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Bounding Ultramarine Assault Trooper





Mahtamori wrote:
The Dwarf Wolf wrote:Hm, chaos marines, the guys who are supposed to follow chaos gods, including the god of the secrets, lord of fate, master of change... dont have divination? Ok, GW dont love tzentch...

Tzeentch is lord of change and schemes, not necessarily knowledge. But now that you mention it, the race who invented the psychic powers of "let's burn stuff with our fury" and "lightning rains from the sky" as well as "push EVERYTHING" (the last one from Dawn of War) have neither telekinesis nor pyromancy... and a whole bunch of imperial psychers suddenly got the ability to foresee the future, gee where were their psychers during any number of conflicts where they could've told them about just about anything useful?


Tzeentch is also known as the Architect of Fate, which follows some sort of Divination to "arrange" certain realities to come to fruition. It's very similar to the Eldar Farseers who pick through the skeins of time threads to find an alternative path that allows them and their race to assert their agenda.

Being the Changer of Ways or the Architect of Fate has nothing to do with knowledge but manipulating events/futures to his/its whim.

To me, Divination seems to fit this criteria, allowing Tzeentch to "see" the different realities he can "change".
   
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Sword-Wielding Bloodletter of Khorne






H.B.M.C. wrote:
Luke_Prowler wrote:8th edition does have random charge distances, I remember the discussions about it when it was in the works. Can't say about the others


I'm more asking about the ones prior to 8th. I'm 99.9% certain that 5th-7th didn't have them, and as 2nd Ed 40K was based on 4th Ed, I'd say 4th Ed didn't have 'em as well. I just can't speak for 1st-3rd Ed Fantasy.


If I'm remember correctly, random charge distances were introduces in LotR 'War of the Ring'. I have not played it myself, but many players regard it as one of the better rulesets GW has published so far. The question remains of course if random charge distances will work 40k as well as the do in War of the Ring.
   
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azazel the cat wrote:
Also: Traitor Guard + Demon Princes is the most horrifying idea ever. The mere thought of an IG parking lot with a Khorne-filled surprise inside is nightmare fuel.


Khorne Flakes, a surprise in every box...



All jokes aside though, allies and being able to take fortifications seems a bit over powered, the game will devolve in to broken combinations of armies or games in which people are taking turns to assault the other person's castle.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
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Frightening Flamer of Tzeentch





The new Chaos Codex might let Chaos Sorcerers that have different Marks access to different Lores.
The given table might just be for Undivided and/or a get-you-by list.

Seriously though, given A Thousand Sons, Tzeentch Sorcerers should have access to all lores.

This message was edited 1 time. Last update was at 2012/06/20 09:14:35


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Caboose: Or it's a key all the time, and when you stick it in people, it unlocks their death.  
   
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Fafnir wrote:Furthermore, I'm still incredibly irate about random charge distanceb.


It's not that bad. Terrain is already a factor in half the charges I try, and most my CC units have fleet and depend on run rolls - I have learned to deal with both just fine. You get as close as you can, and oftentimes you can get close enough that even the worst roll can't stop your charge (within 1-2"). The charge roll as rumored is FAR better than charging through terrain is - 2 dice smoothes out the chances of a really bad roll, and the majority of the possible rolls are as good or better than the best possible current charge on open ground. Assuming a base 6" move, a non-fleet CC unit has a possible kill range of up to 18". You can stick to cover in the middle of the board, roll charges until you get a great roll and then whip halfway across the field to gak someone. It's tactically different, but it isn't the end of the world.
   
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Esteemed Veteran Space Marine





Australia

Mahtamori wrote:
The Dwarf Wolf wrote:Hm, chaos marines, the guys who are supposed to follow chaos gods, including the god of the secrets, lord of fate, master of change... dont have divination? Ok, GW dont love tzentch...

