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Made in us
Haemonculi Flesh Apprentice






Man, being able to take multiple detachments is incredibly stupid.... I was just messing with builds from some of my books, and its so easy to make lists that are unfun for your opponent. Here is a tame list ( still idiotic) from one book.

CSM:

Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
4 Nurgle Spawn
4 Nurgle spawn
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
1848

Basically put 2 lords and 2 sorcerers in each unit of spawn and fish for invisibility while the cultists are in reserve. Each unit has 6 rolls to fish for invisibilty and the army generates at least 13 power dice, way more then enough to get that spell off on each big unit.

This took me 10 minutes and isn't even that nasty when you consider what else can be done to improve it. (like dropping a pair of claws for melta bombs on every character) How will playing lists like this be remotely fun. Pretty sure this just opened deathstar 40k up to every single codex out their. Heck even nids can spam primes into a one massive unit. And these are the "bad" armies!

This message was edited 2 times. Last update was at 2014/05/23 01:44:24


   
Made in us
Huge Hierodule





Louisiana

 Red Corsair wrote:
Man, being able to take multiple detachments is incredibly stupid.... I was just messing with builds from some of my books, and its so easy to make lists that are unfun for your opponent. Here is a tame list ( still idiotic) from one book.

CSM:

Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
4 Nurgle Spawn
4 Nurgle spawn
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
1848

Basically put 2 lords and 2 sorcerers in each unit of spawn and fish for invisibility while the cultists are in reserve. Each unit has 6 rolls to fish for invisibilty and the army generates at least 13 power dice, way more then enough to get that spell off on each big unit.

This took me 10 minutes and isn't even that nasty when you consider what else can be done to improve it. (like dropping a pair of claws for melta bombs on every character) How will playing lists like this be remotely fun. Pretty sure this just opened deathstar 40k up to every single codex out their. Heck even nids can spam primes into a one massive unit. And these are the "bad" armies!


Let them. Players will play what is fun and wins, not some Boring spamfest

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Red Corsair wrote:
Man, being able to take multiple detachments is incredibly stupid.... I was just messing with builds from some of my books, and its so easy to make lists that are unfun for your opponent. Here is a tame list ( still idiotic) from one book.

CSM:

Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
4 Nurgle Spawn
4 Nurgle spawn
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
1848

Basically put 2 lords and 2 sorcerers in each unit of spawn and fish for invisibility while the cultists are in reserve. Each unit has 6 rolls to fish for invisibilty and the army generates at least 13 power dice, way more then enough to get that spell off on each big unit.

This took me 10 minutes and isn't even that nasty when you consider what else can be done to improve it. (like dropping a pair of claws for melta bombs on every character) How will playing lists like this be remotely fun. Pretty sure this just opened deathstar 40k up to every single codex out their. Heck even nids can spam primes into a one massive unit. And these are the "bad" armies!

Being able to break the game is nothing new, and really I don't see anyone getting a list like that past their opponents. No one will care how legal your list if it comes of as you being a prick afterall.
   
Made in us
Storm Trooper with Maglight






Georgia

 GrimDork wrote:


I wonder if it's worth getting the digital version over the book
based on the $25 difference alone? I've got a fair sized tablet... say, in which format are the non-itunes e-versions of GW's books? Do I have to go through any crap to use it on both a tablet and a PC?


I use Calibre (a e-book reading program that is free http://calibre-ebook.com/. You get that and download the rulebook and just import it to calibre like you would a song in itunes and now you can look at it on your pc and print what ever you like. You shouldn't need anything other than the e-book to read it on your tablet.

This message was edited 1 time. Last update was at 2014/05/23 01:55:03


My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in us
Quick-fingered Warlord Moderatus





TFG will always be TFG regardless of the rules.

And I'm dissapointed at the lack of GK stuff on ebay, apparently no one making a run to quit played them.

3000
4000 
   
Made in au
Dakka Veteran





 Red Corsair wrote:
Man, being able to take multiple detachments is incredibly stupid.... I was just messing with builds from some of my books, and its so easy to make lists that are unfun for your opponent. Here is a tame list ( still idiotic) from one book.

CSM:

Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
4 Nurgle Spawn
4 Nurgle spawn
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
1848

Basically put 2 lords and 2 sorcerers in each unit of spawn and fish for invisibility while the cultists are in reserve. Each unit has 6 rolls to fish for invisibility and the army generates at least 13 power dice, way more then enough to get that spell off on each big unit.

This took me 10 minutes and isn't even that nasty when you consider what else can be done to improve it. (like dropping a pair of claws for melta bombs on every character) How will playing lists like this be remotely fun. Pretty sure this just opened deathstar 40k up to every single codex out their. Heck even nids can spam primes into a one massive unit. And these are the "bad" armies!


Things like this seam allot worse on paper than in reality. I think people will also be surprised at how many perils tests the psykers will get now there is a much higher chance. Even if I can't dispel and your psykers never peril I will still just MSU spam and win on objectives, you only have two decent unit's the rest of them fall to a stiff breeze.

Your nids example player is also just going to tar pit you with 30 gaunts.

This message was edited 2 times. Last update was at 2014/05/23 02:11:28


 
   
Made in us
Near Golden Daemon Caliber






Illinois

Thanks portugus, actually already have that (barely used it) so sounds like I'd be good.

 
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 WrentheFaceless wrote:
TFG will always be TFG regardless of the rules.

And I'm dissapointed at the lack of GK stuff on ebay, apparently no one making a run to quit played them.

Of course not, they want those tasty, tasty warp tokens.
   
Made in us
Wraith






 WrentheFaceless wrote:
TFG will always be TFG regardless of the rules.

And I'm dissapointed at the lack of GK stuff on ebay, apparently no one making a run to quit played them.


That's why it's imperative the rules hinder the damage of said TFGs.

So said every other game company in the world of tabletop gaming, RPGs, video games, board games, etc. Just not GW. They say play with everything but an implied "Oh, not those things. We never intended that!"

Any more good leaks lately?

Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Storm Trooper with Maglight






Georgia

 GrimDork wrote:
Thanks portugus, actually already have that (barely used it) so sounds like I'd be good.


Welcome. Haha yeah same here, I printed it out and haven't used the PC version since.


cheesy list


Just be an old sport and let the other player know you are bringing a cheesy spam list. So he can either make an equally cheesy list or find someone else to play. I wouldn't care so much if you told me before hand but if you spring it on me as I'm laying out a fluffy list on the table, that is one less person you'll be playing against in the future.

