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The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 16:46:24


Post by: Celtic Strike


So, excluding things like the entire psychic phase and unbound lists which have already been discussed, I made a list by going back and forth between the two rulebooks and making a list of all the changes. Some are small some are pretty big. The ones I found interesting I put in bold.

Thanks for the help guys, I'm updating this list with stuff I missed based on your input.


Changes between 6th and 6.5

THE TURN:

- Added rules for D66's
- Added rules for combined re-rolls (Reroll all failed something and all successful something is now just leave the original dice)
- Added rules for Apocalypse blast markers
- Added rules for 'You and Yours' and 'Friendly and Enemy models'
- Removed 'Exceptions' from the turn sequence
- Added 'The start and End of Phase' information
- Added 'The start and End of turn' information
- Added 'Before game begins' and 'At the end of the game' information
- Added 'Sequencing'
- Player who deploys first may choose to go first or second after deployment

MOVEMENT:
- Added '6 inch vertical unit coherency'
- Added 'Moving up terrain' to the movement section

SHOOTING:
- Added two steps to shooting sequence
- Added 'Weapon firing groups' All the same type of weapons fire as one.
- Added information about what can and cannot alter snap-shots
- Changed 'Wound pool' due to group firing
- Changed 'Allocate wounds' due to group firing
- Changed 'Closet model' to be owning players choice rather than random
- Added 'Out of range' to shooting. If none of the weapons are in range of the target then the target cannot be wounded. However, still use maximum range even if it fired rapid fire.

- Moved 'Look out, Sir' to character section from moving
- Removed 'Focus fire'
- No 'Overwatch' shots for units that are 'Gone to ground'
- Barrage no longer causes pinning, changed wound allocation on multiple barrage
- Template weapons can now hit open topped transports


WEAPONS:
- Added 'Primary weapons' for super heavies

ASSAULT:
- Added units can choose to charge units they cannot hurt
- Added FMC cannot charge the turn they changed flight modes

- Grounded FMC can charge on their next turn
- Added that the assaulter can move through spaces smaller than their bases
- Charging through difficult terrain is just -2 on your base roll
- Added clarification on charging units who have gone to ground
- Added clarification to pile in through difficult terrain (I 1)
- Added clarification to piling it with a model with multiple initiatives (highest)
- Changed wound allocation (Owner determines who is closer)

MORALE:
- Added clarification to morale (units who lose 25% in assault to do NOT test for morale automatically)

UNIT TYPE:
- Artillery can move and shoot (Still not relentless so limits its usefulness
- Monstrous creatures may not go to ground
- Added clarification that Deep Striking FMC are always swooping
- Cannot charge after changing flight modes

- FMC can choose to use the Skyfire rule or not
- Template, blast and large blast can target FMC if they have Skyfire (Possible rules interaction oversight or typo)
- FMC may not enter and exit the board on the same turn
- FMC have jink, even if not swooping (Possible oversight/typo)
- Added rules for Gargantuan & Flying Gargantuan creatures
- Chariots, just chariots (Riders gain fearless and relentless, unit gains D6 S6 Hammer of Wrath attacks, wounds can be assigned to either rider or chariot itself, Acts like infantry in assault, can be locked in combat)
- Claimed buildings count as scoring



VEHICLES:
- Vehicle damage table
- Results may not always lose a hullpoint. If a weapon effect does not specify that it loses a hull point it just takes the result and not the hull point
- Exploded vehicles are removed from the game, no crater is left

- Cover saves for Grav weapons
- All vehicles are weapon skill one, even if they didn't move

- Psykers can only use witchfire powers against enemies when firing from a transport
- Pskers cannot use any other type of power while inside
- Passengers may take a leadership test to ignore shaken, stunned etc results when shooting
- Passengers may get shaken in a vehicle on all results however

- Vehicles explode on a S4 explosion - all over
- Walkers get Hammer of Wrath
- Tank shock changed to 1/2 the armour value rounded up
- Tank shock loses the 3' bonus to strength
- Dozer blades give +1 armour for tank shock
- Excessive mass for Heavy or super heavy tanks +2 instead of +1
- Added super heavies
- Deep striking vehicles now count as moving at combat speed

FLIERS:
- Clarified that they always start in reserve (Regardless of special rules, except for Skyshield)
- Clarified repairing of damaged fliers (Must be in the vehicle)
- Choose whether or not to use Skyfire
- Immobilized result, on a 1-2 it crashes, on a 3+ it counts as a stunned result

CHARACTERS:
- Challenge wounds spill out into the squad and vice versa
- Your warlord can be any character in your army, if you have no characters, any model
- New warlord traits
- Non-character warlords do not generation warlord traits


SPECIAL RULES:
- Jink before 'to hits' are made but gains a 4+, snap fire next turn
- Flat out no longer gives a bonus to Jink saves

- Interceptor now just Interceptor, no linking with skyfire

- Missile lock works on all one use only weapons, blast and regular (Dark Angel flier baby)
- Move through cover, not slowed when charging (Still need assault grenades)
- Characters don't seem to have precision shots and precision strikes anymore
- Snipers and Barrage no longer have pinning

- Snipers S4 Vs. Vehicles
- Splitfire no longer requires a Leadership test
- Changed 'They shall know no fear' to lose the 3' bonus move but squad can still move, shoot and fight normally.
- Changed Smash, (1 attack base)
- Changed Vector Strike (1 hit, ignore cover - unless against fliers)
- Counter attack no longer requires Leadership test.
- Poison only gets re-roll if the Strength is higher
- Strikedown now affects monstrous creatures, opponent moves as if in Difficult terrain
- Night fighting just tablewide stealth (Players get to choose and only for the first turn if it happens)
- Defensive grenades give Blind
[b][i] - No limit on reserves
- UNLIMITED DETACHMENTS
- Infiltrate, changed to 'A unit that deploys using these rules cannot charge in THEIR first turn


- Beams no longer lose strength for passing through people
- Battle brothers can ride in (and repair) each other's vehicles


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:09:16


Post by: Scott-S6


Good work, thanks!


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:10:26


Post by: Elric Greywolf


Exploded vehicles now do a Str4 hit.

There is no limit on how many units may be in reserve.

There are USRs called "Precision Shots" and "Precision Strikes," but Characters are not labeled as having them, either in the Unit Type section or the Characters section. Hopefully it's an oversight.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:12:14


Post by: Celtic Strike


 Elric Greywolf wrote:

There are USRs called "Precision Shots" and "Precision Strikes," but Characters are not labeled as having them, either in the Unit Type section or the Characters section. Hopefully it's an oversight.


I missed the first two but I believe I wrote that one


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:14:13


Post by: Elric Greywolf


Psykers in Transports may only manifest Witchfire, not any other type of power. And then only if there's a Firing port, obviously.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:15:37


Post by: Celtic Strike


That's in there already


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:28:56


Post by: Ub3rb3n


What about infiltrating IC with a unit that doesn't have it. Has that been fixed? Or clarified?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:44:49


Post by: invisiblade


And they shall know no fear changed



The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:45:32


Post by: Captyn_Bob


Zooming flyers and swooping fmcs can end their move over friendly models.

Rules for taking fortifications no longer there. You have to get stronghold assault.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:46:04


Post by: invisiblade


Gets hot can damage vehicles (I don't think they could before)


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:49:46


Post by: Celtic Strike


Ub3rb3n wrote:
What about infiltrating IC with a unit that doesn't have it. Has that been fixed? Or clarified?


No, it says that an IC can't deploy with an infiltrating unit if the IC doesn't have the rule but nothing about having a unit without the rule infiltrating with an IC that does.

Nothing either way.


Automatically Appended Next Post:
 invisiblade wrote:
Gets hot can damage vehicles (I don't think they could before)


Get's hot could hurt vehicles before


Automatically Appended Next Post:
Captyn_Bob wrote:
Zooming flyers and swooping fmcs can end their move over friendly models.


They could do that before but the fortification thing is right


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:56:13


Post by: Bojazz


- Artillery can move and shoot

Helloooooo Eldar D-cannons


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 17:58:18


Post by: tiberius183


Also, changes to Barrage: They no longer cause Pinning, and it flat out says for multiple barrages, add up all the wounds, and treat it as if it's coming from the center of the first blast for the purposes of cover saves and wound allocation. Kinda neat, makes Wyverns a lot easier to manage...


