers are.


Every codex is that way.

These are in addition to what's listed in your codex.


This is true no one ever gets there powers taken OUT of their codex by an update, they only get changes from enemy anti powers or by an actual codex update. A core rules update is their to expand on the codexes or set a new base for a whole new line of codexes, we should all keep this in mind as we discuss.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:17:14


Post by: H.B.M.C.


I'm still confused as to why the Eldar don't get Telekinesis.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:17:42


Post by: BarBoBot


alarmingrick wrote:
pretre wrote:
alarmingrick wrote:Okay, I'm going with a stupid question.
How can IG suddenly get something general (Psychic powers) and their 'Dex doesn't have it(specific)?

They have an HQ Psyker...


Right, and the codex tells us what his powers are.



Have you been keeping up with the leaked rules?

You will be able to keep your specific psychic powers, OR take the random ones from the rulebook. Apparently it's one or the other and different psychers will have access to different amounts of abilities from the book.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:18:56


Post by: Agent_Tremolo


Doomhunter wrote:
elrabin wrote:
alarmingrick wrote:
Right, and the codex tells us what his powers are.

All codexes tell you what powers the Psykers get. The rumor is the rulebook or FAQ updates will allow (some, all?) psykers to replace their codex-given powers with (random, chosen?) powers from the selected lores.

That would be great! I wouldn't need to buy the cards in order to keep using my libarian!


According to the spanish text on the pic, the cards are only used to keep track of what psychic power is in use at a given time. You could perfectly do that with a pen and a sheet of paper


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:19:38


Post by: Formosa


but the rumored powers are not even that bad

Vortex... SM got it already... so swap vortex for ..vortex.. hmm

Blood boil/heamoregegegege (sp?) take a T test or suffer a wound.. meh so a few guard die, even fewer orks and SM, blobs/Mobs dont care and SM can handle it

the re-roll reserves thing is pretty cool and hopefully will be useing this (when able) with my Ravenwing.. finally a reason to take a Lib on a bike!!!!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:20:13


Post by: Cypher's Sword


H.B.M.C. wrote:I'm still confused as to why the Eldar don't get Telekinesis.


TECHNICALLY Eldar should be the only race with all five fields marked. I don't see why that couldn't restrict it to one field of powers per model for eldar. Such as; Divination to farseers, or give them a different build to make them masters of telekinesis, but not both because the eldar have learned to keep their minds closed. Warlocks could be pyromancers or maybe telekinesis, but not both, sigh, so much potential.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:20:40


Post by: haroon


Hopefully I can take squads of Zoanthropes (which are full psykers) give them biomancy and then buff out my gaunts!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:24:12


Post by: Tiarna Fuilteach


Anyone know what the started set will be? Assuming dark angels but against who? The fallen?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:24:45


Post by: dajobe


pretre wrote:
dajobe wrote:those cards scare me so much...
I love fantasy, but I also want a game that doesnt have complete magic domination

They give you the ability to swap out your powers in your codex for one of the powers from the different disciplines. At least that's the theory. We're not talking L4 casters for everyone.


true, but what I am afraid of is powers like (i forget what it is called) that make you BS1 WS1 S1 and things along that line, a "dwellers below' as that would be pretty powerful, but oh well, im gonna play this edition whether it is better or worse as I am sure I will grow to like it for what it is


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:25:41


Post by: Harriticus


Yeah, makes no sense for Eldar not to have Telekinesis or Pyromancy for that matter. Really, they should have every field. Considering they're the psychic race and multiple factions don't have any psychic powers at all.

Speaking of which, why do Orks have nothing? They have psychics and psychic powers.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:26:08


Post by: kenzosan


Cypher's Sword wrote:
H.B.M.C. wrote:I'm still confused as to why the Eldar don't get Telekinesis.


TECHNICALLY Eldar should be the only race with all five fields marked. I don't see why that couldn't restrict it to one field of powers per model for eldar. Such as; Divination to farseers, or give them a different build to make them masters of telekinesis, but not both because the eldar have learned to keep their minds closed. Warlocks could be pyromancers or maybe telekinesis, but not both, sigh, so much potential.

Technically, chaos should too. Daemon Princes, Choas Sorcerers, 1000 Sons. Mark of Tzeentch means they are Tzeentch's army, why would he let them out without the proper knowledge and power. Ahriman better not have any restrictions.
As someone else stated, Nurgle forces don't have Biomancy. What?


Automatically Appended Next Post:
Harriticus wrote:Yeah, makes no sense for Eldar not to have Telekinesis or Pyromancy for that matter. Really, they should have every field. Considering they're the psychic race and multiple factions don't have any psychic powers at all.

Speaking of which, why do Orks have nothing? They have psychics and psychic powers.

It'll most likely be in their codex as they're not using psychic powers like the rest of the universe. These seem to be general categories and since orks don't do things anywhere near other races. Weren't their powers random every time you use them?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:29:45


Post by: airmang


I would think that there would be more specific Chaos Lores in their own book that are similar (or better) than the lores from the rule book, which may explain why the chaos armies didn't get the lores we expect them to have.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:31:51


Post by: Cypher's Sword


kenzosan wrote:
Cypher's Sword wrote:
H.B.M.C. wrote:I'm still confused as to why the Eldar don't get Telekinesis.


TECHNICALLY Eldar should be the only race with all five fields marked. I don't see why that couldn't restrict it to one field of powers per model for eldar. Such as; Divination to farseers, or give them a different build to make them masters of telekinesis, but not both because the eldar have learned to keep their minds closed. Warlocks could be pyromancers or maybe telekinesis, but not both, sigh, so much potential.

Technically, chaos should too. Daemon Princes, Choas Sorcerers, 1000 Sons. Mark of Tzeentch means they are Tzeentch's army, why would he let them out without the proper knowledge and power. Ahriman better not have any restrictions.
As someone else stated, Nurgle forces don't have Biomancy. What?


Automatically Appended Next Post:
Harriticus wrote:Yeah, makes no sense for Eldar not to have Telekinesis or Pyromancy for that matter. Really, they should have every field. Considering they're the psychic race and multiple factions don't have any psychic powers at all.

Speaking of which, why do Orks have nothing? They have psychics and psychic powers.

It'll most likely be in their codex as they're not using psychic powers like the rest of the universe. These seem to be general categories and since orks don't do things anywhere near other races. Weren't their powers random every time you use them?


Yeah i was thinking about that too, let me just look at my chaos codex here hmmmm Tzeentch god of....MAGIC. I geuss if we want model specific powers we're going to have to look to the codexes, which begs the question, why do I care about these cards or powers?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:34:09


Post by: Crazyterran


The Eldar limit themselves ever since the Fall. They are extremely powerful at the things they do, but they don't dare to do much more than predict the future, from what I've read.

Imperial and other Psykers aren't limited by silly things like caution.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:35:33


Post by: H.B.M.C.


And why don't Space Marines get Divination. That's what Libby's do half the time. In Deathwatch there are three main types of psychic powers - Telepathic, 'Codex' (general combat powers) and Divination!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:36:15


Post by: kenzosan


Crazyterran wrote:The Eldar limit themselves ever since the Fall. They are extremely powerful at the things they do, but they don't dare to do much more than predict the future, from what I've read.

Imperial and other Psykers aren't limited by silly things like caution.

Eldrich Storm, Mind War, and Destructor, beg to differ.
Also, Imperial psykers are limited by the Inquisition and the Emperor.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:38:40


Post by: Crazyterran


H.B.M.C. wrote:And why don't Space Marines get Divination. That's what Libby's do half the time. In Deathwatch there are three main types of psychic powers - Telepathic, 'Codex' (general combat powers) and Divination!


I was wondering that, too, since it's Tigirius' whole schtick.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:39:09


Post by: pretre


Faeit 212 wrote: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


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:41:12


Post by: Cypher's Sword


Crazyterran wrote:The Eldar limit themselves ever since the Fall. They are extremely powerful at the things they do, but they don't dare to do much more than predict the future, from what I've read.

Imperial and other Psykers aren't limited by silly things like caution.


True but there restriction comes in the form of only a small few eldar learning their psychic powers. Every eldar mind is locked at birth or very young (can't exactly remember) when an eldar shows control in their emotion and things like that they have a chance to take the path of the seer and unlock all of their psychic potential and they DO NOT use the warp, they use something called the skein which is even harder to explain, but its basically the small line between the verse and the warp.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:42:25


Post by: Briancj


While I expected this to be the moment that 40K was overrun by the Fantasy Design Team, I really didn't expect it to be this much.

Thus, I can only wager this: By "introducing" Fantasy wording, rules, and terminology, GW is attempting to encourage crossover from 40K to Fantasy, to drive sales. IE: "Look how similar this game is to Fantasy, you should try Fantasy!"

I didn't want 40K to be like Warhammer Fantasy, because I don't like that game system. Now, it is a forced issue. So very sad.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:42:56


Post by: kitch102


The restriction in powers that are available to Eldar make me think that they'll be the first xenos codex to be released (after the starter box, which I can't help but think will be DA vs Tau - no proof, just a feeling*).

My thinking is that they've developed psychic powers that aren't available to the other races, hence why they're shown as having less available in the RB, as more will be given in the eventual codex. The thinking could be that the powers they don't have access to are inferior to those that they have developed.

* I do get access to the divination psychic powers, and reckon it'll be Starter box with Tau update then DA codex then Eldar codex. Again, just a feeling, putting in writing in case I'm right lol


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:45:09


Post by: HarryLeChien


The role of The Farseer, right back through all the background to the pages of WD 127 has been one of Divination - sifting through the strands of fate to find the one that leads to victory, so as a long-term Eldar player I have no problem with them being limited to Divination/Telepathy (plus we still have Doooooooom/Fortune thank the Lord). Warlocks on the other hand....they've always been portrayed as far more aggressive in their use of powers and we could have hoped they might have had access to more destructive stuff. Maybe allowing different classes of psyker within the same race access to different lores was seen as a step too far for the brb...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:45:11


Post by: davethepak


I guess it was too much to think that people would have let kroot post more rumors before duplicating the almost exact same comments that are in all of the other rumor threads.

Kroot; thanks for the work and effort so far...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:47:07


Post by: Balance


The list seems to be focused on the 'main' army, thus the reasons Chaos doesn't have any lists checked. It's quite possible that there will be a line or two int he Codex updates that says something like "Psykers with the Mark of Tzeentch can take from the X Lores", possibly a simialr line for Nurgle and Biomancy if it fits.

I wonder if new Codex releases will invldue custom faction-specific lores?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:48:32


Post by: Therion


- cybots have 3 hull points like battle tanks

I assume cybots are Dreadnoughts.

tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?

gauss weapons remove 1 hull point on a 6 at pen throws

So you get a glancing hit and you automatically remove a hull point too? I've no idea what that means but I guess that's a buff, unless this rewrites the entire Gauss rule meaning there's no glancing hit, just a removal of the hull point.

flyers :
- always come in as reserves

They can't be deployed normally? Which vehicles count as flyers then?

About the psychic powers, I think everyone complaining about them is also missing the fact most psykers get one or two spells, and they can swap the ones they get from their Codex for a roll on a psychic lore list. It's quite easy to end up with a psyker that's almost useless since some of the spells in those lores are bound to be garbage.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:50:26


Post by: dajobe


is all of this new pictures and info and bat rep in a new white dwarf? if so, i will need to make a GW trip after work


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:50:38


Post by: Cypher's Sword


davethepak wrote:I guess it was too much to think that people would have let kroot post more rumors before duplicating the almost exact same comments that are in all of the other rumor threads.

Kroot; thanks for the work and effort so far...


Path of the Seer tells about the whole thing, eldar start out as warlocks, which are supposed to be warrior-psychers and then if they show the ability they become farseers so they still have they're more destructive powers. I'm not saying your wrong, I'm just saying there are ways to stick to the lore while enhancing the game that GW seems to be over looking, but apparently the black library doesn't have as much sway as it should.


Automatically Appended Next Post:
Therion wrote:
- cybots have 3 hull points like battle tanks

I assume cybots are Dreadnoughts.

tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?

gauss weapons remove 1 hull point on a 6 at pen throws

So you get a glancing hit and you automatically remove a hull point too? I've no idea what that means but I guess that's a buff, unless this rewrites the entire Gauss rule meaning there's no glancing hit, just a removal of the hull point.

flyers :
- always come in as reserves

They can't be deployed normally? Which vehicles count as flyers then?

About the psychic powers, I think everyone complaining about them is also missing the fact most psykers get one or two spells, and they can swap the ones they get from their Codex for a roll on a psychic lore list. It's quite easy to end up with a psyker that's almost useless since some of the spells in those lores are bound to be garbage.


the one reason I haven't started playing fantasy is because of the magic, I need to hit those enemies with a fireball because their weak against fire, so I roll and I get a fire buff for one of my units......terrific.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:56:03


Post by: xttz


All this bitching about who gets what psychic powers is silly. Not only do the new rules still allow you to use your old 'fluffy' powers from the codex, but we also know that any new codex will come written with the new system in mind. An Eldar revamp can't be *that* far away, and I have no doubt they'll get more than enough powers to make them FOTM again.

In other news, has anyone seen any recent details on changes to Instant Death? This has been the subject of many previous rumours, and my 'nids will cry if this edition still doesn't let them beat grey knights.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:56:54


Post by: alarmingrick


Therion wrote: It's quite easy to end up with a psyker that's almost useless since some of the spells in those lores are bound to be garbage.


So a Primarius can go from crap, to crap! Great!

I'm actually hoping they improve the reason to take a psyker in an Imperial Guard army.
Doesn't sound like it yet.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 21:59:48


Post by: Cypher's Sword


xttz wrote:All this bitching about who gets what psychic powers is silly. Not only do the new rules still allow you to use your old 'fluffy' powers from the codex, but we also know that any new codex will come written with the new system in mind. An Eldar revamp can't be *that* far away, and I have no doubt they'll get more than enough powers to make them FOTM again.

In other news, has anyone seen any recent details on changes to Instant Death? This has been the subject of many previous rumours, and my 'nids will cry if this edition still doesn't let them beat grey knights.


what ARE the changes to instant death xttz? please tell.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:04:50


Post by: Lokas


Well I can say with certainty that I'm not looking forward to 6th now.

Going to be fun having no psychic powers and no psychic defense in this edition.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:05:42


Post by: xttz


Cypher's Sword wrote:
xttz wrote:All this bitching about who gets what psychic powers is silly. Not only do the new rules still allow you to use your old 'fluffy' powers from the codex, but we also know that any new codex will come written with the new system in mind. An Eldar revamp can't be *that* far away, and I have no doubt they'll get more than enough powers to make them FOTM again.

In other news, has anyone seen any recent details on changes to Instant Death? This has been the subject of many previous rumours, and my 'nids will cry if this edition still doesn't let them beat grey knights.


what ARE the changes to instant death xttz? please tell.


I'm asking if anyone has seen any changes to ID from the myriad of different rumour threads this week. It's very possible I missed something skipping through 40+ pages of random notes!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:10:39


Post by: Testify


Cypher's Sword wrote:
the one reason I haven't started playing fantasy is because of the magic, I need to hit those enemies with a fireball because their weak against fire, so I roll and I get a fire buff for one of my units......terrific.


Signature spell - fireball.

The only people who hate new WHF are people who played older editions...anyone who's new to it likes it. Hell I love WHF, including the magic phase. If you don't like magic, don't play a fantasy game with elves and goblins and vampires...
Also don't base the implementation of a feature based solely on a single chart. Eldar at present dominate physcicly, we have no reason to believe that GW will change that. And unless I'm mistaken, of the playable races in 40k, humans are the second most psychicly capable. Which would you prefer, that humans could cast the eldar's top-level spells, or that eldar had their own set of spells?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:11:22


Post by: Totalwar1402


Is the rulebook actually on sale in the UK from the 23rd of June? Or is it only officially "revealed" on the 23rd?


edit

Aww, why does it have to be the 30th of June? Thats like, more than a week away.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:11:59


Post by: Testify


xttz wrote:
Cypher's Sword wrote:
xttz wrote:All this bitching about who gets what psychic powers is silly. Not only do the new rules still allow you to use your old 'fluffy' powers from the codex, but we also know that any new codex will come written with the new system in mind. An Eldar revamp can't be *that* far away, and I have no doubt they'll get more than enough powers to make them FOTM again.

