Switch Theme:

Share on facebook Share on Twitter Submit to Reddit  [RSS] 

40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:56:22


Post by: xttz


From /tg/

warlord traits are:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:59:24


Post by: Desubot


 Vector Strike wrote:
Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?


Better yet, full 10man THSS squad for that delicious 2+ invul save.


Edit:
WOW
Much skilled

Kinda sad about losing reserve manipulations and stuff in the other tactician table but now i get to be a yugiho duel master.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 16:59:54


Post by: Nightlord1987


Wow, a huge nerf to almost all psychic powers? AWESOME!

Never liked those tricksy witches anyway...

Just reading the new Powers list, and seeing all the things that cost me the game last match are gone? 7th is gonna be awesome.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:00:35


Post by: Anpu42


 Desubot wrote:
 Vector Strike wrote:
Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?


Better yet, full 10man THSS squad for that delicious 2+ invul save.

or Thunderwolves


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:00:40


Post by: WrentheFaceless


 Vector Strike wrote:
Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?


Forwarning + Sancutary. 3++ paladins with a 2++ draigo. Depending on if he can roll powers on another table that is. Or if he's stuck with codex. If not, then Librarian


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:01:02


Post by: Green is Best!


After looking at the summary chart of what races get what powers, several are missing. What about Nids? I am assuming Tau and SOB should just be X's all the way across. Also, do Dark Eldar have psykers? Do they fall under Eldar?

Just wondering.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:02:05


Post by: Blacksails


A S D psychic power?

Ridiculous.

The random nature of Perils is now also just silly. Suffering 'perils' but getting a better invuln or other boosts if you roll well? Random tables does not good game design make.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:02:17


Post by: Thud


 Desubot wrote:
 Vector Strike wrote:
Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?


Better yet, full 10man THSS squad for that delicious 2+ invul save.


Add in a Priest for re-rolls in CC.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:02:51


Post by: ClockworkZion


 Green is Best! wrote:
After looking at the summary chart of what races get what powers, several are missing. What about Nids? I am assuming Tau and SOB should just be X's all the way across. Also, do Dark Eldar have psykers? Do they fall under Eldar?

Just wondering.

Nids are limited to codex powers only, Tau and Sisters are out because they have no psykers, and neither do Dark Eldar.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:03:01


Post by: bloodangel70


Warlord traits are MUCH better!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:03:09


Post by: Sasori


 Red Corsair wrote:
Wow, invisibility is broken as feth! If you thought killing seer councils was difficult before, try needing 6's to hit them in hth and shooting as well as template immunity... I'll even go so far as to say they no longer need fortune as long as they are invisible....


It's deniable now at least.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:04:56


Post by: Syphid


 xttz wrote:
From /tg/

warlord traits are:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.


Hm. Escalation warlord traits are gone, or is the Escalation book still relevant?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:05:09


Post by: Wakshaani


Know who might like Santic?

A Dark Angel Knights unit with Storm Shields, lead by a librarian. No reroll, but 2++ is kinda nice, and +2Str to the unit's also a wee bit handy.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:06:41


Post by: Vector Strike


xttz wrote:From /tg/

warlord traits are:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.


From Tau perspective, I'd try Skilled Leader (or Tactician in Maelstrom of War) if I'm not in the mood to use the codex's ones. BUt they look a bit subpar.

Desubot wrote:
 Vector Strike wrote:
Sanctuary, inside Sanctic, looks very good. WC 1 for +1 Invul will look good with Forewarning (just 2 dice to reliably cast it). It's worth the chance for perils.
Paladins with 4++ with Sanctuary?

Is there any word about a psyker still being able to roll only powers they have ML <= WC? Or can a ML 1 Libby pick up a WC 3 power?


Better yet, full 10man THSS squad for that delicious 2+ invul save.


Indeed... Put a GK Libby in their midst and safely cast Sanctuary.

Green is Best! wrote:After looking at the summary chart of what races get what powers, several are missing. What about Nids? I am assuming Tau and SOB should just be X's all the way across. Also, do Dark Eldar have psykers? Do they fall under Eldar?

Just wondering.


I think they just didn't care about putting non-psyker factions there. Necrons are missing as well.
Nids will be able to use only their Codex powers, it seems.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:08:18


Post by: Colpicklejar


Holy cats! Hammerhand +2 to strength!? Oh my glob!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:09:14


Post by: Sinful Hero


 xttz wrote:
From /tg/

warlord traits are:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.

If true, I much prefer these to the old ones. The first and third seem like they might be worth rolling on.

As a tyranid and deldar player, the new psychic powers frustrate me. I have one psychic race tha can't use them, and a race that just doesn't care at all. At the beginning of sixth I was excited for biomancy, and even telekinesis(though not good, I enjoyed the thought of my Hive Tyrant outstretching a clawed hand and Crushing an enemy unit). Know it's just a part of the game I ignore for the most part.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:09:24


Post by: Vaktathi


I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:11:19


Post by: Desubot


 Colpicklejar wrote:
Holy cats! Hammerhand +2 to strength!? Oh my glob!


Well no more GK shenanigans of +1 mod Before multiplying so i guess they needed to change that for nemi hammers.

But St5 conscript mega blobs awwww yeeeeee


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:13:38


Post by: ClockworkZion


 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".

Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:15:27


Post by: Super Newb


Oh noes! Divination primaris is warp charge 2 now! I guess it would be overpowered at one but still, that stinks.

Is anyone aware of an online calculator which can calculate odds like "I have four dice, what's the chance of rolling at least two 6s." Or "I have three dice, what's the chance that at least two would come up 4+."


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:15:40


Post by: BarBoBot


CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:16:19


Post by: Vector Strike


 Desubot wrote:
 Colpicklejar wrote:
Holy cats! Hammerhand +2 to strength!? Oh my glob!


Well no more GK shenanigans of +1 mod Before multiplying so i guess they needed to change that for nemi hammers.

But St5 conscript mega blobs awwww yeeeeee


TH/SS termies, as you said before, with both Hammerhead and Sanctuary. S10 AP2 with 2++

Or...

Centstar with GK Libby. GoI lost both 24" limit and losing a model in doubles! Centstar express


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:17:39


Post by: andrewm9


You know from a game perspective, you are shooting yourself in the foot if you only play units from one codex now. For instance, I would be stupid to only play Sisters without some serious psyker support which flies in the face of established game lore, but without I will just lose to any sort of real combined army. I see the cash grab, but is this really what GW wants because I can see how it might sour people like me on the experience? The other issue, is that the value of relative points is even more important. In the face of mixed units and armies those units which are not worth their points will never see the light of day. Its sad.

I know I am not articulating this well, as the written word is not my best medium, but I am not liking what this edition is going to do to the game based on what I am seeing here already with brief descriptions of ultimate combo units.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:18:39


Post by: Vector Strike


Faeit posted the Perils table.

Perils of the Warp
1. Dragged into the Warp: Psyker takes a leadership test, if passed suffers 1 wound or glancing hit no saves.if failed he is removed as a casualty and his unit takes d6 S6 AP1 hits. The hits come from the psyker for allocation
2. Mental Purge: Psyker suffers 1 wound/glancing hit no saves. randomly select one power from the psyker. its lost for the rest of the game.
3. Power Drain: Psyker suffers 1 wound/glancing hit no saves. if its the psychic phase, both players lose d3 warp charge points
4. Psychic Backlash: Psyker suffers 1 wound/glancing hit no saves.
5. Empyric Feedback: Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed no effect.
6. Warp Surge Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed psyker gains a 3+ invul, fleshbane, armour bane, and smash until the next friendly psychic phase.


BarBoBot wrote:CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!


Oh my, missed that! Thousand Sons became playable!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:18:45


Post by: Uriels_Flame


Now that we actually have rules being leaked, can we move this conversation and close this thread?

Not much of a Rumors deal and we're at least 230+ pages of guessing/wishlisting/gnashing of teeth.

Maybe start one with actual rules and discussion?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:19:05


Post by: ClockworkZion


Yes, yes all the blessings look nice and spammable until your Psyker blows himself up trying to get them off, or gets denied back to before the Heresy because people will do that to yank the lynchpins out of people's lists.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:20:20


Post by: warboss


 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".

Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.


Khornate Chaos and Black Templars.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:21:13


Post by: Vaktathi


 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".
There's also various SM chapters and IG regiments that would fall under this, Khornate CSM's and Daemons, etc. Knights have no integrated psychic support (they could take allies, but having to take allies to counter a built in game phase feels...very wrong). But even just staying at 4, that's still pretty big.


Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.
That'll help them, but not really anyone else.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:22:43


Post by: Red Corsair


 BarBoBot wrote:
CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!



Yea sadly the prescience revolution continues with even greater access

I still find it funny that so much attention is at using 2-3 powers to get a better invuln in here when invisibility literally just avoids being hit to begin with. Even had S D not been nerfed, it would have made seer councils immune.

Seriously no one else is concerned with the power ramp on invisibility?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:24:03


Post by: WrentheFaceless


Perils aside from 6's looks brutal, thats good

And those new traits are actually mostly useful. Craziness

And now i need to model a GK librarian


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:24:23


Post by: jifel


 zachwho wrote:
 undertow wrote:
 zachwho wrote:
has the fmc change about assault been confirmed, or still just rumor?

Thus far I have seen no confirmation. It seems like a ludicrous change, basically ending all assaults for FMCs.


that rule alone would probably make me rage quit.


Last week I saw someone say "maybe they'll balance out the grounding rules by..." And that's it. So far, no one who has seen the book has reported that, as far as I've seen. It's possible, but I personally think it's BS.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:24:52


Post by: kronk


<-- Black Templar player.


Kill the psychers!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:25:37


Post by: Vector Strike


 Red Corsair wrote:
 BarBoBot wrote:
CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!



Yea sadly the prescience revolution continues with even greater access

I still find it funny that so much attention is at using 2-3 powers to get a better invuln in here when invisibility literally just avoids being hit to begin with. Even had S D not been nerfed, it would have made seer councils immune.

Seriously no one else is concerned with the power ramp on invisibility?


My markerlights aren't.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:25:46


Post by: Hybrid Son Of Oxayotl


 ClockworkZion wrote:
Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.

It seems Adamantium Will only works against powers that target enemy units, and therefore do nothing to fix the horrible gakky gak of terribly bad stuff that can happens due to combining multiple blessings. Or even just using biomancy on a MC.
The condemnor boltgun would be nice if it did not have to hit then wound then failed saves then allocated to a psycher before doing anything, all while being one shot only per game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:26:35


Post by: Sigvatr


As someone who gets purposefully shafted by the rules, still, it does seem like 1-2 disciplines, again, really stand out among the others. But alas, since when does GW know how to write rules.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:26:52


Post by: WrentheFaceless


 kronk wrote:
<-- Black Templar player.


Kill the psychers!


< Grey Knight player

We're still cool right?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:27:30


Post by: Magc8Ball


The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:27:59


Post by: jifel


Invisibility just made Be'lakor even MORE of a must take.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:28:41


Post by: Hollismason


In this case the rule book probably adds to the codex, they still have access to those disciplines but also have access to the others.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:28:48


Post by: ClockworkZion


 warboss wrote:
 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".

Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.


Khornate Chaos and Black Templars.

Which are both part of codexes that have Psykers in them so I'm not counting them. I was only counting actual codexes.

Though I should add "Imperial Knights" to the list I guess.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:29:09


Post by: kronk


 Hybrid Son Of Oxayotl wrote:
 ClockworkZion wrote:
Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.

It seems Adamantium Will only works against powers that target enemy units, and therefore do nothing to fix the horrible gakky gak of terribly bad stuff that can happens due to combining multiple blessings. Or even just using biomancy on a MC.


Suck. Still, helping to deny psychic powers cast on my units will help.

 WrentheFaceless wrote:
 kronk wrote:
<-- Black Templar player.


Kill the psychers!


< Grey Knight player

We're still cool right?


*Rolls dice*

NOT TODAY! Blam, blam, blam! Forge that narrative, baby!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:30:17


Post by: Hollismason


 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


I think they do otherwise , why would some of those other armies have that listed? For example Chaos Space Marines or Space Marines. Who knows though but we do know they have Access to Malifec.

Also why would Eldar be listed?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:30:34


Post by: demontalons


Im sure in the FAQ it will.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:30:42


Post by: kronk


 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


I'm going to assume that the rulebook will make note of whom can take what. That, OR, a Day 1 or 2 FAQ.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:31:03


Post by: ClockworkZion


 Vaktathi wrote:
 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".
There's also various SM chapters and IG regiments that would fall under this, Khornate CSM's and Daemons, etc. Knights have no integrated psychic support (they could take allies, but having to take allies to counter a built in game phase feels...very wrong). But even just staying at 4, that's still pretty big.

If we really want to go down the road of listing every single faction that doesn't normally use psykers we could be here all day. There are only 6 Codexes (I'd forgotten Legion of the Damned and Imperial Knights before) with no Psykers in them. Now if you play a codex with Psykers and choose to not use them it's hardly the codexes fault now is it?


Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.
That'll help them, but not really anyone else.

Black Templars.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:31:25


Post by: Vaktathi


 Red Corsair wrote:
 BarBoBot wrote:
CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!



Yea sadly the prescience revolution continues with even greater access

I still find it funny that so much attention is at using 2-3 powers to get a better invuln in here when invisibility literally just avoids being hit to begin with. Even had S D not been nerfed, it would have made seer councils immune.

Seriously no one else is concerned with the power ramp on invisibility?
I'm just imaging a Jetseer council with Shrouded +Jink+Fortune+Invisibility on it.

I'd just pack up I think.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:32:40


Post by: Hollismason


If they don't have access to it then there would be no point to including Eldar on that Quick Reference Chart at all.

Notice that they didn't put Tyranids or Dark Eldar or other races that did not have access to those powers on there.

Eldar have access to those powers now. Otherwise they'd have left them off like the Nids.

Same with Daemonlogy.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:32:47


Post by: demontalons


You still get d6 dice to DtW and if you are truly worried about Psykers you can always ally in as many Inquisitors as you want with null rods. Poof youre immune.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:34:21


Post by: WrentheFaceless


So Invisibility on a Knight would be hilarious


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:34:44


Post by: pizzaguardian


Hollismason wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


I think they do otherwise , why would some of those other armies have that listed? For example Chaos Space Marines or Space Marines. Who knows though but we do know they have Access to Malifec.

Also why would Eldar be listed?


We need an FAQ since the chart doesn't specify which psykers can take which schools, example here being warlocks and farseers, regular grey knights and gk libbys, or simply tigurius and sm psykers.

. At least just for that there should be either info on the rulebook(which would be a bit silly since it can go obsolete with a codex change) or an faq just like the one we had when 6th came.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:34:58


Post by: Hollismason


Also that reference chart could just be wrong, I would not be surprised at all of GW making something that is completely fething useless.



Invisibility on a Seer Star is pretty much end game.

Invisibility on anything is CRAZY TOWN


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:35:39


Post by: Nostromodamus


 WrentheFaceless wrote:
So Invisibility on a Knight would be hilarious


CREEEEEEED!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:35:56


Post by: NamelessBard


 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


You can't be serious.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:07


Post by: Hollismason


He is serious and don't call him Can't.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:16


Post by: Brometheus


Oh, Thousand Sons..... Let's do this.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:17


Post by: Samurai_Eduh


So my local GW guy just turned down a $100 bribe to give me my book today. Oh well, it seems other people got thiers so maybe they can share the goods.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:31


Post by: jifel


NamelessBard wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


You can't be serious.


Last edition, they put out an FAQ within 24 hours that specified who exactly got access to what. Expect the same, but it is hinting that Chaos will get Divination.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:31


Post by: barnowl


 ClockworkZion wrote:
 Vaktathi wrote:
 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".
There's also various SM chapters and IG regiments that would fall under this, Khornate CSM's and Daemons, etc. Knights have no integrated psychic support (they could take allies, but having to take allies to counter a built in game phase feels...very wrong). But even just staying at 4, that's still pretty big.