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 18:07:54


Post by: CrownAxe


 Elric Greywolf wrote:

There are USRs called "Precision Shots" and "Precision Strikes," but Characters are not labeled as having them, either in the Unit Type section or the Characters section. Hopefully it's an oversight.

Its not an oversight. This explaines the Guard heirloom pistol that gives percision strikes that only characters can get


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 18:16:45


Post by: Celtic Strike


And the Guard order that gives precision shots. It all makes sense now, they were planning farther ahead than we thought


Automatically Appended Next Post:
 tiberius183 wrote:
Also, changes to Barrage: They no longer cause Pinning, and it flat out says for multiple barrages, add up all the wounds, and treat it as if it's coming from the center of the first blast for the purposes of cover saves and wound allocation. Kinda neat, makes Wyverns a lot easier to manage...


I totally missed that. Thanks!


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 18:29:48


Post by: Ub3rb3n


 Celtic Strike wrote:
Ub3rb3n wrote:
What about infiltrating IC with a unit that doesn't have it. Has that been fixed? Or clarified?


No, it says that an IC can't deploy with an infiltrating unit if the IC doesn't have the rule but nothing about having a unit without the rule infiltrating with an IC that does.

Nothing either way.


Does it say anything about deploying a unit with an IC in the deployment section? previously it said that for an IC to be with a unit he has to be deployed in reserves or on the table to top with that unit, he wouldnt be able to stay in waiting to infiltrate


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 18:47:41


Post by: Celtic Strike


Ub3rb3n wrote:
 Celtic Strike wrote:
Ub3rb3n wrote:
What about infiltrating IC with a unit that doesn't have it. Has that been fixed? Or clarified?


No, it says that an IC can't deploy with an infiltrating unit if the IC doesn't have the rule but nothing about having a unit without the rule infiltrating with an IC that does.

Nothing either way.


Does it say anything about deploying a unit with an IC in the deployment section? previously it said that for an IC to be with a unit he has to be deployed in reserves or on the table to top with that unit, he wouldnt be able to stay in waiting to infiltrate


The only thing I saw was the combined reserves section talking about if you have a squad, an IC attached to that squad and a Transport vehicle for that squad you can bring them all on with one reserve roll as they're grouped together


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 18:59:14


Post by: Happyjew


So wait, if losing 25% causes morale checks in the Assault phase now, what happens if you take 25% casualties, but win the assault?

For example. Warboss vs 2 Tac Marines.
Tac Marines do two Wounds to the Warboss, Warboss kills one Marine.
Marines win combat 2-1, however suffered 25% casualties.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 19:15:38


Post by: Ub3rb3n


 Celtic Strike wrote:
Ub3rb3n wrote:
 Celtic Strike wrote:
Ub3rb3n wrote:
What about infiltrating IC with a unit that doesn't have it. Has that been fixed? Or clarified?


No, it says that an IC can't deploy with an infiltrating unit if the IC doesn't have the rule but nothing about having a unit without the rule infiltrating with an IC that does.

Nothing either way.


Does it say anything about deploying a unit with an IC in the deployment section? previously it said that for an IC to be with a unit he has to be deployed in reserves or on the table to top with that unit, he wouldnt be able to stay in waiting to infiltrate


The only thing I saw was the combined reserves section talking about if you have a squad, an IC attached to that squad and a Transport vehicle for that squad you can bring them all on with one reserve roll as they're grouped together


I'm wondering more about infiltrating rather then reserves.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 19:21:46


Post by: B0B MaRlEy


Ub3rb3n wrote:
 Celtic Strike wrote:
Ub3rb3n wrote:
 Celtic Strike wrote:
Ub3rb3n wrote:
What about infiltrating IC with a unit that doesn't have it. Has that been fixed? Or clarified?


No, it says that an IC can't deploy with an infiltrating unit if the IC doesn't have the rule but nothing about having a unit without the rule infiltrating with an IC that does.

Nothing either way.


Does it say anything about deploying a unit with an IC in the deployment section? previously it said that for an IC to be with a unit he has to be deployed in reserves or on the table to top with that unit, he wouldnt be able to stay in waiting to infiltrate


The only thing I saw was the combined reserves section talking about if you have a squad, an IC attached to that squad and a Transport vehicle for that squad you can bring them all on with one reserve roll as they're grouped together


I'm wondering more about infiltrating rather then reserves.

Infiltrate states that infiltrators are deployed after all other units. As long as the unit isn't deployed with the infiltrator IC it isn't an infiltrator unit. So it has to be deployed beforehand (or be put in reserves).
This is what I gathered from my skim over the new book though, I managed to suddenly become unable to afford the damn book...


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 19:24:20


Post by: Bobug


If there's no enemy models left in an assault then you can allocate hits to models in challanges
Swarms "double wounds" only count for wounds that do not inflict instant death
sniper rifle lost pinning and rending, gains AP2 on a 6 to wound and Str4 vs vehicles
"precision shot" means you can allocate hits on a 6 to hit (explains AM "take aim" order wording)
Your warlord can be any character in your army, if you have no characters, any model
Flat out does not give any bonus to jink saves
Walkers get HoW
Meltabombs can be used against monstrous creatures


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 20:25:07


Post by: Celtic Strike


Bobug wrote:
If there's no enemy models left in an assault then you can allocate hits to models in challanges
Swarms "double wounds" only count for wounds that do not inflict instant death
sniper rifle lost pinning and rending, gains AP2 on a 6 to wound and Str4 vs vehicles
"precision shot" means you can allocate hits on a 6 to hit (explains AM "take aim" order wording)
Your warlord can be any character in your army, if you have no characters, any model
Flat out does not give any bonus to jink saves
Walkers get HoW
Meltabombs can be used against monstrous creatures


I quoted the Precision shot thing. I thought Meltabombs could always be used against MC
The sniper thing is just a rewording. They eliminated rending and just said AP2

The warlord thing I missed, same with the walker thing


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 20:38:38


Post by: roxor08


 Celtic Strike wrote:
So, excluding things like the entire psychic phase and unbound lists which have already been discussed, I made a list by going back and forth between the two rulebooks and making a list of all the changes. Some are small some are pretty big. The ones I found interesting I put in bold

Changes between 6th and 6.5

[b]- Move through cover, not slowed when charging (Still no info on if that means you don't need assault grenades)


Two thoughts:

1) Sounds pretty clear cut on the "not slowed when charging". Not only do those models with move through cover get an additional D6 when moving through difficult terrain, but now they are not [i]SLOWED
when CHARGING. This to me says that models without this rule are slowed when charging through terrain and therefore take the initiative penalty.

2) Independent characters no longer confer their USRs to the unit they join (unless the USR specifically mentions being able to do so).


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 20:54:16


Post by: easysauce


pretty sure characters/IC's dont have precision shots/strikes anymore by default.


Automatically Appended Next Post:
 CrownAxe wrote:
 Elric Greywolf wrote:

There are USRs called "Precision Shots" and "Precision Strikes," but Characters are not labeled as having them, either in the Unit Type section or the Characters section. Hopefully it's an oversight.

Its not an oversight. This explaines the Guard heirloom pistol that gives percision strikes that only characters can get


beat me to it,


jees its almost like the have had a plan for a while now...


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 21:11:01


Post by: pizzaguardian


specialist weapons are gone.

Come to here where our power fists powered with our pistols!


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 21:11:12


Post by: SlaveToDorkness


- Tank shocked changed to 1/2 the armour value rounded up


What does this mean?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 21:20:18


Post by: Backlash


Smash attack numbers reduced to one.
Vector strike hits reduced to one "except when hitting fliers and FMCs and is now ap2 ignores cover.
Counter attack no longer requires leadership test..


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:00:00


Post by: Loopstah


This 6.5 sounds pretty fun, where can I get the rules from? My GW only had 7th edition in stock.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:11:12


Post by: easysauce


 pizzaguardian wrote:
specialist weapons are gone.

Come to here where our power fists powered with our pistols!


no, no they are not... they work the same as in 6th.. pg 173 my man


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:14:08


Post by: Sigvatr


Loopstah wrote:
This 6.5 sounds pretty fun, where can I get the rules from? My GW only had 7th edition in stock.


