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A friend of a friend of mine, who works for GW, sent me this, aparently the 6th edition release was just the start of a big change in 40k.
They plan to really re organise the game, and are working on this new FAQ right now. It will probably be released in november, with the new Chaos Legions Codex.
Replace Force Organisation and Army Building rules for the fallowing:
While you crate a new army, you will need a dice, a sheet of paper and 2 codex from Warhammer 40.000 GW wargame, have in mind you will need to buy lots of miniatures, paints and tools from Games Workshop, in order to enjoy all the Hobby we offer to you.
Creating your army:
Start by rolling a dice for each category on the FOC, using different dices per FOC - HQ 1d2; Troop: 1d6 (consider it 2 if you roll a 1); Elite, Fast Attack and Heavy Support: 1d3 for each one; Those are the number of units you will have in you primary detachment, in each FOC category. After defining it, you will build each unit separetely.
Start by chosing randonly what each unit will be (use the rule of random described at the Warhammer 40.000 Rulebook 6th edition). After chosing what each unit will be, lets start to set the unit statistics, for each bullet on the that unit description, select the statistics randomly using the fallowing rules:
(Presence/Ausence rolls, also related as P/A rolls in this FAQ (know as d1, or d2-1) are simples rolls of 50% chance where thing can exist or not. On a regular d6, each roll of 3 or less will denote an ausence, and each roll of 4 or more will denote a presence. Each one is self explanatory)
- If during units selection you roll for a unit or models you dont possess, that unit is not added into your army, and you lose the roll. If due to this, your army fail to fill any compulsory FOC slot, you can not play, and so, have lost (if your opponent end in the same way, the game is a tie).
- If the bullet mention the option to buy extra models for the squad, define the number of the models randomly. Use the MAX number of additional models as a reference for the type of dice you roll: if you can add one extra model, use a "presence/ausense" roll, iff you can add 2 extra models, roll a 1d3-1, for units who can add 3 models, roll a 1d3, for units who can add 4 models use 1d4, for units who can add 5 models or more, use a d6 for each 5 extra models you could add (consider rolls of 6 as 6 extra models). Ex: a Space Marine Tactical Squad have 5+1d6 models, a Mob of Ork Boyz have 10 +4d6 models, a unit of Imperial Guard Lemman Russ tanks will have 1+d2 tanks.
- If a bullet mention an option with the word "may", before you roll for the option take, and the option exclude other options in the same bullet, you should roll a presence/ausence roll to know if that option will be used. Ex: a space marine squad (who number ten models), roll P/A for special weapons and Heavy Weapons, each one who acuse a Presence will have a bolter replaced by a option in the bullet.
- If a bullet mention an option who exclude other options on the same bullet, decide option by ramdomly. Ex: a space marine squad (who number ten models), roll 1d3 for special weapons and 1d5 (roll a d6, rerolling rolls of 6) for Heavy Weapons, with each result refering to an option on the bullet.
- If a bullet mention that a specific number of models can take the same options in that bullet, decide randomly how much models will receive that option in the unit. Ex: an Imperial Guard Veterans squad will have 1d3 models with special weapons. (each models have his own roll for the weapon it carry)
- If a bullet mention an options who dont exclude other options in the same bullet, use a presene/ausence roll for each option.
- If a bullet mention the possibility of a unit leader to exchange a piece of his gear for another piece of gear, decide the gear he use randomly, considering the original gear as options. Ex: a Space Marine Tactical Sergeant roll a d10 2 times, it take 10 wargear options (2 original ones, plus 8 options in the bullet), and can carry 2 of them.
- If a bullet mention the possibility of a unit leader to exchange a piece of gear for another piece of gear in a clear pattern of "close combat weapon+ranged/acessorie weapon", make a P/A roll to define if that pattern is in the model, them roll for the gear in the properly way. Ex: a Space Marine Tactical Sergeant can have a CCW+ranged weapon pattern, make a P/A roll to decide if it have, and if the result is a Presence, he rolls 1d3 for CCW (3 CCW options), and 1d7 for ranged weapons.
- If a unit have the option to replace a model for a special character, make a 1/6 chance roll (1 on 1d6) to know if the special character is on the unit. If that special character is alredy on the army, ignore the option.
- If a bullet mention the possibilitie for "any model" to take an option, make a P/A roll for each model in the squad. If the bullet mention more than one option per model, select the equipment ramdonly, only for models who roll a presence for the option. Ex: A in a Space Sternguad unit, after resolving special weapons, make a P/A roll for each model with a boltgun, for each Presence roll, roll a 1d4 to know if the model have a storm bolter, or any combi-weapon. In a squad of assault terminators, just roll a P/A roll for each model to replace Lightning Claws for Thunder Hammer and Storm Shield.