This message was edited 1 time. Last update was at 2014/05/23 02:25:40


My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in ca
Bounding Ultramarine Assault Trooper




Montreal, Quebec

 portugus wrote:
 GrimDork wrote:
Thanks portugus, actually already have that (barely used it) so sounds like I'd be good.


Welcome. Haha yeah same here, I printed it out and haven't used the PC version since.


cheesy list


Just be an old sport and let the other player know you are bringing a cheesy spam list. So he can either make an equally cheesy list or find someone else to play. I wouldn't care so much if you told me before hand but if you spring it on me as I'm laying out a fluffy list on the table, that is one less person you'll be playing against in the future.


Exactly what i proposed to do to my group. Before we meet we will say if we bring a fluffy list, a classic single foc list or a cheesy/spamy/all hell lists.

* I have to say that NewGW impresses me a lot... 
   
Made in us
Haemonculi Flesh Apprentice






 ClockworkZion wrote:
 Red Corsair wrote:
Man, being able to take multiple detachments is incredibly stupid.... I was just messing with builds from some of my books, and its so easy to make lists that are unfun for your opponent. Here is a tame list ( still idiotic) from one book.

CSM:

Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Chaos Lord- MoN, Bike, Sigil, Lightning C. P fist
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
Sorcerer- Level 3, Jump pack
4 Nurgle Spawn
4 Nurgle spawn
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
10 Cultists
1848

Basically put 2 lords and 2 sorcerers in each unit of spawn and fish for invisibility while the cultists are in reserve. Each unit has 6 rolls to fish for invisibilty and the army generates at least 13 power dice, way more then enough to get that spell off on each big unit.

This took me 10 minutes and isn't even that nasty when you consider what else can be done to improve it. (like dropping a pair of claws for melta bombs on every character) How will playing lists like this be remotely fun. Pretty sure this just opened deathstar 40k up to every single codex out their. Heck even nids can spam primes into a one massive unit. And these are the "bad" armies!

Being able to break the game is nothing new, and really I don't see anyone getting a list like that past their opponents. No one will care how legal your list if it comes of as you being a prick afterall.


Say what? Your posts are making less sense by the minute. That list is legal, same as any stupid cron air spam was when 6th first hit. Good luck telling people they can bring multiple detachments but only if they aren't "pricks" by your standards.


Automatically Appended Next Post:
 TheKbob wrote:
 WrentheFaceless wrote:
TFG will always be TFG regardless of the rules.

And I'm dissapointed at the lack of GK stuff on ebay, apparently no one making a run to quit played them.


That's why it's imperative the rules hinder the damage of said TFGs.

So said every other game company in the world of tabletop gaming, RPGs, video games, board games, etc. Just not GW. They say play with everything but an implied "Oh, not those things. We never intended that!"

Any more good leaks lately?


Exactly! I hate when people act like game damaging rules design is on the players that abuse the holes. Seriously, it took all but 10 seconds looking at the new invisibility and combined arms detachment rules for most sane gamers to see the holes. How this gak gets past design is boggling.

This message was edited 2 times. Last update was at 2014/05/23 02:59:10


   
Made in au
Trustworthy Shas'vre






bodazoka wrote:
Things like this seam allot worse on paper than in reality. I think people will also be surprised at how many perils tests the psykers will get now there is a much higher chance. Even if I can't dispel and your psykers never peril I will still just MSU spam and win on objectives, you only have two decent unit's the rest of them fall to a stiff breeze.

Your nids example player is also just going to tar pit you with 30 gaunts.

We're just getting started on silly lists. Give 3 months of tournaments where people build 'battleforged' armies and I think we'll find some very odd/powerful lists emerge which combine cheap HQ's with powerful elites, heavy support or troops.
Bringing up MSU spam is an interesting point. Did you consider that double/triple/quintuple FOC's are an effective way to MSU? Just getting around annoying things like squadron rules / unit sizes: why take a squadron of 3 Leman Russ tanks when you can take 3 squadrons of 1? 5 piranhas in 1 squadron becomes 5 individual piranhas, a much more challenging prospect to kill. Why take 2 units of 3 broadsides when you can take 6 individual ones?

Invisibility is going to be massive, go-to, purple-sun of 40k. 'Invisistars' will be one of the new power lists. It doesn't take that many dice to cast (6 to cast reliably, eg 1 ML psyker should be able to do it), but denying it will be very unlikely. Invisible Beast-star, invisible draigo-wing or invisible Imperial Knights.

As with any 40k list, its easy in a vacuum to say 'oh I could totally take that down with my X (MSU/Melta/Lance/Pskyer) spam army. But would you actually be fielding that X spam army yourself in a tournament?
At tournaments today, people are fielding the seer/beast/ovesa-stars and winning. These people aren't 'rare'/ You can bet that those same people will be showing up with whatever power-list emerges in the next few weeks. And unfortunately if you want to play a semi-competitive tournament, you simply don't have the option to choose not to play a person.

   
Made in us
Gargantuan Gargant





New Bedford, MA USA

 tetrisphreak wrote:

Let them. Players will play what is fun and wins, not some Boring spamfest


The players in my FLGS would dissapoint you.

Leading factor in why I don't play at the FLGS often.

   
Made in us
Archmagos Veneratus Extremis




On the Internet

 Red Corsair wrote:
Say what? Your posts are making less sense by the minute. That list is legal, same as any stupid cron air spam was when 6th first hit. Good luck telling people they can bring multiple detachments but only if they aren't "pricks" by your standards.

Then try reading them in English.

The issue isn't how legal the list is, it's if you're opponent will want to play that list. How many people didn't get games with CronAir, or any kind of abuse of Riptides again? Last I heard the answer was "a lot".
   
Made in us
Huge Hierodule





Louisiana

 adamsouza wrote:
 tetrisphreak wrote:

Let them. Players will play what is fun and wins, not some Boring spamfest


The players in my FLGS would dissapoint you.

Leading factor in why I don't play at the FLGS often.


I feel sad for you. That really bites.

I know tournaments will adopt a set format and comp the game.
I just also know those same types of players will cheese out no matter what system. Hamstringing the non-cheese players with restrictions further hampers their chances of beating TFGs in games.