6.5. is the term a lot of players call 7th because of there mainly being only 2 bigger changes and a few minor one and thus calling it "6.5" instead of "7th" to reflect the lack of thought put into the new set and to point out that 7th is a rushed cash-grab.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:23:46


Post by: pizzaguardian


 easysauce wrote:
 pizzaguardian wrote:
specialist weapons are gone.

Come to here where our power fists powered with our pistols!


no, no they are not... they work the same as in 6th.. pg 173 my man


ıgh must have missed it . and pg 172


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:37:55


Post by: Celtic Strike


Thanks for the help guys, I'm updating the list as we go


Automatically Appended Next Post:
 SlaveToDorkness wrote:
- Tank shocked changed to 1/2 the armour value rounded up


What does this mean?


If you're armour 10 you get to add 5 to your damage.
11 would be 5.5 so 6

It used to just be for every point above 10 you got a point, now it's more damaging


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:40:01


Post by: DarbNilbirts


All glance and pens still remove a hull point, not just when the damage chart says. pg 75

edit: also one thing to add for rams, dozer blade increases your AV for the ram by 1, both for giving the hit and taking one.
so a chimera with a dozer blade rams at S8 and has av 13 against the return hit


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 22:50:03


Post by: Galorian


 Celtic Strike wrote:
UNIT TYPE:
[i][b]- Artillery can move and shoot




Bojazz wrote:
Helloooooo Eldar D-cannons


Step back space hippy, it's OUR time to shine!

Nemesor Zahndrekh + CCB
Vargard Obyron
Squad of 3 Focused Death Ray Sentry Pylons
Total = 905pts

Deployment: Place the Vargard with the Sentry Pylon unit somewhere in your backfield inside cover (preferably LoS blocking) and the Nemesor in his CCB somewhere where he'll he able to cruise into 24" range of the bulk of the enemy army.
Turn one: Cruise the Nemesor in his pimp ride as close as you can to the enemy army, have Obyron deepstrike without error along with the pylons to within 6" inches of him and proceed to drop 3 3d6" lines of dual S10 AP1 hits on as much of the enemy army as possible.
Profit.



The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 23:17:15


Post by: Celtic Strike


 DarbNilbirts wrote:
All glance and pens still remove a hull point, not just when the damage chart says. pg 75

edit: also one thing to add for rams, dozer blade increases your AV for the ram by 1, both for giving the hit and taking one.
so a chimera with a dozer blade rams at S8 and has av 13 against the return hit


Yeah, but that's not what I was saying. The rulebook says that if an ability or weapon says it just causes a result (E.G Causes a weapon destroyed result) but doesn't specifically say that it ALSO drops a hull point, you don't drop a hullpoint.

Dozerblades? Really, they're awesome now!


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 23:26:58


Post by: BloodAngelChris


 Celtic Strike wrote:
Thanks for the help guys, I'm updating the list as we go


Automatically Appended Next Post:
 SlaveToDorkness wrote:
- Tank shocked changed to 1/2 the armour value rounded up


What does this mean?


If you're armour 10 you get to add 5 to your damage.
11 would be 5.5 so 6

It used to just be for every point above 10 you got a point, now it's more damaging


If my memory serves me well from when I was going through the rulebook this morning, I believe they also removed the speed damage that would be added for every 3" travelled prior to the ram to even it out a little.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/24 23:41:37


Post by: Celtic Strike


Yeah, I just double checked that. True


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 00:01:24


Post by: SlaveToDorkness


 Celtic Strike wrote:
Thanks for the help guys, I'm updating the list as we go


Automatically Appended Next Post:
 SlaveToDorkness wrote:
- Tank shocked changed to 1/2 the armour value rounded up


What does this mean?


If you're armour 10 you get to add 5 to your damage.
11 would be 5.5 so 6

It used to just be for every point above 10 you got a point, now it's more damaging


Ah...so it's for Ramming gotcha.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 03:59:32


Post by: steinerp


Crew stunned has changed how it affects flyers

models in open topped transport hit by templates

Non-character warlords (i.e. wraithknights) don't generate warlord traits

Player who deploys first may choose to go first or second after deployment

New warlord table and traits



The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 05:13:43


Post by: ClassicCarraway


FMCs have the jink USR...which means they can use it even when gliding!

I don't remember this from 6th, but if an IC is in a unit that is falling back and under 25%, the unit can still regroup.

Buildings have hull points now, so bastions and the like are very vulnerable now against gauss.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 06:17:27


Post by: Jimsolo


Loving this list. Thank you.

Here's a question, though. I've heard from several sources that vehicles can no longer gain extra movement by pivoting before moving. Can you confirm this?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 07:29:48


Post by: Celtic Strike


steinerp wrote:
Crew stunned has changed how it affects flyers

models in open topped transport hit by templates

Non-character warlords (i.e. wraithknights) don't generate warlord traits

Player who deploys first may choose to go first or second after deployment

New warlord table and traits



Where did you see the transport thing? I didn't see it myself. Same with the warlord trait. Thanks though

Yeah, the warlord traits are pretty great.


Automatically Appended Next Post:
 ClassicCarraway wrote:
FMCs have the jink USR...which means they can use it even when gliding!

I don't remember this from 6th, but if an IC is in a unit that is falling back and under 25%, the unit can still regroup.

Buildings have hull points now, so bastions and the like are very vulnerable now against gauss.


Yeah but Jink got a huge nerf as well, but I'll put it in the list as I overlooked it before

IC's let units below 25% regroup in last edition as well


Automatically Appended Next Post:
 Jimsolo wrote:
Loving this list. Thank you.

Here's a question, though. I've heard from several sources that vehicles can no longer gain extra movement by pivoting before moving. Can you confirm this?


No problem!

Pivoting now happens from the middle of the model, not measured from the most forward edge. Depending on the shape of the vehicle this will reduce movement by a decent amount.

I'll add that to the list


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 07:59:13


Post by: invisiblade


I don't see anything stating that flyers can only fire 2 missiles per turn. Am i missing it?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 09:03:05


Post by: Peregrine


 Celtic Strike wrote:
Pivoting now happens from the middle of the model, not measured from the most forward edge. Depending on the shape of the vehicle this will reduce movement by a decent amount.


This is not a change, you already pivoted from the middle of the model in 6th. In fact, that's the whole point of how you gain "extra" distance, you deploy a vehicle sideways and then pivot so that it's pointed straight at the enemy and the closest point of the model is now closer to its target. Example:



See how the center point of the vehicle doesn't move forward at all, but the closest point of the model is now slightly closer?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 10:37:50


Post by: Leonus


Exploding vehicles did str 4 hits before as well, should remove that one.

-An exploding vehicle no longer leaves a difficult terrain crater, it is just removed.

-A wrecked vehicle is only difficult terrain, not also dangerous.


Automatically Appended Next Post:
 Happyjew wrote:
So wait, if losing 25% causes morale checks in the Assault phase now, what happens if you take 25% casualties, but win the assault?

For example. Warboss vs 2 Tac Marines.
Tac Marines do two Wounds to the Warboss, Warboss kills one Marine.
Marines win combat 2-1, however suffered 25% casualties.


Pg 57 says specifically that the 25% casualties rule doesn't apply to the assault phase.


Automatically Appended Next Post:
 Celtic Strike wrote:
- Move through cover, not slowed when charging (Still no info on if that means you don't need assault grenades)


Pg 47 says that you fight at init 1 even if you are not slowed by difficult terrain.


Automatically Appended Next Post:
 Celtic Strike wrote:
steinerp wrote:


models in open topped transport hit by templates

Non-character warlords (i.e. wraithknights) don't generate warlord traits



Where did you see the transport thing? I didn't see it myself. Same with the warlord trait. Thanks though

Yeah, the warlord traits are pretty great.



Pg 173 under "No Escape". Devastating.

Pg 124 at the end of the third paragraph.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 11:42:55


Post by: portugus


Psychic beams no longer lose str as they hit things.
Snipers lose rending, still get precision shot and AP2 on a a 6 to wound, also Str 4 vs vehicles.




Automatically Appended Next Post:
Night fighting, Pg135. It's only night fighting if a player wants it turn 1, on a 4+.

Also Battle brothers can repair each other's vehicles.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 16:15:54


Post by: TauterTwiggy


Walkers can no longer pivot in the shooting phase.