If we really want to go down the road of listing every single faction that doesn't normally use psykers we could be here all day. There are only 6 Codexes (I'd forgotten Legion of the Damned and Imperial Knights before) with no Psykers in them. Now if you play a codex with Psykers and choose to not use them it's hardly the codexes fault now is it?


I would add Farsight enclave also. Still Tau but also a seperate codex now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:35


Post by: BarBoBot


 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


By that logic, no armies can take demonology psychic disciplines, because the codex doesn't list it...

I think its quite obvious that the chart is referencing the new psychic discipline a availability. CSM has divination.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:37:46


Post by: kronk


NamelessBard wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


You can't be serious.


There are 3 psychers in the Imperial Guard codex. They do not all have access to the same powers. Why would you assume that ALL Imperial Guard types of psychers get both Sanctic and Maelfic?

<--- Expects a Day 1 or Day 2 FAQ with which psychers get which powers.

Maybe that all get it. That's perfectly fine. But don't assume anything.

*Cough*Chaos Knights*Cough*


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:38:15


Post by: warboss


 ClockworkZion wrote:
 warboss wrote:
 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".

Also it seems Adamantium Will is a denial buff so it's not like Sisters are completely screwed.


Khornate Chaos and Black Templars.

Which are both part of codexes that have Psykers in them so I'm not counting them. I was only counting actual codexes.

Though I should add "Imperial Knights" to the list I guess.


I've bolded the key part of the debate that you're completely missing. You're trying to refute something while ignoring the key limitation central to the premise.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:38:35


Post by: Magc8Ball


Hollismason wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


I think they do otherwise , why would some of those other armies have that listed? For example Chaos Space Marines or Space Marines. Who knows though but we do know they have Access to Malifec.

Also why would Eldar be listed?


Why wouldn't Eldar be listed? Farseers have access to the listed powers in addition to their own. In their case, there have been no changes except for the addition of daemonology (which I am totally using, BTW).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:39:58


Post by: ClockworkZion


barnowl wrote:
 ClockworkZion wrote:
 Vaktathi wrote:
 ClockworkZion wrote:
 Vaktathi wrote:
I'm really not liking how Psychic stuff is turning into a Fantasy-esque thing in terms of functionality and power. Not having a Psyker looks to be very detrimental in 7E, and there's *huge* numbers of factions in the game where there inclusion would be contrary to fluff.

Tau, Necrons, Dark Eldar, Sisters. That's 4. Not really "huge".
There's also various SM chapters and IG regiments that would fall under this, Khornate CSM's and Daemons, etc. Knights have no integrated psychic support (they could take allies, but having to take allies to counter a built in game phase feels...very wrong). But even just staying at 4, that's still pretty big.

If we really want to go down the road of listing every single faction that doesn't normally use psykers we could be here all day. There are only 6 Codexes (I'd forgotten Legion of the Damned and Imperial Knights before) with no Psykers in them. Now if you play a codex with Psykers and choose to not use them it's hardly the codexes fault now is it?


I would add Farsight enclave also. Still Tau but also a seperate codex now.

It's a codex supplement and needs the Tau codex to work, so it's not a separate codex and doesn't count.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:40:41


Post by: Red Corsair


 Vector Strike wrote:
 Red Corsair wrote:
 BarBoBot wrote:
CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!



Yea sadly the prescience revolution continues with even greater access

I still find it funny that so much attention is at using 2-3 powers to get a better invuln in here when invisibility literally just avoids being hit to begin with. Even had S D not been nerfed, it would have made seer councils immune.

Seriously no one else is concerned with the power ramp on invisibility?


My markerlights aren't.


I dare you to waste every mark light in your army for one or two hits just to boost one units BS to what....3... Yea I'd be very concerned as a tau player especially, you'd get rolled hard.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:40:59


Post by: Mr Morden



Perils of the Warp
1. Dragged into the Warp: Psyker takes a leadership test, if passed suffers 1 wound or glancing hit no saves.if failed he is removed as a casualty and his unit takes d6 S6 AP1 hits. The hits come from the psyker for allocation
2. Mental Purge: Psyker suffers 1 wound/glancing hit no saves. randomly select one power from the psyker. its lost for the rest of the game.
3. Power Drain: Psyker suffers 1 wound/glancing hit no saves. if its the psychic phase, both players lose d3 warp charge points
4. Psychic Backlash: Psyker suffers 1 wound/glancing hit no saves.
5. Empyric Feedback: Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed no effect.
6. Warp Surge Psyker takes a leadership test. if failed Psyker suffers 1 wound/glancing hit no saves. If passed psyker gains a 3+ invul, fleshbane, armour bane, and smash until the next friendly psychic phase.



I wouldn;t mind the 6th result if the pass gave all that cool stuff but then you were removed from play...................


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:41:11


Post by: Hollismason


Yeah, I honestly would not be surprised if the reference card is just absolutely wrong.

But I could also believe GW would open up the gates on Pyschic powers.

Also it's weird that Blood Angels don't get Pyromancy.

Also why would Space Wolves be listd.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:41:15


Post by: Sigvatr


From /tg/, Warlord Tables:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.


Seems salty to me. Especially since Skilled Tactician would do nothing if not playing Maelstrom.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:42:30


Post by: Mavnas


Yeah, but one power you have to roll for on a second-rate discipline doesn't overly scare me especially since the defending player can deny that one key power.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:43:04


Post by: BarBoBot


Kronk the CSM codex currently has limitations listed in the unit entries for which disciplines a psyker can take even though CSM as a whole have access to many of the different disciplines.

AM will probably get an errata, or there will be a reference chart in the back of the brb telling which units access which discipline like the hull point one in 6th gave older codexs their info.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:43:18


Post by: Vaktathi


 ClockworkZion wrote:

If we really want to go down the road of listing every single faction that doesn't normally use psykers we could be here all day. There are only 6 Codexes (I'd forgotten Legion of the Damned and Imperial Knights before) with no Psykers in them. Now if you play a codex with Psykers and choose to not use them it's hardly the codexes fault now is it?
We could also add Tempestus Scions to it also the FW DKoK and Armored Battlegroup lists do not have access to them if one's inclined to include FW stuff.

That said, I'm not saying it's the codex's fault, I'm saying it's the fault of what appears to be the new core rules for making it so more more necessary. This game is nothing without its fluff, if this game was just another generic scifi lasergun setting with the same rules it would have died out long ago. There's lots of factions within armies that ostensibly have psyker support as options, but that wouldn't use them (i.e. a World Eaters CSM army). Magic is super powerful in Fantasy, and I don't want to see it become the same thing in 40k (which it looks like its trending towards), but Fantasy also has a lot fewer armies with aversions to magic/psychic powers.


Black Templars.
true, forgot they got that.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:43:28


Post by: WrentheFaceless


Unsure why people are thinking the new rules wouldn't update what disciplines psykers could use in existing codexes if the card says they have access to these powers now...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:44:54


Post by: Super Newb


 Red Corsair wrote:
 BarBoBot wrote:
CSM get divination now! Dont have to rely on a single crimson slaughter sorcerer anymore!



Yea sadly the prescience revolution continues with even greater access


But it's harder to cast and easier to block


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:44:54


Post by: ClockworkZion


 warboss wrote:
I've bolded the key part of the debate that you're completely missing. You're trying to refute something while ignoring the key limitation central to the premise.

1. I didn't miss anything I saw it but didn't agree with the assessment. 2. I clearly counted by codex and even said so. 3. And if you dig deep enough into fluff about the only ones who never get Psykers (either of their own or by working with them) are Necrons. Oh wait, they teamed up with Blood Angels that one time. Even Khorne has had Psykers doing his bidding in the past (who else would preform the rituals to open the gates to let his Daemons into the universe?), he just doesn't like Psykers using their powers in battle (as it doesn't fit into his "martial prowess" theme). And we don't know if the MoK is getting changed or not in the next FAQ either. I could see them easily slapping "Adamantium Will" in there for them. So really we've got ONE faction that MIGHT be getting screwed but they're part of a CODEX that isn't. So yeah, not counting it.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:45:13


Post by: kronk


 BarBoBot wrote:
Kronk the CSM codex currently has limitations listed in the unit entries for which disciplines a psyker can take even though CSM as a whole have access to many of the different disciplines.

AM will probably get an errata, or there will be a reference chart in the back of the brb telling which units access which discipline like the hull point one in 6th gave older codexs their info.


It's almost as if you and I are assuming the same thing...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:46:02


Post by: Squidbot


Sky's falling again? k.
SO, looks like I will get to summon Tuska. Sweeeet.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:46:03


Post by: ClockworkZion


Hollismason wrote:
Also why would Space Wolves be listd.

Because Rune Priests are Psykers.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:46:55


Post by: Magc8Ball


 WrentheFaceless wrote:
Unsure why people are thinking the new rules wouldn't update what disciplines psykers could use in existing codexes if the card says they have access to these powers now...


You haven't played GW games for very long, have you...

Rumor has it that the Tzeentch chariot might actually be able to do something once 7th hits...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:47:41


Post by: Vector Strike


Vaktathi wrote:I'm just imaging a Jetseer council with Shrouded +Jink+Fortune+Invisibility on it.

I'd just pack up I think.


Well, all these powers must be cast by Farseers... and it's harder to cast now. Having all these (not forgetting DtW) in one unit will be pretty hard.

Samurai_Eduh wrote:So my local GW guy just turned down a $100 bribe to give me my book today. Oh well, it seems other people got thiers so maybe they can share the goods.


Sucks, man. Looks like his job pays quite well... or he has no other in sight

Red Corsair wrote:I dare you to waste every mark light in your army for one or two hits just to boost one units BS to what....3... Yea I'd be very concerned as a tau player especially, you'd get rolled hard.


Depends on how many MLs I use... or I can kill everything else the guy has.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:50:39


Post by: Perfect Organism


With even more things being only hit on a 6, ork Ballistic Skill is looking better all the time.

You don't need to see them if you aren't aiming anyway.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:51:22


Post by: Uriels_Flame


 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????

Isn't that the point of this whole thing?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:51:45


Post by: Red Corsair


 WrentheFaceless wrote:
Unsure why people are thinking the new rules wouldn't update what disciplines psykers could use in existing codexes if the card says they have access to these powers now...


It is a reference card. That's it. It says nothing about all psychers in said faction having availability to said disciplines. For example, chaos with supplements have access to all but telekinesis. No FAQ is necessary because it sayd in the parent codex what they can get. The only exceptions are the demonology lore which have been leaked already as being available to all players with the exception of sanctic/maelific to CD/GK.

People are making huge leaps here.

I'd hope dispelling blessings is much easier then I am expecting or invisibility fishing is going to be the new trend. That is the single most abusive power to date that they have printed and that's saying something.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:53:30


Post by: Desubot


To be fair maybe they will change some of the snap fire rules to allow blasts and templates.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:53:55


Post by: kronk


 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????


It's almost as if you're just reading every 5th post or are unfamiliar with 6th edition's release.

6th Edition also included psychic powers in the Basic Rule Book and then issued FAQ's stating what units/codecies could take which powers.

This is nothing new. Use fewer "?" in the future and spell "what" properly. Thank you.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:54:09


Post by: Red Corsair


 Vector Strike wrote:


Red Corsair wrote:I dare you to waste every mark light in your army for one or two hits just to boost one units BS to what....3... Yea I'd be very concerned as a tau player especially, you'd get rolled hard.


Depends on how many MLs I use... or I can kill everything else the guy has.


wow you know your right. That makes invisibility much more balanced doesn't it

Basically imagine Any major threat to your army, say imperial knights, and imagine not being able to use blasts or templates and needing 6's to hit it as it marches on your tau


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:55:38


Post by: zammerak


Wonder if we will be getting a new apocalypse book shortly after 7th drops. I hope not because I feel like I just got the last one


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:56:16


Post by: Red Corsair


 Desubot wrote:
To be fair maybe they will change some of the snap fire rules to allow blasts and templates.


I doubt it or it will make fliers really strange. Even if they did, your bargaining with the icing on that power cake. Just needing 6's to hit in any phase is horrible rules design. But I am with you, lets at least hope I am wrong/overestimating.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:56:53


Post by: ClockworkZion


 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????

Isn't that the point of this whole thing?

We'll need FAQs to bring the books in line with the new ruleset. Just the psychic powers alone requires a massive bit of FAQing of the books.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:58:02


Post by: Perfect Organism


A new edition of Apocalypse seems somewhat redundant. Most of the rules are now in the main rulebook and dataslates seem like a better way to sell the unit rules.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:58:15


Post by: WisdomLS


I believe the psykic reference card is just showing which power can be use within the faction not that all psyker in the faction can use all those powers.

CSM have access to divination through the Crimson Slaughter artifact, Eldar can use a force weapon with Eldrad so they are listed as having access.
The codex state which schools you can choose from, the exception being that we have seen a specific entry in the new book stating that all psykers can use Daemonoligy unless it is stated otherwise in their entry.

Lets assume that the forthcoming ork codex has a new discipline for them to use.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 17:58:49


Post by: WrentheFaceless


Well you could always snapfire templates, but blasts...meh


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:00:13


Post by: Red Corsair


 WisdomLS wrote:
I believe the psykic reference card is just showing which power can be use within the faction not that all psyker in the faction can use all those powers.

CSM have access to divination through the Crimson Slaughter artifact, Eldar can use a force weapon with Eldrad so they are listed as having access.
The codex state which schools you can choose from, the exception being that we have seen a specific entry in the new book stating that all psykers can use Daemonoligy unless it is stated otherwise in their entry.

Lets assume that the forthcoming ork codex has a new discipline for them to use.


My thoughts exactly. Tigurius gives divination. I am guessing access to disciplines remains the same as 6th. When was the last time GW made a quick reference that wasn't ambiguous or wrong?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:00:27


Post by: kronk


 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh


Only during overwatch.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:00:40


Post by: Hollismason


I kind of agree with that assessment that there will either be a FAQ or a chart in the back of the book, but I could see it goingthe other way as well and that being what people have access to.

We know everyone has access to Daemonology except Tyranids though .


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:01:35


Post by: Azreal13


 kronk wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????


It's almost as if you're just reading every 5th post or are unfamiliar with 6th edition's release.


Or baiting people in this thread because he's got nothing better to do, and really deserves a smack across the nose with a rolled up newspaper?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:01:51


Post by: Sigvatr


 Uriels_Flame wrote:
BRAND NEW EDITION


7th is an old muffin with a shiny new topping.

...and it tastes like poo.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:02:29


Post by: Co'tor Shas


 azreal13 wrote:
 kronk wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????


It's almost as if you're just reading every 5th post or are unfamiliar with 6th edition's release.


Or baiting people in this thread because he's got nothing better to do, and really deserves a smack across the nose with a rolled up newspaper?

It is kronk after all.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:02:38


Post by: Vector Strike


 Red Corsair wrote:
 Vector Strike wrote:


Red Corsair wrote:I dare you to waste every mark light in your army for one or two hits just to boost one units BS to what....3... Yea I'd be very concerned as a tau player especially, you'd get rolled hard.


Depends on how many MLs I use... or I can kill everything else the guy has.


wow you know your right. That makes invisibility much more balanced doesn't it

Basically imagine Any major threat to your army, say imperial knights, and imagine not being able to use blasts or templates and needing 6's to hit it as it marches on your tau


no it doesn't, but at least I have something to do about it. Now armies without even some kind of good TL weapons/number of shots will suffer a lot


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:04:16


Post by: Red Corsair


 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh


The only saving grace is that invisibility is WC 2, so basically only demons and eldar and GK's have access to warp charge farms making the power less of a nuisance to get off. But even if that's the only power cast each turn it is unhinged. Just think of all the insane units this makes almost unkillable.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:04:57


Post by: Hulksmash


And Guard Try killing my blobs now!!!!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:05:46


Post by: Perfect Organism


So, Chaos Marines now have access to both Malefic and Santic Daemonology.

