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Made in us
Calm Celestian






Ireland

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

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


Changes between 6th and 6.5

THE TURN:

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

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

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

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


WEAPONS:
- Added 'Primary weapons' for super heavies

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

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

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

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

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



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

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

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

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

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

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


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

- Interceptor now just Interceptor, no linking with skyfire

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

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


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

This message was edited 22 times. Last update was at 2014/05/31 07:27:12


"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in gb
Lord of the Fleet






Good work, thanks!
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

Exploded vehicles now do a Str4 hit.

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

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

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Calm Celestian






Ireland

 Elric Greywolf wrote:

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


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

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

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

This message was edited 1 time. Last update was at 2014/05/24 17:14:45


LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Calm Celestian






Ireland

That's in there already

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in ca
Regular Dakkanaut




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





And they shall know no fear changed

   
Made in gb
Longtime Dakkanaut




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

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

DFTT 
   
Made in us
Regular Dakkanaut





Gets hot can damage vehicles (I don't think they could before)
   
Made in us
Calm Celestian






Ireland

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


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

Nothing either way.


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


Get's hot could hurt vehicles before


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


They could do that before but the fortification thing is right

This message was edited 2 times. Last update was at 2014/05/24 17:50:53


"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in ca
Foolproof Falcon Pilot




Ontario, Canada

- Artillery can move and shoot

Helloooooo Eldar D-cannons
   
Made in us
Focused Fire Warrior






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

3000 pts. or more
3000 pts. or more  
   
Made in us
Auspicious Daemonic Herald





 Elric Greywolf wrote:

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

Its not an oversight. This explaines the Guard heirloom pistol that gives percision strikes that only characters can get
   
Made in us
Calm Celestian






Ireland

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


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


I totally missed that. Thanks!

This message was edited 1 time. Last update was at 2014/05/24 18:17:12


"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in ca
Regular Dakkanaut




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


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

Nothing either way.


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






Ireland

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


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

Nothing either way.


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


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

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in us
Powerful Phoenix Lord





Buffalo, NY

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

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

Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia 
   
Made in ca
Regular Dakkanaut




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


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

Nothing either way.


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


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


I'm wondering more about infiltrating rather then reserves.
   
Made in be
Kelne





That way,then left

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


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

Nothing either way.


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


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


I'm wondering more about infiltrating rather then reserves.

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





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

This message was edited 3 times. Last update was at 2014/05/24 19:32:45


 
   
Made in us
Calm Celestian






Ireland

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


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

The warlord thing I missed, same with the walker thing

"Suffering is Faith, Faith is Strength.

Generations have suffered with the same devotion that we can offer but once. Still, our Faith leads us through these dark times like a beacon. It will guide us to triumph over these abominations. Either by breaking them upon us like waves against a limitless, golden peak or by thrusting through them like the spear of the Immortal Emperor Himself." - Cannoness Aoife, Order of the desert rose #Yesallwomen

Just finished my second album: http://www.youtube.com/watch?v=ptvBO4vwb-A 
   
Made in us
Sneaky Lictor





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

Changes between 6th and 6.5

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


Two thoughts:

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

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






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


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

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

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


beat me to it,


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

This message was edited 1 time. Last update was at 2014/05/24 20:56:00


 
   
Made in tr
Willing Inquisitorial Excruciator





specialist weapons are gone.

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

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The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
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Martial Arts Fiday






Nashville, TN

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


What does this mean?

"Holy Sh*&, you've opened my eyes and changed my mind about this topic, thanks Dakka OT!"

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 warboss wrote:

GW didn't mean to hit your wallet and I know they love you, baby. I'm sure they won't do it again so it's ok to purchase and make up.


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Raging Ravener




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

Never underestimate the Genestealers ability to sweeping advance EVERYTHING!  
   
Made in gb
Fully-charged Electropriest



UK

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

 
   
Made in ca
Lieutenant Colonel






 pizzaguardian wrote:
specialist weapons are gone.

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


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

 
   
Made in de
Decrepit Dakkanaut





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


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

   
 
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