Vehicles get a 4+ cover just for being IN the ruins and not just 25% obscured. (Same for other terrain data sheets)


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 16:51:28


Post by: DarknessEternal


 Celtic Strike wrote:

 Jimsolo wrote:
Loving this list. Thank you.

Here's a question, though. I've heard from several sources that vehicles can no longer gain extra movement by pivoting before moving. Can you confirm this?


No problem!

Pivoting now happens from the middle of the model, not measured from the most forward edge. Depending on the shape of the vehicle this will reduce movement by a decent amount.

I'll add that to the list

Which is how it's been for the last 18 years and is why vehicles can gain extra movement by turning.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 17:01:54


Post by: rigeld2


Did the Poison SR change?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 17:51:25


Post by: Celtic Strike


 invisiblade wrote:
I don't see anything stating that flyers can only fire 2 missiles per turn. Am i missing it?


It still says fliers can shoot four weapons though


Automatically Appended Next Post:
 portugus wrote:
Psychic beams no longer lose str as they hit things.
Snipers lose rending, still get precision shot and AP2 on a a 6 to wound, also Str 4 vs vehicles.

Automatically Appended Next Post:
Night fighting, Pg135. It's only night fighting if a player wants it turn 1, on a 4+.

Also Battle brothers can repair each other's vehicles.


I think I covered the sniper thing I think but S 4 vs Vehicles is cool

Night fighting is only Stealth now too




Automatically Appended Next Post:
rigeld2 wrote:
Did the Poison SR change?


Not that I saw


Automatically Appended Next Post:
 Leonus wrote:


Pg 173 under "No Escape". Devastating.

Pg 124 at the end of the third paragraph.


Cool, thanks


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 18:08:29


Post by: Byte


 TauterTwiggy wrote:
Walkers can no longer pivot in the shooting phase.

Vehicles get a 4+ cover just for being IN the ruins and not just 25% obscured. (Same for other terrain data sheets)


Reference? Doesn't sound right at all.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 18:18:34


Post by: Happyjew


 Leonus wrote:
 Happyjew wrote:
So wait, if losing 25% causes morale checks in the Assault phase now, what happens if you take 25% casualties, but win the assault?

For example. Warboss vs 2 Tac Marines.
Tac Marines do two Wounds to the Warboss, Warboss kills one Marine.
Marines win combat 2-1, however suffered 25% casualties.


Pg 57 says specifically that the 25% casualties rule doesn't apply to the assault phase.


Must have mis-read OP. Oops.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 18:28:34


Post by: Byte


 Byte wrote:
 TauterTwiggy wrote:
Walkers can no longer pivot in the shooting phase.

Vehicles get a 4+ cover just for being IN the ruins and not just 25% obscured. (Same for other terrain data sheets)


Reference? Doesn't sound right at all.


Page 77, left column, second dot down, as well as first sentence on page.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 19:21:12


Post by: insaniak


 Celtic Strike wrote:
- Added rules for Apocalypse blast markers

Which is a bit weird, given that the current Apocalypse blast markers are still not available to buy...


Edit: Ah... ok. They've said 'use the new markers if you have them, otherwise use the old ones that we still sell'...

What a peculiar thing to do.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 19:33:51


Post by: steinerp


Warlord trait is paragragh 3 of page 124.
Open topped transport is page 173, paragraph labelled "No Escape"

Both are easy misses because the warlord trait sentence is the one right after the bold and the No Escape starts by talking about buildings.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 20:26:26


Post by: cormadepanda


I can't find anywhere it says you can't charge out of a transport. Ignoring the assault vech. rule which clearly states it, for a non assault it is not listed or I cant find it.

Could this mean we can charge out of our rhinos and things again?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 20:53:45


Post by: Byte


 cormadepanda wrote:
I can't find anywhere it says you can't charge out of a transport. Ignoring the assault vech. rule which clearly states it, for a non assault it is not listed or I cant find it.

Could this mean we can charge out of our rhinos and things again?


So utilizing that reasoning. My Land Raider is a skimmer and can deep strike because it doesn't say its a skimmer and has the deep strike special rule. Come on man.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 21:24:38


Post by: Corollax


rigeld2 wrote:
Did the Poison SR change?
I think that now you only get rerolls to wound if your strength score exceed's the target's toughness. Plague Marine knives only wound half the time against vanilla marines, instead of 75%.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:01:32


Post by: cormadepanda


 Byte wrote:
 cormadepanda wrote:
I can't find anywhere it says you can't charge out of a transport. Ignoring the assault vech. rule which clearly states it, for a non assault it is not listed or I cant find it.

Could this mean we can charge out of our rhinos and things again?


So utilizing that reasoning. My Land Raider is a skimmer and can deep strike because it doesn't say its a skimmer and has the deep strike special rule. Come on man.


That is not the same at all. Previously it was clearly written you could not charge. Nowhere (that I can find) does it say you can't now. Saying I don't have an attribute is not saying like a rule. Try to be less assertive with your argument and more reasoning.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:04:09


Post by: Byte


There is no reasoning with your argument. 40K isn't a ruleset of exclusion.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:09:43


Post by: Happyjew


Byte, please note the following is made without the new rulebook. If anything is incorrect, please let me know.

I have permission to disembark from a vehicle, counting as having moved. Right?
I have permission to declare a charge against a unit within range and line of sight (assuming I did not Run, or target a different unit), correct?
Where is the denial that prevents me from doing something I have basic permissions for?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:18:38


Post by: Brothererekose


 cormadepanda wrote:
I can't find anywhere it says you can't charge out of a transport. Ignoring the assault vech. rule which clearly states it, for a non assault it is not listed or I cant find it.
Since page 81, Dismebarking Restrictions, left hand column, 1st paragraph gives it clearly that it's only assault vehicles, then you can't assault from rhinos & such.

What cormadepanda's sarcastic response is meant to convey, is that 40k, like most games, is a 'Permissive Rule Set', that is, you can only do what is stated you can do.

Let's apply this logic.

It doesn't say I *can't* take a Stanley hammer and use it once per turn and wap an enemy model, if I crush it, it is removed as a casualty. So, can I actually do that?


Ergo, go with only what the rules say you *can* do.

 cormadepanda wrote:
Could this mean we can charge out of our rhinos and things again?
So, nope.

This rule/game mechanic has not changed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:25:11


Post by: Byte


 Happyjew wrote:
Byte, please note the following is made without the new rulebook. If anything is incorrect, please let me know.

I have permission to disembark from a vehicle, counting as having moved. Right?
I have permission to declare a charge against a unit within range and line of sight (assuming I did not Run, or target a different unit), correct?
Where is the denial that prevents me from doing something I have basic permissions for?


I can't believe I'm still talking about this. I understand you don't have your book with you HJew. It's just amazing what folks will try to justify.

1. Yes.

2. No. Page 81 right column, first paragraph, Disembarkation Restrictions.

3. Page 81 right column, first paragraph, Disembarkation Restrictions.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:25:13


Post by: Scott-S6


P81 - disembarkation restrictions. "but they cannot declare a charge in their subsequent assault phase"

Edit - Ninja'd


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:28:02


Post by: Elric Greywolf


 Leonus wrote:
Exploding vehicles did str 4 hits before as well, should remove that one.


6e exploding Transports did Str4 hits to the unit inside, Str3 hits to everything else. It has changed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:30:23


Post by: Byte


 Elric Greywolf wrote:
 Leonus wrote:
Exploding vehicles did str 4 hits before as well, should remove that one.


6e exploding Transports did Str4 hits to the unit inside, Str3 hits to everything else. It has changed.


Correct, details... details...

So Leonus, you played Str4 blast in 6th? tisk tisk.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:47:07


Post by: Happyjew


 Byte wrote:
 Happyjew wrote:
Byte, please note the following is made without the new rulebook. If anything is incorrect, please let me know.

I have permission to disembark from a vehicle, counting as having moved. Right?
I have permission to declare a charge against a unit within range and line of sight (assuming I did not Run, or target a different unit), correct?
Where is the denial that prevents me from doing something I have basic permissions for?


I can't believe I'm still talking about this. I understand you don't have your book with you HJew. It's just amazing what folks will try to justify.