In other news, has anyone seen any recent details on changes to Instant Death? This has been the subject of many previous rumours, and my 'nids will cry if this edition still doesn't let them beat grey knights.


what ARE the changes to instant death xttz? please tell.


I'm asking if anyone has seen any changes to ID from the myriad of different rumour threads this week. It's very possible I missed something skipping through 40+ pages of random notes!

Pretty sure the rumour mill is saying that ID causes an additional wound for every point above double strength.
For example, Strength 8 vs T4 will cause 2 wounds, Strength 9 vs T4 will cause 3 wounds, etc.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:14:46


Post by: Cypher's Sword


Testify wrote:
xttz wrote:
Cypher's Sword wrote:
xttz wrote:All this bitching about who gets what psychic powers is silly. Not only do the new rules still allow you to use your old 'fluffy' powers from the codex, but we also know that any new codex will come written with the new system in mind. An Eldar revamp can't be *that* far away, and I have no doubt they'll get more than enough powers to make them FOTM again.

In other news, has anyone seen any recent details on changes to Instant Death? This has been the subject of many previous rumours, and my 'nids will cry if this edition still doesn't let them beat grey knights.


what ARE the changes to instant death xttz? please tell.


I'm asking if anyone has seen any changes to ID from the myriad of different rumour threads this week. It's very possible I missed something skipping through 40+ pages of random notes!

Pretty sure the rumour mill is saying that ID causes an additional wound for every point above double strength.
For example, Strength 8 vs T4 will cause 2 wounds, Strength 9 vs T4 will cause 3 wounds, etc.


OMG if thats true then my eldar ACTUALLY HAVE A CHANCE!


Automatically Appended Next Post:
Testify wrote:
Cypher's Sword wrote:
the one reason I haven't started playing fantasy is because of the magic, I need to hit those enemies with a fireball because their weak against fire, so I roll and I get a fire buff for one of my units......terrific.


Signature spell - fireball.

The only people who hate new WHF are people who played older editions...anyone who's new to it likes it. Hell I love WHF, including the magic phase. If you don't like magic, don't play a fantasy game with elves and goblins and vampires...
Also don't base the implementation of a feature based solely on a single chart. Eldar at present dominate physcicly, we have no reason to believe that GW will change that. And unless I'm mistaken, of the playable races in 40k, humans are the second most psychicly capable. Which would you prefer, that humans could cast the eldar's top-level spells, or that eldar had their own set of spells?


its not that I don't like magic, its that I don't like that you randomly get a spell, I messes with my game plan, or does it not do that anymore and I should finish my woodelves?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:16:48


Post by: xttz


Totalwar1402 wrote:Is the rulebook actually on sale in the UK from the 23rd of June? Or is it only officially "revealed" on the 23rd.


On sale from the 30th. I'm sure there will be preview copies in stores this weekend. All we need is a ninja with a pocket photocopier...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:24:09


Post by: Robbietobbie


Therion wrote:
tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?


That's what I was wondering too


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:26:48


Post by: motyak


I promised myself I wouldn't, but I may get the gamers edition...its so purty...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:26:59


Post by: Cyrax


Therion wrote:
tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?

Probably he meant tesla weapons retaining their ability during the snapshot.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:27:03


Post by: kenzosan


Robbietobbie wrote:
Therion wrote:
tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?


That's what I was wondering too

Is there something I'm missing? How exactly is it worded because my friend has only given me 1 extra wound on a 6.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:28:14


Post by: Just Dave


Robbietobbie wrote:
Therion wrote:
tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?


That's what I was wondering too


Probably just incorrect interpretation and/or the rumour-monger doesn't play Necrons. I really, really wouldn't get worked up about this just yet.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:29:56


Post by: Maelstrom808


kenzosan wrote:
Robbietobbie wrote:
Therion wrote:
tesla weapons get an additional hit when throwing a 6 on the to-hit throws

WTF is this? Tesla weapons in the Necron codex give an additional two hits if you roll a 6 to hit, for a total of 3 hits. They decided to nerf them in the new rulebook?


That's what I was wondering too

Is there something I'm missing? How exactly is it worded because my friend has only given me 1 extra wound on a 6.


Yeah it's currently 2 additional hits on a 6 for a total of 3. I hope that it's just a typo, he's got a lot of mistakes in that list.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:30:38


Post by: kenzosan


Since this is the rumor thread, can anyone tell me why I was told to wait for 6th before I commit to Heat Lances over Blasters? Something about a change to melta, but I haven't seen anything.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:31:20


Post by: Testify


Sources are sources because of their closeness to information, not for their typing reliability don't hang up on it too much.
Special trumps general anyway. Even if the core rulebook said Tesla added an additional hit on a 6, the 'cron codex still says to add 2, so you do.


Automatically Appended Next Post:
kenzosan wrote:Since this is the rumor thread, can anyone tell me why I was told to wait for 6th before I commit to Heat Lances over Blasters? Something about a change to melta, but I haven't seen anything.

Anything could change. We discuss what information we have, but there could be something huge on the horizen.
I wouldn't wait personally. I'm buying a pack of Grey Knight Terminators when I get paid, rulebook be damned.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:32:28


Post by: Cyrax


Here is the original rumor from the warseer:
Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch

http://www.dakkadakka.com/dakkaforum/posts/list/750/455813.page#4423130


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:33:32


Post by: Byte


Gamers edtion for me!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:33:33


Post by: kenzosan


Testify wrote:Sources are sources because of their closeness to information, not for their typing reliability don't hang up on it too much.
Special trumps general anyway. Even if the core rulebook said Tesla added an additional hit on a 6, the 'cron codex still says to add 2, so you do.
kenzosan wrote:Since this is the rumor thread, can anyone tell me why I was told to wait for 6th before I commit to Heat Lances over Blasters? Something about a change to melta, but I haven't seen anything.

Anything could change. We discuss what information we have, but there could be something huge on the horizen.
I wouldn't wait personally. I'm buying a pack of Grey Knight Terminators when I get paid, rulebook be damned.

Well it was just weird. The way the advice was given it sounded like there was actual rumors about melta out there.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:35:03


Post by: Slarg232


Hmmm... if chaos gets a new book, i sort of want. Will have to wait and see.....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:49:29


Post by: Ravenous D


hmm, so GW did what I didnt expect, generally its not wise to make your top selling product more like your worse selling product... Its like Mcdonalds making the big mac more like the mcfish to encourage more mcfish sales.

6th edition is the big mac mcfish, it better taste good or I predict Warmachine will be the top selling game this year.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:52:15


Post by: kenzosan


Ravenous D wrote:hmm, so GW did what I didnt expect, generally its not wise to make your top selling product more like your worse selling product... Its like Mcdonalds making the big mac more like the mcfish to encourage more mcfish sales.

6th edition is the big mac mcfish, it better taste good or I predict Warmachine will be the top selling game this year.

in what ways do you feel that marines got nerfed? Lets be real here, all chapters aside, Marines are still looking like the top dogs. The chapters were only designed for 2 reason, options so your not all making vanilla and to make money. These new rules don't change that in anyway.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:53:42


Post by: Ravenous D


Say wha? I didnt say marines got nerfed, lay off the crack. I was refering to the introduction of more fantasy rules.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:54:43


Post by: kenzosan


Ravenous D wrote:Say wha? I didnt say marines got nerfed, lay off the crack. I was refering to the introduction of more fantasy rules.

I see, I thought you were saying Marines when you said top "selling product" not 40k as a whole.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:55:05


Post by: Testify


WHF is an awesome game, 40k could learn a lot from it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 22:58:42


Post by: Crazyterran


Well, since everything is a conspiracy to make Xenos players cry:

I've got these nifty tinfoil hats. Anyone want some?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:00:28


Post by: Cypher's Sword


Crazyterran wrote:Well, since everything is a conspiracy to make Xenos players cry:

I've got these nifty tinfoil hats. Anyone want some?




.....................................................yes


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:05:28


Post by: Nightbringer's Chosen


My Scarabs wonder how Beasts will work with the new charge rules.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:08:06


Post by: kenzosan


Cypher's Sword wrote:
Crazyterran wrote:Well, since everything is a conspiracy to make Xenos players cry:

I've got these nifty tinfoil hats. Anyone want some?




.....................................................yes

already got mine


Automatically Appended Next Post:
Have to ask why a Soul Grinder gets 4 hull points and not a Defiler? Ghost arc's too, but none of the DE or Eldar transports? It's like, no one wants the elves to succeed


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:13:53


Post by: junk


I can't help it, I'm really excited about everything that I'm seeing so far. My problems with 5th notwithstanding, I'm just excited for all the 'cinematic' elements. I spend so much time and money on building and painting these little bastards that I feel cheated when the game rule doesn't sync up with what's happening on the battlefield, like I might as well have been proxying everything using gummy bears and homeys.




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:14:23


Post by: insaniak


alarmingrick wrote:
pretre wrote:
alarmingrick wrote:Okay, I'm going with a stupid question.
How can IG suddenly get something general (Psychic powers) and their 'Dex doesn't have it(specific)?

They have an HQ Psyker...


Right, and the codex tells us what his powers are.

It's not really any different to all Jump Infantry in 5th gaining the Deep Strike rule without having it in their army list entries.

I would assume that the new psychic rules will cover Psykers as a whole, rather than specific psykers from each list.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:16:28


Post by: Rayvon


Quite inetresting seeing how wound up people can get about rules they dont really know anything about yet.

We cannot really make anything but assumptions from what little we have been told.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:18:06


Post by: kenzosan


Rayvon wrote:Quite inetresting seeing how wound up people can get about rules they dont really know anything about yet.

We cannot really make anything but assumptions from what little we have been told.

If your gonna report rumors and only put up partial information that shows massive buffs to everyone but a few armies, you're gonna get flak. People are very defensive of their armies because they spend a lot of money on them.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:24:28


Post by: Fishboy


My Eldar are looking awesome right now with the rumors. Dire avengers with snap fire and guide paired up with bladestorm...hmmmm

Sniper can pick a model if they roll 6. If rend is still in there my Eldar snipers just got sweet hehe. It also looks like Pinning is back in so my eldar missle launchers got good again.

Even my Haemonculus sniper rifle that causes instant death got VERY good hehe.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:31:05


Post by: Noisy_Marine


Testify wrote:WHF is an awesome game, 40k could learn a lot from it.


Yeah I guess if you like magic spells that can wipe out whole units and fielding 40+ models in a unit it's an awesome game.

I like magic in my fantasy settings, but there is a point where it becomes too powerful.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:31:19


Post by: Formosa


kenzosan wrote:
Rayvon wrote:Quite inetresting seeing how wound up people can get about rules they dont really know anything about yet.

We cannot really make anything but assumptions from what little we have been told.

If your gonna report rumors and only put up partial information that shows massive buffs to everyone but a few armies, you're gonna get flak. People are very defensive of their armies because they spend a lot of money on them.


very well put point


on this eldar Divination thing people keep drumming on about, Eldar are the masters of such powers... tis why they have guide, fortune, doom, eldrads re-deploy etc.
i cant see these new powers having anything like this, not that i wouldnt love to have fortune on my TH/SS termies or guide on my Ravenwing attack sqauds.

Now i do agree that eldar should have more acess to the other ones and as someone pointed out maybe chaos will be getting god specific ones too


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:34:27


Post by: Adam LongWalker


Formosa wrote:
kenzosan wrote:
Rayvon wrote:Quite inetresting seeing how wound up people can get about rules they dont really know anything about yet.

We cannot really make anything but assumptions from what little we have been told.

If your gonna report rumors and only put up partial information that shows massive buffs to everyone but a few armies, you're gonna get flak. People are very defensive of their armies because they spend a lot of money on them.


very well put point


on this eldar Divination thing people keep drumming on about, Eldar are the masters of such powers... tis why they have guide, fortune, doom, eldrads re-deploy etc.
i cant see these new powers having anything like this, not that i wouldnt love to have fortune on my TH/SS termies or guide on my Ravenwing attack sqauds.

Now i do agree that eldar should have more acess to the other ones and as someone pointed out maybe chaos will be getting god specific ones too


You'll see the Demos soon being thrown at the GW stores and decide how badly 6th Ed will be.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:52:25


Post by: Absolutionis


EDIT: Nevermind


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/20 23:56:04


Post by: Crazyterran


Not going to lie, that telepathy spell makes me all excited to play Horde armies. Nothing says hilarity like 30 Orks hitting themselves.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 00:30:43


Post by: Kingsley


Let's be real, guys. Eldar aren't going to be nerfed by the introduction of new psychic abilities. Their psychic (and psychic defense) wargear is already the best in the game. If anything, the increased prevalence of psykers will be a buff to Eldar, as the Eldar's Runes of Warding will be able to reap an even more fearsome toll. If, as I'm hearing, the Perils of the Warp will be beefed up, that's just the icing on the cake for Eldar psykers.

Now, I'm not saying Eldrad will be the new Teclis or anything, but it seems pretty clear that Eldar stand to gain from psychic powers becoming more powerful and prevalent. The strong Eldar psychic defenses means that opposing psykers-- now more common-- will have a more difficult time using their powers, and the Eldar themselves, who nearly always field Farseers, will gain access to new and potent abilities themselves. So not only will the meta shift in a way that favors Eldar, because more opponents will take units vulnerable to Eldar psychic defenses, but the rules shifts themselves will increase the power of Eldar psykers.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 00:41:52


Post by: Altruizine


Testify wrote:Sources are sources because of their closeness to information, not for their typing reliability don't hang up on it too much.
Special trumps general anyway. Even if the core rulebook said Tesla added an additional hit on a 6, the 'cron codex still says to add 2, so you do.
.

Um, no. There will be Codex FAQs released en masse with the BYB. If they decide to change the Tesla rule into a universal effect your FAQ will say something like, "Pg. XTesla: Replace this wording with the wording from page Y of the Warhammer 40,000 Rulebook"

I would actually not be surprised if that happens, since I saw a rumour days ago that suggested Necron players would lament having equipped their Immortals with tesla. It didn't make sense to me until this new tidbit came out today. I forget where I read it -- it may have been some pathetically grungy 40K blog I was linked to from another board.

edit: oh yeah, it was this d-bag


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 00:43:23


Post by: azazel the cat


Fetterkey wrote:Let's be real, guys. Eldar aren't going to be nerfed by the introduction of new psychic abilities. Their psychic (and psychic defense) wargear is already the best in the game. If anything, the increased prevalence of psykers will be a buff to Eldar, as the Eldar's Runes of Warding will be able to reap an even more fearsome toll. If, as I'm hearing, the Perils of the Warp will be beefed up, that's just the icing on the cake for Eldar psykers.

Now, I'm not saying Eldrad will be the new Teclis or anything, but it seems pretty clear that Eldar stand to gain from psychic powers becoming more powerful and prevalent. The strong Eldar psychic defenses means that opposing psykers-- now more common-- will have a more difficult time using their powers, and the Eldar themselves, who nearly always field Farseers, will gain access to new and potent abilities themselves. So not only will the meta shift in a way that favors Eldar, because more opponents will take units vulnerable to Eldar psychic defenses, but the rules shifts themselves will increase the power of Eldar psykers.


This is pretty much my first thought. While that Telekinesis power seems way too powerful, I don't think anyone would dare attempt it on 3d6 when Runes of Warding are on the table.

My Necrons, however, might be screwed here if they don't get any psychic defense.