This message was edited 1 time. Last update was at 2014/05/23 03:13:08


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






Trasvi wrote:
invisible draigo-wing


Consider this done. Except my Dayglow Wing is just too blinding to look at, thus you can only snapfire at it.

Narrative Forged™.

This message was edited 1 time. Last update was at 2014/05/23 03:12:25


Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





the thing is, most people don't play these extreme lists that they post because they lack the models to do so. Often it's just a case of what can be done. Those guys that play the lists that make you cringe often would make you cringe with whatever they played. Not because the list they play is bad, just that they are TFG and will always be a ass to play. So does it really matter?
   
Made in us
Longtime Dakkanaut




Indiana

 WrentheFaceless wrote:
TFG will always be TFG regardless of the rules.

And I'm dissapointed at the lack of GK stuff on ebay, apparently no one making a run to quit played them.


Your telling me, I play DKOK(been out of stock so their prices are ridiculously high now), FW Nurgle marines, and space marines. Sure there are plenty of space marines but rarely do they go for a significant bargain. Even then with all the new FW releases I just look at them and say "Nope I need me some FW instead" Reached the quality over quantity point in my life.

This message was edited 1 time. Last update was at 2014/05/23 03:28:41


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
Made in us
Storm Trooper with Maglight






Georgia

I don't think it matters, it would be like being worried because Bob can bring his chainsaw to work. Will he? No, very few people bring chainsaws to work. And the ones that do you should be able to spot by the plaid or blood they are wearing.

My IG WIP log

40k is as exciting as riding a pony, which doesn't sound very exciting.......

But the pony is 300 feet tall and covered in CHAINSAWS! 
   
Made in us
Wraith






 portugus wrote:
I don't think it matters, it would be like being worried because Bob can bring his chainsaw to work. Will he? No, very few people bring chainsaws to work. And the ones that do you should be able to spot by the plaid or blood they are wearing.


It's against the rules to bring a chainsaw where I work.

And bad analogies are bad.

Games are about rules. Good rules make for a good game. Let's move past these basic facts 'o life. Please, someone dispense some more goodness.

Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Quick-fingered Warlord Moderatus





 TheKbob wrote:
 WrentheFaceless wrote:
TFG will always be TFG regardless of the rules.

And I'm dissapointed at the lack of GK stuff on ebay, apparently no one making a run to quit played them.


That's why it's imperative the rules hinder the damage of said TFGs.

So said every other game company in the world of tabletop gaming, RPGs, video games, board games, etc. Just not GW. They say play with everything but an implied "Oh, not those things. We never intended that!"

Any more good leaks lately?


Leaks are probably done for now, the book is out tomorrow.

I know my FLGS has a stack of them waiting for pickup

3000
4000 
   
Made in us
Rogue Grot Kannon Gunna





 portugus wrote:
I don't think it matters, it would be like being worried because Bob can bring his chainsaw to work. Will he? No, very few people bring chainsaws to work. And the ones that do you should be able to spot by the plaid or blood they are wearing.


I guess you don't work outdoors or in a physical profession. I also guess you don't play in an area where the meta has been completely taken over by hard core tournament types.

If one of my coworkers brought his chainsaw to work or even a rifle, no one would care. Neither thing would be the most dangerous tool available.

The same with these cracked out builds.

Edit: Actually people would care if the chainsaw or rifle made an appearance, everyone would want to check them out, give them a heft, check the action, etc. but no one would be concerned.

This message was edited 1 time. Last update was at 2014/05/23 03:58:37


Meks is da best! Dey makes go fasta and mo dakka!  
   
Made in us
Archmagos Veneratus Extremis




On the Internet

 TheKbob wrote:
Please, someone dispense some more goodness.


Here's everything I've gathered up so far as summary (some duplicate info ahead, sorry):

From /tg/:
Spoiler:
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 Natfka:
Spoiler:
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.

via an anonymous source on Faeit 212
No more Double Force Org at 2k points.
When making a Battle Froged army, you can have as many force orgs as you want. So at 1k points, if you want 3 ICs, you'd just need 6 troops (divided evenly) to still count as "bound" in order to maintain your Objective Secured rule, etc.

Being able to ally with yourself is just an extension of this, because it lets you alternatively take a 3rd HQ, needing only 1 troop for his allied detachment.

This is relevant, why?

Many new things will specify "This model's detachment" in the near future. Unbound armies do not have detachments, even though they are one entity. So some wargear, or special rules won't work in unbound, rewarding use of the forge organization chart as a bonus, more so than a punishment to unbound (I'm sure some people will just see this as a negative, and not the positive as is the nature of the internet).

Most Warlord traits won't specify detachment, and will still apply globally to the army (or based on range, etc as it is now).

This is also a subtle way to affect formations, which count as their own detachment outside of the Force Organization chart. While an army may remain "bound" despite exceeding certain limits via an additional Formation, the Formation represents and operates as a self contained entity.

This will also limit ally shenanigans somewhat as allies are their own detachment.

Essentially: A bound army can have any number of detachments now, one must be listed as primary (from which your Warlord is drawn, so no taking multiple detachments and picking a Warlord based on scenario or opponent). Detachments must still follow the Force Organization chart, be they a normal army or allied detachment, or must be formations.

Unbound armies throw this out, and you just have all your models in one big mishmash, don't count as a detachment for rules that specify "this detachment" and just pick a warlord out of all the possible HQs. This freedom comes at the cost of objective secured and the rerolled warlord trait, and potentially other things down the line specific to codexes.

A hint as to what that very last line means? Imagine your HQ getting bonuses if the compulsory troops chosen for his detachment are a specific unit, or elites allowed to be taken as compulsory troops only in their detachment.

via an anonymous source on Faeit 212
This was unexpected, take a look at these.

Shrine of Aquila
Terrain Type: Ruins
the ruins are difficult terrain and all models inside receive a 4+ cover save regardless if they are 25% obscured.

Rules: Armies of the Imperium can re-roll failed morale checks if any models in their unit are inside the ruin. Any others get Hatred (armies of the imperium)

Manufactorum
Terrain Type: Ruins
the ruins are difficult terrain and all models inside receive a 4+ cover save regardless if they are 25% obscured.

Rules: Models in the Manufactorum that are firing weapons that have the "gets hot" rule, can re-roll failed saves from wounds inflicted with the Gets Hot rule.