1. Yes.

2. No. Page 81 right column, first paragraph, Disembarkation Restrictions.

3. Page 81 right column, first paragraph, Disembarkation Restrictions.


It's not that I don't have the book with me. I don't have the book at all. I was going off what little information I had, from the thread. Now that I know the rules do prohibit it, I will stop arguing it.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 22:57:42


Post by: Brothererekose


 Happyjew wrote:
It's not that I don't have the book with me. I don't have the book at all. I was going off what little information I had, from the thread. Now that I know the rules do prohibit it, I will stop arguing it.
Not in your paws, day one of release?

For shame, sir. Turn in your 40k Fanboy card. Put your models on ebay and start playing Warma-something. Immediately.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 23:08:01


Post by: insaniak


 Byte wrote:

2. No. Page 81 right column, first paragraph, Disembarkation Restrictions.

Posting this as your first response, rather than the snarkiness, would have been far more helpful.

It's a new ruleset and people are still figuring it out. So if someone has got something wrong, it would be nice if people could assume that they've just missed the relevant rule rather than that they are trying to game the system.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/25 23:16:01


Post by: Byte


 insaniak wrote:
 Byte wrote:

2. No. Page 81 right column, first paragraph, Disembarkation Restrictions.

Posting this as your first response, rather than the snarkiness, would have been far more helpful.

It's a new ruleset and people are still figuring it out. So if someone has got something wrong, it would be nice if people could assume that they've just missed the relevant rule rather than that they are trying to game the system.


Good point.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 00:15:21


Post by: Happyjew


 Brothererekose wrote:
 Happyjew wrote:
It's not that I don't have the book with me. I don't have the book at all. I was going off what little information I had, from the thread. Now that I know the rules do prohibit it, I will stop arguing it.
Not in your paws, day one of release?

For shame, sir. Turn in your 40k Fanboy card. Put your models on ebay and start playing Warma-something. Immediately.


Hey some of us are broke until next week when we get a nice fat paycheck (40 hours plus 8 hours overtime plus 8 hours holiday).


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 00:43:42


Post by: Kalhas


What about the change on Smash now? could you please add that to the list?
or the difference on large blast? (let's say molock?) that if you go striclty by the blast rule it has the ability to hit ruins in multiple levels.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 01:22:24


Post by: Brothererekose


 Happyjew wrote:
Hey some of us are broke until next week when we get a nice fat paycheck (40 hours plus 8 hours overtime plus 8 hours holiday).
That's what plastic is for! Pay later.

But, I feel for you, for once I was there and I understand. Besides, HJ, if I can't come to you to figure out something that doesn't make sense to me (or can't find), what else am I going to do? You're my Go-To man.




The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 01:40:14


Post by: Happyjew


 Brothererekose wrote:
 Happyjew wrote:
Hey some of us are broke until next week when we get a nice fat paycheck (40 hours plus 8 hours overtime plus 8 hours holiday).
That's what plastic is for! Pay later.

But, I feel for you, for once I was there and I understand. Besides, HJ, if I can't come to you to figure out something that doesn't make sense to me (or can't find), what else am I going to do? You're my Go-To man.




Ask nos or rigeld. I mean come on, who do you think I go to, insaniak?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 01:40:22


Post by: DarknessEternal


 Celtic Strike wrote:

VEHICLES:
- Pivoting now happens from the centre point of the model, not its edge to prevent extra movement [/b]


Again, this is not a change. It's worked this way since 3rd edition. It is the reason you get extra movement.

The center of a Raider is much closer to the side than the front. When you pivot about the center, the front gets much more movement.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 01:41:21


Post by: Happyjew


But in all seriousness, I could buy it on tuesday, as for americans at least, monday is a bank holiday.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 02:15:22


Post by: Dakkon


Hey dude! nice summary, super useful for quick reference.

Adding these for suggestion:
Chariot profile changed: (Acts like infantry in assault, can be locked in combat, accept challenges, player controlling chariot allocates if shots hit are allocated to rider or chariot) - p86-87 7e)

Template weapons damage passengers in buildings (if shooting through fire point) and open top vehicles. D6 hits at weapon S and AP, randomly allocated. (No escape rule, p173 7e)

Removed reserve cap of half your total units (Preparing reserves: p135 7e, p124 6e)


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 02:26:49


Post by: Nightlord1987


Poison did change. Before you got re-rolls if your melee weapons strength is equal to or greater than targets toughness, now it has to be greater than. No re-rolls on Shooting weapons though.


Automatically Appended Next Post:
Poison did change. Before you got re-rolls if your melee weapons strength is equal to or greater than targets toughness, now it has to be greater than. No re-rolls on Shooting weapons though.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 05:52:34


Post by: Celtic Strike


Let's get back on track guys. I played two games today with my eldar. Since detachments are unlimited now I just spammed Farseers on bikes and foot Spiritseers (I had the right amount of troops)

I just basically cast 'Horrify' (-3 LD)
Then Psychic shrike (3D6 - LD wounds with no armour or cover saves allowed) and just repeat that over and over again to kill everything on foot.


Automatically Appended Next Post:
 Nightlord1987 wrote:

Poison did change. Before you got re-rolls if your melee weapons strength is equal to or greater than targets toughness, now it has to be greater than. No re-rolls on Shooting weapons though.


Thanks


Automatically Appended Next Post:
 DarknessEternal wrote:
 Celtic Strike wrote:

VEHICLES:
- Pivoting now happens from the centre point of the model, not its edge to prevent extra movement [/b]


Again, this is not a change. It's worked this way since 3rd edition. It is the reason you get extra movement.

The center of a Raider is much closer to the side than the front. When you pivot about the center, the front gets much more movement.


Right, thanks


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 06:37:44


Post by: Kommissar Kel


Some things I have noticed others may have missed:

While "Area Terrain" is gone, the terrain data sheets(which you have to write up for scratch-built terrain) give you the option via 1 of 2 rules: Ruins and Dense Thicket.

They still did not clear up what to do with a Gun emplacement that is reduced to 0 wounds(it is terrain, not a model). Obviously we still House rule it to be treated as a model(or even a wrecked vehicle) in this regard; but it would have been nice for them to explain it in the rules.

Your allies can be in either the allied detachment or another combined arms detachment(or any other detachment that GW releases in future rules), also we currently do have some other detachments available: LoW, Inquisitorial, and Fortification.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 12:27:34


Post by: JinxDragon


Did someone bring up Blind now having a 'one or more' clause?
Still doesn't have the proper 'model or weapon' format though, so models without a Ranged Weapon can jump on a Quadgun and Snap Shot blind around the battlefield.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 13:06:01


Post by: lokust2501


 Celtic Strike wrote:

VEHICLES:
[i][b]- Vehicle damage table
- Results may not always lose a hullpoint. If a weapon effect does not specify that it loses a hull point it just takes the result and not the hull point


Pretty sure this is incorrect. Glances do a hull point of damage. Penetrations do a hull point and then roll on the table.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 13:15:43


Post by: grendel083


lokust2501 wrote:
 Celtic Strike wrote:

VEHICLES:
[i][b]- Vehicle damage table
- Results may not always lose a hullpoint. If a weapon effect does not specify that it loses a hull point it just takes the result and not the hull point


Pretty sure this is incorrect. Glances do a hull point of damage. Penetrations do a hull point and then roll on the table.
For example if a weapon states it "causes a weapon destroyed result" instead of damage then it wouldn't do a hull point as well.
Compared to something like a Grav weapon that causes an Immobilise result AND a hull point loss. In this case it specifies.
It's for the wierd and unusual weapons.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 13:20:33


Post by: IXLoiero95XI


"As you move the models in a unit, they can be turned to face in any direction, but if a model does move, no part of its base can finish the move more than 6" away from where it started the Movement phase."

At the start of the rules for the movement phase under Movement Distance. That stop you from pivoting to gain extra movement.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 13:39:13


Post by: rigeld2


 IXLoiero95XI wrote:
"As you move the models in a unit, they can be turned to face in any direction, but if a model does move, no part of its base can finish the move more than 6" away from where it started the Movement phase."

At the start of the rules for the movement phase under Movement Distance. That stop you from pivoting to gain extra movement.

No it doesn't. The vehicles rules are more specific and that sentence (or a similar one) has always existed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 13:41:35


Post by: Ghaz


 IXLoiero95XI wrote:
"As you move the models in a unit, they can be turned to face in any direction, but if a model does move, no part of its base can finish the move more than 6" away from where it started the Movement phase."

