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Made in us
Hellacious Havoc




North Texas

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


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


 
   
Made in us
Regular Dakkanaut




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

This message was edited 1 time. Last update was at 2012/06/20 21:21:23


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

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Longtime Dakkanaut





Silver Spring, MD

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

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


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

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

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

This message was edited 1 time. Last update was at 2012/06/20 21:26:22


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Made in us
Nurgle Predator Driver with an Infestation




california

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


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

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


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

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

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

This message was edited 2 times. Last update was at 2012/06/20 21:29:22


currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
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Murfreesboro, TN

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

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Hellacious Havoc




North Texas

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


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

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


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

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

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


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


 
   
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Resolute Ultramarine Honor Guard






Vancouver, BC

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

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

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
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And why don't Space Marines get Divination. That's what Libby's do half the time. In Deathwatch there are three main types of psychic powers - Telepathic, 'Codex' (general combat powers) and Divination!

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

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

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

This message was edited 1 time. Last update was at 2012/06/20 21:37:00


currently run
my eldar at 2000 pts
chaos space marine at 3000+ pts
working on dark eldar aiming for 2k
Had a 1k Tau and a 2k Ork and 3k BA. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

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


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

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
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Camas, WA

Faeit 212 wrote:Some reports are conflicting on some of the details that we have heard throughout the internet, however these are collected directly out of the White Dwarf, from different articles, battle reports, army presentation, and an introductory article regarding the goals of 6th edition

the rulebook itself
- full of fluff and coverage for things that werent coverec a lot in the past
- the goal is to make the game more "cinematic"
- end of rulebook is an overview of all weapons, powers , hull points, psi powers and more fluff (how to treat laswounds on the battlefield)

general rules
- charge range (going into cc) is 2d6, jumppacks seem to enable you to REROLL it ( or it is a special rule thing, might be BA exclusive)
- wound allocation to the closest miniatures in the unit. no info if wound groups are removed
- i might have misunderstood it but : every model counts as an individual now(like in lord of the rings?) would explain the new wound allocation.
- FOC has been EXPANDED for allies, this would mean that its still foc, not percentages
- vehicle squadrons also improve shooting -> line of sight related
- there will be many rules to bring "movie-like action scenes" to the tabletop

- "defensive fire" and "snap fire" are ENTIRELY DIFFERENT things!
- "defensive fire" "additional shooting phase" for assaulted units at bs 1. NO(!!!) mention of restrictions regarding WHAT WEAPONS can be fired. the usual restrictions should apply regarding flamethrowers (no usage if own model is in line of fire)

- "snap fire" shooting after movement and hitting on a 6, lascannons (and thus all HWs) can do it. land raiders can move 6" and shoot all weapons (1 normal, 1 via machine spirit and 2 snapshots with multi-melta and storm cannon) and a stunned cybot snap fired with a

multi-melta in one of the battle reports

hull points
- cybots have 3 hull points like "battle tanks"
- land raiders, soul grinders, ghost arc have 4

abilities
- rage is renamed to berserk : +2 attacks in melee
- smash for jumpers --> going into cc directly
- monstrous creatures can halve their attacks but double the strength
- flying monstrous creatures get their ability too, flying 24", ignoring all weapons but anti-air ones and hit enemies they flew over with (str + w3 + 1)
- "GRENADE!" the unit mentioned is a sargeant throwing a grenade and destroying the enemy unit - no further info.
- "evasive manouvers" for landspeeders : +5 cover save normal +4 when boosting and at max. velocity
- forebarence : eldar runeprophets have it - usual bf for defensive fire
- grey knights scriptors can get mastery grade 3
- warlord traits can be passed to psykers (might be only related to GKs)
- sharpshooters can choose what target they hit on a 6 (necron eliminators)
- rapid fire weapons still shoot max distance after moving (possibly even the full amount of shots!)
- tesla weapons get an additional hit when throwing a 6 on the to-hit throws
- gauss weapons remove 1 hull point on a 6 at pen throws
- tau battle suits can fall back 2d6 in the melee phase
- apparently you can bodyguard all special characters (non independent ones on a +4)

equipment
- psi matrix +4 save for psi resistance on 6"
- power axe or powerfist needed to deny 2+ armor throws so they're either ap 1 or ap 2 or both ap 1 or ap 2