As far as I can tell, the Invulnerable save buffs from both schools stack. This means that you can have Daemon engines with 3++ saves and characters, possessed and obliterators with 2++.

I wonder what force weapons orks will have? I hope they can get force axes. That would make warpheads pretty scary if they can be kept alive long enough.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:06:28


Post by: Red Corsair


 Hulksmash wrote:
And Guard Try killing my blobs now!!!!


Sure but at least they only have one in codex source for invisibility and it sucks.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:06:35


Post by: zammerak


so I wonder how the wc will work with orks? After all if enough orks believe in something that makes it true, so 1wc per ten boyz? That seems fair


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:06:55


Post by: Azreal13


 Red Corsair wrote:
 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh


The only saving grace is that invisibility is WC 2, so basically only demons and eldar and GK's have access to warp charge farms making the power less of a nuisance to get off. But even if that's the only power cast each turn it is unhinged. Just think of all the insane units this makes almost unkillable.


With no word of a lie, I started work painting up Be'Lakor last night.

I swear he's smiling a little bit more now than he was yesterday!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:07:41


Post by: Red Corsair


 Perfect Organism wrote:
So, Chaos Marines now have access to both Malefic and Santic Daemonology.

As far as I can tell, the Invulnerable save buffs from both schools stack. This means that you can have Daemon engines with 3++ saves and characters, possessed and obliterators with 2++.

I wonder what force weapons orks will have? I hope they can get force axes. That would make warpheads pretty scary if they can be kept alive long enough.


Nice catch. I am ok with it though as he will peril on any double on either table so he won't give you that combo for long.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:08:13


Post by: Vector Strike


 Perfect Organism wrote:
So, Chaos Marines now have access to both Malefic and Santic Daemonology.

As far as I can tell, the Invulnerable save buffs from both schools stack. This means that you can have Daemon engines with 3++ saves and characters, possessed and obliterators with 2++.

I wonder what force weapons orks will have? I hope they can get force axes. That would make warpheads pretty scary if they can be kept alive long enough.


And how about Mark of Tzeentch? Will it hold back to 3++ even if a model with it stands on the area with Cursed Earth?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:10:05


Post by: Red Corsair


 azreal13 wrote:
 Red Corsair wrote:
 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh


The only saving grace is that invisibility is WC 2, so basically only demons and eldar and GK's have access to warp charge farms making the power less of a nuisance to get off. But even if that's the only power cast each turn it is unhinged. Just think of all the insane units this makes almost unkillable.


With no word of a lie, I started work painting up Be'Lakor last night.

I swear he's smiling a little bit more now than he was yesterday!


Now it will be coteaz OR Be'Lakor on every table!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:10:09


Post by: WrentheFaceless


Goodbye Coteaz, hello GK Librarian.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:11:43


Post by: Red Corsair


 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Lol, why not just take both! I hear all the kids are doing it these days! It's way better then toad. Toad is so last week!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:11:54


Post by: kronk


 Co'tor Shas wrote:
 azreal13 wrote:
 kronk wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????


It's almost as if you're just reading every 5th post or are unfamiliar with 6th edition's release.


Or baiting people in this thread because he's got nothing better to do, and really deserves a smack across the nose with a rolled up newspaper?

It is kronk after all.


You'll both have to explain yourselves.

I've merely mentioned that not all IG psychers have the same powers and it's too early to expect that all IG psychers suddenly get the new powers. AND that I expect an FAQ to clarify it just like 6th edition did. Maybe they all get it. Great news! But I'm waiting for clarification.

What are either of you offering besides attacks?

Also, baiting? Please. If that's baiting, you haven't seen anything, young man.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:11:59


Post by: Super Newb


 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:13:26


Post by: ClockworkZion


 Red Corsair wrote:
Now it will be coteaz OR Be'Lakor on every table!

So same as before but Coteaz sees less table time then.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:13:45


Post by: Red Corsair


Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:14:31


Post by: WrentheFaceless


 Red Corsair wrote:
Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


Cause my Level 3 librarian is going to cast D vortexes everywhere. Bwahahaha


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:14:39


Post by: Red Corsair


 ClockworkZion wrote:
 Red Corsair wrote:
Now it will be coteaz OR Be'Lakor on every table!

So same as before but Coteaz sees less table time then.


I saw much less Bel'Akor in flying circus builds. It was mostly fatey and a LOC from my experience.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:15:33


Post by: Super Newb


 Red Corsair wrote:
Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


Seriously now. A GK librarian is A LOT more expensive than Coteaz. Why would he be worth it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:16:22


Post by: Red Corsair


Super Newb wrote:
 Red Corsair wrote:
Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


Seriously now. A GK librarian is A LOT more expensive than Coteaz. Why would he be worth it?


I am guessing on his behalf but maybe the extra mastery levels?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:17:11


Post by: mercury14


Farseers with their ability to negate perils by spending a warp charge seem to come out big here. Eldrad looks better than ever.

Farseers can poop out D-Vortexes and ignore the extra risk of perils....

... and they can use a psychic shooting power and still chuck an S9 Singing Spear...

... and they get primaris Guide which is a virtual Prescience for only one WC.


Wow.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:17:41


Post by: WrentheFaceless


 Red Corsair wrote:
Super Newb wrote:
 Red Corsair wrote:
Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


Seriously now. A GK librarian is A LOT more expensive than Coteaz. Why would he be worth it?


I am guessing on his behalf but maybe the extra mastery levels?


Extra mastery, terminator armor, and doesnt peril on doubles on Sactnic powers


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:17:53


Post by: Red Corsair


Remember their are two versions of Coteaz as far as the rumors suggest. Meaning the none GK version will perils more often on Santic so the HQ slot is more valuable for Vortex fishing....If thats your thing


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:18:04


Post by: Super Newb


 WrentheFaceless wrote:
 Red Corsair wrote:
Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


Cause my Level 3 librarian is going to cast D vortexes everywhere. Bwahahaha


Did I miss a rumor about what additional mastery levels give a psyker? Coteaz and another random iniquisitor get you three warp dice and two casters. For cheaper than a GK Librarian. So I don't get it. Probably because I missed something


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:18:10


Post by: rabidguineapig


 Red Corsair wrote:
 ClockworkZion wrote:
 Red Corsair wrote:
Now it will be coteaz OR Be'Lakor on every table!

So same as before but Coteaz sees less table time then.


I saw much less Bel'Akor in flying circus builds. It was mostly fatey and a LOC from my experience.


That's because Fateweaver needs to be your warlord to be effective, and Be'Lakor has higher LD. You need to ally him in, so you're putting at least 400 pts into that detachment, and if you're not playing 1750+ that gets very interesting to fit into your list.

Edit: Basically, it's nothing against Be'Lakor, it's just annoying to make that work and you needed another codex and some cultists along with him unlesss you dropped Fateweaver.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:18:30


Post by: Vaktathi


 ClockworkZion wrote:
 warboss wrote:
I've bolded the key part of the debate that you're completely missing. You're trying to refute something while ignoring the key limitation central to the premise.

1. I didn't miss anything I saw it but didn't agree with the assessment. 2. I clearly counted by codex and even said so. 3. And if you dig deep enough into fluff about the only ones who never get Psykers (either of their own or by working with them) are Necrons. Oh wait, they teamed up with Blood Angels that one time.
Anything can potentially happen with any faction because we're talking about a game with a setting that takes place across thousands of years and unfathomable millions of cubic lightyears, that doesn't mean that factions don't have well founded archetypes that should only have the rarest of exceptions, and that players won't try to stick to them. Again, this game wouldn't last a year without its fluff, GW's (and by extension, 40k's) primary source of value is the setting and background. Mucking with that mucks with why people play the game.

And we don't know if the MoK is getting changed or not in the next FAQ either. I could see them easily slapping "Adamantium Will" in there for them.
I certainly wouldn't bank on that, GW does not have a history of adding abilities that otherwise were completely absent in FAQ/Errata documents, especially something like that. It's possible, but not something I'd really consider a likely possibility.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:20:00


Post by: Red Corsair


mercury14 wrote:
Farseers with their ability to negate perils by spending a warp charge seem to come out big here. Eldrad looks better than ever.

Farseers can poop out D-Vortexes and ignore the extra risk of perils....

... and they can use a psychic shooting power and still chuck an S9 Singing Spear...

... and they get primaris Guide which is a virtual Prescience for only one WC.


Wow.


It's almost as if these new powers and revamps of old powers (invisibility) have some how made seer starts MOAR broken Jeebus Crustus!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:20:58


Post by: Super Newb



Edit - dupe


Automatically Appended Next Post:
 WrentheFaceless wrote:
 Red Corsair wrote:
Super Newb wrote:
 Red Corsair wrote:
Super Newb wrote:
 WrentheFaceless wrote:
Goodbye Coteaz, hello GK Librarian.


Why?


Maybe he has something against mutant eagles?


Seriously now. A GK librarian is A LOT more expensive than Coteaz. Why would he be worth it?


I am guessing on his behalf but maybe the extra mastery levels?


Extra mastery, terminator armor, and doesnt peril on doubles on Sactnic powers


Coteaz and another inquisitor is ml 2 and ml 1. Two casters three warp charges. From the GK codex. Cheaper than your GK librarian.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:22:50


Post by: Red Corsair


Yea and it uses up two slots and isn't nearly as killy meaning you won't want to through them into hell reach.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:23:16


Post by: Uriels_Flame


 Co'tor Shas wrote:
 azreal13 wrote:
 kronk wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????


It's almost as if you're just reading every 5th post or are unfamiliar with 6th edition's release.


Or baiting people in this thread because he's got nothing better to do, and really deserves a smack across the nose with a rolled up newspaper?

It is kronk after all.


I'm really not a troll per se, but this just doesn't make a lot of sense to me. But I'll let it go at this time. Enjoy 7th Edition all.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:24:41


Post by: mercury14


Doesn't Eldrad generate warp charges by using his powers? How does that work again?



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:25:04


Post by: WrentheFaceless


Super Newb wrote:

Coteaz and another inquisitor is ml 2 and ml 1. Two casters three warp charges. From the GK codex. Cheaper than your GK librarian.


I'm aware of that


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:26:21


Post by: Red Corsair


A leak on how denying blessings can't happen fast enough. I am seriously hoping that 6's cancel successful WC's meaning if a seer throws 4 dice and gets 2 4+ for invisibility I'll only need one 6 to cancel it. If he were to throw 6 dice and get 3 4+ I'd need at least two 6's etc etc. Otherwise if you need to match all his charges it's never going to make a real impact.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:27:38


Post by: WrentheFaceless


 Red Corsair wrote:
A leak on how denying blessings can't happen fast enough. I am seriously hoping that 6's cancel successful WC's meaning if a seer throws 4 dice and gets 2 4+ for invisibility I'll only need one 6 to cancel it. If he were to throw 6 dice and get 3 4+ I'd need at least two 6's etc etc. Otherwise if you need to match all his charges it's never going to make a real impact.


That is a good point, if you only need to cancel one success of a multi charge power, then it shouldnt be too bad


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:27:46


Post by: Super Newb


 Red Corsair wrote:
Yea and it uses up two slots and isn't nearly as killy meaning you won't want to through them into hell reach.


Isn't nearly as 'killy'? Explain. Can't they cast the same number of spells?

Also explain 'hell reach'


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:29:01


Post by: demontalons


It might be one for one, so if you roll 3 successes to get a WC2 power off the other guy has to deny 2 of those successes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:33:52


Post by: ClockworkZion


 Vaktathi wrote:
Anything can potentially happen with any faction because we're talking about a game with a setting that takes place across thousands of years and unfathomable millions of cubic lightyears, that doesn't mean that factions don't have well founded archetypes that should only have the rarest of exceptions, and that players won't try to stick to them. Again, this game wouldn't last a year without its fluff, GW's (and by extension, 40k's) primary source of value is the setting and background. Mucking with that mucks with why people play the game.

Then there is no such thing as "fluff breaking" use of psykers in armies now is there? If anything can happen, and let's be really honest here: the fluff is definitely set up to make it that way on purpose, then that whole argument about players not being able to do X because it only presents in the fluff once or twice is silly. Just because it happened only once in writing should never preclude players from getting to use it. The fluff in 40k is open ended so you can create your own stories, which can include a Khorne army dragging around a Tzeentch sorcerer they've imprisoned to bring forth Daemons from the Warp if they so want.

In short: stop raining on people's fun just because you want to paint some lines on the ground and say that's how you want to play the game. Not everyone has to stand inside your little box you know.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:34:32


Post by: Garion


mercury14 wrote:
Doesn't Eldrad generate warp charges by using his powers? How does that work again?



For every power casted he get back a warp charge point on a 5+


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:34:41


Post by: mercury14


So whenever Eldrad passes a psychic test he generates a WC on a roll of 5-6.

Runes of Warding grant an additional +2 to DtW rolls once per game... I guess that will have to be FAQd but it would be cool it it was +2 successes.

Runes of Witnessing lets a seer reroll a failed psychic test once per game... Very useful now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:36:04


Post by: Njal Stormpuppy


 Squidbot wrote:
 Njal Stormpuppy wrote:
Someone please let me know, have the new rules actually been branded as 7ed by gw yet?


Are you serious?
Yes. Very much so. Just go to the GW site....

Ok I just looked it up on the site, and it may have been because I was on my mobile device but nowhere could I find if being branded as warhanmer 40k 7ed
Only warhanmer 40k, even in the discription. Might just be being dumb here but either way, no need to be so sharp.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:36:12


Post by: Hulksmash


That's what I'm thinking. I'm guessing you're gonna need the WC cost in 6's to deny. Which still isn't that bad. Not great, but it does mean that you can throw all your dice at things like invisibility to keep it from flooring you. I'd almost want to roll invisibility so that the rest of my powers would go through


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:40:59


Post by: streamdragon


So MSS took an indirect though needed nerf. Because you activate Force during the Psyhic Phase, the psyker player can just not use Force and ensure he doesn't ID himself due to MSS.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:45:16


Post by: Vaktathi


 ClockworkZion wrote:
 Vaktathi wrote:
Anything can potentially happen with any faction because we're talking about a game with a setting that takes place across thousands of years and unfathomable millions of cubic lightyears, that doesn't mean that factions don't have well founded archetypes that should only have the rarest of exceptions, and that players won't try to stick to them. Again, this game wouldn't last a year without its fluff, GW's (and by extension, 40k's) primary source of value is the setting and background. Mucking with that mucks with why people play the game.

Then there is no such thing as "fluff breaking" use of psykers in armies now is there? If anything can happen, and let's be really honest here: the fluff is definitely set up to make it that way on purpose, then that whole argument about players not being able to do X because it only presents in the fluff once or twice is silly. Just because it happened only once in writing should never preclude players from getting to use it. The fluff in 40k is open ended so you can create your own stories, which can include a Khorne army dragging around a Tzeentch sorcerer they've imprisoned to bring forth Daemons from the Warp if they so want.

In short: stop raining on people's fun just because you want to paint some lines on the ground and say that's how you want to play the game. Not everyone has to stand inside your little box you know.
I'm pretty sure you missed my point.

i'm not saying they have to play my way, in fact I'm pretty sure my point was that this would restrict playstyles. My original point was that the increasing move towards a WHFB style Magic phase, both in functionality and power, is going to force people to include psykers where they otherwise wouldn't. That was my point.

This is strongly evidenced by WHFB where armies without Wizards are very rare indeed on tables, and anti-magic/psyker fluff is far less strong, and there's only one army that can't take any magic in the first place.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:54:02


Post by: Skullhammer


I wonder how hammerhand works with a brotherhood as the card says the psyker gets the bonus and not as now the unit. 2 days to go.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 18:56:16


Post by: WrentheFaceless


Skullhammer wrote:
I wonder how hammerhand works with a brotherhood as the card says the psyker gets the bonus and not as now the unit. 2 days to go.


It says the psyker and his unit, so Brotherhood would still get the entire power for the unit. You always nominate one guy to be the 'psyker' when you use the brotherhood rule


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:00:22


Post by: Devil


Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:03:05


Post by: undertow


Devil wrote:
Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..