At the start of the rules for the movement phase under Movement Distance. That stop you from pivoting to gain extra movement.

Problem is that vehicles don't measure to the base. Unless that's been changed you'd still get the extra movement. For example, a Dark Eldar Raider deployed sideways would pivot and gain the extra movement because you measured to the hull, even though the base never moved farther than the allowed distance.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 16:04:46


Post by: IXLoiero95XI


Ok, true. It does state that the normal rules for bases do not apply to them, I didn't read that part lol.

"Pivoting is always done from the centre of a vehicle to prevent it from accidentally moving further than intended or allowed."

Doesn't this tell us that we still cannot move a vehicle further than its limit, i.e. 12" for a landraider. But by deploying sideways, then pivoting and moving a full 12" I have actually moved an extra 1" or 2", therefore moving further than allowed.

Just a thought


Automatically Appended Next Post:
rigeld2 wrote:
 IXLoiero95XI wrote:
"As you move the models in a unit, they can be turned to face in any direction, but if a model does move, no part of its base can finish the move more than 6" away from where it started the Movement phase."

At the start of the rules for the movement phase under Movement Distance. That stop you from pivoting to gain extra movement.

No it doesn't. The vehicles rules are more specific and that sentence (or a similar one) has always existed.


That's interesting, because in the 5th and 6th edition rule books, Movement Distance is almost exactly the same. Coincidently 7th has almost exactly the same writing as both 5th and 6th, except that one sentence is added to the end.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 16:13:33


Post by: grendel083


 Ghaz wrote:
 IXLoiero95XI wrote:
"As you move the models in a unit, they can be turned to face in any direction, but if a model does move, no part of its base can finish the move more than 6" away from where it started the Movement phase."

At the start of the rules for the movement phase under Movement Distance. That stop you from pivoting to gain extra movement.

Problem is that vehicles don't measure to the base. Unless that's been changed you'd still get the extra movement. For example, a Dark Eldar Raider deployed sideways would pivot and gain the extra movement because you measured to the hull, even though the base never moved farther than the allowed distance.
Any measurements involving the measurement of distances uses the Hull instead of the base.

So a restriction on base, becomes a restriction on Hull. So yes, this rule would prevent the gaining of an inch. Vehicles don't have a seperate rule for moving and measuring, they use the normal method, with the above mentioned difference.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 16:24:32


Post by: Ghaz


Just for reference can you quote the rule that says this? Won't have the money for the rulebook for a while, especially since my main focus right now is Flames of War (way easier to find a game locally).


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 16:35:19


Post by: IXLoiero95XI


It's says, because they don't usually have bases, the normal rule of measuring distance to and from a base cannot be used. Instead, for distances involving vehicles, measure to and from their hull.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 16:39:50


Post by: Galorian


You could always move sideways and then pivot afterwards...


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 16:50:30


Post by: Ghaz


I'm not 100% sure that would justify using the term 'hull' instead of 'base' in all instances but I won't argue it without having the rules. I'll let Rigeld2 do that if he's so inclined . If that is true however it is a big nerf for the longer vehicles (Raiders, Ghost Arks, Battlewagons) meaning they would lose distance while turning whereas shorter vehicles would not.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 17:34:16


Post by: Kommissar Kel


 Ghaz wrote:
I'm not 100% sure that would justify using the term 'hull' instead of 'base' in all instances but I won't argue it without having the rules. I'll let Rigeld2 do that if he's so inclined . If that is true however it is a big nerf for the longer vehicles (Raiders, Ghost Arks, Battlewagons) meaning they would lose distance while turning whereas shorter vehicles would not.


VEHICLES & MEASURING DISTANCES

As vehicle models do not usually have bases, the normal rule of measuring distances to or from a base cannot be used. Instead, for distances involving a vehicle, measure to and from their hull, ignore gun barrels, dozer blades, antennas, banners and other decorative elements.

Does not matter because those rules are part of the turning to face portion of the movement rules, which are replaced by the vehicles version(which is lacking such a caveat.)

Pivoting with any non-square, non-circular vehicle will always change the distance between the vehicle unit and any point on the table.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 18:16:59


Post by: Perfect Organism


Did anyone mention the changes to Strikedown? It no longer halves Initiative and can now affect Monstrous Creatures.

Also, the first-post summary has the changes to Smash listed twice.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 20:02:21


Post by: optimusprime14


What about the fact that IC's no longer have the rtestriction preventing them from joining a unit that consist's of only 1 model?

Am I wrong or did I not see that restriction anymore?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 20:44:45


Post by: Kommissar Kel


optimusprime14 wrote:
What about the fact that IC's no longer have the rtestriction preventing them from joining a unit that consist's of only 1 model?

Am I wrong or did I not see that restriction anymore?


The only unit that effects that I can think of off the top of my head is mephiston.

So no real change there, just the no MCs rule.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/26 23:08:39


Post by: Celtic Strike


 Perfect Organism wrote:
Did anyone mention the changes to Strikedown? It no longer halves Initiative and can now affect Monstrous Creatures.

Also, the first-post summary has the changes to Smash listed twice.


Thanks!


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 01:41:44


Post by: Brothererekose


Celtic Strike, I didn't see this posted in the OP:

Witchfire psy powers are shot in the Psy-Phase ... which then allows the Psykers to shoot other toys in the Shooting Phase.

I just saw this, and realized that Libbies & Destructor equipped Warlocks and goodness knows who else in the various 'dexes have had their shooting increased by quite a bit.

Smite, Destructor, VortexOfDoom, what have you, in the Psy-Phase, then shoot a gun, pistol or bolter and maybe assault.

Nice.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 01:56:14


Post by: insaniak


 Kommissar Kel wrote:
optimusprime14 wrote:
What about the fact that IC's no longer have the rtestriction preventing them from joining a unit that consist's of only 1 model?

Am I wrong or did I not see that restriction anymore?


The only unit that effects that I can think of off the top of my head is mephiston.

And Assassins.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 02:11:48


Post by: Leerjawise


 insaniak wrote:
 Kommissar Kel wrote:
optimusprime14 wrote:
What about the fact that IC's no longer have the rtestriction preventing them from joining a unit that consist's of only 1 model?

Am I wrong or did I not see that restriction anymore?


The only unit that effects that I can think of off the top of my head is mephiston.

And Assassins.


Plus it denies Tau IC's joining vehicles and the Riptide now, no more drone grey area sillyness


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 02:30:43


Post by: Ghaz


 insaniak wrote:
 Kommissar Kel wrote:
optimusprime14 wrote:
What about the fact that IC's no longer have the rtestriction preventing them from joining a unit that consist's of only 1 model?

Am I wrong or did I not see that restriction anymore?


The only unit that effects that I can think of off the top of my head is mephiston.

And Assassins.

And the Sanguinor, Death Company Tycho, Decapitator, Castellan Crowe and Grand Master Mordrak IIRC.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 03:29:46


Post by: insaniak


Leerjawise wrote:
Plus it denies Tau IC's joining vehicles and the Riptide now, no more drone grey area sillyness

They couldn't join vehicles last edition either.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 03:32:53


Post by: Leerjawise


 insaniak wrote:
Leerjawise wrote:
Plus it denies Tau IC's joining vehicles and the Riptide now, no more drone grey area sillyness

They couldn't join vehicles last edition either.


They couldn't join SQUADRONS of vehicles or units that are always 1 model. With drones, Tau vehicles and the Riptide fell through the technical cracks, though I never saw it abused.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 04:10:21


Post by: insaniak


Leerjawise wrote:
. With drones, Tau vehicles and the Riptide fell through the technical cracks, though I never saw it abused.

Riptides didn't fall through a 'technical crack' any more than any other unit that had access to multiple models did.

Tau vehicles with drones were never more than one model, because the drones didn't count as separate models until they disembarked.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 04:19:05


Post by: IXLoiero95XI


 Kommissar Kel wrote:
 Ghaz wrote:
I'm not 100% sure that would justify using the term 'hull' instead of 'base' in all instances but I won't argue it without having the rules. I'll let Rigeld2 do that if he's so inclined . If that is true however it is a big nerf for the longer vehicles (Raiders, Ghost Arks, Battlewagons) meaning they would lose distance while turning whereas shorter vehicles would not.