Also: So does the Gamer's Edition come with the templates and the servo-skull tape measure? Or is it just the dice, holders and satchel? I'm not clear.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 00:48:11


Post by: Formosa


azazel the cat wrote:
Fetterkey wrote:Let's be real, guys. Eldar aren't going to be nerfed by the introduction of new psychic abilities. Their psychic (and psychic defense) wargear is already the best in the game. If anything, the increased prevalence of psykers will be a buff to Eldar, as the Eldar's Runes of Warding will be able to reap an even more fearsome toll. If, as I'm hearing, the Perils of the Warp will be beefed up, that's just the icing on the cake for Eldar psykers.

Now, I'm not saying Eldrad will be the new Teclis or anything, but it seems pretty clear that Eldar stand to gain from psychic powers becoming more powerful and prevalent. The strong Eldar psychic defenses means that opposing psykers-- now more common-- will have a more difficult time using their powers, and the Eldar themselves, who nearly always field Farseers, will gain access to new and potent abilities themselves. So not only will the meta shift in a way that favors Eldar, because more opponents will take units vulnerable to Eldar psychic defenses, but the rules shifts themselves will increase the power of Eldar psykers.


This is pretty much my first thought. While that Telekinesis power seems way too powerful, I don't think anyone would dare attempt it on 3d6 when Runes of Warding are on the table.

My Necrons, however, might be screwed here if they don't get any psychic defense.


yeah they do.. just very limited, its on a tomb spider isnt it? and if the rumour is true everyone gets a 6+ save vs psy powers.. not much but its something lol

I liked the minor powers from 3rd, i kinda expected them to be in the 4th rulebook but they were not (evidently) and im glad a kind of psychic phase has returned, as i like magic in fantasy aswell (i like magic.. not the all the spells... imagine if Jaws affected whole units and you had I2... damn dwarfs lol)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 00:59:47


Post by: azazel the cat


- sharpshooters can choose what target they hit on a 6 (necron eliminators)

Huh? Necron Eliminators? Is that supposed to mean Destroyers, perhaps?

- tesla weapons get an additional hit when throwing a 6 on the to-hit throws

I hope this is a typo, because AP- Tesla doesn't need to get Nerf'd.

- apparently you can bodyguard all special characters (non independent ones on a +4)

NO! Oh, for the love of the Emperor, NOOooo! This could potentially give already-imbalanced characters like Mephiston ablative wounds or something akin to a 4++!



EDIT: Also, if you can defensive fire at BS 1, then Vulkan lists will potentially become the greatest objective-holders that I have ever heard of. TL Flamers getting to defensive fire when charged? Ouch.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:06:04


Post by: TedNugent


kenzosan wrote:
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.


I would be happy to show how this is wrong.

Banshees have a pistol and a power weapon and strike at I5. That means 3 attacks on the charge. A Tac Marine does not have a CCW, except for the Sergeant, and they have rapid fire weapons plus a heavy weapon, so more than likely they will fail to get the charge against a Fleet unit with pistols and have 1 attack per marine, with the Sergeant at 3 attacks for CC+Pistol and 2 base.

10 banshees at WS4 vs WS4 T4
Spoiler:

.5*.33*2*10
3.3

6.6 Marines
.5*.66*.5*5.6
.925
.5*.66*.5*3
.495
1.4

Marines lose combat by a margin of 1.9

.5*.33*2*8.6
2.838

.5*.66*.5*2.8
.46
.5*.66*.5*3
.495
.96

Marines lose combat by 1.9

.5*.33*2*7.6
2.5

.5*.66*.5*3
.495

Marines lose combat by 2

.5*.33*2*7
2.31


e.g. without an Exarch, without Leadership tests that the Tac Marines would be taking every turn, and without a charge bonus, Banshees would win by 7 models in CC against Tac Marines. YMMV with an Exarch or with a Power Weapon on the Serg, but suffice to say, if you're looking for something to complain about in C:SM, it probably shouldn't be Tactical Marines, which are nearly universally regarded as being nothing special.

That being said, I'm totally on board with this rumored psychic chart being complete bs for Xenos. I'm planning on playing Orks, and I can't say I like the idea of having our Psyker, already one of the worst and most unreliable in the game (with NO psychic defense!) being further cemented into the bottom of the dustbin.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:09:07


Post by: azazel the cat


Huh. I just noticed that the section about Hull Points seems to have completely left out a very conspicuous, pyramid-shaped 200-point vehicle. Strange.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:16:35


Post by: mikhaila


azazel the cat wrote:
- sharpshooters can choose what target they hit on a 6 (necron eliminators)

Huh? Necron Eliminators? Is that supposed to mean Destroyers, perhaps?

- tesla weapons get an additional hit when throwing a 6 on the to-hit throws

I hope this is a typo, because AP- Tesla doesn't need to get Nerf'd.

- apparently you can bodyguard all special characters (non independent ones on a +4)

NO! Oh, for the love of the Emperor, NOOooo! This could potentially give already-imbalanced characters like Mephiston ablative wounds or something akin to a 4++!



EDIT: Also, if you can defensive fire at BS 1, then Vulkan lists will potentially become the greatest objective-holders that I have ever heard of. TL Flamers getting to defensive fire when charged? Ouch.


Mephiston isn't an independent character and can't join a squad, so no bodyguards. You can't use a template weapon, (flamer or round) in defensive fire.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:18:10


Post by: kenzosan


TedNugent wrote:
kenzosan wrote:
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.


I would be happy to show how this is wrong.

Banshees have a pistol and a power weapon and strike at I5. That means 3 attacks on the charge. A Tac Marine does not have a CCW, except for the Sergeant, and they have rapid fire weapons plus a heavy weapon, so more than likely they will fail to get the charge against a Fleet unit with pistols and have 1 attack per marine, with the Sergeant at 3 attacks for CC+Pistol and 2 base.

10 banshees at WS4 vs WS4 T4
Spoiler:

.5*.33*2*10
3.3

6.6 Marines
.5*.66*.5*5.6
.925
.5*.66*.5*3
.495
1.4

Marines lose combat by a margin of 1.9

.5*.33*2*8.6
2.838

.5*.66*.5*2.8
.46
.5*.66*.5*3
.495
.96

Marines lose combat by 1.9

.5*.33*2*7.6
2.5

.5*.66*.5*3
.495

Marines lose combat by 2

.5*.33*2*7
2.31


e.g. without an Exarch, without Leadership tests that the Tac Marines would be taking every turn, and without a charge bonus, Banshees would win by 7 models in CC against Tac Marines. YMMV with an Exarch or with a Power Weapon on the Serg, but suffice to say, if you're looking for something to complain about in C:SM, it probably shouldn't be Tactical Marines, which are nearly universally regarded as being nothing special.

That being said, I'm totally on board with this rumored psychic chart being complete bs for Xenos. I'm planning on playing Orks, and I can't say I like the idea of having our Psyker, already one of the worst and most unreliable in the game (with NO psychic defense!) being further cemented into the bottom of the dustbin.

Must have been assault marines then I did the math on. Cuz I remember there being 2 attacks per marine when I did the math. Blood angels were the codex I was using so the point of a troop being that good against an elite is still valid.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:22:18


Post by: TechMarine1


dajobe wrote:those cards scare me so much...
I love fantasy, but I also want a game that doesnt have complete magic domination


If the psychic phase (if there really is one now) is anything like the magic phase, the other army should have a chance to dispel/cancel them...how is that complete domination?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:24:36


Post by: Noisy_Marine


TechMarine1 wrote:
dajobe wrote:those cards scare me so much...
I love fantasy, but I also want a game that doesnt have complete magic domination


If the psychic phase (if there really is one now) is anything like the magic phase, the other army should have a chance to dispel/cancel them...how is that complete domination?


I think he means that games of WFB can be won or lost depending or whether or not you get a powerful spell off.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:25:06


Post by: l0k1


Without complete wording on things like defensive fire and snap fire, all these rumors except for a few seem to point to buffs to Tyranids and Blood Angels. Though gauss weapons removing hull points is pretty big for Necrons.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:27:00


Post by: Ledabot


I really should have picked a better day to go to bed early. Its taken me 3 hours to read through all these posts! I started feeling worryed that the world was over with allies but now i realise, my tau can take friends....mwa ha ha!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:29:40


Post by: spacewolf407


All I have to say is that rulebook is looking mighty thick.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:35:55


Post by: Harriticus


spacewolf407 wrote:All I have to say is that rulebook is looking mighty thick.


Well It is the longest rulebook by quite a bit. Up until Rogue Trader to now they've all been 280-330 or so.

I'm not sure what the extra 100 pages is. I hope it's fluff and artwork, but I suspect it will just be model catalogs.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:40:35


Post by: Zathras


Altruizine wrote:
Testify wrote:Sources are sources because of their closeness to information, not for their typing reliability don't hang up on it too much.
Special trumps general anyway. Even if the core rulebook said Tesla added an additional hit on a 6, the 'cron codex still says to add 2, so you do.
.

Um, no. There will be Codex FAQs released en masse with the BYB. If they decide to change the Tesla rule into a universal effect your FAQ will say something like, "Pg. XTesla: Replace this wording with the wording from page Y of the Warhammer 40,000 Rulebook"

I would actually not be surprised if that happens, since I saw a rumour days ago that suggested Necron players would lament having equipped their Immortals with tesla. It didn't make sense to me until this new tidbit came out today. I forget where I read it -- it may have been some pathetically grungy 40K blog I was linked to from another board.

edit: oh yeah, it was this d-bag


Well, guess what. If they change the rules for Tesla, then my Immortals will have funky looking Gauss Blasers that look a lot like Tesla Carbines instead. No fuss no muss.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:44:57


Post by: Ehsteve


kenzosan wrote:
TedNugent wrote:
kenzosan wrote:
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.


I would be happy to show how this is wrong.

Banshees have a pistol and a power weapon and strike at I5. That means 3 attacks on the charge. A Tac Marine does not have a CCW, except for the Sergeant, and they have rapid fire weapons plus a heavy weapon, so more than likely they will fail to get the charge against a Fleet unit with pistols and have 1 attack per marine, with the Sergeant at 3 attacks for CC+Pistol and 2 base.

10 banshees at WS4 vs WS4 T4
Spoiler:

.5*.33*2*10
3.3

6.6 Marines
.5*.66*.5*5.6
.925
.5*.66*.5*3
.495
1.4

Marines lose combat by a margin of 1.9

.5*.33*2*8.6
2.838

.5*.66*.5*2.8
.46
.5*.66*.5*3
.495
.96

Marines lose combat by 1.9

.5*.33*2*7.6
2.5

.5*.66*.5*3
.495

Marines lose combat by 2

.5*.33*2*7
2.31


e.g. without an Exarch, without Leadership tests that the Tac Marines would be taking every turn, and without a charge bonus, Banshees would win by 7 models in CC against Tac Marines. YMMV with an Exarch or with a Power Weapon on the Serg, but suffice to say, if you're looking for something to complain about in C:SM, it probably shouldn't be Tactical Marines, which are nearly universally regarded as being nothing special.

That being said, I'm totally on board with this rumored psychic chart being complete bs for Xenos. I'm planning on playing Orks, and I can't say I like the idea of having our Psyker, already one of the worst and most unreliable in the game (with NO psychic defense!) being further cemented into the bottom of the dustbin.

Must have been assault marines then I did the math on. Cuz I remember there being 2 attacks per marine when I did the math. Blood angels were the codex I was using so the point of a troop being that good against an elite is still valid.

Don't know how you reached that particular mathematical conculsion...

Let's re-examine that shall we?
Spoiler:
10 Howling Banshees vs. 10 tactical marines.
Average charge distance of 7" (41.6% chance of failure), banshees have a 28.4% greater chance to make the distance due to possible rerolls (assuming Fleet is rerolls on one die in the charge distance and not both). Assuming rerolls to both dice the chance of failure for the Howling Banshees drops to only 17.36%

10xSpace Marines (C:SM) vs 10xHowling Banshees (Eldar)
WS4 S3 T3 vs. WS4 S4 T4

Values are assumed to be rounded accordingly for casualties.

If the Banshees get to charge

Marines initiate defensive fire:
10 BS1 S4 AP5 shots = 1.6* shots, 1.1* wounds, 0.55 (~1) Banshees dead

Howling Banshees strike first at I5 (2CCW + charge = 3 attacks)
27 Attacks WS4 S3 = 13.5 hits, 4.5 wounds (ignoring armour saves), 4.5 Marine Casualties (~5) (no armour saves due to power weapons)

Marines strike back at I4 (1 attack, Sergeant w/ 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3 wounds, 1.16* (~1) Banshee Casualties

Marines lose combat by ~4

End of combat. Banshees consolidate

If the Marines get the charge

Howling Banshee initiate defensive fire:
10 BS1 S3 shots S4 AP5 shots = 1.6* shots, 0.83* wounds, 0.27* (~0) Marines Dead

Howling Banshees strike first at I5 (2CCW = 2 attacks)
20 attacks WS4 S3 = 10 hits, 3.3* wounds (Ignoring armour saves), 3.3* (~3) Marine Casualties.

Marines strike back at I4 (charge = 2 attacks, Sergeant w/ 2CCW = 4 attacks)
18 attacks WS4 S4 = 9 hits, 6 wounds, 3 Banshee Casualties.

Drawn combat.

Next round

Howling Banshees strike first at I5 (2CCW = 2 attacks)
14 attacks WS4 S3 = 7 hits, 2.3* wounds (Ignoring armour saves), 2.3* (~2) Marine Casualties.

Marines strike back at I4 (1 attack, Sergeant w/ 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3 wounds, 1.16* (~1) Banshee Casualties

Marines lose combat by 1. Unlikely chance henceforth of winning combat.


Defensive fire will play a massive role I think in determining people's weapon choices.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:45:33


Post by: Lobokai


I don't get the feeling that psykers are going to rule. What ability are people seeing that is any nastier than something already in a codex?

As someone who plays Tau and almost never takes anything other than null zone as a psykic power, I dont see anything worrisome.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 01:53:39


Post by: rabidaskal


Not too fussed about the psychic powers table, way I see it it, why would the psychically-gifted xenos have the same powers as primitive Imperial monkeys. I'm cautiously optimistic that the codex faqs will either buff the racial psychic powers (orks) or at least keep them distinct from the standard power table (eldar, they powerful enough already).

I'd be more annoyed if my weirdboyz had the same power table as sanctioned psykers and marineboy librarians, the gestalt power of the waaaaugh is a force unto itself, why are we then casting the same cantrips?!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:01:02


Post by: Rhich


Mail order only? I want the gamer's addition but there has to be someone selling these other than GW... like the dice and the tape too.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:02:29


Post by: pretre


Talk to your FLGS. Most can order mail order only stuff, just for a lesser discount.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:11:01


Post by: TedNugent


kenzosan wrote:
TedNugent wrote:

e.g. without an Exarch, without Leadership tests that the Tac Marines would be taking every turn, and without a charge bonus, Banshees would win by 7 models in CC against Tac Marines. YMMV with an Exarch or with a Power Weapon on the Serg, but suffice to say, if you're looking for something to complain about in C:SM, it probably shouldn't be Tactical Marines, which are nearly universally regarded as being nothing special.

That being said, I'm totally on board with this rumored psychic chart being complete bs for Xenos. I'm planning on playing Orks, and I can't say I like the idea of having our Psyker, already one of the worst and most unreliable in the game (with NO psychic defense!) being further cemented into the bottom of the dustbin.

Must have been assault marines then I did the math on. Cuz I remember there being 2 attacks per marine when I did the math. Blood angels were the codex I was using so the point of a troop being that good against an elite is still valid.

And Banshees still won? You do realize that Assault Marines are close combat troops?

So your Elite close combat unit wins against a Troop close combat unit and you're complaining why. PS, you do realize that Banshees cost 16 pts a model and Assault Marines cost 18? They get a free transport, but still..