Part of what makes the seerstar good is mobility, and Eldrad can't take a jetbike. If he fortunes the seerstar you kill him.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:03:05


Post by: Colpicklejar


Devil wrote:
Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..


I'm hoping that casting powers proves to be a difficult and dangerous process, because everything I've heard about it so far sounds A-1 Crazy.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:07:13


Post by: Devil


 undertow wrote:

Part of what makes the seerstar good is mobility, and Eldrad can't take a jetbike. If he fortunes the seerstar you kill him.


Sanctic -> Gate of Infinity -> problem solved

ps. I am not looking for seer star but beast pack with eldrad, farseer (or 5x spirit seers) + Baron


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:07:20


Post by: ClockworkZion


 Colpicklejar wrote:
Devil wrote:
Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..


I'm hoping that casting powers proves to be a difficult and dangerous process, because everything I've heard about it so far sounds A-1 Crazy.

You need to roll a 4+ per Warp Charge to cast, and on double 6s on any of the dice, regardless of if you successfully manifest the power or not, you perils (outside of Daemonology which perils on ANY doubles outside of Grey Knights and Daemons).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:07:52


Post by: Hulksmash


 Colpicklejar wrote:
Devil wrote:
Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..


I'm hoping that casting powers proves to be a difficult and dangerous process, because everything I've heard about it so far sounds A-1 Crazy.


That's because a bunch of people are basing it off assumption of rules, are getting the rules wrong, or just plain assuming best case scenarios. I'd say just wait out the next 48 hours and then read your book. I know GW told my local retailers at least they could sell as of noon on friday.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:10:44


Post by: Vector Strike


Devil wrote:
 undertow wrote:

Part of what makes the seerstar good is mobility, and Eldrad can't take a jetbike. If he fortunes the seerstar you kill him.


Sanctic -> Gate of Infinity -> problem solved

ps. I am not looking for seer star but beast pack with eldrad, farseer (or 5x spirit seers) + Baron


Well, If you're willing to cope with Perils on any double...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:14:59


Post by: paqman


I wonder if they're going to errata Shadow from the Warp...

It could force the psyker to get perils on any pairs rolled. (peril is only on pairs of 6s right?)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:17:05


Post by: Wayshuba


 ClockworkZion wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????

Isn't that the point of this whole thing?

We'll need FAQs to bring the books in line with the new ruleset. Just the psychic powers alone requires a massive bit of FAQing of the books.


You missed the point.... GW needs monies... Time to update all the codexes again and make us all buy them again.... A couple of text corrections, a new 7th edition look-and-feel cover and $60, bingo - you have all your corrections.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:17:39


Post by: Azreal13


 kronk wrote:
 Co'tor Shas wrote:
 azreal13 wrote:
 kronk wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????


It's almost as if you're just reading every 5th post or are unfamiliar with 6th edition's release.


Or baiting people in this thread because he's got nothing better to do, and really deserves a smack across the nose with a rolled up newspaper?

It is kronk after all.


You'll both have to explain yourselves.

I've merely mentioned that not all IG psychers have the same powers and it's too early to expect that all IG psychers suddenly get the new powers. AND that I expect an FAQ to clarify it just like 6th edition did. Maybe they all get it. Great news! But I'm waiting for clarification.

What are either of you offering besides attacks?

Also, baiting? Please. If that's baiting, you haven't seen anything, young man.


I've been misconstrued. I was addressing you with regard to Uriel's Flame, who seems to be revelling in making these sorts of posts, and even in the fact that some of his posts have been deleted, I wasn't attacking you, I was offering an alternative reason as to why the post you quoted may have been written.

I'd never diss the Kronk.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:18:12


Post by: ClassicCarraway


tag8833 wrote:

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.



But why should a dakkafex be able to easily destroy a (250 point) AV14 tank? Really, a dakkafex loadout is for shooting, not close combat (that's just a bit of an added bonus). You want carnifexes that smash through AV14, you have to sacrifice the shooting and go for the smashy bits. I truly don't see any problem here. That would be like me complaining that Grav-Centurians can't reliably kill a Ork boyz mob. Right tools for the job and all that.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:19:07


Post by: angelofvengeance


I suspect there will be a broad range of FAQs on release of 7th.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:21:01


Post by: Azreal13


 angelofvengeance wrote:
I suspect there will be a broad range of FAQs on release of 7th.


I suspect your faith suggests you've not been burned enough yet.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:22:28


Post by: ClockworkZion


 Wayshuba wrote:
 ClockworkZion wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????

Isn't that the point of this whole thing?

We'll need FAQs to bring the books in line with the new ruleset. Just the psychic powers alone requires a massive bit of FAQing of the books.


You missed the point.... GW needs monies... Time to update all the codexes again and make us all buy them again.... A couple of text corrections, a new 7th edition look-and-feel cover and $60, bingo - you have all your corrections.

Updating codexes doesn't fix them to work right out of the gate though.

GW has historically FAQd new editions on launch to make the codexes work, and assuming they won't so that and instead sell the updates ignores what is a more realistic occurance: that we'll see FAQs by the time the month is out.

Oh and IF updated codexes were coming we'd heard about it by now.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:22:36


Post by: Wayshuba


 Hulksmash wrote:
 Colpicklejar wrote:
Devil wrote:
Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..


I'm hoping that casting powers proves to be a difficult and dangerous process, because everything I've heard about it so far sounds A-1 Crazy.


That's because a bunch of people are basing it off assumption of rules, are getting the rules wrong, or just plain assuming best case scenarios. I'd say just wait out the next 48 hours and then read your book. I know GW told my local retailers at least they could sell as of noon on friday.


I hope you're right. So far, however, everything that is known is not exactly sounding that good. Since seeing the Malefic and Sanctic powers, I have a very bad feeling that the game is about to become a summoning race to see who can put more "additional points" on the table to win the game. The days of both players having 1850 points are over. In some cases, players will now be able to summon upwards of 600 to 1,000 point more of models on the table during a battle. This is definately jump the shark moment for 40k if this ends up the case.

I have a sinking suspicion that there are going to be A LOT of people very disappointed when they get their hands on the new rulebook this weekend. This is why I am going to wait a few months and watch the feedback. Nothing at all in this has impressed me as it seems, once again, to be nothing more than a "we added new rules to sell more models" release.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:22:48


Post by: Samurai_Eduh


 azreal13 wrote:
 angelofvengeance wrote:
I suspect there will be a broad range of FAQs on release of 7th.


I suspect your faith suggests you've not been burned enough yet.



Why would he be burned? 6th's release was accompanied by a bunch of FAQs.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:24:21


Post by: rigeld2


 ClassicCarraway wrote:
tag8833 wrote:

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.



But why should a dakkafex be able to easily destroy a (250 point) AV14 tank? Really, a dakkafex loadout is for shooting, not close combat (that's just a bit of an added bonus). You want carnifexes that smash through AV14, you have to sacrifice the shooting and go for the smashy bits. I truly don't see any problem here. That would be like me complaining that Grav-Centurians can't reliably kill a Ork boyz mob. Right tools for the job and all that.

Smashy bits? Crushing Claws and Scything Talons on the charge is 5 attacks. Let's say 3 hit. Likely 3 pens, very good chance of nothing important happening to the AV14 tank.

And then you wonder how you let a model that moves 6" a turn and can't fire get into assault with a vehicle that can move at least 6" a turn (more if it feels like being less effective while shooting) and laugh as you shoot the crap out of the Carnifex.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:24:50


Post by: Thud


 Samurai_Eduh wrote:
 azreal13 wrote:
 angelofvengeance wrote:
I suspect there will be a broad range of FAQs on release of 7th.


I suspect your faith suggests you've not been burned enough yet.



Why would he be burned? 6th's release was accompanied by a bunch of FAQs.


It was indeed, and throughout 5th FAQs were updated regularly.

Say, have you seen any new FAQs lately?



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:25:57


Post by: Red Corsair


 Hulksmash wrote:
 Colpicklejar wrote:
Devil wrote:
Eldrad (67%fortune) then rolling Sanctuary (+1inv)
5xSpirit Seers (looking for you invisibility) or Farseer
Beastpack star

we are looking to deal with possible 3+inv rerollable unit that you can hit on snapshots? nice..


I'm hoping that casting powers proves to be a difficult and dangerous process, because everything I've heard about it so far sounds A-1 Crazy.


That's because a bunch of people are basing it off assumption of rules, are getting the rules wrong, or just plain assuming best case scenarios. I'd say just wait out the next 48 hours and then read your book. I know GW told my local retailers at least they could sell as of noon on friday.


Actually a lot of people are hoping the same people who wrote 2++ rerollables only a year ago didn't drop that ball again. No body is assuming anything with regard to Invisibility. That power and the blessings portion for the psychic phase have been leaked and confirmed with images.

Invisibility is a silly good power and this edition very much will hinge on how denial of blessings works. Eldar have no issue generating 12+ WC's a turn and with ghost helms could care less about perils meaning they will get that power off if dispelling wasn't handled well.

Pure speculation but I am hoping it is throw any number of dice hoping for any 6 that will cancel it. If you need to match the spells WC cost or what the caster rolled it will be WAY too unreliable of a mechanic for armies with no or low psycher count. Which is poor design.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:26:05


Post by: Wayshuba


 ClockworkZion wrote:
 Wayshuba wrote:
 ClockworkZion wrote:
 Uriels_Flame wrote:
 Magc8Ball wrote:
The question is whether we will see an FAQ specifying that certain psykers have access to the different powers or not. Just because the reference card says Chaos has divination, that doesn't override the sorceror's codex entry that specifies what tables they may roll on.


demontalons wrote:
Im sure in the FAQ it will.


Wait, whuut????

You're getting a BRAND NEW EDITION and you're already asking for FAQ's????

Isn't that the point of this whole thing?

We'll need FAQs to bring the books in line with the new ruleset. Just the psychic powers alone requires a massive bit of FAQing of the books.


You missed the point.... GW needs monies... Time to update all the codexes again and make us all buy them again.... A couple of text corrections, a new 7th edition look-and-feel cover and $60, bingo - you have all your corrections.

Updating codexes doesn't fix them to work right out of the gate though.

GW has historically FAQd new editions on launch to make the codexes work, and assuming they won't so that and instead sell the updates ignores what is a more realistic occurance: that we'll see FAQs by the time the month is out.

Oh and IF updated codexes were coming we'd heard about it by now.


I was being snarky about GW. However, in truth, the first codex out after the 7th (which I believe is Orks) will tell us if they intend to update all of them. If the next codex contains a new cover format similar to the 7th edition rule book, then we can all bet our bottom dollar ALL of the codexes are going to go through an update. And why not, some of them are almost a year old, and some two years. We are on the new GW release cycle now of disposing of the inexpensive rule books and codexes every two years.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:27:07


Post by: kronk


 azreal13 wrote:

I'd never diss the Kronk.



*Hugs* Sorry. The quote thread makes things hard to follow some times.

But if you want baiting, just let me know! I'm here more often than I'd like to admit!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:28:02


Post by: Byte


 Njal Stormpuppy wrote:
Someone please let me know, have the new rules actually been branded as 7ed by gw yet?


Why is this still so much of a debate? The early bad internet rumors? Resistance to change? Right in the introduction in WD issue 15 page 16 "25 May sees the launch of a new edition of".

What are you looking for, 6th edition revised? Come on man!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:30:14


Post by: Zweischneid


 Njal Stormpuppy wrote:
Someone please let me know, have the new rules actually been branded as 7ed by gw yet?


No.

And neither was "6th" ever officially branded as "6th", or "5th" ever officially branded as "5th".

They were all just "Warhammer 40,000"...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:31:00


Post by: Red Corsair


rigeld2 wrote:
 ClassicCarraway wrote:
tag8833 wrote:

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.



But why should a dakkafex be able to easily destroy a (250 point) AV14 tank? Really, a dakkafex loadout is for shooting, not close combat (that's just a bit of an added bonus). You want carnifexes that smash through AV14, you have to sacrifice the shooting and go for the smashy bits. I truly don't see any problem here. That would be like me complaining that Grav-Centurians can't reliably kill a Ork boyz mob. Right tools for the job and all that.

Smashy bits? Crushing Claws and Scything Talons on the charge is 5 attacks. Let's say 3 hit. Likely 3 pens, very good chance of nothing important happening to the AV14 tank.

And then you wonder how you let a model that moves 6" a turn and can't fire get into assault with a vehicle that can move at least 6" a turn (more if it feels like being less effective while shooting) and laugh as you shoot the crap out of the Carnifex.


And people are still surprised that they are nudging you in the direction of that expensive new model with haywire missiles?

Of course this also ignores that fact that the land raider... THE epitome of tanks shouldn't get smashed in one go to begin with. Seriously, you would think LR's were an awesome investment to begin with, which they aren't. I see no problem with a 120pt MC struggling to catch an kill a tank described as being almost unkillable.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:37:16


Post by: Thokt


Gotta be honest, I'm on the edge of my seat waiting for an ignores cover -2 confirmation..

It would greatly improve the game IMO


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:39:06


Post by: pug


Dunno if this has been posted already but this is the updated allies chart.

[Thumb - image.jpg]


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:39:58


Post by: Red Corsair


 Thokt wrote:
Gotta be honest, I'm on the edge of my seat waiting for an ignores cover -2 confirmation..

It would greatly improve the game IMO


That has been debunked by more reliable sources unfortunately. I was hoping this was true as well but I don't think it is happening.


Automatically Appended Next Post:
pug wrote:
Dunno if this has been posted already but this is the updated allies chart.



at least a half dozen times but thanks anyway


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:41:17


Post by: MadmanMSU


 Red Corsair wrote:
rigeld2 wrote:
 ClassicCarraway wrote:
tag8833 wrote:

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.



But why should a dakkafex be able to easily destroy a (250 point) AV14 tank? Really, a dakkafex loadout is for shooting, not close combat (that's just a bit of an added bonus). You want carnifexes that smash through AV14, you have to sacrifice the shooting and go for the smashy bits. I truly don't see any problem here. That would be like me complaining that Grav-Centurians can't reliably kill a Ork boyz mob. Right tools for the job and all that.

Smashy bits? Crushing Claws and Scything Talons on the charge is 5 attacks. Let's say 3 hit. Likely 3 pens, very good chance of nothing important happening to the AV14 tank.

And then you wonder how you let a model that moves 6" a turn and can't fire get into assault with a vehicle that can move at least 6" a turn (more if it feels like being less effective while shooting) and laugh as you shoot the crap out of the Carnifex.


And people are still surprised that they are nudging you in the direction of that expensive new model with haywire missiles?

Of course this also ignores that fact that the land raider... THE epitome of tanks shouldn't get smashed in one go to begin with. Seriously, you would think LR's were an awesome investment to begin with, which they aren't. I see no problem with a 120pt MC struggling to catch an kill a tank described as being almost unkillable.


Just add some Eldar into your Tyranid list with some Lances. Problem solved. Because UNBOUND.

40k 7th edition: where rules mean almost nothing!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:42:09


Post by: Desubot


 Thokt wrote:
Gotta be honest, I'm on the edge of my seat waiting for an ignores cover -2 confirmation..

It would greatly improve the game IMO


I though some one debunked it (no actual scans or pictures)

Ether way cant wait for this Saturday.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:43:03


Post by: Red Corsair


Hey if there buddy if Eldrad wants bet bugs, Eldrad gets pet bugs!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:45:33


Post by: insaniak


 buddha wrote:
Anyone else think it's wierd that chaos marines can use sanctic?

Not as weird as Orks being unable to use Telekinesis or Pyromancy... but being able to summon daemons...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:45:59


Post by: Sleep debt


So lets say eldar summon bloodletters. Wont they have to stay 12" away from the daemons due to them not being allies? If that is the case I can see this being a huge problem for non CSM/Daemon players wanting in on the summon action.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:49:43


Post by: Wilson


Sleep debt wrote:
So lets say eldar summon bloodletters. Wont they have to stay 12" away from the daemons due to them not being allies? If that is the case I can see this being a huge problem for non CSM/Daemon players wanting in on the summon action.