VEHICLES & MEASURING DISTANCES

As vehicle models do not usually have bases, the normal rule of measuring distances to or from a base cannot be used. Instead, for distances involving a vehicle, measure to and from their hull, ignore gun barrels, dozer blades, antennas, banners and other decorative elements.

Does not matter because those rules are part of the turning to face portion of the movement rules, which are replaced by the vehicles version(which is lacking such a caveat.)

Pivoting with any non-square, non-circular vehicle will always change the distance between the vehicle unit and any point on the table.


Did you not read this.

"Pivoting is always done from the centre of a vehicle to prevent it from accidentally moving further than intended or allowed."

Doesn't this tell us that we still cannot move a vehicle further than its limit, i.e. 12" for a landraider. But by deploying sideways, then pivoting and moving a full 12" I have actually moved an extra 1" or 2", therefore moving further than allowed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 04:35:03


Post by: Crazyterran


Where does it say that Cover is granted against Grav Weapons? I couldn't find it in the Vehicle section or the Graviton section.

(Since both the 'Cover Saves' and 'Invulnerable Saves' sections both require a glance or penetrating hit to occur for a vehicle to be able to claim either; I'm just trying to find it so I can pull it out for later use, even though I myself use Grav Guns.)


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 04:40:03


Post by: insaniak


 IXLoiero95XI wrote:
Did you not read this.

"Pivoting is always done from the centre of a vehicle to prevent it from accidentally moving further than intended or allowed."

Doesn't this tell us that we still cannot move a vehicle further than its limit, i.e. 12" for a landraider. But by deploying sideways, then pivoting and moving a full 12" I have actually moved an extra 1" or 2", therefore moving further than allowed.

Except you haven't, because the pivoting doesn't count towards your movement.

The alternative leads to a rhino that wants to pivot 180 degrees and then move off having already 'moved' its own length before it even starts moving.


Yes, being able to 'gain' movement distance by pivoting seems, on the surface, to be a little dodgy. But it's how vehicles have worked since the start of 3rd edition. 7th edition hasn't changed it.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 05:36:38


Post by: Nightlord1987


Where does it say that Cover is granted against Grav Weapons? I couldn't find it in the Vehicle section or the Graviton section.

(Since both the 'Cover Saves' and 'Invulnerable Saves' sections both require a glance or penetrating hit to occur for a vehicle to be able to claim either; I'm just trying to find it so I can pull it out for later use, even though I myself use Grav Guns.)

Pg. 77 Vehicles and Cover- Obscured Targets: 4th Bullet Down.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 07:44:30


Post by: Celtic Strike


 Brothererekose wrote:
Celtic Strike, I didn't see this posted in the OP:

Witchfire psy powers are shot in the Psy-Phase ... which then allows the Psykers to shoot other toys in the Shooting Phase.

I just saw this, and realized that Libbies & Destructor equipped Warlocks and goodness knows who else in the various 'dexes have had their shooting increased by quite a bit.

Smite, Destructor, VortexOfDoom, what have you, in the Psy-Phase, then shoot a gun, pistol or bolter and maybe assault.

Nice.


Thanks but I said I wasn't including anything to do with the Psy phase as I was sure there would be endless debate on that change.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 09:50:55


Post by: Happyjew


 Ghaz wrote:
 insaniak wrote:
 Kommissar Kel wrote:
optimusprime14 wrote:
What about the fact that IC's no longer have the rtestriction preventing them from joining a unit that consist's of only 1 model?

Am I wrong or did I not see that restriction anymore?


The only unit that effects that I can think of off the top of my head is mephiston.

And Assassins.

And the Sanguinor, Death Company Tycho, Decapitator, Castellan Crowe and Grand Master Mordrak IIRC.


But most importantly, a model with the Mantle of the Laughing God.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 19:01:03


Post by: Unseeablething


Rending was changed, to my knowledge.
A rending hit no longer counts as AP 2 against a vehicle, only adds a d3 to the penetration roll.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 19:36:21


Post by: Col. Dash


Last edition we could run a complete 2nd force org of the primary's faction if we played above 2k+ points. Do we still have this option? Or are we stuck with these tiny secondary detachments?

Outflanking- can you assault out of outflanking? I haven't heard yet if this has changed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 19:45:05


Post by: rigeld2


Unseeablething wrote:
Rending was changed, to my knowledge.
A rending hit no longer counts as AP 2 against a vehicle, only adds a d3 to the penetration roll.

It wasn't AP2 in 6th edition either. Wounds were AP2, but hits on vehicles weren't wounds.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 19:53:06


Post by: Kommissar Kel


Col. Dash wrote:
Last edition we could run a complete 2nd force org of the primary's faction if we played above 2k+ points. Do we still have this option? Or are we stuck with these tiny secondary detachments?

Outflanking- can you assault out of outflanking? I haven't heard yet if this has changed.


yes, you can run as many CA detachments as you want, they can all be from either the same faction, all different factions(The allied detachment is just for a different FOC and can never be the same faction as your primary detachment), or a mix of the 2.

No, you cannot assault after coming in from reserves


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 20:05:17


Post by: Perfect Organism


Col. Dash wrote:
Last edition we could run a complete 2nd force org of the primary's faction if we played above 2k+ points. Do we still have this option? Or are we stuck with these tiny secondary detachments?

You can now take as many combined arms detachments as you want at any points level.

It seems that allied detachments only exist to give you the option of buying one less troop choice if you only want a small number of units from one faction.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 20:59:30


Post by: Nem


Warlord doesn't have to be HQ, or highest leadership. If someone manages a list devoid of characters (looking you you Niddies) then.... Tyrannofex warlord?
If it's not a character however, they also don't get WL traits (Because Nid's love their WL traits....... ...)


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 21:39:53


Post by: Byte


Col. Dash wrote:
Last edition we could run a complete 2nd force org of the primary's faction if we played above 2k+ points.


Battle Forged = take as many as you want at any points level. Doesn't even have to be the same army.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/27 21:44:53


Post by: Unseeablething


rigeld2 wrote:
Unseeablething wrote:
Rending was changed, to my knowledge.
A rending hit no longer counts as AP 2 against a vehicle, only adds a d3 to the penetration roll.

It wasn't AP2 in 6th edition either. Wounds were AP2, but hits on vehicles weren't wounds.


Oh, then they did a good job clarifying it. My bad.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/28 02:59:41


Post by: Celtic Strike


Yeah, unlimited Detachments is not going to work for Tourneys


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/28 18:22:34


Post by: ubermosher


Deep striking vehicles now count as moving at combat speed not cruising speed.

You might actually see a Deathwind Missile Launcher.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/28 20:57:08


Post by: Salted Diamond


Just to clarify what I have seen mentioned here...

There is no longer the "up to half" rule for reserves? So I can reserve my entire Army again? Please tell me this is true so I can use my Elysians again.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/28 20:58:29


Post by: katana100


 Salted Diamond wrote:
Just to clarify what I have seen mentioned here...

There is no longer the "up to half" rule for reserves? So I can reserve my entire Army again? Please tell me this is true so I can use my Elysians again.


Yup thats fine but remember the tabling rule atill applies


Automatically Appended Next Post:
Dont know id its been mentioned

Rending: nows always wounds on a 6 is AP 2... This is nice cus say a str 1 rending can still hurt a wraithknight

Sniper: no longer rending but str 4 againt vehicles

Interestingly. A line is missing in thr FMC that is in the flyers rule meaning that a blast or template weapon can hit them while they are swoopong if it has the skyfire prob just a missed line but at the moment deathrays can zapp hive tyrants out of the air


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/28 21:41:43


Post by: Byte


Celtic Strike wrote:Yeah, unlimited Detachments is not going to work for Tourneys


True, but to bad. Would be a ton of fun.

ubermosher wrote:Deep striking vehicles now count as moving at combat speed not cruising speed.

You might actually see a Deathwind Missile Launcher.


That is scoring.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/29 20:44:17


Post by: barnowl


 CrownAxe wrote:
 Elric Greywolf wrote:

There are USRs called "Precision Shots" and "Precision Strikes," but Characters are not labeled as having them, either in the Unit Type section or the Characters section. Hopefully it's an oversight.