Let's run the math on Assault Marines (which are completely different from Tactical Marines and are actually a Fast Attack choice in Codex Space Marines)

I'm going to assume that no one get's a charge, so no charge bonus to keep it fair and easy. 10 Howling Banshees (no exarch), 160 points, versus 190 points of Assault Marines.
Spoiler:

.5*.33*2*10
3.3

.5*.66*.5*2*5.7
1.881
.5*.66*.5*3
.495
2.376

Marines lose combat by .9

.5*.33*2*7.6
2.5

.5*.66*.5*2*3.5
1.155
.5*.66*.5*3
.495
1.65

Marines lose combat by .85

.5*.33*2*7
2.31

.5*.66*.5*2*1.2
.4
.5*.66*.5*3
.495
.9

Marines lose combat by 1.4

.5*.33*2*6.1
2

So Banshees win by a margin of 6 models against 190 points of Assault Marines in CC. Oh, and if they spend 50 points on a Sang Priest, which also takes an Elite slot, you also ignore their FNP saves, making that extra investment meaningless against your Banshee's CC attacks. The Marines do get a free transport, or jetpacks, making their charge bonus more accessible, and they can also get Furious Charge (which would have a huge impact on combat), but still, with no Exarch and a big price gap, I think it's silly to complain about this.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:14:36


Post by: imweasel


Altruizine wrote:Um, no. There will be Codex FAQs released en masse with the BYB. If they decide to change the Tesla rule into a universal effect your FAQ will say something like, "Pg. XTesla: Replace this wording with the wording from page Y of the Warhammer 40,000 Rulebook"


And since when has gw EVER did a mass faq QUICKLY?!?!?

It could be a few weeks, a few months or...I don't know...a few years for all of these faqs to come out?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:16:51


Post by: azazel the cat


mikhaila wrote:
azazel the cat wrote:
- apparently you can bodyguard all special characters (non independent ones on a +4)

NO! Oh, for the love of the Emperor, NOOooo! This could potentially give already-imbalanced characters like Mephiston ablative wounds or something akin to a 4++!


Mephiston isn't an independent character and can't join a squad, so no bodyguards.

Read that tidbit again.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:19:03


Post by: MajorTom11


A BIG THANK YOU to Kroothawk for consolidating and updating all the 6th ed threads into something mangeable!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:19:27


Post by: insaniak


imweasel wrote:And since when has gw EVER did a mass faq QUICKLY?!?!?

They did for the release of 5th edition...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:23:19


Post by: infinite_array


insaniak wrote:
imweasel wrote:And since when has gw EVER did a mass faq QUICKLY?!?!?

They did for the release of 5th edition...


Didn't they vomit out a bunch of FAQs for Fantasy at the release of 8th?

I'm fairly sure they did - I was going to play Dwarfs, and I remember a lot of Dwarf players hoping for a tune-up for the gyrocopter, and then not getting it in the FAQ. *shrug*


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:27:45


Post by: TedNugent


How long did it take them to cough up the FAQs? A few months? A few days?

Do they already have this stuff worked out and in the pipes or are we gonna have to wait for the behemoth to ruminate and pass out the gravy? I wonder.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:33:00


Post by: insaniak


From memory they were up almost immediately.


They weren't hugely comprehensive, just intended to iron out anything major that was sent awry by the new rules, but they were still enough to keep the game going.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:34:07


Post by: Crazyterran


Ehsteve wrote:
kenzosan wrote:
TedNugent wrote:
kenzosan wrote:
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.


I would be happy to show how this is wrong.

Banshees have a pistol and a power weapon and strike at I5. That means 3 attacks on the charge. A Tac Marine does not have a CCW, except for the Sergeant, and they have rapid fire weapons plus a heavy weapon, so more than likely they will fail to get the charge against a Fleet unit with pistols and have 1 attack per marine, with the Sergeant at 3 attacks for CC+Pistol and 2 base.

10 banshees at WS4 vs WS4 T4
Spoiler:

.5*.33*2*10
3.3

6.6 Marines
.5*.66*.5*5.6
.925
.5*.66*.5*3
.495
1.4

Marines lose combat by a margin of 1.9

.5*.33*2*8.6
2.838

.5*.66*.5*2.8
.46
.5*.66*.5*3
.495
.96

Marines lose combat by 1.9

.5*.33*2*7.6
2.5

.5*.66*.5*3
.495

Marines lose combat by 2

.5*.33*2*7
2.31


e.g. without an Exarch, without Leadership tests that the Tac Marines would be taking every turn, and without a charge bonus, Banshees would win by 7 models in CC against Tac Marines. YMMV with an Exarch or with a Power Weapon on the Serg, but suffice to say, if you're looking for something to complain about in C:SM, it probably shouldn't be Tactical Marines, which are nearly universally regarded as being nothing special.

That being said, I'm totally on board with this rumored psychic chart being complete bs for Xenos. I'm planning on playing Orks, and I can't say I like the idea of having our Psyker, already one of the worst and most unreliable in the game (with NO psychic defense!) being further cemented into the bottom of the dustbin.

Must have been assault marines then I did the math on. Cuz I remember there being 2 attacks per marine when I did the math. Blood angels were the codex I was using so the point of a troop being that good against an elite is still valid.

Don't know how you reached that particular mathematical conculsion...

Let's re-examine that shall we?
Spoiler:
10 Howling Banshees vs. 10 tactical marines.
Average charge distance of 7" (41.6% chance of failure), banshees have a 28.4% greater chance to make the distance due to possible rerolls (assuming Fleet is rerolls on one die in the charge distance and not both). Assuming rerolls to both dice the chance of failure for the Howling Banshees drops to only 17.36%

10xSpace Marines (C:SM) vs 10xHowling Banshees (Eldar)
WS4 S3 T3 vs. WS4 S4 T4

Values are assumed to be rounded accordingly for casualties.

If the Banshees get to charge

Marines initiate defensive fire:
10 BS1 S4 AP5 shots = 1.6* shots, 1.1* wounds, 0.55 (~1) Banshees dead

Howling Banshees strike first at I5 (2CCW + charge = 3 attacks)
27 Attacks WS4 S3 = 13.5 hits, 4.5 wounds (ignoring armour saves), 4.5 Marine Casualties (~5) (no armour saves due to power weapons)

Marines strike back at I4 (1 attack, Sergeant w/ 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3 wounds, 1.16* (~1) Banshee Casualties

Marines lose combat by ~4

End of combat. Banshees consolidate

If the Marines get the charge

Howling Banshee initiate defensive fire:
10 BS1 S3 shots S4 AP5 shots = 1.6* shots, 0.83* wounds, 0.27* (~0) Marines Dead

Howling Banshees strike first at I5 (2CCW = 2 attacks)
20 attacks WS4 S3 = 10 hits, 3.3* wounds (Ignoring armour saves), 3.3* (~3) Marine Casualties.

Marines strike back at I4 (charge = 2 attacks, Sergeant w/ 2CCW = 4 attacks)
18 attacks WS4 S4 = 9 hits, 6 wounds, 3 Banshee Casualties.

Drawn combat.

Next round

Howling Banshees strike first at I5 (2CCW = 2 attacks)
14 attacks WS4 S3 = 7 hits, 2.3* wounds (Ignoring armour saves), 2.3* (~2) Marine Casualties.

Marines strike back at I4 (1 attack, Sergeant w/ 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3 wounds, 1.16* (~1) Banshee Casualties

Marines lose combat by 1. Unlikely chance henceforth of winning combat.


Defensive fire will play a massive role I think in determining people's weapon choices.


Well, the only other thing to take into account is that next edition, Assault Marines will get a free I10 attack in addition to their normal stuff, if they charge.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:34:39


Post by: Ehsteve


TedNugent wrote:
kenzosan wrote:
TedNugent wrote:

e.g. without an Exarch, without Leadership tests that the Tac Marines would be taking every turn, and without a charge bonus, Banshees would win by 7 models in CC against Tac Marines. YMMV with an Exarch or with a Power Weapon on the Serg, but suffice to say, if you're looking for something to complain about in C:SM, it probably shouldn't be Tactical Marines, which are nearly universally regarded as being nothing special.

That being said, I'm totally on board with this rumored psychic chart being complete bs for Xenos. I'm planning on playing Orks, and I can't say I like the idea of having our Psyker, already one of the worst and most unreliable in the game (with NO psychic defense!) being further cemented into the bottom of the dustbin.

Must have been assault marines then I did the math on. Cuz I remember there being 2 attacks per marine when I did the math. Blood angels were the codex I was using so the point of a troop being that good against an elite is still valid.

And Banshees still won? You do realize that Assault Marines are close combat troops?

So your Elite close combat unit wins against a Troop close combat unit and you're complaining why. PS, you do realize that Banshees cost 16 pts a model and Assault Marines cost 18? They get a free transport, but still..

Let's run the math on Assault Marines (which are completely different from Tactical Marines and are actually a Fast Attack choice in Codex Space Marines)

I'm going to assume that no one get's a charge, so no charge bonus to keep it fair and easy. 10 Howling Banshees (no exarch), 160 points, versus 190 points of Assault Marines.
Spoiler:

.5*.33*2*10
3.3

.5*.66*.5*2*5.7
1.881
.5*.66*.5*3
.495
2.376

Marines lose combat by .9

.5*.33*2*7.6
2.5

.5*.66*.5*2*3.5
1.155
.5*.66*.5*3
.495
1.65

Marines lose combat by .85

.5*.33*2*7
2.31

.5*.66*.5*2*1.2
.4
.5*.66*.5*3
.495
.9

Marines lose combat by 1.4

.5*.33*2*6.1
2

So Banshees win by a margin of 6 models against 190 points of Assault Marines in CC. Oh, and if they spend 50 points on a Sang Priest, which also takes an Elite slot, you also ignore their FNP saves, making that extra investment meaningless against your Banshee's CC attacks. The Marines do get a free transport, or jetpacks, making their charge bonus more accessible, and they can also get Furious Charge (which would have a huge impact on combat), but still, with no Exarch and a big price gap, I think it's silly to complain about this.

The above assumption is extremely impractical. What about Grey Hunters:

Spoiler:
10 Howling Banshees vs. 10 tactical marines.
Average charge distance of 7" (41.6% chance of failure), banshees have a 28.4% greater chance to make the distance due to possible rerolls (assuming Fleet is rerolls on one die in the charge distance and not both). Assuming rerolls to both dice the chance of failure for the Howling Banshees drops to only 17.36%

9xGrey Hunters (C:SW) +1 Wolf Guard (C:SW) vs 10xHowling Banshees (Eldar)
WS4 S3 T3 vs. WS4 S4 T4

Values are assumed to be rounded accordingly for casualties.

If the Banshees get to charge

Marines initiate defensive fire:
10 BS1 S4 AP5 shots = 1.6* shots, 1.1* wounds, 0.55 (~1) Banshees dead

Grey Hunters activate Counter Charge (16.6*% chance of failure)

Howling Banshees strike first at I5 (2CCW + charge = 3 attacks)
27 Attacks WS4 S3 = 13.5 hits, 4.5 wounds (ignoring armour saves), 4.5 Marine Casualties (~5) (no armour saves due to power weapons)

Marines strike back at I4 (2CCW + charge = 3 attack, Wolf Guard 2CCW + charge = 4 attacks)
16 Attacks WS4 S4 = 8 hits, 5.3* wounds, 2.6* (~3) Banshee Casualties

Marines lose combat by ~2

Chance of winning combat unlikely.

Howling Banshees strike first at I5 (2CCW = 2 attacks)
12 Attacks WS4 S3 = 6 hits, 2 wounds (ignoring armour saves), 2 Marine Casualties (no armour saves due to power weapons)

Marines strike back at I4 (2CCW = 2 attack, Wolf Guard 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3* wounds, 1.16* (~1) Banshee Casualties

marines lose combat by ~1

Chance of winning combat near impossibility.

If the Marines get the charge

Howling Banshee initiate defensive fire:
10 BS1 S3 shots S4 AP5 shots = 1.6* shots, 0.83* wounds, 0.27* (~0) Marines Dead

Howling Banshees strike first at I5 (2CCW = 2 attacks)
20 attacks WS4 S3 = 10 hits, 3.3* wounds (Ignoring armour saves), 3.3* (~3) Marine Casualties.

Marines strike back at I4 (2CCW + charge = 3 attack, Wolf Guard 2CCW + charge = 4 attacks)
22 attacks WS4 S4 = 11 hits, 7.3 wounds, 3.6* (~4) Banshee Casualties.

Marines win by ~1.

Next round

Howling Banshees strike first at I5 (2CCW = 2 attacks)
12 attacks WS4 S3 = 6 hits, 2 wounds (Ignoring armour saves), 2 Marine Casualties.

Marines strike back at I4 (2CCW = 2 attack, Wolf Guard 2CCW = 3 attacks)
11 Attacks WS4 S4 = 5.5 hits, 3.6* wounds, 1.83* (~2) Banshee Casualties

Drawn Combat.

Next round

Howling Banshees strike first at I5 (2CCW = 2 attacks)
8 attacks WS4 S3 = 4 hits, 1.3* wounds (Ignoring armour saves), 1.3* (~1) Marine Casualties.

Marines strike back at I4 (2CCW = 2 attack, Wolf Guard 2CCW = 3 attacks)
9 Attacks WS4 S4 = 4.5 hits, 3* wounds, 1.5* (~2) Banshee Casualties

Marines win by ~1.

Next round

Howling Banshees strike first at I5 (2CCW = 2 attacks)
4 attacks WS4 S3 = 2 hits, 0.6* wounds (Ignoring armour saves), 0.6* (~1) Marine Casualties.

Marines strike back at I4 (2CCW = 2 attack, Wolf Guard 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3* wounds, 1.16* (~1) Banshee Casualties

Drawn Combat.

Next round

Howling Banshees strike first at I5 (2CCW = 2 attacks)
2 attacks WS4 S3 = 1 hits, 0.3* wounds (Ignoring armour saves), 0.3* (~0) Marine Casualties.

Marines strike back at I4 (2CCW = 2 attack, Wolf Guard 2CCW = 3 attacks)
7 Attacks WS4 S4 = 3.5 hits, 2.3* wounds, 1.16* (~1) Banshee Casualties

Grey Hunters win combat with 2 advantages to Marines and none to Howling Banshees



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:34:51


Post by: H.B.M.C.


Can't wait to see the ones for the Templars and Tau. "These books are two editions old... so here's 10 pages of rules that might make them work!".


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:37:19


Post by: Crazyterran


So, like the how the Templar Codex's FAQ is now?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:39:42


Post by: RiTides


Ah, you've got all the rumors edited into the OP now . Thanks, Kroot!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:42:22


Post by: pretre


I love you, kroothawk! The don't panic is perfect.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 02:50:43


Post by: Rhich


pretre wrote:Talk to your FLGS. Most can order mail order only stuff, just for a lesser discount.

Our store closed in Jan, there are a few other Mom & Pop but their prices are full retail too... and don't stock much.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:11:29


Post by: Dantalian


H.B.M.C. wrote:Can't wait to see the ones for the Templars and Tau. "These books are two editions old... so here's 10 pages of rules that might make them work!".


Maybe they will get around to FAQ'ing the 'Command and Control Node' to do something besides allow you to take Target Priority Checks off your commander!

I'm still surprised to this day that we never got a reworking on that piece of wargear...FAQs can't save us, we really need that new book.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:13:25


Post by: sennacherib


I actually really like these rumors for the most part. sounds like Nids will be getting a bit of a boost from some of the rules. Also really liking the rumors for the starter set. Likely i will pick up some more demons etc. if it turns out that the rules concerning allies turn out to be true. all in all... excited.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:19:29


Post by: TechMarine1


Liking a lot of these rumors, particularly the warlord getting a special ability.

Anybody know if outflanking is still in?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:25:22


Post by: Ledabot


Dantalian wrote:
H.B.M.C. wrote:Can't wait to see the ones for the Templars and Tau. "These books are two editions old... so here's 10 pages of rules that might make them work!".