From MarkyMark here on Dakka:
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?
Something chew just asked, it is indeed correct IC's cannot join units that contain MCs or vehicles....
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
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

RE: Changes to Jump Infantry: No its one or the other (move or assault), no jink

no unit can attempt to manifest the same power more then once per phase. So no having say screamer council or seer council spam the same power to draw your DTW dice out.

Nothing capping re rollable saves.

Checked again and the powers you have access to are in the dex's, no mention in the book of who has access to what bar the malefic and santic tables,

Vector strikes and smash as per the rumours, one vector only on ground targets, ap2 no cover at str. Smash is always ap2 but if you smash dbl str and re roll armour pen


Ally rules are pretty much the same,come the apoc cannot deploy with 12 but then treated as DA's after.one eye open rule still in there

[RE: # of dice you can use to manifest a psychic power]: No limit on how many dice.

Do glances still cause automatic HP loss?

Yes.

You now deduct all HP's lost then roll on the damage table, this sounds like you can glance a vehicle to death before you roll on the table.

Soul blaze is awesome in 6th, killing off those last few kroot or pinging more wounds on guard is worth it., it is still the same for 7th

Only scout cannot charge game turn 1, inflitrate cannot charge their first turn, couldnt see any other restrictions.

Any ability to charge out of a stationary transport vehicle?

Only if it is assault vehicle

[RE: Vector Strikes]I answered that, only one vector strike on ground targets, otherwise d3

Yes you can peril and die and power still works (unless it targets psyker) you can peril and fail to cast the power.

Ok, so the banshees in raider, if its a DT you cannot deploy in there, the restriction that only units that bought the DT can deploy in there is still there. But yes BB's can embark on allied transports.

Hollismason. No if you peril you resolve the perils stright away, the sequence is this.
Select psyker and power
Delcare target
Take pyshic test (this is where you can peril)
Deny the witch
Resolve power.

So if you peril and die you wont get the chance to resolve the power.

Here is the quote from page 24 for the pyshic powers

No unit can attempt to manifest the same psyhic power more then once per phase
&
Under pysker and psychic power (in the sequence table)
..... select a psyhic power known to the selected unit that the unit has not already attempted to manifest in this psychic phase.

Also, conjured units are scoring unless otherwise noted.

Skilled rider and hit and run are the same. (skilled rider still adds +1 to jink save only).

Ok, think this will cover the conjured units and allies: The allies matrix shows the levels of alliance between units that have different factions in the same army.

No cannot assault from outflank and can only assault if its a assault vehicle (already answered).

Reading it again, it does look like you can reserve as much as you like. There is now a distincation between rolling for reserves and moving them on. You roll for reserves start of turn then you must move your reserves on first.

Did any of the special rules change?
Too many to go through dude. Yes some have changed (the rumoured ones vector jink etc).

DT can infilitrate I think i said, but only if the unit inside has infiltrate.

Yes jink is 4+.

It looks like he can start in reserve in a non DT

Fnp is 5+
detachments have been answered, can take as many as look as you meet the miniumum requirements (1 hq 2 troops)

Smash has been answered, 1 attack dbl str re roll to pen.

DT's in troop selection has been answered

Shrouded is +2 to cover save still

The mastery (getting sig for free) is for every psyker

Yes you can still default to primiars

Are you able to use a Consolidation move to move into base contact with an enemy?
No

A glance takes off a HP, does a Pen take off 2 HP?
1HP

NF [Night Fight] gives everyone stealth, no mention of ranges so thats a big change.

Barrage is the same except all wounds from mutliple barrage comes from the first shot only.

Wound allocation from shooting has changed as per the rumours

Jink, you have to declare before rolls to hit are made, you can still assault after but can only snap shot

IF using allies, they CANNOT have the same faction as those in your primary detachment, so no ally with yourself by the looks.

models in ruins are 4+ if you can see them fully or not, still 4+
area terrain is basically diffcult terrain still, but you have to be 25% obsurced to get a 5+ cover save


then you get to use the rules for it from battlefield terrain section, you get a 5+ for standing in it LOL
but it does say composition, Citadel wood....

There is no area terrain so no bonus for going to ground in what was once area terrain

basically GTG is flat +1 always.

You will have to agree with your opponent if the base counts as the ruin or not.. If you are in a ruin say 2nd floor but not 25% cover you still get the ruin cover save.

Also not sure if its been mentioned above, but theres no fortifications in there, no bastion skyshield etc. It does say there are other publications etc which leads me to believe that is how they plan to keep stronghold assault from having no sales at all.

Setting up the game:
Mission
deployment
terrain (or Citadel terrain as the BRB calls it)
Netural Forts
Objectives
Sides
First deployment, forts are now deployed as any other model in your army
Sieze


From Warseer:
Spoiler:
Terrain has seen some tweaking. There is no Area Terrain, for instance. Each kind of purchasable terrain kit that GW sells has its own unique rules. Moonscape craters, for instance, provide only a 6+ cover, and are -not- difficult ground! In general, -moving- through difficult terrain is entirely unchanged. Assaulting through it takes 2 off your highest roll, but is otherwise the same. The generic Mysterious Terrain table is a thing of the past, but future Terrain kits may be released that have the Mysterious Terrain rule attached them... in such instances, they will have their own unique tables. The Crashed Aquila Lander kit, for instance, has a table unique to it.

Cover, by and large, is unchanged. Focus Fire, as a rule, is no more; and cover saves are granted on a model by model basis. Is it in cover (25% obscured?) from the shooters POV? If so, then yes, you get a cover save. If not, then no. The exceptions to this are clearly defined. Ruins, always grant cover if you are -inside- them, regardless if you're physically obscured or not. Same for Twisted Copses (citadel wood) and Craters.

+1 cover save for vehicles if you can see a part of the vehicle, (therefore allowing you to shoot it) but you can't see the facing of the vehicle that you lay in arc of is still in, just as it was before. The rumor that vehicles could not claim cover from Infantry was a falsehood; however Vehicles are the exception to the above "if you're -in it- you get cover" rule associated with Ruins, woods, and craters. They must still be 25% obscured to claim cover.

