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Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

carmachu wrote:
yakface wrote:
Hey they finally fixed Ork Tankbustas. If a vehicle isn't within range or LOS now you get to choose your target normally (about time).

Also Flashgitz got 'ignore cover' added to their shots since 'Gitfinda' is now a pointless piece of gear.



thats pretty good. But the question I have after reading:

Nob bikers are only instagibbed by S10? AND they can still take cybork/FNP rolls even from powerfist attacks? Did I read that right?


You did, but I think you'll find the new wound allocation rules does reign them in a bit.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Made in fi
Jervis Johnson






carmachu wrote:
yakface wrote:
Hey they finally fixed Ork Tankbustas. If a vehicle isn't within range or LOS now you get to choose your target normally (about time).

Also Flashgitz got 'ignore cover' added to their shots since 'Gitfinda' is now a pointless piece of gear.



thats pretty good. But the question I have after reading:

Nob bikers are only instagibbed by S10? AND they can still take cybork/FNP rolls even from powerfist attacks? Did I read that right?

Yes you got that right. Bikes have real toughness bonuses now. So you need S10 weapons to instagib them, and only S10 weapons ignore the 5+ FNP.

This message was edited 1 time. Last update was at 2012/06/30 12:15:05


 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Earth

yakface wrote:
labmouse42 wrote:
ZebioLizard2 wrote:So Ahriman is level 4 mastery? (Staff + Mark)
That would be bad ass. Eldrad and Tigarias are level 3.


Again, people don't seem to be comprehending what Psychic Mastery level is. You don't get to take Mastery level and then add other rules that allow you to cast additional powers.

As explained in the rulebook, in older codexes (ones that don't list mastery level) psychic master level is equal to the number of powers the model was already allowed to cast.

Ahriman was previously allowed to cast 3 powers so his mastery level is 3.

This isn't rocket science.



well that must be wrong, as a sorceror is lvl 1, mark give him an extra casting, by that logic since he could only cast once before the mark does nothing other than add to his inv save.

plus the FAQ now over rules Ari's rules and give him a mastery level, Eldrads FAQ also states it includes the bonus to his mastery level but Ari's doesnt, logical conclusion is that is was intentional and he gains +1 for the mark.

OR!!!!! its just another case of GW no being consistent
   
Made in us
Beautiful and Deadly Keeper of Secrets





yakface wrote:
ZebioLizard2 wrote:
I wish, but the FAQ listed him as PM3, So it's likely from the staff itself, with the mark giving him the boost up to 4.


Again, he was only able to cast 3 power previously so his mastery level is 3.

The Mark of Tzeentch was never cumulative with his Staff's ability, the Staff's ability simply trumped the benefit provided by the MoT.





Damn, guess I have to be placated by the fact that Thousand Son Psykers can now purchase the cheapest power and get rolls in the books powers.

   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

yakface wrote:As explained in the rulebook, in older codexes (ones that don't list mastery level) psychic master level is equal to the number of powers the model was already allowed to cast.
This puts him in line with the other 2. It seems that the most powerful psykers in the universe are listed as level 3.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Formosa wrote:
yakface wrote:
labmouse42 wrote:
ZebioLizard2 wrote:So Ahriman is level 4 mastery? (Staff + Mark)
That would be bad ass. Eldrad and Tigarias are level 3.


Again, people don't seem to be comprehending what Psychic Mastery level is. You don't get to take Mastery level and then add other rules that allow you to cast additional powers.

As explained in the rulebook, in older codexes (ones that don't list mastery level) psychic master level is equal to the number of powers the model was already allowed to cast.

Ahriman was previously allowed to cast 3 powers so his mastery level is 3.

This isn't rocket science.



well that must be wrong, as a sorceror is lvl 1, mark give him an extra casting, by that logic since he could only cast once before the mark does nothing other than add to his inv save.

plus the FAQ now over rules Ari's rules and give him a mastery level, Eldrads FAQ also states it includes the bonus to his mastery level but Ari's doesnt, logical conclusion is that is was intentional and he gains +1 for the mark.

OR!!!!! its just another case of GW no being consistent



Yes, its a case of GW not being consistent. Sorcerers should be Mastery Level 2.

But regardless, a Mark does NOT add to the listed Psychic Mastery Level.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

Oh hey, notice they've never quite clarified the AP for Boneswords - RAW shenanigans are going to be fun for a while as Tyranid players stress the 'ignore armour saves' part rather than 'counts as a power weapon'.


Now only a CSM player. 
   
Made in au
Guardsman with Flashlight





Melbourne

RiTides wrote:Chaplains have AP4 power mauls wtf!

What is left that is commonly available that can strike at initiative and be AP2? I thought for sure they'd be one of them. Most AP2 things seem to be striking at I1 now.


Tyranid Boneswords

Rules wise they count as an upgrade not a weapon and they had no mention in the FAQ.