Tzeentch is lord of change and schemes, not necessarily knowledge. But now that you mention it, the race who invented the psychic powers of "let's burn stuff with our fury" and "lightning rains from the sky" as well as "push EVERYTHING" (the last one from Dawn of War) have neither telekinesis nor pyromancy... and a whole bunch of imperial psychers suddenly got the ability to foresee the future, gee where were their psychers during any number of conflicts where they could've told them about just about anything useful?



Well he does own a library of almost all knowledge ever......so yeah


Automatically Appended Next Post:
Hollowman wrote:
Fafnir wrote:Furthermore, I'm still incredibly irate about random charge distanceb.


It's not that bad. Terrain is already a factor in half the charges I try, and most my CC units have fleet and depend on run rolls - I have learned to deal with both just fine. You get as close as you can, and oftentimes you can get close enough that even the worst roll can't stop your charge (within 1-2"). The charge roll as rumored is FAR better than charging through terrain is - 2 dice smoothes out the chances of a really bad roll, and the majority of the possible rolls are as good or better than the best possible current charge on open ground. Assuming a base 6" move, a non-fleet CC unit has a possible kill range of up to 18". You can stick to cover in the middle of the board, roll charges until you get a great roll and then whip halfway across the field to gak someone. It's tactically different, but it isn't the end of the world.


But it does hurt and makes planing a bitch. You nearly always have to be planning for failure now

This message was edited 1 time. Last update was at 2012/06/20 09:33:53


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Thanatos_elNyx wrote:The new Chaos Codex might let Chaos Sorcerers that have different Marks access to different Lores.


Wouldn't that be a novel idea.

But it's 6th remember, so chances are Chaos players will need to roll for their powers after deployment. RandomHammer is fun!!!!!

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"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Thanatos_elNyx wrote:The new Chaos Codex might let Chaos Sorcerers that have different Marks access to different Lores.

That's exactly what I was going to say. I could definitely see this happen.

There's a Biomancy power that sounds exactly like a Nurgle power to me...
   
Made in fi
Jervis Johnson






H.B.M.C. wrote:But it's 6th remember, so chances are Chaos players will need to roll for their powers after deployment. RandomHammer is fun!!!!!

Just wait for one of these jokers to come exlaiming that the game is more strategic when you've no accurate idea what your units are capable of. You have to make a contingency for the event that your world destroying Sorcerer Lord is a gibbering monkey for the duration of the battle.

The new psychic powers are probably the next most tragic addition to the game after allies and purchaseable custom castle terrain. It seems they only exist to give Marine and IG players a boost since practically noone else gets anything.

This message was edited 2 times. Last update was at 2012/06/20 10:00:50


 
   
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Surfing the Tervigon Wave...on a baby.

spaceXjam wrote:
16)Tyranids: forever alone


I seriously hope that is not the case.

Genestealer. Cults.

That is all I need to say.

You could happily have IG, Orks or Eldar for those.

It's like they keep wanting to bury the cults. But the limos keep surfacing.


Now only a CSM player. 
   
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London

I quite like the direction of these rules, but then I'm a bit bored anyway and I'm looking forward to learning a whole new set of tactics (and forcing the veteran players to do the same )

Also jump infantry look like they are getting some much needed attention, if the fleet re-rolls and JI rules are true my Hellions can now reliably charge 24-30 inches and are way harder hitting with the free attacks

Allies is weird, every faction has its weaknesses and it seems quite cheap that now you just switch a codex rather than find a way to mitigate that with good playing...

 
   
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Cheexsta wrote:There's a Biomancy power that sounds exactly like a Nurgle power to me...


Biomancy is the control of bio-electrical energy and cell manipulation. It'd be used for things like creating lightning, changing your appearance, healing and boiling the blood of others.

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Blood Angels, masters of the Flamethrower Tank, don't get Pyromancy? HMMMMMMM.

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H.B.M.C. wrote:Chaos players will need to roll for their powers after deployment


Maybe even their Marks

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
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Jervis Johnson






Maybe even their Marks

I refer you to the Games Workshop final solution for ultimate balance where every player has to random roll their army book, units and weapon options before the battle. If you don't own the models you rolled your roll is wasted.