Vehicle Wreckage (0 hull points) is, you leave the vehicle in place. It is now Difficult Terrain. Unless otherwise noted, a model taking cover behind Difficult Terrain gets a 5+ cover save. Explodes results, on the other hand, to not instruct you to place a crater. You simply explode, and remove the model (after resolving the explosion effects)

Ruins, and the overall -absence- of "Area Terrain" do not provide you with a +2 cover for going to ground within them. They are difficult, they provide 4+ cover for those inside, regardless if they are 25% obscured. Nothing more. Now...the specific Ruins...Basilica Administratum, Sanctum Imperialis, Shrine of the Aquila....they are the exact same...but each have their own unique special rule. You and your opponent may choose to ignore these rules.

The datasheet rules in Stronghold Assault for each piece of terrain is used for those pieces. Defense Lines and Barricades, in general, provide a 4+ cover. Defense Lines (aegis and wall of martyrs) provide +2 to cover if you go to ground behind them/within them...so there is still plenty of 2+ cover. Walls, barricades, and defense lines you are behind (in contact of) count you as being in contact with an enemy who charges them. (i.e. that enemy need not charge all the way to your models, just the barricade they are hiding behind)

I can find no reference to a limit on how many units may be held in Reserves.
Nightfighting has been simplified to be an option that either player can invoke in a mission where that rule is used. If neither does so, there is no Night Fighting. If one does, it is rolled for only on game turn 1. On a 4+ -everything- has Stealth. Simple...no?
Each piece of purchasable Citadel Terrain has its own unique rules. Sanctum Imperialis, for instance, or Moonscape, or "Twisted Copse" as they call the Woods. Shrine of the Aquila...all have unique rules.
Also, there are no longer any guidelines on restrictions or maximums for amount of terrain on a battlefield, or how to deploy it. It is left up to player preference and agreement. (which I vastly prefer)

Factions is a term that refers to what most players are accustomed to calling "Race" or sometimes more vaguely, "Army"; but is perhaps better interpreted as "Codex". Imperials is -not- a Faction. Adepta Sororitas, Astra Militarum, Imperial Knights, and each type of loyal Space Marine are all individual Factions; for instance.

The only time this is of particular import is when you are building a Battleforged Army; as your "Combined Arms Detachment" (what we recognize as the standard FOC) must consist of units only from a single Faction (codex)... or, alternatively, -no- Faction. (an option that I suspect will become available somewhere down the line) Savvy?

Furthermore, your "Allied Detachment" (which is identical to what we know already) must include units only from a single Faction, and that this Faction must be a different one from your "Primary Detachment".

All in all, it looks as though Combined Arms Detachment, and Allied Detachment are the -only- detachments so far...but that there will be others...and they will have their own, unique, FOCs. They will also have their own requirements and Command Benefits. Some Detachments, for instance, may have the requirement of needing to consist of units taken solely from the Orks Faction...

Formations, consequently, are also Detachments, but of a very special kind. Formations, consequently, are the -only- kind of Detachment that an Unbound army may take.

Lastly, with regards to Factions, is that each Codex Supplement is specifically the -same- Faction as the Codex that it is a Supplement for. Codex: Clan Raukan -is- the same Faction as the Space Marines Faction. Codex: Iyanden is the same Faction as the Eldar Faction. So yeah, you can't have an Allied Detachment of Crimson Slaughter to your Primary Detachment of Chaos Space Marines...but you really don't need to...you can take a Crimson Slaughter Combined Arms Detachment instead.

[USRs]Some have been altered for simplicity. Split Fire and Counter Attack, for instance, no longer require the Ld test they did before. Most are identical, but some have been tweaked. Rampage, for instance, no longer grants any benefit in the case of a Disordered Charge. The best change is that most of the rules are very clearly written, with regards to how they interact with one another, obscure rules, and special situations. Most of the USRs are entirely self-contained, and do not require that you reference other sections of the book to decipher them. Precisions Shots is now a USR, rather than an addendum attached to the Character section. Vector Strike is 1 hit, or d3 against things high in the air. All in all, nothing ground breakingly different.

Soulblaze is unchanged.

Deepstriking vehicles count as moving Combat Speed, rather than Cruising.

Walkers have Hammer of Wrath, and neither they, nor Monstrous Creatures, nor anyone else have a forbiddance on climbing up levels of ruins...at least not that I have found.


From a comments thread on 3++ (link):
Spoiler:

Most Important Rule still exists.

Turn is start of your turn, movement, psychic, shooting, assault, end of turn.

Turn still refers to player turn.

True Line of Sight still exists.

Unit coherency is 2" as per normal; 6" vertically.

has MC and multitrackers change for the purpose of shooting at shooting phase or overwatch
The wording is the same "in shooting phase"

Psykers can know more than their mastery level of powers ONLY if stated otherwise. Otherwise number is as per mastery level.

What are the basic rules for casting psychic powers? (Is it 4+ per die and need "successes" equal to the spell's WC, as rumored?) Is there any limit on power dice or dispel dice per turn?
4+ per die; need X successes where X is WC level

D6+masterys for power; D6 for dispel (each D6 is =)

How do Snap Shots function?
BS1

Can units consolidate into new combats? If so, how exactly does it work?
No

Psychic focus – generate all powers from one discipline (even one power); gain primars. If you gain another power from another discipline, lose psychic focus. Powers not part of a discipline do not count against this.

Chaos psychic focus – mark of chaos or being a daemon of a particular chaos god = auto primaris of that god in addition to others.

Powers generated beofre game and done openly. YOu choose the order generated.

Same as before – choose a discipline, roll a D6.

Generating warp charges – player turn rolls a D6; each player gains D6 warp charges. Player turn adds all mastery levels of psychic units (this includes!!!!!!! psychic pilot and brotherhood of psykers).

Attempt to manifest psychic powers until warp charge pool is 0. Cannot ATTEMPT to manifest same power twice.

Delcare a target and make a psy test followed by a deny the witch.

two or more 6s = perils.

Cannot psy power target a unit in a transport.

Taking psy test – declare how many warp charges you are spending and then remove from pool. Roll a number of D6 equal to points expended and for each 4+, you get one Warp charge point. If total is greater than or equal to the cost for the power, the psy test is successful.

Deny the witch is essentially the same (6+, +1 for being a psyker, +1 for higher mastery level, 1+ Adamtin will) but must equal or exceed the number of successful warp charges.

You can nullify blessings and conjurations; same process but without bonuses.

Psy hoods allow the wearer if within 12" to attempt to nullify the power as normal. Can only be used inside a vehicle if against vehicle.

All armies can generate from Daemonolgy except Tyranids. [Zion's Note: And non-psyker armies obviously]

GK can generate Santic as normal but none from Malefic. Other psy on Santic = perils on any doubles.