I5 Tryanid Primes Om Nom Nom nom

Boneswords ruleswise count as an upgrade that causes all the tyranids close combat attacks to ignore armor, they don't count as a weapon themselves.

Only downside is that no AP value means no +1 or +2 to the damage charts to vehicles. :/

This message was edited 1 time. Last update was at 2012/06/30 12:28:55


Matt Ward makes me cry. 
   
Made in gb
Servoarm Flailing Magos





DarkStarSabre wrote:Oh hey, notice they've never quite clarified the AP for Boneswords - RAW shenanigans are going to be fun for a while as Tyranid players stress the 'ignore armour saves' part rather than 'counts as a power weapon'.

Ignores armour saves. No ambiguity.

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in us
Beautiful and Deadly Keeper of Secrets





Joey wrote:
DarkStarSabre wrote:Oh hey, notice they've never quite clarified the AP for Boneswords - RAW shenanigans are going to be fun for a while as Tyranid players stress the 'ignore armour saves' part rather than 'counts as a power weapon'.

Ignores armour saves. No ambiguity.


Which if the book states there is ambiguity, it counts as AP3.
   
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Battlefield Professional




Norwich, UK

Any word on when we're likely to see the Forgeworld updates?

Wings of the Aquilla - A 40K aviation story.

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Utherwald Press Blog 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

ZebioLizard2 wrote:
Joey wrote:
DarkStarSabre wrote:Oh hey, notice they've never quite clarified the AP for Boneswords - RAW shenanigans are going to be fun for a while as Tyranid players stress the 'ignore armour saves' part rather than 'counts as a power weapon'.

Ignores armour saves. No ambiguity.


Which if the book states there is ambiguity, it counts as AP3.


Wonder how many of you remember when people argued til blue in the fact that Tyranids with say, Scything Talons and Rending Claws could only benefit from the abilities of one or the other, not both in 5th edition due to the way the multiple special weapons rules were worded. Every Tyranid player knew this was not the case (they were in effect functioning identical to 3rd and 4th edition Tyranids) but people still insisted up to the point where the FAQ came out and said that.

I expect people to kick off about Boneswords. Really, I do.


Now only a CSM player. 
   
Made in us
The New Miss Macross!





Deep Frier of Mount Doom

Hrmm... Logan Grimnar seems to have lost any utility with his special axe that allows him to choose between two profiles. Both a frost axe and powerfist (the two he can choose from IIRC) are unwieldy.

I don't have my book with me at the moment... the grey knight halberd acts as a special force weapon... how does that interact with AP and initiative as a force halberd/axe with the rulebook and special GK halberd rules?
   
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Beautiful and Deadly Keeper of Secrets






I don't have my book with me at the moment... the grey knight halberd acts as a special force weapon... how does that interact with AP and initiative as a force halberd/axe with the rulebook and special GK halberd rules?

Unusual force weapon as noted in the FAQ, thus it uses it's own rules and has AP3
   
Made in us
Grisly Ghost Ark Driver






O.0 Praetorians gaining +1 str on their melee weapons, ignoring armor of course but what is this unwieldy business? I'm not getting my rulebook for a little while still.
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

warboss wrote:Hrmm... Logan Grimnar seems to have lost any utility with his special axe that allows him to choose between two profiles. Both a frost axe and powerfist (the two he can choose from IIRC) are unwieldy.

I don't have my book with me at the moment... the grey knight halberd acts as a special force weapon... how does that interact with AP and initiative as a force halberd/axe with the rulebook and special GK halberd rules?


All NFW are AP3 'unusual' Force Weapons, which just means they also still follow the special rules in the codex. So even though the Nemesis Hammer is AP3, it is also AP2 because it follows the rules for Thunderhammers simultaneously.


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

Prodromus wrote:
RiTides wrote:Chaplains have AP4 power mauls wtf!

What is left that is commonly available that can strike at initiative and be AP2? I thought for sure they'd be one of them. Most AP2 things seem to be striking at I1 now.


Tyranid Boneswords

Rules wise they count as an upgrade not a weapon and they had no mention in the FAQ.

I5 Tryanid Primes Om Nom Nom nom

Boneswords ruleswise count as an upgrade that causes all the tyranids close combat attacks to ignore armor, they don't count as a weapon themselves.

Only downside is that no AP value means no +1 or +2 to the damage charts to vehicles. :/


There is one other thing (consisting of multiple things) that strikes at initiative and ignores armour with, well, everything.

Nurgle Daemons and MoN Chaos Marines at Tally of Pestilence level 20 . That is just going to be oh so dirty.


Now only a CSM player. 
   
Made in us
[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Kurgash wrote:O.0 Praetorians gaining +1 str on their melee weapons, ignoring armor of course but what is this unwieldy business? I'm not getting my rulebook for a little while still.


Please stop asking for the rules. Wait until you get home or wherever and get to your rulebook.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in de
Wrathful Warlord Titan Commander






germany,bavaria

RiTides wrote:I don't see any clarity on allies...