Maybe they will get around to FAQ'ing the 'Command and Control Node' to do something besides allow you to take Target Priority Checks off your commander!

I'm still surprised to this day that we never got a reworking on that piece of wargear...FAQs can't save us, we really need that new book.



Were half way threw the year, and no sign of a new book for any army. The chance we get one soon seems to be getting further and further away.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:29:54


Post by: Dantalian


Ledabot wrote:
Dantalian wrote:
H.B.M.C. wrote:Can't wait to see the ones for the Templars and Tau. "These books are two editions old... so here's 10 pages of rules that might make them work!".


Maybe they will get around to FAQ'ing the 'Command and Control Node' to do something besides allow you to take Target Priority Checks off your commander!

I'm still surprised to this day that we never got a reworking on that piece of wargear...FAQs can't save us, we really need that new book.



Were half way threw the year, and no sign of a new book for any army. The chance we get one soon seems to be getting further and further away.


Every time I hear an update on the release dates Tau get further and further away. It was supposed to be last year, beginning of this year, beginning of next year, now it is summer next year.
I just hope this new edition doesn't hurt us enough to ruin my recent return to playing as appose to just making terrain.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:32:22


Post by: H.B.M.C.


Dantalian wrote:Maybe they will get around to FAQ'ing the 'Command and Control Node' to do something besides allow you to take Target Priority Checks off your commander!

I'm still surprised to this day that we never got a reworking on that piece of wargear...FAQs can't save us, we really need that new book.


Oh I agree, but some have said that Templars are 'done', but GW are just waiting for the right release window. How's that phrase go again? No time like the present?

I have no problems with Chaos and Dark Angels getting first dibs on new books, as they are the two worst examples of the 'Jervis Era' (and as far as I'm concerned, it can't get any worse for Chaos, so anything would be an improvement at this stage). But after them its gotto be Templars and Tau, as they are the oldest and are so far out of date. Then Eldar, for a mix of reasons between Templar/Tau and Chaos/DA, and then 'Nids, as I don't think 6th is going to fix the inherent problems of that book.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:33:17


Post by: Spartan089


Wow with the new allies rule anyone who allies with Imperial guard can end up deep-striking anything...

Deep striking Furioso Dreadnoughts
Deep striking a blob of 30 ork boyz
Deep striking rhinos
Deep striking Landraiders with TH/SS Termies

Wow whoever wrote 6th edition must have been a tactical geniu-


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:36:21


Post by: tetrisphreak


Spartan089 wrote:Wow with the new allies rule anyone who allies with Imperial guard can end up deep-striking anything...

Deep striking Furioso Dreadnoughts
Deep striking a blob of 30 ork boyz
Deep striking rhinos
Deep striking Landraiders with TH/SS Termies

Wow whoever wrote 6th edition must have been a tactical geniu-





CREEEEEEEEEEEEEEEEDDDDDD!!!!!!!!!!!!!!!!!!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:38:26


Post by: Ledabot


So thats how he got that baneblade inside that house. teleporter pack ftw.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:39:30


Post by: Dantalian


Spartan089 wrote:
Deep striking Landraiders with TH/SS Termies


I see so many Tau (AND EVERYONE ELSE) doing this in the near future.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:40:42


Post by: quilava1


everyones over reacting about the new psychic table. Eldar will probably get so many new powers that the codex is borderline or full-blown broken. For all we know, it can be a limiter by GW.

Frankly, I'm more worried about my DE in what looks like psyker friendly metagame. Sure we do have a few anti-psychic weapons but still... I still have my Marines and Guard (which can tag tream and whoop ass!!!!) But still... :(

also noticed that ap 2 and 3 will have some affect on vehicles. Lascannons are back in the game baby


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:40:54


Post by: Sharkvictim


I really hope the starter set is in line with the rumors. I can buy the set and convert all of it to chaos, which leads me to believe it's too good to be true.

For the record, I want cultists so bad.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:43:23


Post by: quilava1


@Spartan089
what the frag grenades do you mean by deep striking ANYTHING!!!!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:46:54


Post by: Archonate


I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:51:32


Post by: kenzosan


Spartan089 wrote:Wow with the new allies rule anyone who allies with Imperial guard can end up deep-striking anything...

Deep striking Furioso Dreadnoughts
Deep striking a blob of 30 ork boyz
Deep striking rhinos
Deep striking Landraiders with TH/SS Termies

Wow whoever wrote 6th edition must have been a tactical geniu-

I like how Deep striking landraiders is already what I do. Blood Angels dont need IG


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:52:25


Post by: d-usa


Archonate wrote:I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


Why wouldn't they.

Space Marines are build for one singular purpose, and that is war.

Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war. Imperial Guard are recruited from civilians and should they survive (haha) they will return to being civilians. Eldar are a race that lives lives apart from war. Tyranids are just hungry. Orks just want to party.

If there was no war, there would be no single reason for Space Marines to exist. Their only justification is war, so they do make the best representation of "only war".

Or just keep on hating, that's cool too .


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 03:54:51


Post by: kenzosan


d-usa wrote:
Archonate wrote:I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


Why wouldn't they.

Space Marines are build for one singular purpose, and that is war.

Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war. Imperial Guard are recruited from civilians and should they survive (haha) they will return to being civilians. Eldar are a race that lives lives apart from war. Tyranids are just hungry. Orks just want to party.

If there was no war, there would be no single reason for Space Marines to exist. Their only justification is war, so they do make the best representation of "only war".

Or just keep on hating, that's cool too .

but an ork party is war.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:00:09


Post by: Ledabot


kenzosan wrote:
d-usa wrote:
Archonate wrote:I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


Why wouldn't they.

Space Marines are build for one singular purpose, and that is war.

Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war. Imperial Guard are recruited from civilians and should they survive (haha) they will return to being civilians. Eldar are a race that lives lives apart from war. Tyranids are just hungry. Orks just want to party.

If there was no war, there would be no single reason for Space Marines to exist. Their only justification is war, so they do make the best representation of "only war".

Or just keep on hating, that's cool too .

but an ork party is war.


I swear whatever they showed, they would still get hate for it. The pictures are gd beautyful, why do you have a problem with them!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:02:26


Post by: Spartan089


quilava1 wrote:@Spartan089
what the frag grenades do you mean by deep striking ANYTHING!!!!


Well not anything, but when you throw Creed and his tactical genius into the mix you can deep strike units from other allied armies that were clearly not meant to be deep struck.

kenzosan wrote:
Spartan089 wrote:Wow with the new allies rule anyone who allies with Imperial guard can end up deep-striking anything...

Deep striking Furioso Dreadnoughts
Deep striking a blob of 30 ork boyz
Deep striking rhinos
Deep striking Landraiders with TH/SS Termies

Wow whoever wrote 6th edition must have been a tactical geniu-

I like how Deep striking landraiders is already what I do. Blood Angels dont need IG


Except your landraiders don't have angry 2+/4++ save termies in them


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:07:27


Post by: pretre


Creed gives Scout not deep strike.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:07:34


Post by: Crazyterran


Spartan089 wrote:
quilava1 wrote:@Spartan089
what the frag grenades do you mean by deep striking ANYTHING!!!!


Well not anything, but when you throw Creed and his tactical genius into the mix you can deep strike units from other allied armies that were clearly not meant to be deep struck.

kenzosan wrote:
Spartan089 wrote:Wow with the new allies rule anyone who allies with Imperial guard can end up deep-striking anything...

Deep striking Furioso Dreadnoughts
Deep striking a blob of 30 ork boyz
Deep striking rhinos
Deep striking Landraiders with TH/SS Termies

Wow whoever wrote 6th edition must have been a tactical geniu-

I like how Deep striking landraiders is already what I do. Blood Angels dont need IG


Except your landraiders don't have angry 2+/4++ save termies in them


2+/3++. C:SM Storm Shields are 3++.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:10:23


Post by: H.B.M.C.


Ledabot wrote:The pictures are gd beautyful, why do you have a problem with them!


I agree. I went over the latest reaser a couple of times to pause on all the new artwork.

I do wish GW would have a 'gallery' section with desktop backgrounds made from these great big pieces of artwork. Sadly they'd probably do it the way Black Library does it, which is to charge for the backgrounds... and us Aussies would have to pay more for the backgrounds for some unknown fething reason.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:16:25


Post by: Altruizine


imweasel wrote:
Altruizine wrote:Um, no. There will be Codex FAQs released en masse with the BYB. If they decide to change the Tesla rule into a universal effect your FAQ will say something like, "Pg. XTesla: Replace this wording with the wording from page Y of the Warhammer 40,000 Rulebook"


And since when has gw EVER did a mass faq QUICKLY?!?!?

It could be a few weeks, a few months or...I don't know...a few years for all of these faqs to come out?

The last time they released a new edition of one of their games. The FAQS for 8th edition WHFB were up almost instantaneously.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:30:31


Post by: schadenfreude


Crisis suits can now jump out of CC and triple tap with relentless plasma guns, and fire warriors can move + single tap out to 30, or remain still and double tap out to 30. 6th edition sounds like more good news for Tau than a new codex.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:33:19


Post by: Altruizine


I doubt they can leave combat.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:37:01


Post by: warpcrafter


I just want to find out what the purpose of the servo skull dice holder things is.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:39:23


Post by: schadenfreude


Altruizine wrote:I doubt they can leave combat.


That's exactly what one of the posted rumors is.

Also going to be the first to say this relentless crisis suits + plasma + BS1 defensive fire + marker lights = owie ow hot hot hot


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:45:46


Post by: H.B.M.C.


warpcrafter wrote:I just want to find out what the purpose of the servo skull dice holder things is.


I think - and this is only a guess - that they might be a visual reminder of units that have taken wounds and whatnot. So you could put, say, a "3" into a holder, and then put the holder next to your whatever to remind you that it has taken a wound and now has 3 left.

It reminds me a lot of that classic Valentine's Day episode of the Simpsons, the one where Lisa gives the "Choo-choo-Choose me!" card to Ralf. At the beginning Mrs. Hoover makes them build little mailboxes for all the cards they've made, and Lisa complains how pointless the mailboxes are. These holders are, assuming I'm correct in my assumption of their purpose, the 40k equivalent of the little mailboxes Lisa and her class were forced to make (ie. utterly supurfluous).


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:52:38


Post by: kenzosan


Spartan089 wrote:[
kenzosan wrote:
Spartan089 wrote:Wow with the new allies rule anyone who allies with Imperial guard can end up deep-striking anything...

Deep striking Furioso Dreadnoughts
Deep striking a blob of 30 ork boyz
Deep striking rhinos
Deep striking Landraiders with TH/SS Termies

Wow whoever wrote 6th edition must have been a tactical geniu-

I like how Deep striking landraiders is already what I do. Blood Angels dont need IG


Except your landraiders don't have angry 2+/4++ save termies in them

Yea they do. Why wouldn't they?


Automatically Appended Next Post:
Ledabot wrote:
kenzosan wrote:
but an ork party is war.


I swear whatever they showed, they would still get hate for it. The pictures are gd beautyful, why do you have a problem with them!

I liked the pics, I was just pointing out that war is just as essential to ork culture as it is to marine culture.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:57:53


Post by: Crazyterran


schadenfreude wrote:
Altruizine wrote:I doubt they can leave combat.


That's exactly what one of the posted rumors is.

Also going to be the first to say this relentless crisis suits + plasma + BS1 defensive fire + marker lights = owie ow hot hot hot


One of the posted rumors is that you get to move 2D6 during the Combat phase with your jet packs, not that all Crisis Suits now have Hit and Run.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:57:54


Post by: Altruizine


schadenfreude wrote:
Altruizine wrote:I doubt they can leave combat.


That's exactly what one of the posted rumors is.

Also going to be the first to say this relentless crisis suits + plasma + BS1 defensive fire + marker lights = owie ow hot hot hot

This?

- tau battle suits can fall back 2d6 in the melee phase


Isn't that just the new, random version of Tau suits being able to jump 6" in the assault phase? Seems like you got hung up on the word 'melee'.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 04:59:08


Post by: Absolutionis


H.B.M.C. wrote:
warpcrafter wrote:I just want to find out what the purpose of the servo skull dice holder things is.


I think - and this is only a guess - that they might be a visual reminder of units that have taken wounds and whatnot. So you could put, say, a "3" into a holder, and then put the holder next to your whatever to remind you that it has taken a wound and now has 3 left.

It reminds me a lot of that classic Valentine's Day episode of the Simpsons, the one where Lisa gives the "Choo-choo-Choose me!" card to Ralf. At the beginning Mrs. Hoover makes them build little mailboxes for all the cards they've made, and Lisa complains how pointless the mailboxes are. These holders are, assuming I'm correct in my assumption of their purpose, the 40k equivalent of the little mailboxes Lisa and her class were forced to make (ie. utterly supurfluous).
Not too superfluous.
They're gimmicky, but how many times have you placed a die next to a vehicle/model to mark its damage/wounds only to forget and pick up that die for a roll?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:05:53


Post by: schadenfreude


Altruizine wrote:
schadenfreude wrote:
Altruizine wrote:I doubt they can leave combat.


That's exactly what one of the posted rumors is.

Also going to be the first to say this relentless crisis suits + plasma + BS1 defensive fire + marker lights = owie ow hot hot hot

This?

- tau battle suits can fall back 2d6 in the melee phase


Isn't that just the new, random version of Tau suits being able to jump 6" in the assault phase? Seems like you got hung up on the word 'melee'.


Maybe it was regular jump infantry where I saw that. The improvement to rapid fire and new relentless rules might be enough to put Tau back in tier 1. Defense fire will also really help them especially if they can burn marker lights on defense fire.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:06:09


Post by: Dantalian


schadenfreude wrote:
Altruizine wrote:I doubt they can leave combat.


That's exactly what one of the posted rumors is.

Also going to be the first to say this relentless crisis suits + plasma + BS1 defensive fire + marker lights = owie ow hot hot hot


How Markerlights? All markerlights fall off after your turn, they will have no part in defensive fire unless you invest hugely into markerdrones. Edit* NVM, I see what you are talking about now derp. Though this brings up another interesting question, will network markerlights allow BS increase on defensive fire?

In other news: Suddenly the huge price hike on SM units and the even larger price hike on SM vehicles like LandRaiders now suddenly makes sense. Just in time for everyone to suddenly want to buy them!



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:24:01


Post by: H.B.M.C.


Absolutionis wrote:Not too superfluous. They're gimmicky, but how many times have you placed a die next to a vehicle/model to mark its damage/wounds only to forget and pick up that die for a roll?


Hardly ever, and certainly never to such a point where I require something to put my dice in so that I don't forget what they're meant to represent.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:34:56


Post by: morgendonner


According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:38:37


Post by: H.B.M.C.


Scanning that can't've been pleasant. I imagine a lot of (German) swear words were uttered.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:39:41


Post by: Mysticdog


These holders are, assuming I'm correct in my assumption of their purpose, the 40k equivalent of the little mailboxes Lisa and her class were forced to make (ie. utterly supurfluous).


superfluous? How can something that is mandatory for tournaments be superfluous?

(I kid... I hope)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:40:16


Post by: Marrak


I'm suddenly very intrigued with how biomancy will work with nids... and the idea of a pair of harpies sweeping over units is getting exciting too.

Does anyone have an image of that tyranid vs. Imperial fist fight? I think I found my new Avatar from that. >_> or are they not released yet?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:44:57


Post by: Dantalian


morgendonner wrote:According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


I wonder how mad GW is about someone already having scanned the 6th book more than a week before release.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:49:41


Post by: Nightbringer's Chosen


Dantalian wrote:
morgendonner wrote:According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


I wonder how mad GW is about someone already having scanned the 6th book more than a week before release.