This message was edited 1 time. Last update was at 2012/06/20 10:04:55


 
   
Made in ie
Frightening Flamer of Tzeentch





spaceXjam wrote:Others
13)Necrons: cannot ally


While that would have made sense for Oldcrons, Newcrons are the friendliest Xenos ever, so they could probably be able to ally with everyone. :p

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Church: So it is a sword, It just happens to function like a key in very specific situations.
Caboose: Or it's a key all the time, and when you stick it in people, it unlocks their death.  
   
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staffordshire england

Why do I get this feeling of dread



Its hard to be awesome, when your playing with little plastic men.
Welcome to Fantasy 40k

If you think your important, in the great scheme of things. Do the water test.

Put your hands in a bucket of warm water,
then pull them out fast. The size of the hole shows how important you are.
I think we should roll some dice, to see if we should roll some dice, To decide if all this dice rolling is good for the game.
 
   
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Vampirate of Sartosa wrote:Blood Angels, masters of the Flamethrower Tank, don't get Pyromancy? HMMMMMMM.

Not sure why you would think Blood Angels would be pyromancy based off a simple vehicle modification.
If anything, that distinction should go to the Salamanders and maybe others including the Fire Hawks, etc..

Blood Angels should have Divination as it was their primarch's main power.
   
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................... you'll be random rolling at the end of the game anyway who won because in 40K moral victories are what count. 1-2 player A won, 3-4 player B won, 5 draw, 6 Jervis Johnson won.

Your kidding right? Everyone knows that GW wins od a 1+!




 
   
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Fixture of Dakka






Lincolnshire, UK

Yay. Hyperbole all-round!



Personally, I am cautiously optimistic about some of these changes (minus the random charge) and may well stay with 40K going by these rumours...

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"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now."
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AethyrKnight wrote:I haven't seen this here yet, but apparently its a scan of the psychic powers chart for 6th edition. Seems legit, and matches the powers in the DH rp etc:


Translation:

Codex: Blood Angels

The Blood Angels bibliothecaries may use the magic lores in the 40k rulebook instead of their own. If they choose to do so they generate 2 powers from their lores before battle.

Matt says: Blood Angels benefit a lot from biomancy, they have a couple spells to improve CC (Iron Hand and "something" speed) and they also have some nifty psykic firepower (Hemorrhage and Overlife)

Codex: Chaos Space Marines

All the chaos space marines with access to psykic powers may choose to use a power from their lore instead of their normal powers, they get 1 lore power for each power they bought, they may choose to roll on different lores. Tyfus get's 2, Ahriman 3.

Matt says: It's better for chaos space marines to focus on psykic fire power or in psychological war.




5.000 2.000

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Never Forgive, Never Forget
 
   
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St. Louis, MO

From Warseer


Originally Posted by paultwilson


Overwatch is basically a stand and shoot reaction to charging at BS1, there's a psychic power called foreboding which gives overwatch at full BS and counter attack.

The highest LD HQ is the Warlord and gets to roll on a Warlord Trait table, before the game you roll on one of 3 tables - Command, Personal or Strategic Traits, 2 examples are Inspiring Presence; Units within 12" use the Warlords LD. Another is Immovable Object allowing the Warlord to capture objectives solo.

Flying Monstrous creatures can swoop 24" and perform a Vector Strike which is D3+1 hits at it's strength on a unit it flies over (in the example it says D3+2 I don't know if that's specific to Daemon princes as used in the boxed example or an error)

The Fortifications have special rules too, the Bastion in the Bat rep had a quad gun which has the Interceptor rule which allows it to shoot at a unit as it arrives from reserve and the Skyfire rule which allows it to shoot flyers at normal BS rather than BS1.

Monstrous creatures get the Smash ability which allows them to halve their attacks but strike at double strength.

Bastions have AV14 all round and have a heavy bolter on each facing, they're automated and target the nearest enemy unit, can have a comms relay or a heavy weapon on the battlement.