Its not an oversight. This explaines the Guard heirloom pistol that gives percision strikes that only characters can get


I suspect this is also why Living Artillery Node gave Biovores Pinning aUSR they already had at the time. It was edition proofed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 04:35:10


Post by: sirlynchmob


A claimed building is a unit
'citadel scenery models' interesting choice of words
claimed buildings are scoring units.

you place fortifications with the rest of your army, no more large LOS blocking nonsense.

I approve

but since vertical coherence is now 6" you can legally have a unit with some models on the shield and some models off the shield. and the shield grants the invuln save to the unit. I see fun times ahead with this one And no more 'waaaaa, I can't assault it' threads


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 11:41:55


Post by: JinxDragon


I'm still toying with the idea of a Massive Structure building being a Warlord but have not crunched the Rules seriously enough yet to say if legal.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 11:47:56


Post by: Neorealist


Nope. While the building may count as a unit after it is claimed (for certain purposes) there is no way to claim a building pre-deployment which is when your warlord is selected. As hilarious as that would otherwise be.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 12:05:35


Post by: JinxDragon


I will still have to crunch the Rules, but I do remember something within Stronghold that made Fortifications purchased for an Army as auto-claimed but the details are fuzzy. There is likely a timing issue involved that makes them claimed on deployment, or at least after the Warlord has to be selected in any case. I'm also a little unsure about how interchangeable Scenery Pieces and Models are, it was always a gray area in the Rules to begin with and new Rules make it even harder to say for sure. Needless, lot of reading to be done this weekend to answer some of these internal questions.

However, I can't stop thinking of an Army that is nothing but buildings!
Minds been doing that a lot since the 'unglued' Detachment Rules where reviewed.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 12:09:44


Post by: Neorealist


Best of luck to you with your search then. If you figure out something you think works by all means post it here or in tactics so everyone can see it for themselves.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 12:38:20


Post by: Kommissar Kel


 Neorealist wrote:
Nope. While the building may count as a unit after it is claimed (for certain purposes) there is no way to claim a building pre-deployment which is when your warlord is selected. As hilarious as that would otherwise be.


Any building purchased as fortifications is automatically claimed.

First bullet point of Claiming buildings


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 20:34:55


Post by: sirlynchmob


JinxDragon wrote:
I will still have to crunch the Rules, but I do remember something within Stronghold that made Fortifications purchased for an Army as auto-claimed but the details are fuzzy. There is likely a timing issue involved that makes them claimed on deployment, or at least after the Warlord has to be selected in any case. I'm also a little unsure about how interchangeable Scenery Pieces and Models are, it was always a gray area in the Rules to begin with and new Rules make it even harder to say for sure. Needless, lot of reading to be done this weekend to answer some of these internal questions.

However, I can't stop thinking of an Army that is nothing but buildings!
Minds been doing that a lot since the 'unglued' Detachment Rules where reviewed.


An army of buildings would lose at the end of the first game turn. "Do not include any citadel scenery models when awarding victory points or determining if a player has any units 'on the battlefield'. " so you'll need a token non scenery unit, and probably some escape hatches.

Unglued? what game are you playing? lol

if you can make the army of buildings though, you should call it Paradise Towers. Build high for happiness


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 20:55:51


Post by: Neorealist


 Kommissar Kel wrote:
 Neorealist wrote:
Nope. While the building may count as a unit after it is claimed (for certain purposes) there is no way to claim a building pre-deployment which is when your warlord is selected. As hilarious as that would otherwise be.


Any building purchased as fortifications is automatically claimed.

First bullet point of Claiming buildings
Sure. However this happens 'at' the start of the game. Selecting your Warlord and traits happens 'Before' the start of the game. It's a chronological thing.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/30 21:43:41


Post by: JinxDragon


SirLynchMob,
I did sort of ponder that, there will need to be a few models inside to prevent capture as well but a few Factions have Units that do not come with Characters automatically, some which are now allowed in said Buildings. Pity the Building itself is far from being a suitable candidate thanks to the timing issue, but it doesn't make the entire attempt useless. I still am going to have to think up a list which consists of nothing but Buildings, with whatever can't be spent on another Building going into the sole Unit designed to be the Warlord in charge of the entire thing.... and the sole person within the entire complex.

As for 'unglued' it is what I have started calling the Unbound Army because it lets some really insane combinations to occur.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 07:24:25


Post by: Celtic Strike


The claimed building thing is interesting. I totally missed that, thanks


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 10:43:21


Post by: Kommissar Kel


 Neorealist wrote:
 Kommissar Kel wrote:
 Neorealist wrote:
Nope. While the building may count as a unit after it is claimed (for certain purposes) there is no way to claim a building pre-deployment which is when your warlord is selected. As hilarious as that would otherwise be.


Any building purchased as fortifications is automatically claimed.

First bullet point of Claiming buildings
Sure. However this happens 'at' the start of the game. Selecting your Warlord and traits happens 'Before' the start of the game. It's a chronological thing.


When do you start the game?

I would say that as soon as you have decided on deployment zones, mission, and set up terrain you are starting the game. Then you figure out who deploys first and then you roll for warlord traits.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 10:51:09


Post by: Mythra


FMCs can now move 12'-24' wasn't it 18'-24' before?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 13:29:33


Post by: rigeld2


No, it was 12-24 before.
Is it that hard to physically compare between 6th and 7th?


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 14:36:14


Post by: SlaveToDorkness


Units inside transports can score again.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 17:36:46


Post by: Byte


 SlaveToDorkness wrote:
Units inside transports can score again.


Transports score without units and so does everything else.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 17:46:03


Post by: da001


I don“t know how I missed this topic.

Great work! Thank you very much...


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 18:14:54


Post by: SlaveToDorkness


 Byte wrote:
 SlaveToDorkness wrote:
Units inside transports can score again.


Transports score without units and so does everything else.


Guess it only applies to Objective Secured then.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 18:16:40


Post by: rigeld2


Troop transports get Objective Secured.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/05/31 20:21:43


Post by: Lobokai


No more precision strike/shots for characters (or I'm missing it)
Bikes and cav can move up ruins


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/02 01:07:51


Post by: Celtic Strike


You're missing where I listed the precision shot thing.

Interesting on the bikes though


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/02 13:05:09


Post by: RFHolloway


Stubborn is no longer a reroll, just ignores all penalties to leadership checks.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/02 13:22:17


Post by: rigeld2


 RFHolloway wrote:
Stubborn is no longer a reroll, just ignores all penalties to leadership checks.

... Stubborn wasn't a reroll in 6th either. And I don't think it was in 5th.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/02 14:26:05


Post by: Kommissar Kel


 RFHolloway wrote:
Stubborn is no longer a reroll, just ignores all penalties to leadership checks.


You must be a guard/Space army player(or often face one) The Commissar is the model that usually give them Stubborn, and also allows for rerolls after executing a model(both can be combined to basically never have to shift a unit what with the rerollable always Ld 9)


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/03 08:34:09


Post by: Celtic Strike


Who thought Stubborn was a re-roll? Really? Sister's characters have Stubborn too. So does Lysander. It's not that rare, or hard to read the rulebook.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/03 16:21:41


Post by: sleekid


Barrage also do not only hit the top level of ruins anymore


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/03 17:39:22


Post by: sirlynchmob


You can now ram buildings, That is just so awesome and something I've wanted to do since 5th ed


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/03 17:49:02


Post by: katana100


 Celtic Strike wrote:
Who thought Stubborn was a re-roll? Really? Sister's characters have Stubborn too. So does Lysander. It's not that rare, or hard to read the rulebook.


Hey no need to be mean not everyone comes across every rule I mean I dont think i have had a single game where the zealot rule has come into it and there are sooo many rules its easy to make a mistake


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/03 23:41:34


Post by: FunJohn


- Results may not always lose a hullpoint. If a weapon effect does not specify that it loses a hull point it just takes the result and not the hull point


So this just means that the vehicle only looses the 1 hull point from a penetrating hit, or does it "negate" the hull point, meaning the vehicle only suffers the result of the damage table?

on p. 347 of BRB it talks of hull points when penetrating a vehicle.


The changes between 6th and 6.5/7th (Book to book comparison)  @ 2014/06/04 00:11:41


Post by: Kommissar Kel


Glancing and penetrating hits remove a hull point.

Entropic strike does not remove a hull point inherently(although it does make it easier to glance or pen

Grave weapons do remove a hull point because that is what their rules say.)