Daemon rule psykers can manifest Malefic as any other but not from Santic. Other psy = perils on any doubles.

Perils – roll D6; randomly applied for units with brotherhood.

1) ld test; pass = 1 wound/ glance with no saves of any kind; failed – removed from play and unit suffers D6 S6 AP1 hits (wound allocation from psyker
2) 1 wound / glance no save; randomly select one power and power is lost
3) 1 wound / glance no save; if currently psy phase roll D3 – number of warp charges lost from both players pool
4) 1 wound / glance no save
5) Ld test; suffers 1 wound / glance if failed; if passed – no ill effects
6) ld test; fail = 1 wound / glance; pass = 3+ invul, fleshbane, armourbane, smash until next friendly psy phase

weapons are fired individually within unit

BS6+ still works as before

Snap shot BS can be modified but only if rule states can modify snap shot BS

WOund allocation is the same – closest to closest.

25% is still cover percentage needed [Zion's Translation: Models need to be at least 25% obscured to claim cover?]

no changes to weapon types that i can see

Cannot declare charges against unreachable units or units it cannot see.

Overwatch is the same.

2D6 still for charge distance.

-2" for charging through terrain

You CANNOT consolidate into combat. Same as before.

Morale appears the same.

Unit types the same

FMCs:
-Deployment same. CANNOT charge the turn you change flight modes.
-If suffered one or more unsaved wounds during a phase; must take grounding test. 3+ all good, 1-2 as normal.
-You can be grounded and then charge the next turn.

All garg creatures have stomp and unstoppable.

Vehicle movement is the same as is combat speed and cruising speed. Stationary = all weapons. Combat = one plus snap shots; Crusising = all snap

Ordnance firing from vehicle = all others snap shots.

Flat out is the same.

Hull points are the same.

VD cha(r)t
1-3 shaken
4 stunned
5 weapon destroyed
6 immobilised
7 explodes (S4 within D6")

AP2 + 1 to damage chart; AP1 + 2

Vehicles are WS1

Rear armor in assault

Glancing counts as 1 wound and pen as 2 wounds for combat results

Emarking / disembarking is the same.

Transports bought for units count as their respective FoC

CHANGE – damage results of shaken/stunned/imob/weapon destroyed = Ld test for embarked passengers, if failed can only snap shot

Jink – declare before to hit rolls are made, all models gain a 4+ cover save but can only snap shot (during next shooting phase)

Cannot charge from stationary vehicles

Dozer blades +1 to AV WHEN RAMMING

Wounds from challenge carry over but the challenge remains ongoing until end of combat phase.

USRs:


  • [*] Acute senses – same
    [*] AWill – same
    [*] ATSKNF – no more extra 3" on regroug
    [*] Assault vehicle – can assult from vehicle unless it arrived from reserve that turn
    [*] Armourbane – roll additional D6 for armor pen
    [*] Blasts – same with apoc crap thrown in
    [*] Blind – failed I; WS/BS1 until end of their next turn
    [*] Brotherhood – covered
    [*] Bulky / Very / Extremely – 2/3/5 for transport capacity
    [*] Barrage – same
    [*] Deep Strike – same
    [*] Concussive – I1 if hit by this until end of next assault phase
    [*] Counter-attack – same
    [*] Crusader – 2 dice for run, pick one; +D3 for sweeping advance
    [*] Daemon – 5+ invul and fear
    [*] D-weapon – 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds – no saves only from 6
    [*] EW – immune to instant death
    [*] Fear – Ld test; if failed WS1 for remainder of fight sub-phase
    [*] Fearless – same
    [*] FNP – 5+ same
    [*] Fleet – same
    [*] Fleshbane – Same
    [*] Gets Hot – same
    [*] Force – psy power as discussed
    [*] Furious Charge – +1S; no if disorderd charge
    [*] Graviation – same as SM book
    [*] Hammer of Wrath – models strength
    [*] Hatred – same
    [*] Haywire – same
    [*] H&R – same
    [*] Ignores cover – Same
    [*] Instant death – same
    [*] Independent Characters – WAIT FOR IT - cannot join infiltrate units if it does not have it. thanks for answering half the question. dicks however this to me identifies that an IC can confer it to a unit since they restricted only ICs joining if they do not have it; cannot join MCs
    [*] Infiltrate – same (as is outflank)
    [*] Interceptor – same but nothing to help shooting at ground targets
    [*] IWND – same
    [*] Jink – discussed already
    [*] Lance – vehicle armour values count as max of 12
    [*] Master-crafted – same
    [*] Mighty Bulwark – same
    [*] Melta – says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
    [*] Missile Lock – reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
    [*] Monster Hunter – same
    [*] Move trhough Cover – not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
    [*] Night Vision – ignore Night Fight
    [*] Pinning – one or more from a weapon once firing unit has finished (one per unit)
    [*] Poisoned – same
    [*] PotMS – cannot be used if flat out or smoke lauchers used
    [*] Precision Shot – same
    [*] Preferred Enemy – same
    [*] Psy Pilot – discussed
    [*] Psyker – discussed
    [*] Rage – +2 on charge
    [*] Rampage – +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
    [*] Relentless – same
    [*] Rending – same
    [*] Repel the enemy – charge on turn disembarked from building
    [*] Sentry Defense System – can auot fire with weapons even if unoocupied
    [*] Shred – re-roll failed to wounds
    [*] SHrouded – +2 cover
    [*] Skilled Rider – +1 cover to Jink, ignore dangerous
    [*] SKyfire – normal BS against air; snap against ground
    [*] S&P – same
    [*] Smash – all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
    [*] Sniper – same
    [*] Scout – same looks like
    [*] Soul Blaze – same
    [*] Specialist Weapon – same
    [*] Split Fire – no ld check required
    [*] Stealth – +1 cover
    [*] Strafing run – same
    [*] Strikedown – same
    [*] Stubborn – Same
    [*] Superosnic – same
    [*] Swarms – same
    [*] Tank Hunters – against vehicles
    [*] Templates – looks same
    [*] Torrent – same
    [*] Twinlined- same
    [*] Twohanded – no +1A
    [*] Unwiedly – I1 unless MC/Walker
    [*] Vector Dance – second pivot
    [*] Vector Strike – 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
    [*] Vortex – looks same
    [*] Zealout – looks same.