- If a bullet give any option where a model can/must change all the initial wargear (or a gret part of it), and them start to buy options from a new list, before everything else for that model, make a P/A roll for that option. Ex: A captain Space Marine, before gets any other option, must make a P/A roll to see if he will get a terminator armor, after it he can be built normally.
- If a bullet show an option not possible to be filled, due to another option alredy filled, that option is not counted as possible result for that bullet options roll.
- Complex units: some units will be built with a complex variety of models:
In the case of Imperial Guard platoons, make it with 1 Platoon Command Squad and 2 Infantry Squad, them make a P/A roll for extra Infantry Squads, rolling 1d3 in the case their presence is confirmed, for the number of it. Them, make a P/A roll for Heavy Weapons Squad, Special Weapons Squad and Conscript Squad. If the presence od Heavy Weapons Squads is confirmed, roll 1d5 for the number of them, if a Special Weapons Squad is confirmed, roll 1d2 for the number of them, i a Conscripts Squad is confirmed, just add a squad of them.
In the case of Beast Master units in Codex Dark Eldar, select the squad size (the number of beast masters), and them, for each beast master, make a P/A roll for each type of beast, For each presence rolled, add 1d2 Razorwing Flocks, 1 Clawed Fiend or 1d5 Khymerae, depending on the actual beast type the presence was rolled for.
In the case of Imperial Guard Vehicle Squads, just decide the size of the squad first, and them determine randomly what every member of the squad is.
Calculating Distance on 6th:
In any reference for distance in the rulebook and the codices, make it the fallowing:
Convert that distance to inches, divide it by 6, and replace the distance to xd6 inchs, where X is the result.
This dont aply to alredy random distances, such as (but not limited to) run and charge.
In the case of 3 inches moves or areas, replace 3 inches for 1d3 inches.
Using D6 to generate D'any: normally, to transform a d6 roll in another dice you will just need a to use multiples, when that is not possible we give some ideias here. It is always better to use the right dice when generating an aleatory number, and you can buy any of them on any Games Workshop store near you, where our enthusiastic red-shirts will gladly explain to you how to better use your dices.
d2 - divide the result by 6, round it up
d3 - divide the result by 2, round it up
d4 - Use a Games Wokshop Citadel Dice (or roll 1d3 + a P/A roll, and on a roll of presence ad 1)
d5 - half a d10, or roll a d6, ignoring and rerolling any 6 result.
d7 - roll a d8, ignore and reroll results of 8. You can also use a roll of 1d6+ P/A roll
d8 - use a Games Workshop Citadel Dice d9 - roll a d10, ignore and reroll 10 results, roll a d8 + P/A roll
d10 - use a Games Workshop Citadel Dice d11 - roll a d12, ignore and reroll 12 results, roll a d10 + P/A roll
d12 - use a Games Workshop Citadel Dice
We hope you enjoy 6th edition, because good generals dont plan anything.
GW team.
It is said that you can actually chose your main codex, and make a P/A roll for allies, but your allied codex is selected randomly (aparently, it is influenced by the grade of tolerance beetween armies).
Spoiler:
this a joke, pretty obvious dah. I would post it on news and rumors, but a lot of people would not laugh, so i posted here, because not everyone frequente the proposed rules forum. Obvous the OPs will do something soon, and i hope they dont just delete it... I want to hear what people have to say about it. The new codex FAQs will be up in some weeks (GW time)
This message was edited 2 times. Last update was at 2012/07/08 21:31:33
If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page Please, if you think im wrong, correct me (i will try to take it constructively).
This seems like the only way to ensure fair game play. Remove all choice from the players and submit to the dice.
"Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! ... It’s become the promotions department of a toy company." -- Rick Priestly
Hey MOD, this are not Proposed Rules, this is a joke...
Serious... i just want to make people laugh.
But ok, probably you are right...
Tittle changed
This message was edited 1 time. Last update was at 2012/07/08 21:32:35
If my post show some BAD spelling issues, please forgive-me, english is not my natural language, and i never received formal education on it...
My take on Demiurgs (enjoy the reading):
http://www.dakkadakka.com/dakkaforum/posts/list/537654.page Please, if you think im wrong, correct me (i will try to take it constructively).
Heh. I started to get this sense in WHFB 8th, looks like it carried over to 40K 6th.
Random terrain that does random things to go along with random charges and random psychic powers/spells! Random random random random random! Random=fun!
I actually had someone say to me, when I mentioned I'm not a big fan of so much randomization, something along the lines of "So you like it when the winner is already predetermined?" to which I was honestly too stunned to make a coherent reply to, especially because I said "I don't know if I like so much randomization". Apparently your options are "everything ever is random!" or "winner is immediately determined before game begins", and rolling dice to determine the success of actions isn't enough. After all, skill and knowledge have no place in a tactical wargame. Not that either strain of Warhammer has gotten that bad yet, but...
This message was edited 4 times. Last update was at 2012/07/08 22:45:15