independent characters
- character models can - under certain circumstances - pick their target individually
- duelling like in warhammer
- "there are many possibilities for unknown heroes to gain fame and honor" possible hints to even more things to make the game more "cinematic" ?
- Warlords roll on a trait table (leadership, combat, tactics)

flyers :
- always come in as reserves
- some weapons have the "anti air" special rule
- hard to hit when flying at max distance
- fly on 2 "levels" far above ground (cant let passengers exit, but is only hittable by anti-air weaponry) and closer to the ground (easier to hit but can load out passengers)
- destroying a flyer results in debris hitting the battlefield, damaging units

terrain and battlefield itself
- mysterious forest like in warhammer - random properties when entering
- ruins are difficult terrain, +4 cover save
- thick bushes +5 cover save and difficult terrain
- imperial statue provide fearless to imperial armies in 2" (sob, sm and ig)
- fuel barrels etc +5 cover save, if it passes d6 --> 1 barrel explodes and does s3 to surrounding units
- fortress of redemption --> 220 pts
- craters +5 cover save
- modifiers for the whole battlefield like : higher or lower gravity, poisonous atmospheres
- usable ruins, artifacts that can turn the tide of battle

buildings :
- go into the deployment zone
- skyshield landing platform : arrival of reserves can be controlled
- buildings can be upgraded - communications relais and anti-air weaponry
- bastions have av 14
- tank blockers are impassable for vehicles, dangerous terrain for bikes. provide +4 cover save
- aegis defence lines provide a +4 cover save and +1 when going to ground

missions :
- six "bloody encounters" with different goals and/or objectives : "explore and hold"
-some objectives have special abilites (aiming systems, gravity wave generator) or are, for example mined (random properties?),
- some missions make certain units scoring , fast attack units or even vehicles ("big guns never rest" but turn them into 1 "win-point" when killed/destroyed
- three secondary objectives : kill the warlord , first blood, breakthrough (invading the enemies deployment zone), each is worth 1 "win-point"
- rulebook section with scenarios to inspire the players to develop their own campains and missions

allies :
- appearantly needed is 1 hq + 1 stan.

Psi :
- the chart tells us if you can take the rulebooks psi-abilities or only the ones from your codex

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North Texas

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

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


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


 
   
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Boston-area [Watertown] Massachusetts

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

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

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

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Leeds, UK

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

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

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

   
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UK

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

This message was edited 1 time. Last update was at 2012/06/20 21:46:10


 
   
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DFW area Texas - Rarely

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

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

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

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

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- cybots have 3 hull points like battle tanks

I assume cybots are Dreadnoughts.

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

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

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

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

flyers :
- always come in as reserves

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

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

This message was edited 1 time. Last update was at 2012/06/20 21:51:21


 
   
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Silver Spring, MD

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

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Hellacious Havoc




North Texas

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

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


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


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

I assume cybots are Dreadnoughts.

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

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

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

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

flyers :
- always come in as reserves

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

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


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

This message was edited 1 time. Last update was at 2012/06/20 21:54:14



 
   
Made in gb
Towering Hierophant Bio-Titan






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

In other news, has anyone seen any recent details on changes to Instant Death? This has been the subject of many previous rumours, and my 'nids will cry if this edition still doesn't let them beat grey knights.
   
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Therion wrote: It's quite easy to end up with a psyker that's almost useless since some of the spells in those lores are bound to be garbage.


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

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

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North Texas

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

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


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


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

Going to be fun having no psychic powers and no psychic defense in this edition.
   
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Towering Hierophant Bio-Titan






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

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


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


I'm asking if anyone has seen any changes to ID from the myriad of different rumour threads this week. It's very possible I missed something skipping through 40+ pages of random notes!
   
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Cypher's Sword wrote:
the one reason I haven't started playing fantasy is because of the magic, I need to hit those enemies with a fireball because their weak against fire, so I roll and I get a fire buff for one of my units......terrific.


Signature spell - fireball.

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

This message was edited 1 time. Last update was at 2012/06/20 22:10:59


Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
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England: Newcastle

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


edit

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

This message was edited 1 time. Last update was at 2012/06/20 22:17:42



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

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


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


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

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

Unnessesarily extravegant word of the week award goes to jcress410 for this:

jcress wrote:Seem super off topic to complain about epistemology on a thread about tactics.
 
   
 
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