  • Any change to 2+ rerolls.
    No.

    In the psychic section do conjured units have a rule saying they don’t score?
    No.

    Do MC still get cover for a foot in terrain?
    No – area terrain no longer exists.

    Is fearless the same in close combat or did it revert to 5th?
    Same as 6th

    Could you enlighten us on desperate allies and scoring. Are DA scoring ? Are tropps from DA super-scoring ?
    No restrictions on scoring for any allies. yes they get objective secured.

    Allies:
    Battle Bros – benefit from warlord trait; ICs can join; "friendly units" for psy powers, abilities, etc.; can use special abilities to repair vehicles; can use modifiers and re-rolls on reserve rolls; can embark on each other's transports

    Allies of Con – treated as enemy units that cannot be charged, shot, attacked or targeted; cannot move within 1" of each other; no warlord, no IC joining, and basically none of the above stuff but are impacted by that effect enemy models.

    Desperate – same as AOC plus if within 6" roll a D6, on a 1 they do nothing

    Come the Apoc – same as Desperate but cannot deploy within 12" of each other.

    No restrictions on scoring for any allies. yes they get objective secured.

    Warlord Traits:
    Warlord traits –
    Tactical; 1) while alive, can discard up to 2 active tactical objectives (TO) instead of 1
    2) one use only, end of your turn, opponent randomly selects TO and discards
    3) generate one additional TO first turn
    4) redraw all TO on first turn if you want
    5) while alive, re-roll VP awarded for TO
    6) +1 VP for objective secured TO by Warlord

    Command –
    1) 12" use of warlord Ld
    2) 12" use of lowest Ld for enemies
    3) 12" move through cover
    4) +1" for run and charge within 12"
    5) 12" bubble of shooting re-roll 1s to hit (suck it tau – this is permanent)
    6) same as above but for assault

    Personal –
    1) Counter attack
    2) Furious charge
    3) outflank
    4) 1VP for characters slain in combat
    5) FNP
    6) Fearless and IWND

    Strategic –
    1) stealth ruins + move through cover
    2) choose for night attack and all models in your army have night vision
    3) warlord + 3 units (non-vehicle) have infiltrate
    4) +1 to seize and re-roll reserves if warlord alive
    5) -1 to opponents reserves
    6) first enemy turn, 3 enemy units take a pinning check

    Under psychic powers conjuration is there anything that says conjured units can’t score?
    No.

    Under psychic powers does it say a unit can only attemp a psychic power once per phase? ie multiple IC can’t atttempt to cast the same power if they are in a unit.
    Yes-UNIT

    Under vehicles is there anything saying vehicles can’t score?
    No.

    Objectives deployed before table halves decided.

    Who deploys first chooses who goes first or second after deployment.

    How about close combat weapons? Power axes, mauls etc…
    Same

    Can you still move and fire rapid fire at full range?
    Yes

    Have sweeping advances changed?
    No

    Does fearless have the old no retreat rule again?
    No

    Has ATSKNF changed much?
    No

    Maelstrom of war missions are missions based upon Tactical Objectives.

    Also can the "defending" player use his mastery levels to generate "dispel dice"?
    No

    Normal missions do NOT uses Tactical objectives.

    When do you get your cards for Maelstorm missions? Before or after table sides/Deployment?
    Beginning of turns.

    Roll a D66 – consult table; can never roll the same one twice.

    what does glancing hit actually do now?
    Take a HP

    Was the declaring jink for flyers or all skimmer and bikes. If so then serpent and bikes have lost some shine
    Anything with the Jink rule – so skimers, bikse, flyers.

    Can fliers still choose to shoot ground targets at regular BS?
    Yes – choose skyfire or not.

    What about Mixed Wounds and Fast Dice, does it still allow you to roll saves one at a time because there is different saves and/or a character?
    Same as before.

    What is the strength of the explosion of an open-topped vehicles for the passenger? (Was 3 in 5th ed gone to 4 in 6th ed)
    4

    Craters = 6+ no matter what; 4+ if GtG in craters.

    Do weapons that have the Get Hot USR still cause a loss of HPs on vehicles on a 4+?
    Loses HP on a 1,2,3

    STOP – Misread something; EACH player adds their Mastery Levels each psy phase; so you get D6+ML for dispel as well. Apologies this was wrong before when I said you only got D6.

    Any changes to walkers?
    None that i saw

    Is moving through difficult terrain in the movement phase 2d6 pick highest (as before) or -2" (as with charging)?
    2d6

    Does an Open-Topped Vehicle still add +1 to the Vehicle Penetration table? (Hadn't seen it on the VP table part. Asking just in case).
    Yes.

    "In some Army List Entries, a Psyker will have one or more specific psychic powers listed – where this is the case, it will be clearly stated. These Psykers always start the game with those psychic powers. Otherwise, a Pysker generates random psychic powers from amongst the psychic disciplines known to him."

    Brotherhood and Pilot can manifest unless they have a specific power.

    How D weapons work now?
    6 only ignores invul/cover


    From Seandrake on Dakka:
    Spoiler:
    Psykers embarked on a transport cannot manifest any other kind of power than witchfire

    So the burning chariot is fixed. Riders always count as stationary when firing weapons.

    Riders CANNOT disembark from the chariot.

    IF either rider or chariot is killed both are removed from play.

    When shooting at chariots keep the number of successful hits that have been caused, keep the dice in different wound pools based on str and ap basically.

    The player controlling the chariot then allocates each hit pool to the rider OR the chariot of the cloest model in the unit, if more then one pool the attacking player decides what pool to resolve first,

    Chariots can be locked in combat, Chariots fight like infantry models, and can sweeping advance, pile in console etc (unless stunned)

    In CC against a chariot decide if attacking chariot or rider, model by model basis, always by the riders WS though. You use the chariots FA though

    Hammer of wrath from chariot is d6 str 6 ap- can re roll charge distance as well!, rider has fearless and relentless and can fire overwatch but not with a weapon on the chariot.

    Difficult terrain gives 5+ [MarkyMark Adds: "Only if 25% cover by it."]



    From GoonBandito:
    Spoiler:
    1) There is a "Locked in Combat" section in the Assault Phase section. It clearly says "If a unit has one or more models in base contact with an enemy model (for any reason), then it is locked in combat". It then goes on to say that you cannot fire overwatch if charged if you are locked in combat.