Except the clarity who benefits from special rules, yes.

pretre wrote:Sisters won the FAQ war here.

Our Acts of Faith work on Allies (IC's or Squads).

Our Auras and Powers from ICs work on allied squads (6" Fearless bubble and Jacobus' +1 Attack and FNP).

gonna see some nasty IG combinations here.



Won? More than this. They seem to be the only ones to share.

The only bit I saw to borrow anything from an ally is Shrikes "unseen..." , yes?

Makes detachments self containing, as it should be.


Target locked,ready to fire



In dedicatio imperatum ultra articulo mortis.

H.B.M.C :
We were wrong. It's not the 40k End Times. It's the Trademarkening.
 
   
Made in gb
Servoarm Flailing Magos





ZebioLizard2 wrote:
Joey wrote:
DarkStarSabre wrote:Oh hey, notice they've never quite clarified the AP for Boneswords - RAW shenanigans are going to be fun for a while as Tyranid players stress the 'ignore armour saves' part rather than 'counts as a power weapon'.

Ignores armour saves. No ambiguity.


Which if the book states there is ambiguity, it counts as AP3.

Only the internet could claim that "ignores armour saves" means anything other than ignores armour saves.

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in gb
Purposeful Hammerhead Pilot





Is it just me or did tau just get shafted?

No AA on skyrays
Target locks removed (WHY?)
Battlesuits have to pay for night vision

No benefits at all? :(

Also woah! massive nerf to chaplains! crozius as a power maul now, my brother plays dark angels and hes not gunna be happy, esp since he cant equip his with power fists or lightning claws

This message was edited 1 time. Last update was at 2012/06/30 12:48:44


 
   
Made in us
Beautiful and Deadly Keeper of Secrets





Joey wrote:
ZebioLizard2 wrote:
Joey wrote:
DarkStarSabre wrote:Oh hey, notice they've never quite clarified the AP for Boneswords - RAW shenanigans are going to be fun for a while as Tyranid players stress the 'ignore armour saves' part rather than 'counts as a power weapon'.

Ignores armour saves. No ambiguity.


Which if the book states there is ambiguity, it counts as AP3.

Only the internet could claim that "ignores armour saves" means anything other than ignores armour saves.


So what does it count as for affecting vehicles than? AP2? AP1? All the other (with few exceptions) "Ignores armor saves" have gained actual AP stats, so I believe it was just a mistake on their part.


No benefits at all? :(


Stealth suits have a permanent 4++ and can get to 2+ in cover?

This message was edited 1 time. Last update was at 2012/06/30 12:50:05


 
   
Made in au
Quick-fingered Warlord Moderatus






yakface wrote:
You did, but I think you'll find the new wound allocation rules does reign them in a bit.



I've noticed you can still wound spread, and you don't even need different wargear, you just need to have an IC to LOS

This message was edited 1 time. Last update was at 2012/06/30 12:51:07


Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
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Purposeful Hammerhead Pilot





Woah yeah... and sniper teams!
   
Made in gb
Servoarm Flailing Magos





ZebioLizard2 wrote:
So what does it count as for affecting vehicles than? AP2? AP1? All the other (with few exceptions) "Ignores armor saves" have gained actual AP stats, so I believe it was just a mistake on their part.

Well it's not AP1 or 2 so you have your answer. It may have been a mistake not to give it an AP value but it doesn't need one.

This message was edited 1 time. Last update was at 2012/06/30 12:52:27


Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in au
Ferocious Blood Claw




Adelaide, Australia

"Page 49- Shadowseer, Veil of Tears"
"Replace the second and third sentences with: "the shadowseer, and all models in her unit, have the stealth and shrouded special rules".

I wonder if it was supposed to mean third and fourth sentences. Fourth sentence is the spotting distance rule; second sentence states that it works like a warlock power.

DQ:90SG+M-B--I--Pw40k05#++D+++A+/mWDR+T(T)DM+ 
   
Made in de
Decrepit Dakkanaut





Still laughing at the new Warscythes. Average armor penetration of 14, and then get +2 on the vehicle armor chart.

Hahaha.

   
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Beautiful and Deadly Keeper of Secrets





Joey wrote:
ZebioLizard2 wrote:
So what does it count as for affecting vehicles than? AP2? AP1? All the other (with few exceptions) "Ignores armor saves" have gained actual AP stats, so I believe it was just a mistake on their part.

Well it's not AP1 or 2 so you have your answer. It may have been a mistake not to give it an AP value but it doesn't need one.


AP3 than, gotcha.
   
Made in au
Ferocious Blood Claw




Adelaide, Australia

...nope! Not an error. Sentence two is formally replaced in the FAQ.

DQ:90SG+M-B--I--Pw40k05#++D+++A+/mWDR+T(T)DM+ 
   
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Grim Dark Angels Interrogator-Chaplain





Earth

seeker missiles hit flyers on a 2+, surly thats a buff? mind you, you need to hit it on 6 with marker lights
   
 
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