Nah. The 12inch deployment only applys with deployment before the game. For the rest of the game they are desperate allies.

Or so I have been told!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:50:28


Post by: ClockworkZion


Sleep debt wrote:
So lets say eldar summon bloodletters. Wont they have to stay 12" away from the daemons due to them not being allies? If that is the case I can see this being a huge problem for non CSM/Daemon players wanting in on the summon action.

From what I've heard, that 12" is only in the deployment phase. After that it moves to the 6" "One Eye Open" rule as per Desperate Allies.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:53:09


Post by: Sleep debt


Wilson wrote:
Sleep debt wrote:
So lets say eldar summon bloodletters. Wont they have to stay 12" away from the daemons due to them not being allies? If that is the case I can see this being a huge problem for non CSM/Daemon players wanting in on the summon action.


Nah. The 12inch deployment only applys with deployment before the game. For the rest of the game they are desperate allies.

Or so I have been told!



I looking more into they are " come the apoc" not desperate per the just released allies matrix. Guess we'll know Friday


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:55:01


Post by: SarisKhan


As someone who has been regularly fielding 4 Rhino-chassis vehicles against TMCs, I can't help but smirk when MC players moan about the increased difficulty of destroying a Vehicle in 7th.

Remember that we have to remove those T6 4-6 Wounds one by one, a process usually hampered by various kinds of saves normal Vehicles often don't get. And I can't see how 1 Carnifex being unable to reliably blow up a LR with one round of CC is unfair, given the points costs involved.

Anyway, I'm rather excited by most of the news. Probably because many of the things people complain about won't affect me, one way or another.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:55:46


Post by: WrentheFaceless


Regarding summoning stuff, is there a designated spot where they poop out? Its not in to the psyker's unit is it?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:56:38


Post by: JubbJubbz


 insaniak wrote:
 buddha wrote:
Anyone else think it's wierd that chaos marines can use sanctic?

Not as weird as Orks being unable to use Telekinesis or Pyromancy... but being able to summon daemons...

Nor as weird as word bearers not being any better at summoning daemons than anyone but GK


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 19:56:50


Post by: pizzaguardian


 insaniak wrote:
 buddha wrote:
Anyone else think it's wierd that chaos marines can use sanctic?

Not as weird as Orks being unable to use Telekinesis or Pyromancy... but being able to summon daemons...


The weirdboy accidently opens a portal which summons deamon ?

Anything goes with orks really.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:00:32


Post by: insaniak


 pizzaguardian wrote:
Anything goes with orks really.

...which is exactly why them not having access to anything except for Daemonology and Force powers (when they don't even have Force weapons) is a bit of a strange design choice.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:01:53


Post by: mercury14


Going to use those gorgeous Mandrake models for my Eldar demon-summoning.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:04:10


Post by: rigeld2


 SarisKhan wrote:
As someone who has been regularly fielding 4 Rhino-chassis vehicles against TMCs, I can't help but smirk when MC players moan about the increased difficulty of destroying a Vehicle in 7th.

Rhino chassis die like they did before - to being hull pointed. So keep smirking.

Remember that we have to remove those T6 4-6 Wounds one by one, a process usually hampered by various kinds of saves normal Vehicles often don't get. And I can't see how 1 Carnifex being unable to reliably blow up a LR with one round of CC is unfair, given the points costs involved.

You mean hampered by armor saves because you're shooting small arms at them? I'm soo sorry for you. And 1 Carnifex, tooled for CC, doesn't pop a Land Raider - a vehicle with lascannons and transport capacity, hence the point disparity - reliably. Even in 6th it's not reliable to kill it in one round. But it's going from "Sure, it has happened but nothing to count on." to "This one time, at Fex camp...".

I mean - I'll deal with it. Somehow. Likely by trying to ignore the AV14 vehicles until I can swarm and surround them with gants and hull point them to death to kill everything inside. I'm sure that'll be more fun for my opponent than me just killing his transport and letting his dudemen out.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:04:53


Post by: Samurai_Eduh


Demonology seems fine to me fluff wise, because they are only demons if you model them as such. Who says my Xenos inquisitor isn't actually using his mind to teleport a squad of squat allies to the battle from orbit (lesser demon stats)? Or my Space Marine librian isn't conjuring a terrifying vision of a legendary chapter hero (herald)? Or my Primaris Psyker merely telepathically sends coordinates for a large battle robot to drop from an orbiting landing craft (greater demon)?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:06:04


Post by: Davor


So is the rumour true, assaulting into CC in terrain is a -2" and you still strike at initiative of 1?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:06:43


Post by: tag8833


 ClassicCarraway wrote:
tag8833 wrote:

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.


But why should a dakkafex be able to easily destroy a (250 point) AV14 tank? Really, a dakkafex loadout is for shooting, not close combat (that's just a bit of an added bonus). You want carnifexes that smash through AV14, you have to sacrifice the shooting and go for the smashy bits. I truly don't see any problem here. That would be like me complaining that Grav-Centurians can't reliably kill a Ork boyz mob. Right tools for the job and all that.

So here is the deal. A carnifex is the single most anti-tank assault that Tyranids have. Right now the Rupture Cannon (5.5% explodes at 48") or Zoenthrope (11.3% Explodes at 18") are the best ranged attack. Now a close combat Carnifex is worthless at pretty much everything except popping tanks, and it only explodes a Land Raider 24.0% of the time. Contrast that to a Dakkafex that is highly useful throughout the rest of the game, and still explodes a Land Raider 20.3% of the time. It actually gets worse if you are talking a squad of 2 CC fexes (48.1%) vs 2 Dakkafexes (40.7%), and even worse 3 CC fexes (72.2%) vs 3 Dakkafexes (61.1)

Here is how it is going to change with the new pen table


Now, A carnifex despite being the absolute best tyranid option for popping a land raider doesn't do it very well. It is the best in the entire codex, yet it still struggles mightily to do so. 2 CC fexes are 240 points. 2 Dakkafexes are 300 points. And remember they move 6" and can't deep strike or outflank.

Do I think the most optimized thing in the codex should be able to kill a model of roughly equivalent points? Yes, yes I do.

Do I think the game is at its best when one army doesn't have any way to expect to cause damage to the other army? No, no I don't.

I don't know, maybe GW plans to give MC's vs vehicle AP:1 and Armorbane, but I wouldn't expect it. So I imagine Land Raiders and Monoliths will become effectively unkillable to Tyranids.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:08:12


Post by: Cryptek of Awesome


 Samurai_Eduh wrote:
Demonology seems fine to me fluff wise, because they are only demons if you model them as such. Who says my Xenos inquisitor isn't actually using his mind to teleport a squad of squat allies to the battle from orbit (lesser demon stats)? Or my Space Marine librian isn't conjuring a terrifying vision of a legendary chapter hero (herald)? Or my Primaris Psyker merely telepathically sends coordinates for a large battle robot to drop from an orbiting landing craft (greater demon)?


Yes!! My creativity is Unbound!

I'm going to have my psykers summon wads of 20 dolla bills (lesser demon stats?) and a couple of crumpled up 50s (Greater demon?).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:09:21


Post by: tag8833


 Red Corsair wrote:
 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh

The only saving grace is that invisibility is WC 2, so basically only demons and eldar and GK's have access to warp charge farms making the power less of a nuisance to get off. But even if that's the only power cast each turn it is unhinged. Just think of all the insane units this makes almost unkillable.

I expect since they have made force weapon activation a blessing that applies to an entire unit, GK's will become a Brotherhood of Psychers and lose their ability to warp charge farm.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:13:42


Post by: WrentheFaceless


tag8833 wrote:
 Red Corsair wrote:
 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh

The only saving grace is that invisibility is WC 2, so basically only demons and eldar and GK's have access to warp charge farms making the power less of a nuisance to get off. But even if that's the only power cast each turn it is unhinged. Just think of all the insane units this makes almost unkillable.

I expect since they have made force weapon activation a blessing that applies to an entire unit, GK's will become a Brotherhood of Psychers and lose their ability to warp charge farm.


Brotherhood counts in the overall Psyker level i thought? Should still generate 1 dice for mastery level 1?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:14:57


Post by: SarisKhan


rigeld2 wrote:
 SarisKhan wrote:
As someone who has been regularly fielding 4 Rhino-chassis vehicles against TMCs, I can't help but smirk when MC players moan about the increased difficulty of destroying a Vehicle in 7th.

Rhino chassis die like they did before - to being hull pointed. So keep smirking.


Yes, they do and will. But I won't see that single lucky penetration roll blowing it up outright anymore, it's happened far too many times before. That change is sufficient for me.

rigeld2 wrote:
 SarisKhan wrote:
Remember that we have to remove those T6 4-6 Wounds one by one, a process usually hampered by various kinds of saves normal Vehicles often don't get. And I can't see how 1 Carnifex being unable to reliably blow up a LR with one round of CC is unfair, given the points costs involved.

You mean hampered by armor saves because you're shooting small arms at them? I'm soo sorry for you. And 1 Carnifex, tooled for CC, doesn't pop a Land Raider - a vehicle with lascannons and transport capacity, hence the point disparity - reliably. Even in 6th it's not reliable to kill it in one round. But it's going from "Sure, it has happened but nothing to count on." to "This one time, at Fex camp...".


Various saves ≠ Armour Saves. Obviously, 3+ is bad when you shoot Autocannons at it. However, what I actually meant is the fairly frequent: "Oh, you're shooting 6 Lascannons at my Carnifexes? Too bad they've got a 3+ Cover (Venomthrope) and FnP (Catalyst). Good luck!"


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:17:27


Post by: Super Newb


tag8833 wrote:
 Red Corsair wrote:
 WrentheFaceless wrote:
Well you could always snapfire templates, but blasts...meh

The only saving grace is that invisibility is WC 2, so basically only demons and eldar and GK's have access to warp charge farms making the power less of a nuisance to get off. But even if that's the only power cast each turn it is unhinged. Just think of all the insane units this makes almost unkillable.

I expect since they have made force weapon activation a blessing that applies to an entire unit, GK's will become a Brotherhood of Psychers and lose their ability to warp charge farm.


Psychic pilots on vehicles may give warp charges. Ditto dreadnaugjts. Dreadknights definitely do. Henchmen psykers do too. Gk could get 10 warp charges plus the d6 at 1500 points pretty easily.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:17:41


Post by: tag8833


 Red Corsair wrote:
Spoiler:
rigeld2 wrote:
 ClassicCarraway wrote:
tag8833 wrote:

A dakkafex charging a Land Raider currently has about 20% chance of exploding it, and generally will do 1.5 Hull points. Now the chance to explode drops to 7.5%. So, it will take 3 Carnifexes charging a Land Raider to have a reasonable chance to destroy it.



But why should a dakkafex be able to easily destroy a (250 point) AV14 tank? Really, a dakkafex loadout is for shooting, not close combat (that's just a bit of an added bonus). You want carnifexes that smash through AV14, you have to sacrifice the shooting and go for the smashy bits. I truly don't see any problem here. That would be like me complaining that Grav-Centurians can't reliably kill a Ork boyz mob. Right tools for the job and all that.

Smashy bits? Crushing Claws and Scything Talons on the charge is 5 attacks. Let's say 3 hit. Likely 3 pens, very good chance of nothing important happening to the AV14 tank.

And then you wonder how you let a model that moves 6" a turn and can't fire get into assault with a vehicle that can move at least 6" a turn (more if it feels like being less effective while shooting) and laugh as you shoot the crap out of the Carnifex.


And people are still surprised that they are nudging you in the direction of that expensive new model with haywire missiles?

It will take 9 Haywire missiles to kill and Land Raider which means 3 crones shooting at a land raider for 2 turns over which they can only vector strike or flame once. The expensive new models are great at dealing with light mech (rhinos, Chimeras, etc) But against heavy mech (Land Raiders, Monlithes) they do worse than a marine tac squad in a drop pod.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:21:16


Post by: BeeCee


Courtesy of Forteh on the Tyranid hive:


I can 100% confirm the following, flgs had the book.

Smash is 1 attack only, doubles strength and allows reroll for pen.

CC attacks against vehicles strip 1hp per glance and 2hp per pen.

Charge through cover is -2" unless move through cover or beast, still i1 unless you have assault grenades.

No charging first turn at all.

Vector strike is single hit unless against a flyer, when it is d3, don't recall seeing the ap though.

Read more: http://thetyranidhive.proboards.com/thread/46538/7th-6-edition-rumoured-end?page=28#page=27#ixzz32Nq9SIjo

I wonder what 2hp on a pen does to those Carnifex numbers. I am going to take it for what it is and at least try a couple of crushing claw/adrenal carnifexes just for giggles. Depending on the missions, the endless swarm is appealing more and more to me. Throw everything i can at my opponent, hopefully stop them/push them back. Respawns get on objectives as they come back on. (assuming the eternal war missions are largely the same)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:27:47


Post by: Unseeablething


BeeCee wrote:
Courtesy of Forteh on the Tyranid hive:


I can 100% confirm the following, flgs had the book.

Smash is 1 attack only, doubles strength and allows reroll for pen.

CC attacks against vehicles strip 1hp per glance and 2hp per pen.

Charge through cover is -2" unless move through cover or beast, still i1 unless you have assault grenades.

No charging first turn at all.

Vector strike is single hit unless against a flyer, when it is d3, don't recall seeing the ap though.

Read more: http://thetyranidhive.proboards.com/thread/46538/7th-6-edition-rumoured-end?page=28#page=27#ixzz32Nq9SIjo

I wonder what 2hp on a pen does to those Carnifex numbers. I am going to take it for what it is and at least try a couple of crushing claw/adrenal carnifexes just for giggles. Depending on the missions, the endless swarm is appealing more and more to me. Throw everything i can at my opponent, hopefully stop them/push them back. Respawns get on objectives as they come back on. (assuming the eternal war missions are largely the same)


Hope that 2hp on pen applies to Hammer of Wrath. At least Carnifexes can attempt to ram a Land Raider to death.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:29:00


Post by: rigeld2


 SarisKhan wrote:
Various saves ≠ Armour Saves. Obviously, 3+ is bad when you shoot Autocannons at it. However, what I actually meant is the fairly frequent: "Oh, you're shooting 6 Lascannons at my Carnifexes? Too bad they've got a 3+ Cover (Venomthrope) and FnP (Catalyst). Good luck!"

6 Lascannons and the Venom isn't dead yet? Cool story. And that's 300 (2 Dakkafexes) + 200 (ish... the psyker for FNP) + 45 (Venomthrope) points. Sooo.... okay? And it can't be that frequent - Catalyst is only a 1/6 chance.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:32:27


Post by: mercury14


Soooo.... Dark Eldar Venoms and Raiders... Don't have to jink because they get invuln (though they have the option to jink for a better save), and they don't explode as much. Have fun trying to shoot down a Venom rush when they're jinking at 3+. This is pretty huge for them IMO.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:32:39


Post by: Backfire


BeeCee wrote:

CC attacks against vehicles strip 1hp per glance and 2hp per pen.


What? Vehicles were laughably easy to kill in close combat already, so hey, lets make it even easier. Or did they change to-hit rolls at all?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:34:28


Post by: mercury14


Backfire wrote:
BeeCee wrote:

CC attacks against vehicles strip 1hp per glance and 2hp per pen.


What? Vehicles were laughably easy to kill in close combat already, so hey, lets make it even easier. Or did they change to-hit rolls at all?



What this does is make vehicles wreck from CC, not explode. Transports aren't quite as deadly to their occupants now. Dark Eldar stuff can move flat-out up close and personal, taking the 3+ jink, maybe get wrecked in CC, then it's their turn and the fully intact unit inside gets to go.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:36:25


Post by: BeeCee


Backfire wrote:
BeeCee wrote:

CC attacks against vehicles strip 1hp per glance and 2hp per pen.