    2) The section for Independent Chars quite clearly says that special rules are not conferred from the Independent Char to the Unit or vice versa unless specified in the rule itself (it gives the example of the stubborn rule). It also specifically says that Independant Chars without the Infiltrate rule cannot join a unit that does have Infiltrate. However the Infiltrate rule itself says "Units that contain at least one model with this rule...". Short answer - Independent Char with Infiltrate can join a non-Infiltrate unit and make the Unit (and any Ded. Transports) deploy as Infiltrators.

    3) All Super Heavy Vehicles have the Move Through Cover special rule (3D6, pick highest). Super Walkers can walk 12" in the movement phase, but otherwise follow all the movement rules for Normal Walkers. Super Heavy Walkers also cannot Overwatch

    Conjured units arrive via Deep Strike within the power's range. This means they are subject to scatter, mishaps and no charging the turn they arrive as per the normal Deep Strike rules.

    Conjured Psykers generate their powers as soon as they are conjured (also applies to any other random powers/abilities). Conjured Psykers cannot cast conjuration powers on the turn they are conjured.

    Conjured Units are scoring, unless otherwise noted.

    If the conjured unit is from Codex: Chaos Demons, and that unit has the option of Character, Icon of Chaos or Instrument of Chaos upgrades, it may take any of those upgrades for free, providing you have the model.

    Deep Strike table is the same. If they mishap into ongoing reserves, they deep strike anywhere on the board when they arrive.

    Dangerous Terrain is the same as before (armour or invulns)

    Assault Grenades are the same. Defensive Grenades are different: you can throw a Defensive Grenade as a 8", S1, AP-, Assault1, Blast, Blind. Defensive Grenades also don't give Stealth for being within 8" of a shooting attack anymore. Melta Bombs are also listed as being able to be used against Buildings and Gun Emplacements, as well as Vehicles and MC.


    From xttz:
    Spoiler:





    From Blog for the Blood God:
    Spoiler:












    From Spoletta:
    Spoiler:
    GtG does no longer allow overwatch.

    Pinning still counts as GtG, so yes broodlords are happy and i feel less idiot for playing 2 stranglewebs.

    Artillery models can no longer overwatch (were there artilleries without a blast weapon?)

    FMC deep striking on the board MUST enter in swooping mode.

    Oh this one is good! It is specified that you can assault stuff you can't hurt!!

    Heavy bolter is still the same.

    Also it is specified that a model attacking with an unwieldy weapon piles in at I1

    FNP does not work on D strenght.

    Sniper rule lost rending and pinning. It's now S4 against vehicles and vp2 on a wound roll of 6.

    Snipers are still poison 4+.

    Soulblaze wounds are randomly allocated now instead of the controlling player deciding.

    The new missile lock USR is kinda strange.

    It no longer mentions missiles, but it works on any weapon with the single shot rule, and as already spoilered it twinlinks if you don't have an area.

    If you have both scout and infiltration you can first infiltrate and then move.

    Also we have some changes on barrage:

    1) No longer pinning
    2) It can shoot under minimum range if it is direct fire.

    Strafing run lost pinning.

    Wrecked transports cause a pinning check.

    No limit to how many powers a psyker can attempt a turn (assuming enough Warp Charges)

    Almost forgot, blinding has been nerfed (or at least clarified). One or more hits cause a single test.


    From Tag8833:
    Spoiler:

    This message was edited 13 times. Last update was at 2014/05/23 19:38:09


     
       
    Made in us
    Wraith






    I have sadly (on many levels) read all that.

    Darn. Hurry up and review the thing, Zion.

    (Also, Exalted for putting that all in one post)

    This message was edited 1 time. Last update was at 2014/05/23 04:14:04


    Shine on, Kaldor Dayglow!
    Not Ken Lobb

     
       
    Made in gb
    Longtime Dakkanaut





    Exalt from me as well!, kudos!.

    40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
    06/2013: 1st at War of the Roses ETC warm up.
    08/213: 3rd place double teams at 4tk
    09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
    10/2013: 3rd/4th at Battlefield Birmingham
    11/2013: 5th at GT heat 3
    11/2013: 5th COG 2k at 4tk
    01/2014: 34th at Caledonian
    03/2014: 3rd GT Final 
       
    Made in us
    Archmagos Veneratus Extremis




    On the Internet

     TheKbob wrote:
    I have sadly (on many levels) read all that.

    Same here!

     TheKbob wrote:
    Darn. Hurry up and review the thing, Zion.

    As soon as it's in hand tomorrow I'll start working on it and I won't rest (read: sleep) until I've finished ALL of the things.

     TheKbob wrote:
    (Also, Exalted for putting that all in one post)

    Now to save a link to that for the next time someone asks something that's been answered...
       
    Made in gb
    Longtime Dakkanaut





    Also not sure if its been mentioned above, but theres no fortifications in there, no bastion skyshield etc. It does say there are other publications etc which leads me to believe that is how they plan to keep stronghold assault from having no sales at all.

    So in other words, if you want to use a fortifcation you need SHA.....

    40kGlobal AOA member, regular of Overlords podcast club and 4tk gaming store. Blogger @ http://sanguinesons.blogspot.co.uk/
    06/2013: 1st at War of the Roses ETC warm up.
    08/213: 3rd place double teams at 4tk
    09/2013: 7th place, best daemon and non eldar/tau army at Northern Warlords GT
    10/2013: 3rd/4th at Battlefield Birmingham
    11/2013: 5th at GT heat 3
    11/2013: 5th COG 2k at 4tk
    01/2014: 34th at Caledonian
    03/2014: 3rd GT Final 
       
    Made in us
    Archmagos Veneratus Extremis




    On the Internet

    MarkyMark wrote:
    Also not sure if its been mentioned above, but theres no fortifications in there, no bastion skyshield etc. It does say there are other publications etc which leads me to believe that is how they plan to keep stronghold assault from having no sales at all.

    So in other words, if you want to use a fortifcation you need SHA.....

    Odd. Kirby claimed there was terrain stuff in there, but skipped over it. I'm not saying that -you're- wrong, just that someone is wrong.

    Added.

    This message was edited 1 time. Last update was at 2014/05/23 04:22:24


     
       
    Made in us
    Longtime Dakkanaut



    Las Vegas

    Nice. FLGS got their stuff, and put it out early, so I'll be spending tomorrow getting thoroughly familiar with the rules.

       
     
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