In retaliation, they will switch to a new system of measurement, rather than English or Metric, only found on special tape measures that GW sells.
The tape measures will also be finecast.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:50:13


Post by: deggreg@yahoo.com


I'm pretty excited about the pyschic thing TBH. Excited because I run Njal in my SW army and his 3+ null is going to be pretty important..lol.

all of the shooting changes make me kind of nervous....the structure point thing seems overpowered....the speeder thing seems kind of dope. Guess I'll need to review the changes, but I think MOST people are pretty skittish about the new rules because they think it's going to break their army.

I'm sure it'll be awesome once we all digest it, I guess if I need to buy 2-3 more rune priests to go with Njal and work the psychic power thing, so be it.

Thanks for compiling this list BTW, the more I read, the less I worry about this thing ruining my $1000 army...


Automatically Appended Next Post:
Nightbringer's Chosen wrote:
Dantalian wrote:
morgendonner wrote:According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


I wonder how mad GW is about someone already having scanned the 6th book more than a week before release.


In retaliation, they will switch to a new system of measurement, rather than English or Metric, only found on special tape measures that GW sells.
The tape measures will also be finecast.


excuse me sir, my tape measure has a huge hole in it

- "Did you try to soak it in hot water?"

What?

- "Buy some green stuff!"

you suck

- "don't leave it in your car...or it'll melt"

good bye

hahaha



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 05:56:03


Post by: tuiman


Dantalian wrote:
morgendonner wrote:According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


I wonder how mad GW is about someone already having scanned the 6th book more than a week before release.



I guess it might boost sales though if the rules are amazing


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:00:23


Post by: d-usa


Oh look, random jokes about Finecast sucking in a thread that has nothing to do with Finecast!




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:15:44


Post by: junk


The weird 'Last Rumor' on BOK about detachments seems interesting. I'm not sure I understand though. So once you fill up your required force org, you're free to choose units from any slot? Is that what he's saying?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:18:44


Post by: Serge-David


H.B.M.C. wrote:
warpcrafter wrote:I just want to find out what the purpose of the servo skull dice holder things is.


I think - and this is only a guess - that they might be a visual reminder of units that have taken wounds and whatnot. So you could put, say, a "3" into a holder, and then put the holder next to your whatever to remind you that it has taken a wound and now has 3 left.

It reminds me a lot of that classic Valentine's Day episode of the Simpsons, the one where Lisa gives the "Choo-choo-Choose me!" card to Ralf. At the beginning Mrs. Hoover makes them build little mailboxes for all the cards they've made, and Lisa complains how pointless the mailboxes are. These holders are, assuming I'm correct in my assumption of their purpose, the 40k equivalent of the little mailboxes Lisa and her class were forced to make (ie. utterly supurfluous).


Good news though, you're less likely to pick up the wound dice in a holder then out of it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:28:49


Post by: wuestenfux


Kroot, excellent work as always.

The remarks on the rules are an appetizer. Not sure if I like it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:42:24


Post by: junk


tuiman wrote:
Dantalian wrote:
morgendonner wrote:According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


I wonder how mad GW is about someone already having scanned the 6th book more than a week before release.



I guess it might boost sales though if the rules are amazing


I've been reading the german forums, but all i've learned there is that they have the same stupid arguments we do, but they chastise one another for whining more than us.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:47:09


Post by: wuestenfux


junk wrote:
tuiman wrote:
Dantalian wrote:
morgendonner wrote:According to blogosphere there's a german copy of the rulebook floating around the internet now... I suppose we will start having some solid confirmations on all the big things very soon.


I wonder how mad GW is about someone already having scanned the 6th book more than a week before release.



I guess it might boost sales though if the rules are amazing


I've been reading the german forums, but all i've learned there is that they have the same stupid arguments we do, but they chastise one another for whining more than us.


German forums ... *cough* ... *cough*


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 06:59:34


Post by: Crazyterran


Besides, everything sounds angrier in German.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 07:03:21


Post by: wuestenfux


Crazyterran wrote:Besides, everything sounds angrier in German.


Not everything, but as far as the German forums are concerned ... *cough* ... *cough*


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 07:08:24


Post by: H.B.M.C.


wuestenfux wrote:Not everything


Most things.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 07:12:20


Post by: wuestenfux


H.B.M.C. wrote:
wuestenfux wrote:Not everything


Most things.

I have to agree here but ''Gestapo'' and ''Sieg Heil'' are not part of the spoken German language.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 07:13:12


Post by: Quintinus


H.B.M.C. wrote:
wuestenfux wrote:Not everything


Most things.


Haha I was just about to post this song



Spoiler:
It's a recipe for cookies


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 07:59:59


Post by: Kroothawk


WOTT? Back to topic, zack zack!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:06:34


Post by: lord_blackfang


Kroothawk wrote:WOTT? Back to topic, zack zack!


Easy for you to say, you've already got the book!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:12:03


Post by: motyak


May not be known, but why not ask. What is the cost of the gamers edition in Aus prices? I'm guessing 160 or 180?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:25:32


Post by: azazel the cat


motyak wrote:May not be known, but why not ask. What is the cost of the gamers edition in Aus prices? I'm guessing 160 or 180?

Are you crazy? The Gamer's Edition is like $135 US, so you should really be expecting it to be more like $235 AUS.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:27:11


Post by: oldone


On why the space marines got the more of the new "lores" of psychic powers, i could understand the space marine codex having more as it represents a large number of chapters and thus it should have the largest diversity but that does not mean for that the eldar need to be screwed over but i wonder if they gain a special rule similar to dwarfs in WFB for dispelling ie they get +1 on all rolls or such.
Next is there any hints that we be able to see the rule book in store before the 30th in the white dwarf?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:31:11


Post by: Nightbringer's Chosen


oldone wrote:but i wonder if they gain a special rule similar to dwarfs in WFB for dispelling ie they get +1 on all rolls or such.

Runes of Warding aren't enough for you?!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:34:29


Post by: Kingsley


oldone wrote:On why the space marines got the more of the new "lores" of psychic powers, i could understand the space marine codex having more as it represents a large number of chapters and thus it should have the largest diversity but that does not mean for that the eldar need to be screwed over but i wonder if they gain a special rule similar to dwarfs in WFB for dispelling ie they get +1 on all rolls or such.
Next is there any hints that we be able to see the rule book in store before the 30th in the white dwarf?

Fetterkey wrote:Let's be real, guys. Eldar aren't going to be nerfed by the introduction of new psychic abilities. Their psychic (and psychic defense) wargear is already the best in the game. If anything, the increased prevalence of psykers will be a buff to Eldar, as the Eldar's Runes of Warding will be able to reap an even more fearsome toll. If, as I'm hearing, the Perils of the Warp will be beefed up, that's just the icing on the cake for Eldar psykers.

Now, I'm not saying Eldrad will be the new Teclis or anything, but it seems pretty clear that Eldar stand to gain from psychic powers becoming more powerful and prevalent. The strong Eldar psychic defenses means that opposing psykers-- now more common-- will have a more difficult time using their powers, and the Eldar themselves, who nearly always field Farseers, will gain access to new and potent abilities themselves. So not only will the meta shift in a way that favors Eldar, because more opponents will take units vulnerable to Eldar psychic defenses, but the rules shifts themselves will increase the power of Eldar psykers.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:35:15


Post by: KarlPedder


oldone wrote:On why the space marines got the more of the new "lores" of psychic powers, i could understand the space marine codex having more as it represents a large number of chapters and thus it should have the largest diversity but that does not mean for that the eldar need to be screwed over but i wonder if they gain a special rule similar to dwarfs in WFB for dispelling ie they get +1 on all rolls or such.
Next is there any hints that we be able to see the rule book in store before the 30th in the white dwarf?


How exactly do Eldar get screwed over it's IIRC the more physical lores that they lack. My impression has always been Eldar psykers are more skilled and powerful but they practice far more subtle arts if anything them focusing on the lores they have is very in character.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:36:36


Post by: wuestenfux


motyak wrote:May not be known, but why not ask. What is the cost of the gamers edition in Aus prices? I'm guessing 160 or 180?

Same question for Euro.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:38:54


Post by: Rayvon


Fetterkey wrote:
oldone wrote:On why the space marines got the more of the new "lores" of psychic powers, i could understand the space marine codex having more as it represents a large number of chapters and thus it should have the largest diversity but that does not mean for that the eldar need to be screwed over but i wonder if they gain a special rule similar to dwarfs in WFB for dispelling ie they get +1 on all rolls or such.
Next is there any hints that we be able to see the rule book in store before the 30th in the white dwarf?

Fetterkey wrote:Let's be real, guys. Eldar aren't going to be nerfed by the introduction of new psychic abilities. Their psychic (and psychic defense) wargear is already the best in the game. If anything, the increased prevalence of psykers will be a buff to Eldar, as the Eldar's Runes of Warding will be able to reap an even more fearsome toll. If, as I'm hearing, the Perils of the Warp will be beefed up, that's just the icing on the cake for Eldar psykers.

Now, I'm not saying Eldrad will be the new Teclis or anything, but it seems pretty clear that Eldar stand to gain from psychic powers becoming more powerful and prevalent. The strong Eldar psychic defenses means that opposing psykers-- now more common-- will have a more difficult time using their powers, and the Eldar themselves, who nearly always field Farseers, will gain access to new and potent abilities themselves. So not only will the meta shift in a way that favors Eldar, because more opponents will take units vulnerable to Eldar psychic defenses, but the rules shifts themselves will increase the power of Eldar psykers.


+1
I know its hard, but theres no need to be reading so much into it. As of yet, it only looks like Eldar get shafted from one maybe two pages of info where they are hardly mentioned, it would be wise to wait until the full picture is revealed before jumping to conclusions.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:46:40


Post by: Archonate


d-usa wrote:
Archonate wrote:I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


Why wouldn't they.

Space Marines are build for one singular purpose, and that is war.

Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war. Imperial Guard are recruited from civilians and should they survive (haha) they will return to being civilians. Eldar are a race that lives lives apart from war. Tyranids are just hungry. Orks just want to party.

If there was no war, there would be no single reason for Space Marines to exist. Their only justification is war, so they do make the best representation of "only war".

Or just keep on hating, that's cool too .
Oh I guess the joke went right over many heads here. I'm not "hating" because they showed space marines. I'm laughing because they finally admitted that in the grim darkness of the far future, there is only space marines.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:47:15


Post by: Bloodwin


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


Why are you assuming that every psychic power that is ever going to eb in 6th is in the big rulebook? In Fantasy there are the 8 colleges of magic. Some races get a few of these colleges. Elves and Empire get all of them. Skaven get none of them but then Skaven have their own magic and it's some of the most powerful. I fully expect that Eldar will get their own psychic power deck that Imperials cant use. There will be a couple of OP abilities which will make people scream and cry. The same will probably happen with most of the xenos codecies as they come out. I fully expect the chaos armies to have their own decks as well as access to the limited powers presented in the big rulebook. One of the questions I have which I am sure will be FAQed is what happens to the currently OP Space Wolf psychic powers? Will Space Wolves keep them and add in the extra ones from the rulebook?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:49:09


Post by: SoloFalcon1138


It looks as though you may choose to use your codex specific psychic powers, or elect to use one of the psychic lores.

I think it may be a promising way to getting psykers to be feared again.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 08:57:00


Post by: d-usa


Archonate wrote:
d-usa wrote:
Archonate wrote:I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


Why wouldn't they.

Space Marines are build for one singular purpose, and that is war.

Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war. Imperial Guard are recruited from civilians and should they survive (haha) they will return to being civilians. Eldar are a race that lives lives apart from war. Tyranids are just hungry. Orks just want to party.

If there was no war, there would be no single reason for Space Marines to exist. Their only justification is war, so they do make the best representation of "only war".

Or just keep on hating, that's cool too .
Oh I guess the joke went right over many heads here. I'm not "hating" because they showed space marines. I'm laughing because they finally admitted that in the grim darkness of the far future, there is only space marines.


Didn't think you were hating, I tried to show some sarcasm with the tongue sticking out orkmoticon.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 09:02:11


Post by: Nelson


In the grim darkness of 6th edition, raiders combust at a glance, tasty nids and footsloggers are fodder to my splintery death, and hellions get impact hits. Time to bust out the Crucible of Malediction, some psyker's having a birthday!

(oo ooo o ooo glad that my mandrakes and incubi won't strike at i 1 anymore going through cover oo oo)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 09:40:00


Post by: Crablezworth


from bols http://www.belloflostsouls.net/2012/06/40k-rumorgasm-pt-3-new-rules.html
---------------------------------------------------------------------------------------------------------------------------------------------------------------
"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."

-----------------------------------------------------------------------------------------------------------------------------------------------------

the horror... the horror....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 09:45:00


Post by: AlmightyWalrus


And the solution is, just as it always has been: don't play with those rules.

As a side note, the D6 is showing a 6, not a 1.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 09:51:06


Post by: Bonde


Damn, I can't decide if the Collector's Edition is worth the money, or if I should just get a Gamer's Edition.

The Collector's Edition has got nicer pages, a different cover, and a nice sleeve (leather?) Does anybody know if it has more content, page-wise, like extra fluff and concept art?

If it does have extra content, I will probably get it, but if it doesn't, then I'm not so sure, as the bag that comes with the Gamer's Edition looks really nice and could come in handy.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 09:53:55


Post by: SoloFalcon1138


Usually, the collector's edition has a couple of extra pages making it look cool, but not any real fluff additions. The main thing is the better cover and endpapers, parchment pages, and the leather case.

For that kind of money, I'd rather have the gamer's edition and get a neat bag and dice. Hopefully the bag doesn't fall apart after one use...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 10:00:48


Post by: wuestenfux


In view of the rule book, will there be a small rule book included in the starter set?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 10:08:16


Post by: Memnoch


Considering we havent seen what the exact rules for the new psychic phase Ill reserve judgement until we do on 'how Eldar got nerfed because they cant access everything''.
For all we know the new lores(or whatever they are being called) could be very general and much like the minor psychic powers from WD a few years back. So they might not even be worth taking for Eldar.

Plus chances are they will get some pretty mean powers exclusive to their codex when it comes out.....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 10:13:27


Post by: Gaz Taylor


As for the rumors, I quite like the direction the game is going in and think this will swing me away from WFB for a while.

Bonde wrote:Damn, I can't decide if the Collector's Edition is worth the money, or if I should just get a Gamer's Edition.

The Collector's Edition has got nicer pages, a different cover, and a nice sleeve (leather?) Does anybody know if it has more content, page-wise, like extra fluff and concept art?

If it does have extra content, I will probably get it, but if it doesn't, then I'm not so sure, as the bag that comes with the Gamer's Edition looks really nice and could come in handy.


I got the Collectors Edition of 8th Ed WFB as I was 30 when it came out. It's no different to the standard rulebook apart from the pages are nicer, it's got a fake leather cover and smells nice. Plus mine has some of the design studio signatures in it as I went to the open day.

As far as I'm aware I'm not getting the 6th ed collectors edition but it depends on what my family get me for my birthday

wuestenfux wrote:In view of the rule book, will there be a small rule book included in the starter set?


I would have thought so.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 10:23:29


Post by: Dragosanii12


kenzosan wrote:
Cypher's Sword wrote:
Crazyterran wrote:Well, since everything is a conspiracy to make Xenos players cry:

I've got these nifty tinfoil hats. Anyone want some?




.....................................................yes

already got mine


Automatically Appended Next Post:
Have to ask why a Soul Grinder gets 4 hull points and not a Defiler? Ghost arc's too, but none of the DE or Eldar transports? It's like, no one wants the elves to succeed



Never Trust an Elf! or give them in game buffs!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:19:46


Post by: Valkyrie


Altruizine wrote: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?

edit: OP lacks the batrep pic


I have to say, I was initially very dubious about the Allies concept, as I thought we'd all be taking Fire Dragons in Serpents, backed up by Nob Bikers and Manticores with Lysander leading them, or something along those lines anyway, but after seeing that particular photo, I actually really like how they've incorporated it into the game. I'm rather excited to taking a unit of GKT with my Guard, or a unit of Sternguard (which would give me an excuse to use my Deathwatch Marines more often).