What? Vehicles were laughably easy to kill in close combat already, so hey, lets make it even easier. Or did they change to-hit rolls at all?


I couln't tell you for sure. That was a repost for people's benefit here.

Well smash is what made them laughably easy, a nerf to smash will help somewhat.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:38:39


Post by: tag8833


Backfire wrote:
BeeCee wrote:

CC attacks against vehicles strip 1hp per glance and 2hp per pen.

What? Vehicles were laughably easy to kill in close combat already, so hey, lets make it even easier. Or did they change to-hit rolls at all?

Smash is perhaps taking a major nerf. Only 1 Attack. That makes Vehicles more survivable against MC's.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:39:05


Post by: Sigvatr


If pen'ing a vehicle takes off 2 HP, Wraiths suddenly got better. Rending 'n stuff. Finally a buff for those weak units \o/


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:41:59


Post by: Nevelon


"No charging first turn at all. “

As someone who plays with drop pods, I like the sound of this. I don’t think it’s balanced, but I’ll take it.

Top of turn one: Sternguard pods down, shoots some stuff up.
Bottom of turn one: Take return fire. Make rude gestures at any nearby assault units.
Top of turn two: Shoot more stuff.
Bottom of two: Get torn apart.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:48:52


Post by: mercury14


Do we have confirmation of exactly how D weapons work?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:50:21


Post by: Desubot


mercury14 wrote:
Do we have confirmation of exactly how D weapons work?


Closest thing we have is that you can take invul saves unless it rolls a 6.

This is from the white dwarf.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:53:49


Post by: coredump


 SarisKhan wrote:
As someone who has been regularly fielding 4 Rhino-chassis vehicles against TMCs, I can't help but smirk when MC players moan about the increased difficulty of destroying a Vehicle in 7th.
the issue isn't with rhinos and such, it is with AV13/14, that is where Nids (and demons?) have big problems.

Remember that we have to remove those T6 4-6 Wounds one by one, a process usually hampered by various kinds of saves normal Vehicles often don't get.

yes, but those same MCs can be wounded by S3 weapons, and the Nid ones have no invuln saves, only a 3+ armor save, and can be one-shotted by any ID weapon in the game.

And I can't see how 1 Carnifex being unable to reliably blow up a LR with one round of CC is unfair, given the points costs involved.

Because MCs are the *only* way we have to take out AV13/14 vehicles, and first we have to move across the board, then still catch them... and now it will take several turns for an MC to take out a Land raider....*after* it has spent 2-3 turns trying to catch it.

And this assumes you take a CC fex, which is a *bad* choice to begin with. If you take a Devilfex, you may never catch the vehicle since you will be shooting instead of running.

Yes, Nids can use a FMC, but those are expensive, and tend to die pretty fast once they land. And they will *still* take several turns to deal with the Land Raider. (Not to mention whatever it is carrying)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:55:16


Post by: zammerak


As someone who runs nob bikers, I don't like the no charging first turn thing. If da ladz wanna krump, let um krump!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:56:58


Post by: Lobokai


 zammerak wrote:
As someone who runs nob bikers, I don't like the no charging first turn thing. If da ladz wanna krump, let um krump!


I still putting salt on this one... if not, well my all drop pod list just got even better, and I'm more than willing to scout forward and fire my bikes on turn 1.... this just seems too counterintuitive for even Gdub.... think of the havoc the Wolf Scouts with meltas might raise!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:57:19


Post by: undertow


coredump wrote:
 SarisKhan wrote:
As someone who has been regularly fielding 4 Rhino-chassis vehicles against TMCs, I can't help but smirk when MC players moan about the increased difficulty of destroying a Vehicle in 7th.
the issue isn't with rhinos and such, it is with AV13/14, that is where Nids (and demons?) have big problems.

Remember that we have to remove those T6 4-6 Wounds one by one, a process usually hampered by various kinds of saves normal Vehicles often don't get.

yes, but those same MCs can be wounded by S3 weapons, and the Nid ones have no invuln saves, only a 3+ armor save, and can be one-shotted by any ID weapon in the game.

And I can't see how 1 Carnifex being unable to reliably blow up a LR with one round of CC is unfair, given the points costs involved.

Because MCs are the *only* way we have to take out AV13/14 vehicles, and first we have to move across the board, then still catch them... and now it will take several turns for an MC to take out a Land raider....*after* it has spent 2-3 turns trying to catch it.

And this assumes you take a CC fex, which is a *bad* choice to begin with. If you take a Devilfex, you may never catch the vehicle since you will be shooting instead of running.

Yes, Nids can use a FMC, but those are expensive, and tend to die pretty fast once they land. And they will *still* take several turns to deal with the Land Raider. (Not to mention whatever it is carrying)

You're wasting your breath, I tried to make most of these arguments, but from a Daemon perspective and it didn't help. People are happy that units that kill their stuff get nerfed. They really don't care about balance.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:58:04


Post by: Bronzefists42



About damn time... about damn time...

*walks slowly into the distance*


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:58:17


Post by: Super Newb


Has anyone figured out the math for x number of dice and chance of perils or chance of success?

I calculated an 11.26% chance of perils (two or more 6s) using four dice. But I could've made a mistake. So I'm looking for confirmation on that.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 20:59:52


Post by: Nevelon


 zammerak wrote:
As someone who runs nob bikers, I don't like the no charging first turn thing. If da ladz wanna krump, let um krump!


I’m OK with no 1st turn charge is you scout/infiltrate/use other deployment shenanigans. I think all of that was covered in 6th. But if someone wants to drop/scout/turboboost into my face first turn, I’d like to option to stab them.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:00:16


Post by: Vector Strike


Penetration on vehicles in CC does 2 HP? Jesus. Gotta move them all now, at least force people to roll 3+.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:00:40


Post by: troy_tempest


Not long now, getting excited. Liking the 2 warp charge divination, it was far too good.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:01:10


Post by: easysauce


 insaniak wrote:
 pizzaguardian wrote:
Anything goes with orks really.

...which is exactly why them not having access to anything except for Daemonology and Force powers (when they don't even have Force weapons) is a bit of a strange design choice.


unless you account for the fact that GW knows whats in the unreleased ork codex, and that force weapons are somthing that the orks desparatly need added to their codex.

they also likely have their own trees as do other codexes, so likely will make more sense later


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:01:53


Post by: Cheex


 Zweischneid wrote:
 Njal Stormpuppy wrote:
Someone please let me know, have the new rules actually been branded as 7ed by gw yet?


No.

And neither was "6th" ever officially branded as "6th", or "5th" ever officially branded as "5th".

They were all just "Warhammer 40,000"...

The FAQs all say "6th edition"


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:03:46


Post by: AdeptSister


Do we know if glances via shooting is the same as 6th?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:07:22


Post by: Davor


Can someone explain to me how Carnifexs can only use 1 Hammer of Wrath attacks? I though the codex says is has D3 attacks so why are people saying it can only have one? Has the Tyranid FAQ came in and changed this rule?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:07:50


Post by: tag8833


Super Newb wrote:
Has anyone figured out the math for x number of dice and chance of perils or chance of success?

I calculated an 11.26% chance of perils (two or more 6s) using four dice. But I could've made a mistake. So I'm looking for confirmation on that.

Worse than that. 13.19%.
Odds of 4 6's = 1/6 * 1/6 * 1/6 * 1/6 = .08%
Odds of 3 6's = 5/6 * 1/6 * 1/6 * 1/6 * 4 (combinations) = 1.54%
Odds of 2 6's = 5/6 * 5/6 * 1/6 * 1/6 * 6 (combinations) = 11.57%
Add them up = 13.19%


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:08:28


Post by: Terreed


Super Newb wrote:
Has anyone figured out the math for x number of dice and chance of perils or chance of success?

I calculated an 11.26% chance of perils (two or more 6s) using four dice. But I could've made a mistake. So I'm looking for confirmation on that.


I got 13.2%.

The chance of exactly two 6s on four dice is:
(1/6)^2*(5/6)^2*4nCr2 = 11.6%

The chance of exactly three 6s on four dice is:
(1/6)^3*(5/6)*4nCr3 = 1.5%

The chance of exactly four 6s on four dice is:
(1/6)^4 = 0.08%

Gives 13.2 % in total.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:08:50


Post by: coredump


To put it another way....


Almost all Nid MCs need to Smash Attack to even have a chance of hurting a Land Raider.

Assuming the land Raider moved, that is a 3+ to hit, and a 4+ to glance. Now lets say the earlier rumor is correct, and Smash Attack allows reroll Pens, and Pens remove 2HP.

Even with that, on average, an MC will remove .6666 HP per turn. So it will take *6 turns* for an MC to Smash Attack a Land Raider to death. And that is *after* it has run across the table and finally caught the thing.



There is one possible caveat to this.... if you can still add attacks from charging and multiple weapons, it will make it a small bit better.

But were Smash Attacks overpowered before..??


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:12:05


Post by: Azreal13


Not to say that particular rumour is wrong, but currently pens count as two wounds for combat resolution, there is a chance that it may have got lost in translation, so to speak.

Not saying that is the case, but in all the excitement things could get overlooked/misunderstood.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:14:37


Post by: Unseeablething


coredump wrote:
To put it another way....


Almost all Nid MCs need to Smash Attack to even have a chance of hurting a Land Raider.

Assuming the land Raider moved, that is a 3+ to hit, and a 4+ to glance. Now lets say the earlier rumor is correct, and Smash Attack allows reroll Pens, and Pens remove 2HP.

Even with that, on average, an MC will remove .6666 HP per turn. So it will take *6 turns* for an MC to Smash Attack a Land Raider to death. And that is *after* it has run across the table and finally caught the thing.



There is one possible caveat to this.... if you can still add attacks from charging and multiple weapons, it will make it a small bit better.

But were Smash Attacks overpowered before..??


I think they were more annoyed at Smash Attacks giving Instant Death(Str10) on weaker characters. 4 Smash attacks on a precious Chapter Master is too much apparently.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:15:33


Post by: BeeCee


 azreal13 wrote:
Not to say that particular rumour is wrong, but currently pens count as two wounds for combat resolution, there is a chance that it may have got lost in translation, so to speak.

Not saying that is the case, but in all the excitement things could get overlooked/misunderstood.


I have found when it comes to rumors and first reports, it's always better to be pessimistic. Then instead of dissappointment, you are pleasantly surprised.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:17:34


Post by: SarisKhan


rigeld2 wrote:
 SarisKhan wrote:
Various saves ≠ Armour Saves. Obviously, 3+ is bad when you shoot Autocannons at it. However, what I actually meant is the fairly frequent: "Oh, you're shooting 6 Lascannons at my Carnifexes? Too bad they've got a 3+ Cover (Venomthrope) and FnP (Catalyst). Good luck!"

6 Lascannons and the Venom isn't dead yet? Cool story. And that's 300 (2 Dakkafexes) + 200 (ish... the psyker for FNP) + 45 (Venomthrope) points. Sooo.... okay? And it can't be that frequent - Catalyst is only a 1/6 chance.


You do realise I have to see the Venomthrope to kill it? Most of the time it sits behind some hill or dozens of other models, including things like Exocrine or Tervigon.

Catalyst isn't that difficult to get when you have several Psyker TMCs. Also, ever heard of using hyperbole to prove a point?

Anyway, do you want a straight example? Two Predators Annihilators will on average deal 3.7 Wounds to an exposed Carnifex. So that's 280 dedicated pts. killing, let's say 150 pts. when a Dakkafex. Now, how often is that Carnifex completely in the open without some sort of save to boost it's survivability? Not that often.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:18:13


Post by: tetrisphreak


coredump wrote:
To put it another way....


Almost all Nid MCs need to Smash Attack to even have a chance of hurting a Land Raider.

Assuming the land Raider moved, that is a 3+ to hit, and a 4+ to glance. Now lets say the earlier rumor is correct, and Smash Attack allows reroll Pens, and Pens remove 2HP.

Even with that, on average, an MC will remove .6666 HP per turn. So it will take *6 turns* for an MC to Smash Attack a Land Raider to death. And that is *after* it has run across the table and finally caught the thing.



There is one possible caveat to this.... if you can still add attacks from charging and multiple weapons, it will make it a small bit better.

But were Smash Attacks overpowered before..??


There is another solution to AV14 in our codex - Crushing Claws. +1S, AP2, Armourbane. Either on a brood of scytal fexes, or haruspex models.

By the look of the Endurance psychic card, there is a chance that Feel No Pain is back to a 4+ roll, as well -- that along with the healing properties of eating bad guys could aid haruspexes survivability.

All is not lost, not yet.

Also this:

This image from monday shows that you CAN include as many detachments in an army as you have models, and points for and still be battle forged. Tyranids can spam hive tyrants all day if that's what gets the job done, or just take 2 HQ, 4 Troops, and load up on 6 heavy slots....The possibilities are endless.


The game has been expanding rapidly since 6th came out - it is time to unleash the beast, throw caution to the wind, and let fly the dogs of war!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:18:28


Post by: Weidekuh


Super Newb wrote:
Has anyone figured out the math for x number of dice and chance of perils or chance of success?

I calculated an 11.26% chance of perils (two or more 6s) using four dice. But I could've made a mistake. So I'm looking for confirmation on that.


Chances of perils:

2 dice: 2.7%
3 dice: 7.4%
4 dice: 13.2%
5 dice: 19.6%
6 dice: 26.3%
7 dice: 33%
8 dice: 39.5%


Also, it seems that Wraithknights just got even better. No range penalty on charging through cover and 2 hull points on a pen in CC? Awesome for strength 10. Smash only 1 attack is actually a buff for the knight. Want to stay locked in combat? Just Smash.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:20:01


Post by: WrentheFaceless


So has it been stated how perils work in relation to multiple dice? Say you roll 3 do you roll perils twice or just once?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:21:10


Post by: tetrisphreak


 WrentheFaceless wrote:
So has it been stated how perils work in relation to multiple dice? Say you roll 3 do you roll perils twice or just once?


White Dwarf says a perils test is on 2 or more 6's. which leads me to believe that it's just 1 Peril's check regardless of the number of Boxcars you throw.



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:21:45


Post by: Desubot


 WrentheFaceless wrote:
So has it been stated how perils work in relation to multiple dice? Say you roll 3 do you roll perils twice or just once?


I believe one of the screen caps stated two OR MORE sixes you perils. so probably only once.

EDIT: DAMN YOU 35 SECOND NINJA!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:22:59


Post by: Vaktathi


One thought that did occur to me, IA1 Armoured Battlegroup lists are likely to be a thing people see where FW isn't an issue. While the damage chart changes won't affect lighter vehicles too much, armies of scoring AV14 that don't have too many multishot HP-removal-spam weapons may be very capable indeed, so long as they keep everything out of assault range.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:23:32


Post by: rigeld2


 SarisKhan wrote:
You do realise I have to see the Venomthrope to kill it? Most of the time it sits behind some hill or dozens of other models, including things like Exocrine or Tervigon.

You don't always have to see it - Barrage is a thing.

Catalyst isn't that difficult to get when you have several Psyker TMCs. Also, ever heard of using hyperbole to prove a point?

Yes, I've heard it's a poor strategy to try and get your point across.

Anyway, do you want a straight example? Two Predators Annihilators will on average deal 3.7 Wounds to an exposed Carnifex. So that's 280 dedicated pts. killing, let's say 150 pts. when a Dakkafex. Now, how often is that Carnifex completely in the open without some sort of save to boost it's survivability? Not that often.

280 points that lost literally nothing to kill a 150 point unit. My heart aches. Remember, it's literally impossible for that 150 point unit to hurt those Predators outside of CC (assuming it didn't take the HVC which... well, no one does). So no, you're not helping your case at all.

Tell you what - when you can lose a tank solely to lasgun fire, then you can complain about CC deaths to TMCs. Because I lose at least one TMC to small arms fire every game.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:24:31


Post by: WrentheFaceless


 tetrisphreak wrote:
 WrentheFaceless wrote:
So has it been stated how perils work in relation to multiple dice? Say you roll 3 do you roll perils twice or just once?