Tank traps are impassable terrain to all non skimmer vehicles, bikes can attempt to pass on a successful difficult terrain test, models behind it can get a 4+ cover save.

Aegis defence lines are a 4+cover save but models behind it get +2 to cover save if they go to ground behind it.

Mysterious forests are 5+ cover save, as soon as you enter you roll on the table to see what happens.

Ruins are difficult terrain and a 4+ cover save.

Wild undergrowth is a 5+ cover save and difficult terrain.

Imperial Statuary is all imperial models within 2" of the terrain piece are fearless.

Fuel Reserves 5+ cover save, each successful cover save roll a D6, on a 1 a barrel explodes doing a strength 3 hit on any models nearby.

Impact craters are a 5+ cover save if the unit is within it's boundaries.

Psykers can mix and match the new Psychic Disciplines, using the ones in their codex or by using the ones in the new rulebook, the example given is if space marine army had 2 librarians one could take codex powers and the other could take rulebook powers.

Originally Posted by paultwilson
It says fly over the unit so I'd guess that would mean that the model would go past the unit, kinda like the DE vane blades thing.

Monstrous creatures are AP2, haven't been able to gleam anything else.

I think that's the case, only choose between book or codex for each psyker, but I could be wrong, WD doesn't give a lot away.

From reading it basically says that there's an extra bit to the FOC allies and Fortifications, doesn't say how many slots only that (Jervis Johnson) "We expanded the Force Organisation Chart.." to allow players to use "two rival factions -engaging a mutual foe in battle"

Doesn't mention turn order as far as I can see but Assault is 2D6" fleet gets to reroll.

Afraid I can't really see anything, GW keeping tight lipped until next week I think!

Do have some more snippets from random boxes and stuff...

HQ's can challenge in single combat,

Jump packs get to re-roll charge rolls, Jet packs get to "scoot" up to 2D6" away in the assault phase,

Rage is +2 attacks on the charge

Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,

Land Speeders get Jink for a +5 cover save or 4+ if flat out,

There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix,

Snipers can select targets if they roll a 6 to hit,

Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch (needing 6's to hit at BS1) nicely (any sixes to hit are 2 hits),

Some Psychic powers marked as number 6 on what I would assume is a random table (looking at a picture of the cards all fanned out, can only see the top card)

Discipline of Biomancy - Haemorrage, warp charge 1, range 12". Haemorrage is a Focused witchfire power with a range of 12". The Target must pass a toughness test or suffer a wound with no armour saves or cover saves allowed. If the target is slain randomly select another model (friend or foe) within 2" of him. That model must pass a toughness test or suffer a wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.

Discipline of Divination - Scrier's Gaze, Warp charge 1. Scrier's Gaze is a Blessing that targets the Psyker. Whilst the power is in effect, you can roll 3 dice and choose the result you want when rolling for reserves, outflank or mysterious terrain.

Discipline of Pyromancy - Molten Beam, warp charge 2, range 12". Molten beam is a Beam with the following profile - S8 AP1 Assault, melta

Discipline of Telekinesis - Vortex of Doom, warp charge 2, range 12". Vortex of doom is a Witchfire power with the following profile - S10 AP1, Heavy1, Blast* *If the psychic test is failed centre the template on the psyker, it does not scatter.

Discipline of Telepathy - Hallucination, warp charge 2, range 24". Hallucination is a Malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit)
d6 1-2 - Unit is pinned, unless it automatically passes pinning tests or is locked in close combat, in which case there is no effect.
3-4 - The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect.
5-6 - Every Model in the unit immediately inflicts a single hit on it's own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of the most powerful close combat weapons (if they have any)

Right, I'm going to bed now, I got back up to post this after checking my phone for updates on here!!

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Surrender to the machine incarnate. Surrender and die.
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Versteckt in den Schatten deines Geistes.

"Hemorrhage "

I bet that'll be 'Blood Boil' in the English rules.