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:21:19


Post by: CuddlySquig


It's so different...
PANICKING!!!!!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:23:43


Post by: Kingsley


CuddlySquig wrote:It's so different...
PANICKING!!!!!


Someone needs to Photoshop up an image of the new book with a Hitchhiker's Guide to the Galaxy-style "Don't Panic" on the cover, stat!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:28:35


Post by: Praxiss


Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:35:04


Post by: tetrisphreak


This from vampirecountJP on Warseer




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.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:36:25


Post by: Maelstrom808


Praxiss wrote:
Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


Hmmm...beasts/calv double the results for when charging through difficult terrain, so maybe they double the 2d6

Yeah, not gonna happen, I could possibly see them getting 3d6 on the roll though.


Automatically Appended Next Post:
tetrisphreak wrote:
When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.




If that one ends up being true, genestealers just fell off of my Nid list..



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:41:37


Post by: rigeld2


Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:43:05


Post by: tetrisphreak


Maelstrom808 wrote:
Praxiss wrote:
Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


Hmmm...beasts/calv double the results for when charging through difficult terrain, so maybe they double the 2d6

Yeah, not gonna happen, I could possibly see them getting 3d6 on the roll though.


Automatically Appended Next Post:
tetrisphreak wrote:
When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.






4d6 drop the highest when charging thru cover? Beasts with move through cover rolling normally? I could see that.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:45:12


Post by: Maelstrom808


rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Meh, it's pretty fair I think. Would you want to run screaming and waving a knife around at a guy with a flamethrower?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:52:43


Post by: Kingsley


rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Um, would you really like the alternative? I can assure you that I can deploy a unit in a fashion so that a snap-firing flamer would get more like 5-6 auto hits against the typical charging squad. d3 auto hits is outright generous... for the charging unit. This rule prevents flamers from being completely broken as a defense against horde armies while still allowing them a bonus in defensive fire.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:53:27


Post by: rigeld2


Maelstrom808 wrote:
rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Meh, it's pretty fair I think. Would you want to run screaming and waving a knife around at a guy with a flamethrower?

The Hive Mind makes me do things I don't want to all the time :-)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:53:29


Post by: Ledabot


Maelstrom808 wrote:
rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Meh, it's pretty fair I think. Would you want to run screaming and waving a knife around at a guy with a flamethrower?


I agree, a flamethrower is designed to take out mass inf at close range, they should be the single best gun thing you could be holding when you get charged.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 11:58:39


Post by: tetrisphreak


It also adds to the tactical flexibility of a flamer vs a meltagun. Having an offensive use plus a defense bonus is win win for a (usually) free unit upgrade.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:04:36


Post by: d-usa


Also, with removing units from the front it seems that flamers would get a bit nerfed. As a pure offensive weapon they benefit from being in the front rank, but are at higher risk. So that makes them a questionable weapon to take.

But giving them a defensive buff like that makes them a very valid weapon again. "Do I want a plasma or melta gun that might not even hit (BS1) if I get charged, or do I want to stick with the flamer that gives me a minimum of 1 hit no matter what..."


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:09:29


Post by: Nagashek


My kneejerk reaction:

Damn. Not $80. :hands out a fiver to his buddy at the LGS:

FNP going to 5+, all skimmers getting a 5+ save, Charges going to the best of 2d6 rather than a straight 6... well... great. Fine. I guess I didn't like Wyches that much anyway.

But 3 hull points for Dreads. Fantastic! It's about time people had a reason to start taking them. :sigh: I'll look through the rest of the rules when they are released, but this seems to do great things for GK, Marines, and ESPECIALLY IG (since the Hydra will doubtless be AA fire, AND they get an amazing and undercosted flyer) but this looks a bit grim for my DE.

To be fair: SOME of these things look bad for DE, and may merely require a slight change up to my normal list. That in and of itself is not jarring, and that is good: my usual playstyle will remain unaffected. However, as things appear now I will be having to change my list closer to Venom Spam, which is just unfortunate as it lessens the number of viable builds for my army, while increasing the power of other armies' normal power builds AND adding to the number of them they can field.

I had a funny feeling that somehow the new rules would leave GK untouched or more powerful and marginalize a competitor. I hate being right.

Who wants to bet that, since FNP is getting nerfed, the new Apothecary rules will either keep it at 4+ or let it be 5+ AND add other rules to make it even better than it was before? Like a rerollable 5+ (better than 4+)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:15:01


Post by: Bonde


SoloFalcon1138 wrote:Usually, the collector's edition has a couple of extra pages making it look cool, but not any real fluff additions. The main thing is the better cover and endpapers, parchment pages, and the leather case.

For that kind of money, I'd rather have the gamer's edition and get a neat bag and dice. Hopefully the bag doesn't fall apart after one use...


What do you mean by "look cool"? Is it extra artwork, or is it just a page with the words "6TH EDITION COLLECTORS EDITION!!!" on it in bold text?

The reason why I'm pretty exited about the Collectors Edition is that it will be the first edition of 40K that I actually will be a part of the release of, which makes it so special.

I'll probably be reading the entire book all the way through several times, and using the rules within for the next many years, as I have become a rather large 40K fan and a member of a private gaming club close to my new home.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:17:00


Post by: decoy101


from faeit not sure if someones already put this up

A lot of people have noticed one thing about the upcoming allies rules..... Tyranids dont get them. So how then can tyranids compete against allied forces when they do not get them? Well take a look at this......

Please take this one with a little salt, as Tastytaste explains, he thinks this is happening, but either cannot give the details, or they are a little unclear with his source.

via Tastytaste
For this rumor though I could end up being wrong or just missd something about how it exactly works. So let me repeat: THIS COULD END UP BEING WRONG. I just don’t have the same assurances that I have had in the past. So I with that said I would put this at 65% percent probability of being correct– if I was a betting man.

Ok, enough of me covering may ass let’s get down to the last rumor I will be having about 6th edition.

So as many of you have noticed in the leaked 6th edition pictures a little Battle Report with allies shown for each of the armies (IG/GK) and (CSM/Deamons).

With Allies are allowed to expand the Force Org chart which has been reported before, but what if I told you that wasn’t the whole story. What if you could break the FoC without having Allies…

Here is example of how it works.
I going to play my buddy which will be using IG and GK to face off against my poor little Nids. In 6th my bugs will not get Allies.

So how am I suppose to fight such a cheesy force?

Breaking the Bonds of FoC
I take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:17:55


Post by: Bonde


Gaz Taylor wrote:As for the rumors, I quite like the direction the game is going in and think this will swing me away from WFB for a while.

Bonde wrote:Damn, I can't decide if the Collector's Edition is worth the money, or if I should just get a Gamer's Edition.

The Collector's Edition has got nicer pages, a different cover, and a nice sleeve (leather?) Does anybody know if it has more content, page-wise, like extra fluff and concept art?

If it does have extra content, I will probably get it, but if it doesn't, then I'm not so sure, as the bag that comes with the Gamer's Edition looks really nice and could come in handy.


I got the Collectors Edition of 8th Ed WFB as I was 30 when it came out. It's no different to the standard rulebook apart from the pages are nicer, it's got a fake leather cover and smells nice. Plus mine has some of the design studio signatures in it as I went to the open day.

As far as I'm aware I'm not getting the 6th ed collectors edition but it depends on what my family get me for my birthday



I do love nice smelling books I will probably unfortunately not get any signatures in it as I don't live in the UK.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:20:42


Post by: decoy101


does anyone know if the new dice sets are limited ?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:24:23


Post by: Sephyr


Nagashek wrote:
FNP going to 5+, all skimmers getting a 5+ save, Charges going to the best of 2d6 rather than a straight 6... well... great. Fine. I guess I didn't like Wyches that much anyway.

But 3 hull points for Dreads. Fantastic! It's about time people had a reason to start taking them. :sigh: I'll look through the rest of the rules when they are released, but this seems to do great things for GK, Marines, and ESPECIALLY IG (since the Hydra will doubtless be AA fire, AND they get an amazing and undercosted flyer) but this looks a bit grim for my DE.

To be fair: SOME of these things look bad for DE, and may merely require a slight change up to my normal list. That in and of itself is not jarring, and that is good: my usual playstyle will remain unaffected. However, as things appear now I will be having to change my list closer to Venom Spam, which is just unfortunate as it lessens the number of viable builds for my army, while increasing the power of other armies' normal power builds AND adding to the number of them they can field.

I had a funny feeling that somehow the new rules would leave GK untouched or more powerful and marginalize a competitor. I hate being right.

Who wants to bet that, since FNP is getting nerfed, the new Apothecary rules will either keep it at 4+ or let it be 5+ AND add other rules to make it even better than it was before? Like a rerollable 5+ (better than 4+)


Hate to be a downer, but I agree. My DE list has wyches and Incubi instead of just more darklight and Venom spam...seems like they want us to use the internet cheese lists. Fragile armor-less DE get fired at when charging, have to roll variable charge distances, power weapons now do squat against termis, artificer armor and sempiternal weave, and we have no power/chainfists.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:33:02


Post by: RFHolloway


decoy101 wrote:
Breaking the Bonds of FoC
I take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out


so I could take

big mek

2 squads of boys

3 squads of lootas

3 battle wagons

second big mek

third squad of boys

which then unlocks

3 more battle wagons
and 3 squads of burnas???


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:36:01


Post by: xttz


sennacherib wrote:I actually really like these rumors for the most part. sounds like Nids will be getting a bit of a boost from some of the rules.


I'm getting increasingly convinced that 'nids will have to be shelved until their next codex:

  • Getting shot up by overwatch fire on charge

  • Losing bonus attacks on multi-charge

  • No sign of protection for MC's getting ID'd by massed force weapons

  • FOC is unchanged, which doesn't help the overcrowded Elites section

  • No allies


  • The bit about flying MC's is a nice gimmick, but we stll don't have a Harpy model yet.

    On the bright side I also play Eldar and DA who should do better. Using Guide for overwatch fire should be fun!


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:36:22


    Post by: decoy101


    apparently unless theres a limit with detachments


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:41:49


    Post by: snorri788


    What are the tokens that are included in the collectors edition of the book? They look like unpainted tzeench horrors...


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:44:32


    Post by: IronNerd


    I seriously wish I had the willpower to stop looking at rumors. I *want* to love 40k again, and a new edition is the only way that's going to happen. With all the rules I think sound cool, there are plenty more that make me cringe. The more I think about it, the more I hate the "wound allocation from the front" thing... I know it's been discussed at length, but I can't imagine it leading to anything but massive douchebaggery...


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 12:46:37


    Post by: mikhaila


    Detatchments must take an HQ and troop, then you can take ONE moreeach of troop, elite, fast, hvy.

    So....
    Mek
    Mek
    Boysx2
    lootasx3

    Mek
    boys
    lootas

    Mek
    boys
    Lootas etc

    Or.....Paint up a spiffy ork bomber, and add on Lascannons/zap guns to the wings, and call it an "Allied Vendetta".


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:04:02


    Post by: Byte


    KrootHawk- This is the best 6th edition rumor thread ever! One stop shop. Well done!

    So far I'm liking it very much. At least we aren't hearing, O it's dumbed down, beer and pretzels, marketing for 9 year olds...

    From the rumors I suspect GW has really step up the "gaming" side of 40K.

    I'm in!


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:04:55


    Post by: Samurai_Eduh


    Nagashek wrote:My kneejerk reaction:

    Damn. Not $80. :hands out a fiver to his buddy at the LGS:

    FNP going to 5+, all skimmers getting a 5+ save, Charges going to the best of 2d6 rather than a straight 6... well... great. Fine. I guess I didn't like Wyches that much anyway.

    But 3 hull points for Dreads. Fantastic! It's about time people had a reason to start taking them. :sigh: I'll look through the rest of the rules when they are released, but this seems to do great things for GK, Marines, and ESPECIALLY IG (since the Hydra will doubtless be AA fire, AND they get an amazing and undercosted flyer) but this looks a bit grim for my DE.

    To be fair: SOME of these things look bad for DE, and may merely require a slight change up to my normal list. That in and of itself is not jarring, and that is good: my usual playstyle will remain unaffected. However, as things appear now I will be having to change my list closer to Venom Spam, which is just unfortunate as it lessens the number of viable builds for my army, while increasing the power of other armies' normal power builds AND adding to the number of them they can field.

    I had a funny feeling that somehow the new rules would leave GK untouched or more powerful and marginalize a competitor. I hate being right.

    Who wants to bet that, since FNP is getting nerfed, the new Apothecary rules will either keep it at 4+ or let it be 5+ AND add other rules to make it even better than it was before? Like a rerollable 5+ (better than 4+)


    My kneejerk reaction as a DE to the 5+ FNP was the same as yours. However, in reading the little we had to go on in the battle report scan, it seems that the only thing that can take FNP away now is ID. So while it got kind of nerfed, it can now help you against those power weapon wielding troops in silver armor. Whereas before you would be hesitant to charge that unit.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:11:49


    Post by: warpcrafter


    Maelstrom808 wrote:
    Praxiss wrote:
    Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



    Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


    Hmmm...beasts/calv double the results for when charging through difficult terrain, so maybe they double the 2d6

    Yeah, not gonna happen, I could possibly see them getting 3d6 on the roll though.


    Automatically Appended Next Post:
    tetrisphreak wrote:
    When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.




    If that one ends up being true, genestealers just fell off of my Nid list..



    Or you could take lots of small units of genestealers instead.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:13:12


    Post by: Goresaw


    Samurai_Eduh wrote:
    Nagashek wrote:My kneejerk reaction:

    My kneejerk reaction as a DE to the 5+ FNP was the same as yours. However, in reading the little we had to go on in the battle report scan, it seems that the only thing that can take FNP away now is ID. So while it got kind of nerfed, it can now help you against those power weapon wielding troops in silver armor. Whereas before you would be hesitant to charge that unit.


    Well... being toughness three... nearly everything causes ID.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:22:51


    Post by: wuestenfux


    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:24:12


    Post by: N.I.B.


    xttz wrote:
    sennacherib wrote:I actually really like these rumors for the most part. sounds like Nids will be getting a bit of a boost from some of the rules.


    I'm getting increasingly convinced that 'nids will have to be shelved until their next codex:

  • Getting shot up by overwatch fire on charge

  • Losing bonus attacks on multi-charge

  • No sign of protection for MC's getting ID'd by massed force weapons

  • FOC is unchanged, which doesn't help the overcrowded Elites section

  • No allies


  • The bit about flying MC's is a nice gimmick, but we stll don't have a Harpy model yet.

    You didn't even list the biggest Nid nerfs - cover saves down to 5+, FNP down to 5+ and models removed from the front. We don't even know if friendly units can still provide cover to units behind. Pancake said no.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:25:06


    Post by: AlmightyWalrus


    The Deep Strike, Infiltrate, Outflank and general reserve rules will also affect certain 'Nid units quite a bit.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:26:08


    Post by: wuestenfux


    Well, this is actually bad news for Nids. On the other side, do Nids get some boosts?


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:28:32


    Post by: tetrisphreak


    wuestenfux wrote:
    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?


    Speculating here but have a listen to this idea of how it might work:

    Bolters shoot at nobz. Cause 5 wounds total. Since nobz are 2 wound models, 2 wounds get allocated to the closest nob, 2 more to the next closest, and 1 leftover goes a third nob. Saves (if available) are rolled and then models that die get pulled out. If 2 of the allocated nobs are the same, wargear wise, then roll their saves together. the third nob who had slightly different wargear, rolls his saves separately as now. The other way to do it is to roll each model individually, regardless of wargear. I don't know which will be used in 6th though.


    Another good rumor is that if a unit is 1/2 in cover, you may elect to only fire upon models in the open. Those models in the unit are the only ones that can die but at the same time they are bereft of any cover saves. I think 6e will see more sniping of special characters in the way of the older editions. I hope the 4+ (Look out!) save is true, to keep meltaguns and flamers alive.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:30:10


    Post by: DarkStarSabre


    Have to confess, I'm feeling optimistic about all of this based on what we're seeing....