White Dwarf says a perils test is on 2 or more 6's. which leads me to believe that it's just 1 Peril's check regardless of the number of Boxcars you throw.



Alright thanks, must have missed that in the WD


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:26:57


Post by: MarkyMark


Just got the book, quite interesting small changes, annoyed that terrify no longer removes fearless though. I have wrote a few things I have noticed if anyone wants to read

Spoiler:


So got the book. Will jot down the things I notice
There is now a start of turn which is specfically before movement
Mastery level governs how many spells you can attempt to cast per psyhic phase as well as how many spells you generate. Psykers that take all their spells from one table know the sig spell. So lvl 1';s will know the sig and another random spell but you can only cast 1.
Psykers can know the same spells (which is a big difference form fantasy)
Perils table is pretty much take a wound with no saves of any kind, plus another feature, the rumours are true for these (on 1 you do a ld test, pass you take a wound, fail removed from play).
Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
snap shots are bs1 still
Overwatch is still as it is now, no test to do it, no penatly for doing it
Charging through terrain is -2 to distance rolled and still int1
Multi assault. Still the same up to this point
A charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contat with a unegaged model in primary target (think thats different?)
The wording for jet pack thrust move is still the same, in that it describes the jet pack unit. Cannot find anything to explain what a jet pack unit is....
FMC's cannot charge is they have changed flight mode that turn.
swooping is 12 to 24 still, 90degree turn before it moves, still run 2d6, grounding is still on a 1 or 2 and suffering a wound has to test end of phase but if grounded can charge.
Flyers now, if immobilsed crash and burn on a 1 or 2,
Ignoring the rest of the vehicle section for now (yes super heavies are in)
Excess wounds are indeed transferred to the unit from challenges
Ignoring terrain for now
Deployements are still the same
'Night fighting is just everyone has stealth
FMCS, zooming flyers or units in them are not scoring, claimed buildings are SCORING LOL
With reserves, I am struggling to find how much you can reserve, it doesnt actually say!
force weapons are now acitvated in the psyhic phase, one test for the unit
Dedicated transports can now infiltrate
IC's cannot infiltate with a unit unless he has infiltrate as well
Jink is 4+ but can only fire snap shots until end of their next turn
You need a 6 to hit for precision shot,
ignores cover is no cover saves against wounds pens or glances
power weapons are the same
Psyhic powers
Iron arm doesnt give EW anymore,
enfeeble is minus 1 str and toughness treats all terrain as difficult
Endurance is warp charge 2, targets friendly unit, they gain EW, FNP 4+ and relentless wow
rest are pretty much the same, the numbers have changed though (i.e endurance is now 5)
Prescience is wc2 now, 12inch range gives re roll to hit still
Foreboding is the same
Forewarning is the same
perfect timing is the same
Pre cog is the same
Misfortune, is different, all attacks that target that unit have the rending special rule... wow
Scriers gaze is you can now re roll the reserves roll outflank and mysterious objective
Daemonology we all know from leaks
santic no 6 is vortex of doom, str d small blast
pyro is still crap
Telekinesis, no gate....
replaced with levitation
targets the psyker he may move 12inches... they then cannot charge
psyhic malestrom is no 6, wc3, str 10 ap1 large blast barrage
Telepathy
Dominate the same
mental fort, the same
terrify, -1 ld, treats all units as having fear, and must take moral check end of phase, no longer removes fearless
Shourding, new power, gives pskyer and all units within 6 shrouded
Invis, all units targetting the unit with it cast on can only snap shot at it
Hallicunation, the same?



40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:26:59


Post by: Loopstah


 Vaktathi wrote:
One thought that did occur to me, IA1 Armoured Battlegroup lists are likely to be a thing people see where FW isn't an issue. While the damage chart changes won't affect lighter vehicles too much, armies of scoring AV14 that don't have too many multishot HP-removal-spam weapons may be very capable indeed, so long as they keep everything out of assault range.


I now love the fact I don't need to take anything without an AV value and can still claim objectives. Soldiers and Chimeras are too squishy, roll out the Russes.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:27:30


Post by: Wilson


Anyone know or have an opinion on whether you can perils more than once?

Example : used 6 warp charges to cast summoning.
Roll 1,1,2,2,3,3 ( bad luck, I know right?)

Would you suffer 3 perils of the warp? Or just the once?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:33:15


Post by: tetrisphreak


MarkyMark wrote:
Just got the book, quite interesting small changes, annoyed that terrify no longer removes fearless though. I have wrote a few things I have noticed if anyone wants to read

Spoiler:


So got the book. Will jot down the things I notice
There is now a start of turn which is specfically before movement
Mastery level governs how many spells you can attempt to cast per psyhic phase as well as how many spells you generate. Psykers that take all their spells from one table know the sig spell. So lvl 1';s will know the sig and another random spell but you can only cast 1.
Psykers can know the same spells (which is a big difference form fantasy)
Perils table is pretty much take a wound with no saves of any kind, plus another feature, the rumours are true for these (on 1 you do a ld test, pass you take a wound, fail removed from play).
Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
snap shots are bs1 still
Overwatch is still as it is now, no test to do it, no penatly for doing it
Charging through terrain is -2 to distance rolled and still int1
Multi assault. Still the same up to this point
A charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contat with a unegaged model in primary target (think thats different?)
The wording for jet pack thrust move is still the same, in that it describes the jet pack unit. Cannot find anything to explain what a jet pack unit is....
FMC's cannot charge is they have changed flight mode that turn.
swooping is 12 to 24 still, 90degree turn before it moves, still run 2d6, grounding is still on a 1 or 2 and suffering a wound has to test end of phase but if grounded can charge.
Flyers now, if immobilsed crash and burn on a 1 or 2,
Ignoring the rest of the vehicle section for now (yes super heavies are in)
Excess wounds are indeed transferred to the unit from challenges
Ignoring terrain for now
Deployements are still the same
'Night fighting is just everyone has stealth
FMCS, zooming flyers or units in them are not scoring, claimed buildings are SCORING LOL
With reserves, I am struggling to find how much you can reserve, it doesnt actually say!
force weapons are now acitvated in the psyhic phase, one test for the unit
Dedicated transports can now infiltrate
IC's cannot infiltate with a unit unless he has infiltrate as well
Jink is 4+ but can only fire snap shots until end of their next turn
You need a 6 to hit for precision shot,
ignores cover is no cover saves against wounds pens or glances
power weapons are the same
Psyhic powers
Iron arm doesnt give EW anymore,
enfeeble is minus 1 str and toughness treats all terrain as difficult
Endurance is warp charge 2, targets friendly unit, they gain EW, FNP 4+ and relentless wow
rest are pretty much the same, the numbers have changed though (i.e endurance is now 5)
Prescience is wc2 now, 12inch range gives re roll to hit still
Foreboding is the same
Forewarning is the same
perfect timing is the same
Pre cog is the same
Misfortune, is different, all attacks that target that unit have the rending special rule... wow
Scriers gaze is you can now re roll the reserves roll outflank and mysterious objective
Daemonology we all know from leaks
santic no 6 is vortex of doom, str d small blast
pyro is still crap
Telekinesis, no gate....
replaced with levitation
targets the psyker he may move 12inches... they then cannot charge
psyhic malestrom is no 6, wc3, str 10 ap1 large blast barrage
Telepathy
Dominate the same
mental fort, the same
terrify, -1 ld, treats all units as having fear, and must take moral check end of phase, no longer removes fearless
Shourding, new power, gives pskyer and all units within 6 shrouded
Invis, all units targetting the unit with it cast on can only snap shot at it
Hallicunation, the same?



thanks for the infos! very interesting stuff - i can't wait to get my book and start making some lists!

1 Question - are FMC's NEVER scoring, or only when they're in Swoop mode? What about swarms? Thanks again!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:33:50


Post by: MarkyMark


Wilson wrote:
Anyone know or have an opinion on whether you can perils more than once?

Example : used 6 warp charges to cast summoning.
Roll 1,1,2,2,3,3 ( bad luck, I know right?)

Would you suffer 3 perils of the warp? Or just the once?


Once


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:34:33


Post by: Brometheus


Is there a change to Slow & Purposeful?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:34:43


Post by: xttz


MarkyMark wrote:
Just got the book, quite interesting small changes, annoyed that terrify no longer removes fearless though. I have wrote a few things I have noticed if anyone wants to read

Spoiler:


So got the book. Will jot down the things I notice
There is now a start of turn which is specfically before movement
Mastery level governs how many spells you can attempt to cast per psyhic phase as well as how many spells you generate. Psykers that take all their spells from one table know the sig spell. So lvl 1';s will know the sig and another random spell but you can only cast 1.
Psykers can know the same spells (which is a big difference form fantasy)
Perils table is pretty much take a wound with no saves of any kind, plus another feature, the rumours are true for these (on 1 you do a ld test, pass you take a wound, fail removed from play).
Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
snap shots are bs1 still
Overwatch is still as it is now, no test to do it, no penatly for doing it
Charging through terrain is -2 to distance rolled and still int1
Multi assault. Still the same up to this point
A charging model is not permitted to move into base contact with a model in a secondary target, unless it cannot move into base contat with a unegaged model in primary target (think thats different?)
The wording for jet pack thrust move is still the same, in that it describes the jet pack unit. Cannot find anything to explain what a jet pack unit is....
FMC's cannot charge is they have changed flight mode that turn.
swooping is 12 to 24 still, 90degree turn before it moves, still run 2d6, grounding is still on a 1 or 2 and suffering a wound has to test end of phase but if grounded can charge.
Flyers now, if immobilsed crash and burn on a 1 or 2,
Ignoring the rest of the vehicle section for now (yes super heavies are in)
Excess wounds are indeed transferred to the unit from challenges
Ignoring terrain for now
Deployements are still the same
'Night fighting is just everyone has stealth
FMCS, zooming flyers or units in them are not scoring, claimed buildings are SCORING LOL
With reserves, I am struggling to find how much you can reserve, it doesnt actually say!
force weapons are now acitvated in the psyhic phase, one test for the unit
Dedicated transports can now infiltrate
IC's cannot infiltate with a unit unless he has infiltrate as well
Jink is 4+ but can only fire snap shots until end of their next turn
You need a 6 to hit for precision shot,
ignores cover is no cover saves against wounds pens or glances
power weapons are the same
Psyhic powers
Iron arm doesnt give EW anymore,
enfeeble is minus 1 str and toughness treats all terrain as difficult
Endurance is warp charge 2, targets friendly unit, they gain EW, FNP 4+ and relentless wow
rest are pretty much the same, the numbers have changed though (i.e endurance is now 5)
Prescience is wc2 now, 12inch range gives re roll to hit still
Foreboding is the same
Forewarning is the same
perfect timing is the same
Pre cog is the same
Misfortune, is different, all attacks that target that unit have the rending special rule... wow
Scriers gaze is you can now re roll the reserves roll outflank and mysterious objective
Daemonology we all know from leaks
santic no 6 is vortex of doom, str d small blast
pyro is still crap
Telekinesis, no gate....
replaced with levitation
targets the psyker he may move 12inches... they then cannot charge
psyhic malestrom is no 6, wc3, str 10 ap1 large blast barrage
Telepathy
Dominate the same
mental fort, the same
terrify, -1 ld, treats all units as having fear, and must take moral check end of phase, no longer removes fearless
Shourding, new power, gives pskyer and all units within 6 shrouded
Invis, all units targetting the unit with it cast on can only snap shot at it
Hallicunation, the same?



What are the rules for each alliance type?
What exactly does Destroyer weapons do now?
Are there any changes to GCs and Super-heavies?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:35:28


Post by: MarkyMark


Swooping FMC is not scoring glide will be.

swarms i think ARE scoring, doesnt say in the USR section about scoring and not denied to score in the scoring section.


Automatically Appended Next Post:
Not looked at GC yet or D weapons,

S&P the same


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:36:50


Post by: Sigvatr


Haha, so if that's true, GW is seriously pulling off a FIFA and sells what basically is an update to 6th for full price?

Have fun buying the book guys


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:36:52


Post by: Thud


Are dedicated transports scoring? And do DTs from the troops section get Objective Secured (or whatever it's called)?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:37:19


Post by: tetrisphreak


MarkyMark wrote:
Swooping FMC is not scoring glide will be.

swarms i think ARE scoring, doesnt say in the USR section about scoring and not denied to score in the scoring section.


Automatically Appended Next Post:
Not looked at GC yet or D weapons,

S&P the same


Thanks Very much! Expect a deluge of questions from all the other greedy rules-seekers....


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:37:25


Post by: Brometheus


Thanks, man. You rock. I didn't see it in the rumors, or leaks- I take it being Mastery Level 4 would not give any bonus to cast? Only to deny?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:37:35


Post by: Wilson


MarkyMark wrote:
Wilson wrote:
Anyone know or have an opinion on whether you can perils more than once?

Example : used 6 warp charges to cast summoning.
Roll 1,1,2,2,3,3 ( bad luck, I know right?)

Would you suffer 3 perils of the warp? Or just the once?


Once


Thanks mate!

Are there any sort of FAQ/ errata in the new book about existing codex's?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:38:04


Post by: Unseeablething


MarkyMark wrote:
Swooping FMC is not scoring glide will be.

swarms i think ARE scoring, doesnt say in the USR section about scoring and not denied to score in the scoring section.


Automatically Appended Next Post:
Not looked at GC yet or D weapons,

S&P the same

Does Move Through Cover allow a charge at full initiative? I've heard rumors, but it sounded more like wish listing.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:38:53


Post by: Syphid


Have the warlord trait tables changed?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:38:55


Post by: MarkyMark


Nothing about current books so far, ML4 just means you get 4 spells and can cast 4 spells in a phase. There is bonus to DTW as per the leaks (+1 for higher level, +1 for being a psyker etC)


There is another table, not looked at them yet to be honest


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:39:35


Post by: Azreal13


Grrrr....

Now details are leaking, I have to try and resist spending too much time in this thread so there's a reason to read the damn book over the weekend!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:39:44


Post by: tetrisphreak


@MarkyMark I'll throw this one in there too:

Is there ever a way for psyker's to generate warp charge points on a 3+, or is it always a 4+ regardless? Also to deny a power, how many successful deny the witch dice will i need to roll? (IE, just one stops a power flat, or 1 for each successful warp charge, etc.?)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:40:03


Post by: WrentheFaceless


Would like the D weapon rules, just to confirm/deny cover saves along with Invuln on 2-5 rolls


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:41:18


Post by: rryannn


MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:41:23


Post by: xttz


Syphid wrote:
Have the warlord trait tables changed?


These were posted earlier:
warlord traits are:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:41:50


Post by: H.B.M.C.


Would I be right in saying that everyone's had their available psychic powers changed around a little bit... except for 'Nids who still get nothing?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:41:55


Post by: tetrisphreak


 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


And nothing of value was lost...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:42:49


Post by: Wilson


 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


As a tau player I'm real happy about this! Hopefully others will stop giving tau players a bad name!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:43:28


Post by: MarkyMark


Ok then d weapons.

1 nothing happens

2 -5, vehicles suffer penerating hit which causes d3 HP's
Models suffer auto wound and d3 wounds

6 vehicles, pen hit, d6+6 HP's
Models, auto wound d6+6 wounds, no saves of any kind


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:43:41


Post by: Super Newb


tag8833 wrote:
Super Newb wrote:
Has anyone figured out the math for x number of dice and chance of perils or chance of success?

I calculated an 11.26% chance of perils (two or more 6s) using four dice. But I could've made a mistake. So I'm looking for confirmation on that.

Worse than that. 13.19%.
Odds of 4 6's = 1/6 * 1/6 * 1/6 * 1/6 = .08%
Odds of 3 6's = 5/6 * 1/6 * 1/6 * 1/6 * 4 (combinations) = 1.54%
Odds of 2 6's = 5/6 * 5/6 * 1/6 * 1/6 * 6 (combinations) = 11.57%
Add them up = 13.19%


Are you sure there are 6 combos in the last bit? I don't see it. Then again I am not the greatest at this stuff

Nevermid I figured it out


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:44:08


Post by: MarkyMark


 H.B.M.C. wrote:
Would I be right in saying that everyone's had their available psychic powers changed around a little bit... except for 'Nids who still get nothing?