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Secret Squirrel






Leerstetten, Germany

jgehunter wrote:
AethyrKnight wrote:
Spoiler:
I haven't seen this here yet, but apparently its a scan of the psychic powers chart for 6th edition. Seems legit, and matches the powers in the DH rp etc:


Translation:

Codex: Blood Angels

The Blood Angels bibliothecaries may use the magic lores in the 40k rulebook instead of their own. If they choose to do so they generate 2 powers from their lores before battle.

Matt says: Blood Angels benefit a lot from biomancy, they have a couple spells to improve CC (Iron Hand and "something" speed) and they also have some nifty psykic firepower (Hemorrhage and Overlife)...


So possible confirmation for Matt Ward as author?
   
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London, UK

http://imgur.com/a/P1ePF


worth having a look

http://kck.st/1G8pjrE

www.facebook.com/wartorngames 
   
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Frenzied Berserker Terminator






H.B.M.C. wrote:"Hemorrhage "

I bet that'll be 'Blood Boil' in the English rules.

That's the one I was referring to that sounds like a Nurgle-style power. Don't know about the other Biomancy powers, but IMHO that one would fit right in...
   
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Decrepit Dakkanaut





Necrons not being able to ally with BA?

Time for FAQ.

   
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Jovial Plaguebearer of Nurgle





UK

warboss wrote:
McNinja wrote:Everything can wound anything on a six? So Fire Warriors could wound a C'tan? Ha.

No.

Sorry, but I don't think that a piddly 2x4 rifle should be able to even slightly scratch the Necrodermis of the C'tan.


Um... I hate to break it to you but Fire Warriors have ALWAYS been able to wound a C'tan. The rule of always wounding on a 6 doesn't change anything for firewarriors unless T9+ units come out.


Now, now, don;t let rules and logic come into play here.

WE are all doomed, this edition ruins everything *TABLEFLIP*

I for one welcome allies, I've got lots of models from tons of armies, a lot custom converted, this will allow me to use them in something other than count-as necromunda gangs etc.

Jovial Nurglite

My Blog 
   
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Longtime Dakkanaut




Macclesfield, UK

ShumaGorath wrote:
Scottywan82 wrote:And you all keep avoiding the idea that random IS risk. Investing is risky because the market is volatile. War is risky because battles are not always predictable. Randomness is almost synonymous with risk.


risk   [risk] Show IPA
noun
1.
exposure to the chance of injury or loss; a hazard or dangerous chance: It's not worth the risk.
2.
Insurance .
a.
the hazard or chance of loss.


Why did I have to post this a second time? Risk is "exposure to chance". Risk is not chance. There is no risk reward scenario without the opt in or opt out of chance. How can you not understand what is fundamental to the basic definition of the term that you keep constructing arguments around...? Stop that.


For crying out loud. As someone who has studied this very topic and uses it to a degree in my work life. Let me explain to both of you what risks are.

A risk is the possibility of something happening, this is usually used in a negative sense. For instance you run the risk of being hit by a train if you cross the train tracks. The term Risk Management is used to try to quantify the liklihood that these events could take place and then mitigate when possible. The word risk does include an event which has a chance of happening.

On the other hand, a hazard is the word that is used to describe the negative event that actually happens. So when you say that "risk is not a chance", well you're not exactly correct. For instance in the above example the hazard of crossing the train tracks is being hit by a train.

Now there are ways of dealing with risks & hazards i.e. remove the hazard where possible, reduce the risk of the hazard happening.

A quick check on google and you can find sources that say this.

http://www.ccohs.ca/oshanswers/hsprograms/hazard_risk.html

http://www.agius.com/hew/resource/hazard.htm

agius.com wrote: Hazard is the potential to cause harm; risk on the other hand is the likelihood of harm (in defined circumstances, and usually qualified by some statement of the severity of the harm).


Now please stop arguing over this.

   
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Huge Hierodule





Louisiana

Not this again....

Drop it, fellas! 40K is a game using DICE. Quit bringing up Risk unless you're talking about the awesome board game (that also uses dice.)

Been out of the game for awhile, trying to find time to get back into it. 
   
 
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