    Flying Monstrous Creatures being able to swoop and getting flyer-esque rules for shooting at them? My Tyranids and Chaos feel happy and safer with our big flying death critters.

    FNP being 5+? Saddens me just a little but quickly countered by working against all by ID - suddenly my Death Guard got some of their usefulness back that they had for all of 4 months of 4th edition before 5th edition kicked them in the nuts with AP1 and AP2 shooting (and my regular Eldar opponents went, once more, LOLSTARCANNONS FOR YOU AGAIN).

    The brief mention of Fear? ....My heart skipped a beat. Does this mean that my Tyranids may have gotten one of their deadliest weapons from 2nd edition back, combined with the abilities they have that incur penalties to Ld tests? Have they brought psychology back? Squee!

    Now we just have to wait and see.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:31:49


    Post by: Samurai_Eduh


    wuestenfux wrote:Well, this is actually bad news for Nids. On the other side, do Nids get some boosts?


    Well, besides the flyer boosts , I would think that some of the reserves rules would help them out as far as getting the units you want in when you want them. Might make the Tervigons tunnel actually useful...

    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:31:53


    Post by: AlmightyWalrus


    DarkStarSabre wrote:
    The brief mention of Fear? ....My heart skipped a beat. Does this mean that my Tyranids may have gotten one of their deadliest weapons from 2nd edition back, combined with the abilities they have that incur penalties to Ld tests? Have they brought psychology back? Squee!


    I'd expect that to be neutered by the aptly named rules "And They Shall Know No Fear" and "Fearless", although I suppose it'd still be nice against everything else.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:32:03


    Post by: oldone


    Really hoping that my tyranids will go to played the edition but it looks like there are quite a few nurse to a book that needed a lot to be desired. I'm hoping that either the psychic powers we gain benefit or we get some bonuses in the rules not disclosed in white dwarf. I feel that the rule our leading towards shooting Army lists. All I can see is my friend with his space Wolf Army defensive firing my Army thinking countercharge or such. I'm also disappointed my orcs seem to have been hit a bit sort my two armies out . I also believe that there is no point in panicking so I'll wait to make their own judgements but I'm not getting my hopes up.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:33:33


    Post by: Maelstrom808


    warpcrafter wrote:Or you could take lots of small units of genestealers instead.


    The problem is that makes them even more vulnerable to fire, including the additional threat of overwatch/snapfire. Stealers are pretty easy to shoot off the board. A bunch of smaller units makes your troops less resiliant for objective missions.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:33:38


    Post by: Therion


    The Night Scythe special rule that if it's destroyed the troops go into reserve makes a ton of sense in a purely positive way for Necrons now that we know troops take an automatic S10 hit with no armour saves if they are embarked on a flier when it dies.

    Fliers seem fantastic. Free 5+ cover saves when moving slow, 4+ saves when moving fast, and only hit with 6's by everything else than other flyers and Hydras and fortifications with skyfire. Now the fact that they are on huge flying bases is nothing but a massive advantage.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:34:48


    Post by: Nagashek


    d-usa wrote:
    Archonate wrote:I love that part in the 3rd teaser video when they say

    "In the Grim Darkness of the Far Future, There is Only..."
    and then they show a picture of Space Marines.


    Why wouldn't they.

    Space Marines are build for one singular purpose, and that is war.

    Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war.


    This is true. Little known funfact: While the Earth Caste is the race of Artisans and builders, the Fire Caste is utilized for its particular skills in macreme.

    And nothing else.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:35:35


    Post by: warboss


    wuestenfux wrote:
    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?


    Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:48:28


    Post by: tetrisphreak


    Therion wrote:The Night Scythe special rule that if it's destroyed the troops go into reserve makes a ton of sense in a purely positive way for Necrons now that we know troops take an automatic S10 hit with no armour saves if they are embarked on a flier when it dies.

    Fliers seem fantastic. Free 5+ cover saves when moving slow, 4+ saves when moving fast, and only hit with 6's by everything else than other flyers and Hydras and fortifications with skyfire. Now the fact that they are on huge flying bases is nothing but a massive advantage.


    I agree fliers will be buffed - that has been obvious to me ever since the DE codex. Why pay more points for a VoidRaven or RazorWing, when a ravager is just as survivable but 50 or more points cheaper? Same goes for Night Scythe/Doom Scythe. 90 points for an annihilation barge (AV13) or 100 for a night Scythe (AV11), over 150 points for a Blitza Bommer? All these points costs are waaaay too high for a fast skimmer with light armor. however making them all harder to hit with shooting suddenly brings them to a competitive level.

    However, I fear they'll become the new overabused hotness. Vendetta Spam plagued tournament play for the LONGEST time when IG came out, now if they are suddenly immune to enemy firepower (I say immune because how many AA mounts do you have in your codex? I have none and I play Tau, Necrons, and Blood Angels) the pain will just be immense. i HOPE that the 6+ to hit rule only applies to when they're moving flat out, and that it's just a 5+/4+ save any other time when they're being shot at (Jink?). Just another week to find out. I'm cautious but hopeful that GW won't make a good thing broken in their zeal.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:50:51


    Post by: oldone


    warboss wrote:
    wuestenfux wrote:
    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?


    Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


    and this will just make arguments in tournaments that people are sniping or it will make fast moving shooting units better for example I see venom spam and interceptors getting stronger
    but I'm wondering what happens about dreadknights with personal teleporter as will he generate vector strike attacks as he is teleporting not flying how can he strike them?


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:54:51


    Post by: AlmightyWalrus


    oldone wrote:
    warboss wrote:
    wuestenfux wrote:
    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?


    Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


    and this will just make arguments in tournaments that people are sniping or it will make fast moving shooting units better for example I see venom spam and interceptors getting stronger
    but I'm wondering what happens about dreadknights with personal teleporter as will he generate vector strike attacks as he is teleporting not flying how can he strike them?


    Port close, smash, port away. No one expects the (Spanish) Inquisition!


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:55:08


    Post by: xttz


    Samurai_Eduh wrote:
    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    I'm mostly concerned by flamer auto-hits (which will eat most nids alive), or any boosts to these BS1 hits which will no doubt materialise. Eldar already get Guide, and I'm sure other armies have the ability to twin-link weapons in some situations. This is a much bigger issue to armies like Orks or Nids who are already prone to being shot up as they slog towards the enemy. Marines and the like are rather more resilient and so rules like this have far less effect on them.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:55:18


    Post by: RFHolloway


    mikhaila wrote:Detatchments must take an HQ and troop, then you can take ONE moreeach of troop, elite, fast, hvy.

    So....
    Mek
    Mek
    Boysx2
    lootasx3

    Mek
    boys
    lootas

    Mek
    boys
    Lootas etc

    Or.....Paint up a spiffy ork bomber, and add on Lascannons/zap guns to the wings, and call it an "Allied Vendetta".


    to be honest Orks just got a boost if they can take an extra HQ (dakka jets with 3 warphead weird boys and almost perminant waagh for the troups, Ghaz and 2 big meks, Ghaz, big mek and a warboss). Even if those rules are correct you just take a troup plus a battle wagon filled with burners and a big mek with KFF as a detatchment, and if you can take multiple detatchments...

    xttz wrote:
    Samurai_Eduh wrote:
    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    I'm mostly concerned by flamer auto-hits (which will eat most nids alive), or any boosts to these BS1 hits which will no doubt materialise. Eldar already get Guide, and I'm sure other armies have the ability to twin-link weapons in some situations. This is a much bigger issue to armies like Orks or Nids who are already prone to being shot up as they slog towards the enemy. Marines and the like are rather more resilient and so rules like this have far less effect on them.


    I would be more worried about the the defensive fire coming from the orcs - We are only BS2 anyway, so the drop to bs1 matters less, particularly as we have loads of dice - 10 man shoota boys will give out 3.3 hits when assulted, and as for a 15 man burna squad - 30 hits?! thats an average of 5 1's for all you termie squads out there.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 13:57:43


    Post by: Sigvatr


    Samurai_Eduh wrote:

    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    Tesla says "Hi".


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:02:20


    Post by: Goresaw


    Sigvatr wrote:
    Samurai_Eduh wrote:

    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    Tesla says "Hi".


    Along those same lines, please feel free to charge a 15 man Burna boyz mob. It will be funny.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:04:11


    Post by: tuebor


    Goresaw wrote:
    Sigvatr wrote:
    Samurai_Eduh wrote:

    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    Tesla says "Hi".


    Along those same lines, please feel free to charge a 15 man Burna boyz mob. It will be funny.


    There are a lot of rumors that template weapons won't be able to be used for defensive fire.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:04:17


    Post by: KarlPedder


    I don't think we have anytthing close to the real story with Defensive Fire. I will be highly suprised if it's something that every unit that is charged gets to do as a bonus.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:05:28


    Post by: gorgon


    AlmightyWalrus wrote:The Deep Strike, Infiltrate, Outflank and general reserve rules will also affect certain 'Nid units quite a bit.


    They were all huge positives for Tyranids in pancake. But based on what we've seen so far, I'm not expecting many changes there. I believe one source has already said that assaulting after deep strike is out.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:06:19


    Post by: RFHolloway


    agreed the more bullets flying the happier the ork.

    15 burners = 30 hits = 15 wounds = 2.5 dead termies? or is my maths off again


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:06:32


    Post by: rigeld2


    tuebor wrote:
    Goresaw wrote:
    Sigvatr wrote:
    Samurai_Eduh wrote:

    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    Tesla says "Hi".


    Along those same lines, please feel free to charge a 15 man Burna boyz mob. It will be funny.


    There are a lot of rumors that template weapons won't be able to be used for defensive fire.

    Did you see the rumor posted above? Flamers cause d3 hits with defensive fire.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:08:57


    Post by: Praxiss


    Therion wrote:The Night Scythe special rule that if it's destroyed the troops go into reserve makes a ton of sense in a purely positive way for Necrons now that we know troops take an automatic S10 hit with no armour saves if they are embarked on a flier when it dies.

    Fliers seem fantastic. Free 5+ cover saves when moving slow, 4+ saves when moving fast, and only hit with 6's by everything else than other flyers and Hydras and fortifications with skyfire. Now the fact that they are on huge flying bases is nothing but a massive advantage.




    Didn't think of that! I wonder/hope thsi will be the case! I can see arguements and "frikkin necrons overpowered" moanign abound!

    if the 6's to hit and cover saves apply to fast Skimmer as well then the CCB just became even more deadly.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:10:08


    Post by: DarkStarSabre


    xttz wrote:
    Samurai_Eduh wrote:
    Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


    I'm mostly concerned by flamer auto-hits (which will eat most nids alive), or any boosts to these BS1 hits which will no doubt materialise. Eldar already get Guide, and I'm sure other armies have the ability to twin-link weapons in some situations. This is a much bigger issue to armies like Orks or Nids who are already prone to being shot up as they slog towards the enemy. Marines and the like are rather more resilient and so rules like this have far less effect on them.


    Did you miss the bit about flying MCs getting flyer-scale defense against shooting? Hive Tyrants will literally be swooping full speed towards the enemy line (come on, D3+1 autohits on what you move over? Thing only has 5 attacks. That's like a freebie round of combat with no counter!) and safely getting into combat straight off. FNP being a 5+ against everything bar ID? Introduce that nasty PW wielding unit of GKs to the Termagant FNP tarpit! Not to mention the minor powers - you know how many psykers 'Nids will be pulling out for the sake of it? HTs, The Swarmlord, Zoanthropes, The Doom, Tervigons, Broodlords - holy crap that's a wide spread of minor powers across the field and you just know that there's going to be nasty potential in these.

    Things actually are looking bright for 'nids. The flamer hits? D3. Not a whole template. Whoop de doo? Big enough broods will be nasty to these units.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:10:24


    Post by: Samurai_Eduh


    Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


    QFT.


    Automatically Appended Next Post:
    Did you miss the bit about flying MCs getting flyer-scale defense against shooting? Hive Tyrants will literally be swooping full speed towards the enemy line (come on, D3+1 autohits on what you move over? Thing only has 5 attacks. That's like a freebie round of combat with no counter!) and safely getting into combat straight off. FNP being a 5+ against everything bar ID? Introduce that nasty PW wielding unit of GKs to the Termagant FNP tarpit! Not to mention the minor powers - you know how many psykers 'Nids will be pulling out for the sake of it? HTs, The Swarmlord, Zoanthropes, The Doom, Tervigons, Broodlords - holy crap that's a wide spread of minor powers across the field and you just know that there's going to be nasty potential in these.

    Things actually are looking bright for 'nids. The flamer hits? D3. Not a whole template. Whoop de doo? Big enough broods will be nasty to these units.


    I agree man, these rumors are actually making me want to start 'Nids!


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:16:07


    Post by: Sunoccard


    So if I field CSM and Daemons in an allied list, can I use the CSM banners to get no scatter DS for my Daemons?


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:17:02


    Post by: oldone


    AlmightyWalrus wrote:
    oldone wrote:
    warboss wrote:
    wuestenfux wrote:
    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?


    Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


    and this will just make arguments in tournaments that people are sniping or it will make fast moving shooting units better for example I see venom spam and interceptors getting stronger
    but I'm wondering what happens about dreadknights with personal teleporter as will he generate vector strike attacks as he is teleporting not flying how can he strike them?


    Port close, smash, port away. No one expects the (Spanish) Inquisition!

    LOL


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:20:16


    Post by: Anpu42


    Personally I am exited by 6th Edition and here is why.

    Over-Watch is back, this will give Gunline Armies a Chance vs. some of the Death Stars.

    Move-Assault-Fire, I have not played this since 2nd Edition. It will slow the game down with the snap fire, but if it’s Ballistic Skill 1 it won’t matter much.

    Defined Cover; much needed.

    AP for “Power Weapons”; It looks like their now is a reason to take a Axe over a Sword.

    Rapid Fire; this will make for mobile Infantry.

    Allies: I know at least one of my players that will love this. As for me the ability to add some Guard or a Harlequin Troop to my Marines will just look Cool!

    Hull Points and Stun>Weapon Destroyed>Wrecked>Ka-Boom: This will make vehicles both Stronger and Fragile at the same time. I still think we will see the Rhino Rush, Defiantly the Land Raider Rush

    Wound Allocation; I like it a lot except for un-entangling Miniatures from Close Combat.

    Fliers: I know some Armies may have issues of not have any, but I think this concept is cool. It’s like my complaint about Star Ship Troopers, “Where is the Air Support!” I love the idea of my Guard having easy access to A-10s and AC-130s.

    Psychic Power: I love the Diversity they are going for, I am tired of every Psyker having the Same Powers, and maybe they will lay off the JotWW [that I hardly ever use].

    Champion vs. Champion: This is cool, it will let Logan and Belie Whack at each other without all of the pesky minions getting in the way.

    Random Charge: For me this wont make much of a difference, 90% I am launching my assault from 2”3” away from each other. The only units that I usually assaulted from more than 6” away are my Rough Riders and Thunderwolf Cavalry.

    Strength vs. Toughness always need at least a 6+: This will make it so you don’t have to take Special and Heavy Weapons. This might actually make Guard Platoons less likely to be packing Auto-Cannons.

    Warlord: I like the concept, but the randomness, I am not sure.

    Grenade!: This looks interesting, I know I will happy about this as I have a few new people that see the Frag Grenades and are still asking when they get to throw them.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:21:51


    Post by: Therion


    Vendetta Spam

    There won't be as many Vendettas in the sky as there will be Night Scythes blasting them with those sweet, sweet TL Tesla Destructors Top Gun, v.40k.


    6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/21 14:25:09


    Post by: Goresaw


    Ork dakka jets are Str 6... which isn't strong enough to pen AV 12 flyers.

    Not cool.