I have yet to find who can take what!


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:44:41


Post by: WrentheFaceless


MarkyMark wrote:
Ok then d weapons.

1 nothing happens

2 -5, vehicles suffer penerating hit which causes d3 HP's
Models suffer auto wound and d3 wounds

6 vehicles, pen hit, d6+6 HP's
Models, auto wound d6+6 wounds, no saves of any kind


What kindof saves does 2-5 get?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:45:31


Post by: rryannn


 tetrisphreak wrote:
 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


And nothing of value was lost...


Can an MC IC join an IC?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:45:38


Post by: xttz


MarkyMark wrote:
Ok then d weapons.

1 nothing happens

2 -5, vehicles suffer penerating hit which causes d3 HP's
Models suffer auto wound and d3 wounds

6 vehicles, pen hit, d6+6 HP's
Models, auto wound d6+6 wounds, no saves of any kind


Thank you for posting that.

Does the 2-5 result ignore cover saves still?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:45:54


Post by: Wilson


MarkyMark wrote:
 H.B.M.C. wrote:
Would I be right in saying that everyone's had their available psychic powers changed around a little bit... except for 'Nids who still get nothing?


I have yet to find who can take what!

Smash 1 attack?

Are dedicated transports for troops choices objective secured?

Any change to interceptor?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:45:58


Post by: Davor


Wilson wrote:
 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


As a tau player I'm real happy about this! Hopefully others will stop giving tau players a bad name!


Only people who have to win with plastic toy soldiers, gave Tau a bad name. Win at all cost. Be interesting to see how many Tau toys will be on eBay in the upcoming weeks.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:47:37


Post by: MarkyMark


To deny the witch, you need to nullify all fo the warp charge points that were successfully harnessed by the pysker when he passed his test

So if I cast a power and roll 5 4+ you need to deny 5 times.


To make a deny the witch, select one of your units that was the target of the enemys psyhic power. You will then need to expand a number of warp charges, declare how many you will spend and remove them from your pool and roll them, apply any of the following


Additions are
The target unit contains pysker (inc piliot brotherhood etc)

ML greater then the pysker manifesting the power

Adamanitum will

To deny the witch on a blessing, or something which doesnt target one of your units, it is a stright 6 needed, no modifers


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:47:40


Post by: SarisKhan


rigeld2 wrote:
 SarisKhan wrote:
You do realise I have to see the Venomthrope to kill it? Most of the time it sits behind some hill or dozens of other models, including things like Exocrine or Tervigon.

You don't always have to see it - Barrage is a thing.

Catalyst isn't that difficult to get when you have several Psyker TMCs. Also, ever heard of using hyperbole to prove a point?

Yes, I've heard it's a poor strategy to try and get your point across.

Anyway, do you want a straight example? Two Predators Annihilators will on average deal 3.7 Wounds to an exposed Carnifex. So that's 280 dedicated pts. killing, let's say 150 pts. when a Dakkafex. Now, how often is that Carnifex completely in the open without some sort of save to boost it's survivability? Not that often.

280 points that lost literally nothing to kill a 150 point unit. My heart aches. Remember, it's literally impossible for that 150 point unit to hurt those Predators outside of CC (assuming it didn't take the HVC which... well, no one does). So no, you're not helping your case at all.

Tell you what - when you can lose a tank solely to lasgun fire, then you can complain about CC deaths to TMCs. Because I lose at least one TMC to small arms fire every game.


I don't have Barrage. I play CSM, in case you haven't noticed. Without MoN and with a single Heldrake.

Good job ignoring the first sentence. And while I admit that hyperbole is less than perfect, it's not my fault many people fail to grasp the intention behind it. Instead, they focus solely on the exaggerated parts, like you did.

It isn't impossible to hurt those Predators outside of CC, side armour is 11 and rear armour is 10. My best friend, a Tyranid player, has proven numerous times he can kill the tanks with massed S5/S6 shooting just fine. And there are many other nasty things like Trygons, Exocrines and Flyrants to name a few.

Good job losing TMCs to small arms fire. Killing a Carnifex requires exactly 144 Lasgun shots or 108 Bolter shots assuming average rolls.

Anyway, I'm not malicious. I'm simply glad that my tanks won't feel as if made from cardboard anymore.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:48:57


Post by: MarkyMark


 WrentheFaceless wrote:
MarkyMark wrote:
Ok then d weapons.

1 nothing happens

2 -5, vehicles suffer penerating hit which causes d3 HP's
Models suffer auto wound and d3 wounds

6 vehicles, pen hit, d6+6 HP's
Models, auto wound d6+6 wounds, no saves of any kind


What kindof saves does 2-5 get?


normal saves as per the AP of the weapon. No mention of ignores cover.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:49:21


Post by: Super Newb


Another math question for you guys. What's the odds of casting an warp charge 2 power with four dice?

I got 62% EDIT 68.75% which may be wrong

But if I'm right the odds aren't so hot are they


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:49:46


Post by: WrentheFaceless


MarkyMark wrote:
 WrentheFaceless wrote:
MarkyMark wrote:
Ok then d weapons.

1 nothing happens

2 -5, vehicles suffer penerating hit which causes d3 HP's
Models suffer auto wound and d3 wounds

6 vehicles, pen hit, d6+6 HP's
Models, auto wound d6+6 wounds, no saves of any kind


What kindof saves does 2-5 get?


normal saves as per the AP of the weapon. No mention of ignores cover.


Thanks, though I dont know of any D that are currently not ap2 or lower haha. So invuln and cover it is then


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:49:50


Post by: Brometheus


Just a note for everyone... When 6th was released, there was a chart in the Psychic Card deck saying who could take which Discipline (like in the leaks), nothing in the actual rulebook, and a chart in the WD.

I bet the chart for 7th will be in the WD, for people without the deck. FAQs may follow


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:49:53


Post by: Thud


MarkyMark wrote:
To deny the witch, you need to nullify all fo the warp charge points that were successfully harnessed by the pysker when he passed his test

So if I cast a power and roll 5 4+ you need to deny 5 times.


To make a deny the witch, select one of your units that was the target of the enemys psyhic power. You will then need to expand a number of warp charges, declare how many you will spend and remove them from your pool and roll them, apply any of the following


Additions are
The target unit contains pysker (inc piliot brotherhood etc)

ML greater then the pysker manifesting the power

Adamanitum will

To deny the witch on a blessing, or something which doesnt target one of your units, it is a stright 6 needed, no modifers


Just one straight six for blessings, or more depending on warp charges/successes?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:49:57


Post by: MarkyMark


Interceptor is the same


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:50:07


Post by: rryannn


Davor wrote:
Wilson wrote:
 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


As a tau player I'm real happy about this! Hopefully others will stop giving tau players a bad name!


Only people who have to win with plastic toy soldiers, gave Tau a bad name. Win at all cost. Be interesting to see how many Tau toys will be on eBay in the upcoming weeks.


The sale of all these riptides will drive up the number of all riptide unbound armies!!! Is it better or worse????


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:50:44


Post by: WrentheFaceless


MarkyMark wrote:
 WrentheFaceless wrote:
MarkyMark wrote:
Ok then d weapons.

1 nothing happens

2 -5, vehicles suffer penerating hit which causes d3 HP's
Models suffer auto wound and d3 wounds

6 vehicles, pen hit, d6+6 HP's
Models, auto wound d6+6 wounds, no saves of any kind


What kindof saves does 2-5 get?


normal saves as per the AP of the weapon. No mention of ignores cover.


Thanks, looks like invuln/cover it is, as I'm not aware of a D weapon that doesnt at least have AP2


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:50:50


Post by: MarkyMark


 Thud wrote:
MarkyMark wrote:
To deny the witch, you need to nullify all fo the warp charge points that were successfully harnessed by the pysker when he passed his test

So if I cast a power and roll 5 4+ you need to deny 5 times.


To make a deny the witch, select one of your units that was the target of the enemys psyhic power. You will then need to expand a number of warp charges, declare how many you will spend and remove them from your pool and roll them, apply any of the following


Additions are
The target unit contains pysker (inc piliot brotherhood etc)

ML greater then the pysker manifesting the power

Adamanitum will

To deny the witch on a blessing, or something which doesnt target one of your units, it is a stright 6 needed, no modifers


Just one straight six for blessings, or more depending on warp charges/successes?


See the first line, a 6 for each warp charge he got a 4+ on,. so 5 4+'s you will need 5 6's


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:50:53


Post by: Desubot


Not bad about the D-weapons and DTW.

So its possible to put all your eggs in 1 basket when it realllly counts.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:51:24


Post by: rryannn


 Brometheus wrote:
Just a note for everyone... When 6th was released, there was a chart in the Psychic Card deck saying who could take which Discipline (like in the leaks), nothing in the actual rulebook, and a chart in the WD.

I bet the chart for 7th will be in the WD, for people without the deck. FAQs may follow


http://www.dakkadakka.com/dakkaforum/posts/list/596034.page


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:51:50


Post by: tetrisphreak


MarkyMark wrote:
To deny the witch, you need to nullify all fo the warp charge points that were successfully harnessed by the pysker when he passed his test

So if I cast a power and roll 5 4+ you need to deny 5 times.


To make a deny the witch, select one of your units that was the target of the enemys psyhic power. You will then need to expand a number of warp charges, declare how many you will spend and remove them from your pool and roll them, apply any of the following


Additions are
The target unit contains pysker (inc piliot brotherhood etc)

ML greater then the pysker manifesting the power

Adamanitum will

To deny the witch on a blessing, or something which doesnt target one of your units, it is a stright 6 needed, no modifers


Very clear. Thanks. Looks like blessings will be super hard to stop (but at least there is a chance now).


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:52:00


Post by: col_impact


Markymark, check to see if there are changes to JUMP infantry.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:52:19


Post by: MarkyMark


Wilson wrote:
MarkyMark wrote:
 H.B.M.C. wrote:
Would I be right in saying that everyone's had their available psychic powers changed around a little bit... except for 'Nids who still get nothing?


I have yet to find who can take what!

Smash 1 attack?

Are dedicated transports for troops choices objective secured?

Any change to interceptor?


It seems DT's are troops in that regard


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:52:46


Post by: Tyfus


Is desperat allies the same ? Anything said about scoring troops from desperate allies ?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:52:53


Post by: tetrisphreak


Cover saves from D-weapons?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:52:58


Post by: Wilson


 rryannn wrote:
Davor wrote:
Wilson wrote:
 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


As a tau player I'm real happy about this! Hopefully others will stop giving tau players a bad name!


Only people who have to win with plastic toy soldiers, gave Tau a bad name. Win at all cost. Be interesting to see how many Tau toys will be on eBay in the upcoming weeks.


The sale of all these riptides will drive up the number of all riptide unbound armies!!! Is it better or worse????


Thankfully none of are friends are total douche bags so I won't have to suffer the douchery of 9 riptides / hell drakes / demon princes / insert cool / bogus unit here


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:53:14


Post by: Syphid


 xttz wrote:
Syphid wrote:
Have the warlord trait tables changed?


These were posted earlier:
warlord traits are:

Skilled fighter:
1. the warlord has the counter attack special rule.
2. the warlord has the furious charge special rule.
3. the warlord hase the outflank special rule.
4. the warlord gains 1 victory point for each charactermodell he kills in a challenge.
5. the warlord has the feel no pain special rule.
6.the warlord has the fearless and it will not die special rule.

Skilled Leader:
1. all allied units within 12" can use the warlords LD.
2. all enemys within 12" of the warlord have to use the lowest LD.
3.the warlord and all friendly units within 12" of the warlord have the move through cover special rule.
4. the warlord and all friendly units within 12" add +1" on run and assault moves.
5. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the shooting phase.
6. the warlord and all friendly units within 12" reroll failed to hit rolls of 1 in the assault phase.

Skilled Tactican:
1.as long as your warlord is alive you can discard 2 mission objectives per turn instead of 1.
2. one use only: declare at the end of one of your turns. if you declare the warlord trait your enemy has to discard one random mission objective of his.
3.obtain a additional mission objective at the start of your first turn.
4. when declaring mission objectives in your first turn you can select to discard up to all your mission objectives and draw new ones.
5.as long as your warlord is alive you can reroll the victory point result that you get for each mission objective archived.
6. for all tactical secured tactical mission objectives x (x is 1-6) you archive you gain a additional victory point.


There's an entire table that's useless if you aren't playing Maelstrom of War?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:53:23


Post by: MarkyMark


col_impact wrote:
Markymark, check to see if there are changes to JUMP infantry.


Jet pack is the same so is jump pack


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:53:31


Post by: oraj


MarkyMark, you are a god amongst men.

Is there any changes to flyers? Do you fire snap shots at them?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:54:22


Post by: MarkyMark


No changes to them I have seen bar the ones mentioned before (immobilised)


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:55:56


Post by: col_impact


MarkyMark wrote:
col_impact wrote:
Markymark, check to see if there are changes to JUMP infantry.


Jet pack is the same so is jump pack


Jump infantry were rumored to have the ability to use jump pack in movement and assault and to have the ability to jink. So that is a false rumor?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:56:19


Post by: Drakmord


Thank you very much for all this info; have Heavy vehicles or Ordnance weapons changed at all?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:56:28


Post by: MarkyMark


No its one or the other (move or assault), no jink


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:57:58


Post by: Davor


 rryannn wrote:
Davor wrote:
Wilson wrote:
 rryannn wrote:
MarkyMark wrote:

Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
[/spoiler]


RIP O'vesa Star.


As a tau player I'm real happy about this! Hopefully others will stop giving tau players a bad name!


Only people who have to win with plastic toy soldiers, gave Tau a bad name. Win at all cost. Be interesting to see how many Tau toys will be on eBay in the upcoming weeks.


The sale of all these riptides will drive up the number of all riptide unbound armies!!! Is it better or worse????


I guess it all depends on if the community players ignore unbound lists like 2 FOC shenanigans or random terrain. You are right could be worse.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:59:02


Post by: H.B.M.C.




I guess all those people chirping about how WD lies and that they were only test games and there's no way Dark Angels will be able to summon Daemons can all go and suck it now.

Everyone can summon Daemons, except Grey Knights (well, and Tyranids, because feth Tyranids, amirite?). I think people should make a point of playing Eldar and summoning nothing but Slaaneshi Daemons. Oh God FORGE that narrative!




40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 21:59:04


Post by: WrentheFaceless


Well you can ally with yourself in Battle-forged lists and take detatchments, so we havent seen the last of multiple riptides yet...


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 22:00:52


Post by: xttz


Can you ally with yourself? I'm sure I saw earlier that an Allied Detachment can't be from the same Faction.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 22:01:17


Post by: oraj


Has open topped and skilled rider changed at all?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 22:01:18


Post by: MarkyMark


You can take as many FOC's as you want as long as you meet the min requirements.


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 22:05:47


Post by: SarisKhan


I wonder how re-rolls of failed psychic tests work. Do they allow you to re-roll all of the dice you used for a spell?


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 22:06:13


Post by: Mr Morden


MarkyMark wrote:
Wilson wrote:
MarkyMark wrote:
 H.B.M.C. wrote:
Would I be right in saying that everyone's had their available psychic powers changed around a little bit... except for 'Nids who still get nothing?


I have yet to find who can take what!

Smash 1 attack?

Are dedicated transports for troops choices objective secured?

Any change to interceptor?


It seems DT's are troops in that regard


Oh good another boost for Cheese Serpents


40k 7th Edition release 24th may - All info in 1st post, psychic power cards added (5/21) @ 2014/05/21 22:06:18


Post by: MarkyMark


Assuming you mean tiggy, no mention of it, nor ghost helms for that matter.